diff --git a/assets/common/abilities/sword/heavy_finisher.ron b/assets/common/abilities/sword/heavy_finisher.ron
index 27bbf2c7ca..0c5a124bbe 100644
--- a/assets/common/abilities/sword/heavy_finisher.ron
+++ b/assets/common/abilities/sword/heavy_finisher.ron
@@ -4,13 +4,13 @@ FinisherMelee(
     swing_duration: 0.1,
     recover_duration: 0.4,
     melee_constructor: (
-        kind: Slash(
+        kind: Bash(
             damage: 20,
             poise: 30,
             knockback: 0,
             energy_regen: 10,
         ),
-        scaled: Some(Slash(
+        scaled: Some(Bash(
             damage: 0,
             poise: 20,
             knockback: 0,
diff --git a/voxygen/anim/src/character/finishermelee.rs b/voxygen/anim/src/character/finishermelee.rs
index bd82af0115..7992049b5c 100644
--- a/voxygen/anim/src/character/finishermelee.rs
+++ b/voxygen/anim/src/character/finishermelee.rs
@@ -173,6 +173,43 @@ impl Animation for FinisherMeleeAnimation {
                 next.control.orientation.rotate_x(move2.powf(0.25) * -2.8);
                 next.control.position += Vec3::new(move2 * 12.0, 0.0, move2 * -10.0);
             },
+            Some("common.abilities.sword.heavy_finisher") => {
+                let (move1, move2, move3) = match stage_section {
+                    Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
+                    Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
+                    Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
+                    _ => (0.0, 0.0, 0.0),
+                };
+
+                next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
+                next.hand_l.orientation =
+                    Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
+                next.hand_r.position = Vec3::new(
+                    -s_a.sc.0 + 6.0 + move1.powf(0.5) * -12.0,
+                    -4.0 + move1.powf(0.5) * 3.0,
+                    -2.0,
+                );
+                next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
+                next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
+                next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
+
+                next.chest.orientation = Quaternion::rotation_z(move1 * 0.6);
+                next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
+                next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
+                next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
+                next.control.orientation.rotate_x(move1 * 1.5);
+                next.control.position += Vec3::new(move1 * 1.0, move1 * 1.0, move1 * 10.0);
+                next.hand_l.position += Vec3::new(0.0, 0.0, move1.powi(2) * 12.0);
+                next.hand_r.position += Vec3::new(0.0, 0.0, move1 * 2.0);
+
+                next.chest.orientation.rotate_z(move2 * -0.9);
+                next.head.orientation.rotate_z(move2 * 0.5);
+                next.shorts.orientation.rotate_z(move2 * 0.6);
+                next.belt.orientation.rotate_z(move2 * 0.3);
+                next.control.orientation.rotate_x(move2 * 0.5);
+                next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0);
+                next.control.orientation.rotate_z(move2 * -0.1);
+            },
             _ => {},
         }