List of all Finishing Moves

There are 17 finishing moves.

These moves are based on four elements, two philosophies, and Force mastery: Earth, Wind, Fire, Water, Light, Dark, and Void.

Four finishing moves can be performed by any Monk at any level.

Five moves are available only to Harmonious Path ("Light") Monks at level 3.

Five moves are available only to Inevitable Dominion ("Dark") Monks at level 3.

One move is revealed to Light Monks at level 10, and a corresponding move is also opened to Dark Monks at level 10. Both moves require Void Strike to complete.

All Monks learn one additional move at level 20.

Shintao Monks and Ninja Spy class training can perform a maximum of 11 moves each.

The Henshin Mystic class tree is special. Using the Balance in Dawn ability from Tier 5 to gain a ki attack in their opposing philosophy, the Henshin can perform 15 of the 17. If the Mystic trains in Void Strike, they become the only class tree capable of performing every finishing move available.

Elemental Finishers (Granted at Monk level 1)

The Trembling Earth

Combination: Earth - Earth- Earth (10 ki)

The attack has +2 critical multiplier, and the victim is unable to cast spells for 30 seconds. Fortitude save negates.

Tanking Monks should spam this on bosses to maximize their damage, especially if unarmed.

The Gathering Storm

Combination: Wind- Wind- Wind (10 ki)

The target's ability to "land attacks" is reduced for 30 seconds. -2 on attack rolls. Undeads appear to be immune. Fortitude save negates.

An Air student could reduce attack rates by a berserking enemy to help their friends.

Breath of the Fire Dragon

Combination: Fire- Fire- Fire (10 ki)

A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d6 damage per Monk level. A successful Reflex save (DC 10 + Monk level + Wisdom modifier) reduces the damage by half. This movement mimics Burning Hands and can open damageable doors that require more Strength than your character can muster.

This is the only finisher that generates an area-of-effect attack. This attack is affected by Fire spell power. A Henshin Mystic should use this spell early and often.

The Raging Sea

Combination: Water- Water- Water (10 ki)

The enemy's attacks are slowed for 30 seconds. Fortitude save negates.

Best to use this attack for low to medium intensity foes, perhaps spell casters, to reduce their rate of damage as others in your party recover and gang up on him.

Path of Harmonious Balance Finishers (Granted on selecting Fists of Light as philosophy at Monk level 3)

Healing Ki

Combination: Light- Light- Light (10 ki)

You heal all nearby allies for 1d4 plus 1d4 positive energy per two Monk levels. Does not harm undead foes.

Healing Ki is augmented on the character (not to allies) by racial Improved Recovery enhancements, from each selected Shintao Monk core enhancement, by any Devotion or Potency effect, and points to the Heal skill. Healing Ki affects any allied player, including NPCs. For Shintao Monks, this finisher is the most popular.

Remember that the Shintao's Elemental Curatives go off with Healing Ki, if one is selected, for a mass effect to remove curses, disease and the like.

Grasp the Earth Dragon

Combination: Earth- Light- Earth (10 ki)

Nearby allies become immune to daze, stun, and sleep for 60 seconds.

The Monk is the only class that can give immunity to stun effects. Your ability is needed in the "Dreaming Dark" boss fight and in the final fight of the "Tower of Despair" raid against a stun-loving horned devil.

Dance of Clouds

Combination: Wind- Light- Wind (10 ki)

Nearby allies gain 20% concealment for 60 seconds.

While this Blur ability is much shorter than similar spells by other classes, this (as well as other Monk buffs) cannot be dispelled. Unlike some spell buffs, this finishing move can blur non-player characters (NPCs) such as hirelings, summons and quest characters.

Aligning the Heavens

Combination: Water- Light- Water (10 ki)

Popularly nicknamed as the "Water buff." Nearby allies gain a 25% reduction in spell point costs for 60 seconds.

This is a favorite move asked by experienced spell casters, saving spell points as they buff a party before starting a quest. Use it during battle to conserve spell points over a prolonged battle or adventure.

Walk of the Sun

Combination: Fire- Light- Fire (10 ki)

Nearby allies gain a +2 untyped bonus to attack, saves, and skills for 60 seconds.

This untyped bonus stacks with Greater Heroism and other bonuses except itself. An excellent way to help out your Rogues in the crunch for traps, or for parties to traverse through traps with better Reflex saves.

Moment of Clarity (Level 10)

Combination: Void- Light- Void (10 ki)

Nearby allies gain a +5 Insight bonus to attack and skills for a short time (15 seconds).

It's a good finisher to spam in the midst of a melee party to boost overall party damage, as well as for Rogues during crucial disable attempts. See the Lotus message at the end of this chapter regarding the availability of this finisher.

