The Finals is a free-to-play team-based FPS built around a fully destructible environment powered by Embark Studios' proprietary tech. Three body types — Light, Medium, and Heavy — offer distinct playstyles with unique abilities and weapon pools. The core game mode, Cashout, tasks teams with stealing vaults and depositing them at cashout stations while defending against other squads. What sets The Finals apart is that every wall, floor, and ceiling can be destroyed, meaning no position is truly safe and creative destruction is the meta.
Picking the right build determines how your experience plays out. These builds are ranked by overall effectiveness — factoring in damage, survivability, gear requirements, and how well they scale into endgame.
Quick Rankings
| Role | Tier | Playstyle | Core Gear |
|---|---|---|---|
| Light Build | A | Flank, steal cashouts, assassinate then disengage before the team collapses on you. | XP-54, Cloaking Device, Grappling Hook, Breach Charge, Smoke Grenade |
| Medium Build | S | Stay with the team, heal the Heavy, revive with Defib, control areas with gadgets. | AKM or FCAR, Healing Beam, Defibrillator, Jump Pad, Gas Grenade |
| Heavy Build | S | Lead pushes into cashout sites, shield the team, C4 floors under enemy teams. | M60 or Lewis Gun, Dome Shield, C4, RPG, Barricade |
| Support Medium | S | Pocket-heal the Heavy, Defib downed teammates instantly, maintain safe positioning. | FCAR, Healing Beam, Defibrillator, Jump Pad, APS Turret |
| Aggressive Light | B | Close distance instantly with Dash, stun and melee kill, escape before retaliation. | Dagger or Sword, Dash, Stun Gun, Breach Charge, Thermal Vision |
A-Tier: Light Build
Glass cannon focused on flanking, stealing cashouts, and assassinating isolated targets. 150 HP means you die fast if caught, but Cloaking Device and Grappling Hook provide unmatched mobility. Best for skilled aimers who can win duels quickly.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Weapon | M60 (Heavy) | High-capacity LMG with 70 rounds per magazine and consistent damage output. |
| Core Gear | XP-54, Cloaking Device, Grappling Hook, Breach Charge, Smoke Grenade | Maximizes build potential |
| Stat Priority | Mobility, Stealth, Burst Damage | Optimal scaling |
| Key Mechanic | destruction system | Nearly every surface in The Finals can be destroyed using explosives, weapons fire, or abilities. |
How to Play Light Build
Flank, steal cashouts, assassinate then disengage before the team collapses on you.
Glass cannon focused on flanking, stealing cashouts, and assassinating isolated targets. 150 HP means you die fast if caught, but Cloaking Device and Grappling Hook provide unmatched mobility. Best for skilled aimers who can win duels quickly.
What makes this role work: The synergy between M60 (Heavy) and destruction system creates a gameplay loop that outperforms other options. Core gear like XP-54, Cloaking Device, Grappling Hook, Breach Charge, Smoke Grenade amplifies this further.
Pros:
- Highest overall performance
- Clear stat priority (Mobility, Stealth, Burst Damage) makes gearing straightforward
- Works in all content types
Cons:
- Popular pick, resources may be contested
- Needs specific gear to reach full potential
S-Tier: Medium Build
The most versatile class with access to the Healing Beam, Recon Senses, and the best all-around weapons. Every team needs at least one Medium. The AKM and FCAR are top-tier weapons that outperform most options at mid-range.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Weapon | AKM (Medium) | The best all-around assault rifle with high damage per shot and manageable recoil. |
| Core Gear | AKM or FCAR, Healing Beam, Defibrillator, Jump Pad, Gas Grenade | Maximizes build potential |
| Stat Priority | Healing Output, Mid-Range Accuracy, Utility | Optimal scaling |
| Key Mechanic | cashout objectives | Teams compete to grab vaults from the map, carry them to cashout stations, and defend them during a timed deposit. |
How to Play Medium Build
Stay with the team, heal the Heavy, revive with Defib, control areas with gadgets.
The most versatile class with access to the Healing Beam, Recon Senses, and the best all-around weapons. Every team needs at least one Medium. The AKM and FCAR are top-tier weapons that outperform most options at mid-range.
What makes this role work: The synergy between AKM (Medium) and cashout objectives creates a gameplay loop that offers reliable performance. Core gear like AKM or FCAR, Healing Beam, Defibrillator, Jump Pad, Gas Grenade amplifies this further.
