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+5 ACC
+3% CRIT
+4 SPD if in position 1
+25% DMG if in position 1
+6 ACC
+3% CRIT
+4 SPD if in position 1
+27% DMG if in position 1
+7 ACC
+4% CRIT
+5 SPD if in position 1
+29% DMG if in position 1
+8 ACC
+4% CRIT
+5 SPD if in position 1
+31% DMG if in position 1
+10 ACC
+5% CRIT
+6 SPD if in position 1
+33% DMG if in position 1






Bleed (100%)
3 pts/rd for 3 rds
Bleed (110%)
3 pts/rd for 3 rds
Bleed (120%)
4 pts/rd for 3 rds
Bleed (130%)
5 pts/rd for 3 rds
Bleed (140%)
6 pts/rd for 3 rds






Bypass Stealth
Bleed (100%)
2 pts/rd for 3 rds
De-stealth
Bypass Stealth
Bleed (120%)
2 pts/rd for 3 rds
De-stealth
Bypass Stealth
Bleed (130%)
3 pts/rd for 3 rds
De-stealth
Bypass Stealth
Bleed (140%)
3 pts/rd for 3 rds
De-stealth
Bypass Stealth
Bleed (140%)
4 pts/rd for 3 rds
De-stealth






Heal 8 Stress
Heal 9 Stress
Heal 10 Stress
Heal 11 Stress
Heal 12 Stress






+15% CRIT vs Bleeding
Buff Self:
Finale: +100% DMG
+17% CRIT vs Bleeding
Buff Self:
Finale: +100% DMG
+20% CRIT vs Bleeding
Buff Self:
Finale: +100% DMG
+22% CRIT vs Bleeding
Buff Self:
Finale: +100% DMG
+25% CRIT vs Bleeding
Buff Self:
Finale: +100% DMG
Duration: 3 rds






Clear all Corpses
Debuff Target:
-10 DODGE / -2 SPD (100%)
Buff Self:
Finale: +100% DMG
Clear all Corpses
Debuff Target:
-12 DODGE / -2 SPD (110%)
Buff Self:
Finale: +100% DMG
Clear all Corpses
Debuff Target:
-15 DODGE / -3 SPD (120%)
Buff Self:
Finale: +100% DMG
Clear all Corpses
Debuff Target:
-17 DODGE / -3 SPD (130%)
Buff Self:
Finale: +100% DMG
Clear all Corpses
Debuff Target:
-20 DODGE / -4 SPD (140%)
Buff Self:
Finale: +100% DMG
Duration: 2 rds






Cooldown: 2 rds
Other Heroes:
Heal 1 Stress
Debuff Self:
Finale: -15 DODGE
Cooldown: 2 rds
Other Heroes:
Heal 1 Stress
Debuff Self:
Finale: -15 DODGE
Cooldown: 2 rds
Other Heroes:
Heal 1 Stress / Heal 1 Stress (50%)
Debuff Self:
Finale: -15 DODGE
Cooldown: 2 rds
Other Heroes:
Heal 1 Stress / Heal 1 Stress (50%)
Debuff Self:
Finale: -15 DODGE
Cooldown: 2 rds
Other Heroes:
Heal 2 Stress
Debuff Self:
Finale: -15 DODGE
Stats
Crit buff changed from:
+40% Stress Healing Done
to
+25% Stress Healing Done
+25% Damage vs Bleeding
Base CRIT increased by 3%
SPD reduced by 1
Finale is a controversial skill which has changed many times over the course of Darkest Dungeon’s life. The pre-CoM state of Finale was considered quite weak, while the more powerful older versions didn’t really fit the theme of the skill. A big motivator for me when I decided to rework the vanilla heroes was to see if I could hit a sweet spot with Finale that fit the theme and was balanced.
Red Hook greatly improved the Finale build in Color of Madness patch by making it a one-time gigantic finisher, whereas my version encourages more of a rotation where you spent a turn or two setting up, Finale for a solid hit, and then start the rotation again. The current vanilla version is certainly is more of a true finale, but personally I’m partial to my design for a few reasons:
Overall I’m happy with where I landed on Finale, even though you could argue it’s less thematic in some ways than the current vanilla version.
Dirk Stab, which took me many iterations to find a version I was happy with, has finally found a home as the centerpiece of a bleed/crit/finale build, in combination with the modified crit buff.