The First Descendant

Lethal Finish Module (Impact Rounds)

Beginner's Guide and Advanced Tips and Tricks
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Season 1 | New Update
★ New Characters: Hailey and Ultimate Freyna
☆ Season Guides: Battle Pass | Invasion Guide | ETA-0
☆ New Void Interception: Death Stalker
☆ New Weapon: Frost Watcher

Lethal Finish is a Impact Rounds module in The First Descendant. Read on to learn how to get Lethal Finish, its effects, and more!

How to Get Lethal Finish

Echo Swamp (Hard) - Kuiper Transport Route Complete
Echo Swamp (Hard) - Seed Vault Mission Monster
Echo Swamp (Hard) - The Chapel Mission Monster
Echo Swamp (Normal) - Abandoned Zone Mission Monster
Echo Swamp (Normal) - Arche Motion Sensor Mission Monster
Echo Swamp (Normal) - Derelict Covert: Vulgus Strategic Outpost Mission Monster
Echo Swamp (Normal) - Emergency Landing Strip Mission Monster
Echo Swamp (Normal) - Environment Contamination Zone Mission Monster
Echo Swamp (Normal) - Field Energy Station Mission Monster
Echo Swamp (Normal) - Ghost Marsh Mission Monster
Echo Swamp (Normal) - Hazy Swamp Mission Monster
Echo Swamp (Normal) - Kuiper Transport Route Complete
Echo Swamp (Normal) - Kuiper Transport Route Mission Monster
Echo Swamp (Normal) - Muskeg Swamp: Vulgus Strategic Outpost Mission Monster
Echo Swamp (Normal) - Seed Vault Mission Monster
Echo Swamp (Normal) - The Chapel Mission Monster
Echo Swamp (Normal) - The Tree of Truth Mission Monster
Echo Swamp (Normal) - Traces of Colossi Interceptions Mission Monster
Echo Swamp (Normal) - Verdant Greenery Mission Monster
Echo Swamp (Normal) - Void Fusion Reactor - Echo Swamp Derelict Covert Mission Monster
Echo Swamp (Normal) - Void Fusion Reactor - Echo Swamp Muskeg Swamp Mission Monster
Sterile Land (Hard) - High-powered Jammer Complete
Sterile Land (Hard) - The Forgottense Mission Monster
Sterile Land (Hard) - Unknown Laboratory Mission Monster
Sterile Land (Normal) - Anticipated Ambush Point Mission Monster
Sterile Land (Normal) - Biological Research Facility Mission Monster
Sterile Land (Normal) - Classified Area: Vulgus Strategic Outpost Mission Monster
Sterile Land (Normal) - Deception Transmitter Mission Monster
Sterile Land (Normal) - Defense Garrison Rally Point Mission Monster
Sterile Land (Normal) - External Reactor Mission Monster
Sterile Land (Normal) - High-powered Jammer Complete
Sterile Land (Normal) - High-Powered Jammer Mission Monster
Sterile Land (Normal) - Kuiper Refinery Mission Monster
Sterile Land (Normal) - Kuiper Storage Tank Mission Monster
Sterile Land (Normal) - Large Nuclear Reactor Mission Monster
Sterile Land (Normal) - Logistics Facility Mission Monster
Sterile Land (Normal) - Rockfall: Vulgus Strategic Outpost Mission Monster
Sterile Land (Normal) - The Barracks Mission Monster
Sterile Land (Normal) - The Base’s Power Grid Mission Monster
Sterile Land (Normal) - The Forgottense Mission Monster
Sterile Land (Normal) - The Repository: Vulgus Strategic Outpost Mission Monster
Sterile Land (Normal) - Unknown Laboratory Mission Monster
Sterile Land (Normal) - Void Fusion Reactor - Sterile Land Restricted Zone Mission Monster
Sterile Land (Normal) - Weapon Processing Facility Mission Monster
Sterile Land (Normal) - Weapons Engineering Facility Mission Monster
Legend
Mission Monster - Any of the enemies encountered in the mission can drop the module.
Complete - The module can be received after completing the mission.
Amorphous Material Pattern: XXX Required - Choose the Amorphous Material Pattern after defeating the Colossi in an Intercept Battle.
Descendant Required - Open the Encrypted Vault using the required descendant.
Intercept Battle - Defeat the indicated Void Intercept Boss.

Lethal Finish Basic Info & Effects

Lethal Finish Basic Info
The First Descendant - Lethal Finish.png Lethal Finish Capacity 6
Socket Almandine
Class
The First Descendant - Impact Rounds Icon.png Impact Rounds
Effects
When firing a firearm, ammo with an additional + X% Critical Hit Rate is fired (Cooldown Xs). When defeating an enemy with the enhanced bullets, module cooldown is -Xs. However, the firearm's base Weak Point DMG is fixed at X%.

Details Per Level

Lvl Effect Capacity Kuiper Shard Gold
0 When firing a firearm, ammo with an additional + 30% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10s. However, the firearm's base Weak Point DMG is fixed at 100%. 6 - -
1 When firing a firearm, ammo with an additional + 30.6% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10.2s. However, the firearm's base Weak Point DMG is fixed at 100%. 7 900 9000
2 When firing a firearm, ammo with an additional + 31.4% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10.5s. However, the firearm's base Weak Point DMG is fixed at 100%. 8 2700 27000
3 When firing a firearm, ammo with an additional + 32.5% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10.7s. However, the firearm's base Weak Point DMG is fixed at 100%. 9 6000 60000
4 When firing a firearm, ammo with an additional + 34.2% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11s. However, the firearm's base Weak Point DMG is fixed at 100%. 10 12000 120000
5 When firing a firearm, ammo with an additional +36.5% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.2s. However, the firearm's base Weak Point DMG is fixed at 100%. 11 22000 220000
6 When firing a firearm, ammo with an additional + 39.3% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.4s. However, the firearm's base Weak Point DMG is fixed at 100%. 12 39300 393000
7 When firing a firearm, ammo with an additional + 43% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.7s. However, the firearm's base Weak Point DMG is fixed at 100%. 13 67800 678000
8 When firing a firearm, ammo with an additional +47.5% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.9s. However, the firearm's base Weak Point DMG is fixed at 100%. 14 114300 1143000
9 When firing a firearm, ammo with an additional +53.2% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -12.2s. However, the firearm's base Weak Point DMG is fixed at 100%. 15 189300 1893000
10 When firing a firearm, ammo with an additional +60% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -12.4s. However, the firearm's base Weak Point DMG is fixed at 100%. 16 309300 3093000

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