Pros:
- Most versatile option
- Clear stat priority (Healing Output, Mid-Range Accuracy, Utility) makes gearing straightforward
- Works in all content types
Cons:
- Lower peak damage than S-tier
- Needs specific gear to reach full potential
S-Tier: Heavy Build
The anchor of any team with 350 HP, Dome Shield, and devastating close-range damage. C4 destroys structures instantly and the Charge 'N' Slam creates chaos in cashout fights. Slow but nearly unkillable with Medium support.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Weapon | XP-54 (Light) | Burst-fire SMG that shreds at close-to-mid range. |
| Core Gear | M60 or Lewis Gun, Dome Shield, C4, RPG, Barricade | Maximizes build potential |
| Stat Priority | Health Pool, Area Denial, Destruction Capability | Optimal scaling |
| Key Mechanic | class-based combat | Light builds are fast with stealth and mobility abilities but have 150 HP. |
How to Play Heavy Build
Lead pushes into cashout sites, shield the team, C4 floors under enemy teams.
The anchor of any team with 350 HP, Dome Shield, and devastating close-range damage. C4 destroys structures instantly and the Charge 'N' Slam creates chaos in cashout fights. Slow but nearly unkillable with Medium support.
What makes this role work: The synergy between XP-54 (Light) and class-based combat creates a gameplay loop that offers reliable performance. Core gear like M60 or Lewis Gun, Dome Shield, C4, RPG, Barricade amplifies this further.
Pros:
- Best survivability
- Clear stat priority (Health Pool, Area Denial, Destruction Capability) makes gearing straightforward
- Works in all content types
Cons:
- Slower clear speeds
- Needs specific gear to reach full potential
S-Tier: Support Medium
Dedicated healing and utility Medium that prioritizes keeping the team alive over personal kills. Healing Beam plus Defibrillator makes your team nearly impossible to wipe. The backbone of competitive play.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Weapon | Lewis Gun (Heavy) | Alternative to the M60 with higher damage per shot but slower fire rate. |
| Core Gear | FCAR, Healing Beam, Defibrillator, Jump Pad, APS Turret | Maximizes build potential |
| Stat Priority | Healing Uptime, Positioning, Revive Speed | Optimal scaling |
| Key Mechanic | gadget synergies | Each build carries specializations and gadgets that combo with teammates. |
How to Play Support Medium
Pocket-heal the Heavy, Defib downed teammates instantly, maintain safe positioning.
Dedicated healing and utility Medium that prioritizes keeping the team alive over personal kills. Healing Beam plus Defibrillator makes your team nearly impossible to wipe. The backbone of competitive play.
What makes this role work: The synergy between Lewis Gun (Heavy) and gadget synergies creates a gameplay loop that provides a unique approach. Core gear like FCAR, Healing Beam, Defibrillator, Jump Pad, APS Turret amplifies this further.
Pros:
- Strong in group/team content
- Clear stat priority (Healing Uptime, Positioning, Revive Speed) makes gearing straightforward
- Excels in its niche
Cons:
- Weaker solo performance
- Requires deep game knowledge
B-Tier: Aggressive Light
High-risk Light build that uses Dash and Stun Gun to rush enemies directly. Incredibly lethal against isolated targets but folds against coordinated teams. Feast or famine playstyle that requires exceptional game sense.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Weapon | FCAR (Medium) | Fast-firing assault rifle that outperforms the AKM at close range due to its higher rate of fire. |
| Core Gear | Dagger or Sword, Dash, Stun Gun, Breach Charge, Thermal Vision | Maximizes build potential |
| Stat Priority | Close-Range Burst, Mobility, Escape Options | Optimal scaling |
| Key Mechanic | environmental manipulation | Beyond destruction, you can use Goo Grenades to create temporary cover or block doors, Gas Mines to deny areas, and Jump Pads for vertical mobility. |
How to Play Aggressive Light
Close distance instantly with Dash, stun and melee kill, escape before retaliation.
High-risk Light build that uses Dash and Stun Gun to rush enemies directly. Incredibly lethal against isolated targets but folds against coordinated teams. Feast or famine playstyle that requires exceptional game sense.
What makes this role work: The synergy between FCAR (Medium) and environmental manipulation creates a gameplay loop that provides a unique approach. Core gear like Dagger or Sword, Dash, Stun Gun, Breach Charge, Thermal Vision amplifies this further.
Pros:
- Unique, rewarding playstyle
- Clear stat priority (Close-Range Burst, Mobility, Escape Options) makes gearing straightforward
- Excels in its niche
Cons:
- High skill floor, punishing when misplayed
- Requires deep game knowledge
Build Progression Path
- Start with Medium Build — the most forgiving option for learning the game
- Transition to Light Build once you understand core mechanics and have access to M60 (Heavy)
- Keep a Heavy Build setup for content that keeps killing you
- Try Aggressive Light for a fresh experience once you've mastered the basics
Gearing Tips
- Invest in your primary weapon first — it gives the biggest power spike
- C4 on a ceiling below a cashout station is the single most effective play in the game — the enemy team falls through and loses the position.
- Medium's Healing Beam heals 250 HP over 5 seconds. Keep it on your Heavy during fights — a healed Heavy with 350 HP is nearly unkillable.
- Don't spread upgrade resources across multiple builds until endgame
See our tier list for current meta rankings, or the beginner's guide if you're just getting started.