Path of Inevitable Dominion Finishers (Granted on selecting Fists of Darkness as philosophy at Monk level 3)

Touch of Despair

Combination: Dark- Dark- Dark (10 Ki)

You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification and increasing its negative energy vulnerability by 25%. Fortitude save negates (DC 10 + Monk level + Wisdom modifier) The target receives periodic saves to attempt to break free of this effect.

Dark Monks should always spam this finisher in preparation to use the Touch of Death to magnify its damage. Remember that the Ninjutsu effects go off with the Touch of Despair, if one of these abilities is selected.

Pain Touch

Combination: Earth- Dark- Earth (10 Ki)

Target is nauseated for 60 seconds. Fortitude saves may periodically negate.

A nauseated enemy cannot fight or cast spells. They just stand there looking at you, moving at half-speed. Like the Freezing the Lifeblood paralyzing attack, a high Fortitude DC will likely keep them mute and still with plenty of time to kill them. Only the Stinking Cloud spell shares this ability, with less chance of success. A great way to stop a mage or rampaging fighter.

Falling Star Strike

Combination: Wind- Dark- Wind (10 ki)

Target is blinded for 60 seconds. Fortitude saves may periodically negate.

A simple strike that Dark Monks can use to take down an enemy. It lasts longer than the Ninja Spy's Flash Bang and its 6 second mass effect.

Karmic Strike

Combination: Fire- Dark- Fire (10 ki)

This attack is guaranteed to produce critical threat if it hits at the expense of 20 hit points to the Monk, which cannot be reduced by effects such as damage resistance.

When you must take something down, use this move to push things along, but watch your hit points.

Freezing the Lifeblood

Combination: Water- Dark- Water (10 ki)

Target is paralyzed and helpless for 60 seconds. Humanoid targets only. Fortitude saves may periodically negate.

The second most useful finisher gives a paralysis effect long before you might be able to use paralyzing weapons. The effect can last much longer as well than ordinary paralyzers. The save is different and higher than standard paralysis, so enemies hit by this often stay frozen for the full minute.

"Humanoids" include as kobolds and troglodytes for this attack, but not monstrous humanoids such as medusas, gnolls, tieflings or giants.

Curse of the Void (Level 10)

Combination: Void - Dark- Void (10 ki)

Your humanoid opponent is confused and charmed for a short time (up to 2 minutes). A Will save (DC 10 + Monk level + Wisdom modifier) negates this effect. Each time the target takes damage there is a chance that they will break free of this effect.

A powerful way to turn your enemy's army into your own, as there is no limit to how many enemies can fall prey to being charmed. See the Lotus message at the end of this chapter regarding the availability of this finisher.

Level 20 Finishing Move (Granted to all Monks on level 20)

Shining Star

Combination: Earth- Wind- Fire (10 ki)

You use the combined power of Earth, Wind, and Fire to set up harmonic vibrations within your enemy that force them to dance. A successful Will save negates this effect. (DC 10 + Monk level + Charisma modifier).

This final finishing move mimics the effect of Otto's Irresistible Dance on one target. This finishing move and the stunning ability Kukan-Do are the only abilities where Monks use CHA as a modifier, rather than the WIS modifier, for the DC.

(Do you discern the wisdom in the naming of this move? Perhaps this vision will help.)

As of Update 19.0, the Curse of the Void and Moment of Clarity Level 10 finishers are effectively broken for non-Henshins.

The lesser versions of Void Strike from the old enhancements tree were not returned to the new class trees. "Void Strike IV," now known only as Void Strike, is found only as a Henshin Mystic Tier 5 ability--and only available at level 12 for these level 10 finishers.

Therefore, only a Henshin Mystic can take advantage of these finishers without non-Henshins making a substantial dump of Action Points into the Henshin Elemental Word abilities, and then selecting Void Strike, a tier 5 ability that, on selection, locks out all other Tier 5 trees.

We hope that the developers will add back a lesser Void Strike attack as an optional feat so that these finishers can be used by non-Henshin players in a later update.

Special Note for Henshin Mystics

Keep in mind that cooldowns are longer with your Balance in Dawn opposing strike. It takes 6 seconds for the Light move to reset, but 12 seconds for the Dark version. Plan carefully when generating opposing finishers.

Also remember that the opposing ki strike does something remarkably different than their counterparts, Fists of Light and Fists of Darkness. There's no detrimental problems with "Shadows Cannot Exist Without Light." However, "Every Light Casts a Shadow" might give negative levels to your allies as of Update 19.0--and yourself! As a workaround, keep Death Ward buffed on all your friends.