Plan a Stoner attack around ammunition and throwing space, or prepare a specific stone achievement. Bullseye, Mountain Man, Ole! and Opportunistic have different finishing conditions.
Stoner is the attack at the centre of this route. Keep a usable attack while waiting for it to appear; the achievement attempt can wait if the run cannot support it.
Try both a quick press and a held input. In the linked range discussion, the developer explains that the short throw allows hits on nearby enemies.
Check your stone stock before committing to a boss attempt. When a stone must deliver the finishing hit, leave time and space to aim.
One player recommends throwing just after dashing away from an attack, using the separation to anticipate the enemy’s path. Practise this timing with your controls.
Training or Signal?
Version 1.1 introduced Training: kills with Stoner increase Physical and Ability. Consider it when Stoner is regularly delivering the killing blow.
The same patch introduced Signal: Stoner hits mark enemies as Tracked, directing allies towards them. Tracked enemies take 50% more damage from charmed allies in that patch’s description. Consider it when you are using allies.
Using Bullseye versus unlocking it
If Bullseye is still locked, start with an available genetic; selecting Bullseye cannot be a prerequisite for unlocking it. The linked player completion used Bullseye/Chosen after Bullseye was already unlocked.
Xaphe reports finally beating Pressure 12 with Legendary Stoner and Bullseye/Chosen after early difficulties. The report offers a throwing technique, but no complete upgrade order or comparative success rate.
Training and Signal reward different events. Training’s permanent Physical and Ability gains come from kills made with Stoner; merely hitting an enemy is not its stated trigger. Signal applies Tracked on a hit and improves damage from charmed allies. When the goal is a stone finishing blow, account for that ally damage before choosing which enemy to mark. Source: Official 1.1 notesSource: Steam achievement conditions
Version 1.1.1 fixed Stoner specialisations failing to activate when gained while Stoner was unequipped. Compare an older report of an inactive branch with that specific fix before concluding that the specialisation has no effect. The hotfix addresses an activation bug; it does not change a stone achievement into a generic damage goal. Source: Official 1.1.1 hotfix
Common finishing-hit mistakes
Do not use the same boss-health plan for every stone objective. A Mountain Man attempt needs a stone hit above the damage threshold; Bullseye instead needs a stone to finish a regular boss. For the latter, identify other active damage before the boss is nearly dead, then leave an aiming window instead of adding an uncontrolled finishing hit. Source: Steam achievement conditions
FAQ
Must the stone travel a minimum distance?
The developer’s range reply explains that a quick tap and a held input produce different throws and that nearby enemies can be hit. A missed close-range throw is therefore a reason to check the input and aim, rather than assume that Stoner cannot hit at that distance. Source: Developer reply on Stoner range
Does Signal raise my own stone damage by 50%?
The 1.1 wording assigns that bonus to damage from charmed allies against Tracked enemies. It is not described as a blanket 50% increase to Darwin’s stone damage. Use the target’s marked state and the actual damage dealer to interpret what the branch contributes. Source: Official 1.1 notes
Is Legendary Stoner required for Bullseye?
The listed achievement condition requires a stone kill on a regular boss and does not specify rarity. Xaphe’s Legendary Stoner and Bullseye/Chosen setup describes that player’s later Pressure 12 completion. It is an example to compare, not an additional requirement for the achievement. Source: Steam achievement conditionsSource: Xaphe’s Stoner account
Sources and scope
The achievement list defines the four goals; the patch defines the two specialisations. Throwing advice and the Pressure 12 result are attributed to their separate sources.
: Separated Stoner hits, Training kills and achievement finishing blows. Added the 1.1.1 unequipped-specialisation fix and clarified that Signal’s 50% bonus concerns charmed allies, not Darwin’s own stone damage.