How to unlock and use finishers
- Requirement: Aberrant Strength 15, from any mix of Primary and Secondary Aberrant nodes.
- Cost: one Living Shard per finisher, spent at the monolith in the Gap.
- Equip: loadout, Combo, then pick the finisher on the right.
- Use: press Square after the primary melee combo.
- Upgrades: five per finisher, paid with other resources from the city and vendors.
All six combo finishers
| Finisher | What it does | Final upgrade |
|---|---|---|
| Spin Edge | Continuous spin that hits every enemy around you | Deathly Trajectory: spin without end |
| Concussive Beatdown | Quick strikes with large Falter | Paranatural Knockdown: shockwave on the last hit |
| Uppercut Surge | Launches enemies and applies Lifted | Imminent Knockout: +10% Critical Chance |
| Wide Edge | Wide, heavy hit that pushes enemies away | Savage Accumulation: +3% Falter per enemy hit by the primary combo |
| Split Pivot | Weapon becomes a circular blade dealing Damage and Falter | Power Game: +20% Falter on the blades |
| Split Orbit | Short attack that leaves a blade circling Dylan | Limitless Intensity: damage and Falter rise over time |
Effects and upgrade names are from Method and Beebom. Neither lists exact resource costs for the upgrades.
Which finisher to unlock first
- 1. Spin Edge. Hits groups, works with every Aberrant form, and its last upgrade lets you keep spinning against bosses and Falter-heavy enemies.
- 2. Concussive Beatdown. The opposite style: fast hits that build Falter for Executions. It suits quick close-range forms.
- Later: Uppercut Surge overlaps with forms that already lift, Wide Edge keeps enemies at range, and the two Split finishers add blade damage.
Living Shards are scarce early, so Method suggests sticking to one or two finishers until mid-game. For full loadouts see best builds, and for fire synergy see Ignite or Inferno.


