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  3. THE FINALS>
  4. Gadgets

All 37 Gadgets in THE FINALS and Which Builds Can Use Them

Updated on November 1, 2026 (3 days ago)

THE FINALS is a free-to-play shooter where teams compete in arenas that can be torn apart mid-match, with buildings toppling and walls blasted open. Alongside your weapon, every contestant brings gadgets into the fight. Gadgets are extra tools such as grenades, traps, shields, healing devices and jump pads that you trigger with a button press, then wait a while before using again. Which gadgets you can bring depends on whether you play as a Light, Medium or Heavy build.

View

Allowed Build

Light

11 items

Breach Charge

A remote-detonated charge for opening a path through a structure.

Allowed Build
Light
Cooldown
20s
Effect
Attaches to a surface and can be detonated remotely to breach structures.

Gateway

Two linked portals let contestants and objects cross between their locations.

Allowed Build
Light
Cooldown
50s
Effect
Creates two linked portals that let contestants and objects travel between their locations.

Glitch Grenade

A thrown grenade that briefly disables enemy gadgets and deployables.

Allowed Build
Light
Cooldown
25s
Effect
Temporarily disables opponents' gadgets and deployables in its area.

Gravity Vortex

A remote-triggered field that pulls nearby contestants and objects together.

Allowed Build
Light
Cooldown
20s
Effect
Can be remotely activated to create a gravity field that pulls nearby contestants and objects inward.

H+ Infuser

A ranged healing device for restoring a teammate from a short distance.

Allowed Build
Light
Cooldown
10s to start recharging; 12s to fully recharge
Effect
Fires healing rounds that restore health to teammates.

Mimic Device

A disguise tool that lets its user look like a scanned arena object.

Allowed Build
Light
Cooldown
3s
Effect
Scans an arena object and disguises its user as that object.

Nullifier

A close-range zap that briefly stops a contestant from using items or dealing damage.

Allowed Build
Light
Cooldown
18s; 1.9s reload
Effect
Zaps a contestant to stop item use and interactions; the target cannot deal or take damage during the effect.

Thermal Bore

A projectile that drills into a structure and opens a new sightline.

Allowed Build
Light
Cooldown
25s; 2.6s reload
Effect
Fires a long-range projectile that burrows into a structure and breaches it from within.

Tracking Dart

A dart that marks an opponent for the user's team to follow through walls.

Allowed Build
Light
Cooldown
12s; 2.1s reload
Effect
Fires a dart that marks an opponent so teammates can track them through walls.

Translocator

A position-swap tool that uses a marked object within range.

Allowed Build
Light
Cooldown
25s
Effect
Marks an object in range and swaps the user's position with it on demand.

Vanishing Bomb

A thrown device that briefly cloaks teammates caught in its blast.

Allowed Build
Light
Cooldown
30s
Effect
Cloaks teammates caught in its detonation for a short time.

Allowed Build

Medium

9 items

APS Turret

A placeable turret that intercepts incoming enemy projectiles.

Allowed Build
Medium
Cooldown
-
Effect
Intercepts incoming projectiles from opposing teams, including grenades.

Breach Drill

A drill that opens a structure after flashing contestants on the other side.

Allowed Build
Medium
Cooldown
15s
Effect
Attaches to a surface, flashes contestants on the other side, then breaches through it.

Data Reshaper

A tool for changing certain arena objects and enemy deployables into other objects.

Allowed Build
Medium
Cooldown
26s
Effect
Transforms arena carriables and opponents' deployed gadgets into different objects.

Defibrillator

A charged device that quickly revives a teammate from their statue.

Allowed Build
Medium
Cooldown
45s
Effect
Revives a downed teammate's statue when charged.

Gas Mine

A mine that releases a damaging gas cloud when triggered or destroyed.

Allowed Build
Medium
Cooldown
27s
Effect
Releases a damaging gas cloud when an opponent triggers or destroys it.

Glitch Trap

A placed trap that disrupts gadgets used by nearby opponents.

Allowed Build
Medium
Cooldown
20s
Effect
Glitches nearby opponents to disable their gadgets.

Hover Pad

A deployable platform that floats above the ground.

Allowed Build
Medium
Cooldown
11s after destruction; 3.5s after pickup
Effect
Creates a platform that hovers in mid-air.

Jump Pad

A bounce pad that sends contestants and objects upward on contact.

Allowed Build
Medium
Cooldown
40s
Effect
Launches contestants and other objects that touch it into the air.

Zipline

A deployable line that lets contestants travel between two locations.

Allowed Build
Medium
Cooldown
30s
Effect
Links two locations so contestants can ride back and forth between them.

Allowed Build

Heavy

8 items

Anti-Gravity Cube

A thrown device that makes contestants and objects float in an area.

Allowed Build
Heavy
Cooldown
28s
Effect
Creates a cylindrical area where contestants and objects levitate.

Barricade

A portable wall for taking cover in the arena.

Allowed Build
Heavy
Cooldown
30s
Effect
Deploys a wall that provides cover from incoming fire.

C4

A remote-detonated explosive that damages opponents and structures.

Allowed Build
Heavy
Cooldown
45s
Effect
Attaches to a surface and can be detonated remotely to damage contestants and breach structures.

Dome Shield

A thrown shield that blocks enemy fire around a small area.

Allowed Build
Heavy
Cooldown
30s
Effect
Projects a spherical shield that absorbs enemy fire and deflects projectiles.

Healing Emitter

A deployable healing device that restores health to nearby contestants.

Allowed Build
Heavy
Cooldown
30s
Effect
Heals nearby contestants while deployed or carried.

Lockbolt

A launched bolt that tethers an opponent and restricts their movement.

Allowed Build
Heavy
Cooldown
30s; 2.3s reload
Effect
Fires a device that attaches to opponents and limits their movement.

Pyro Mine

A mine that explodes and sets the surrounding area on fire.

Allowed Build
Heavy
Cooldown
27s
Effect
Creates a fiery explosion that ignites the area when triggered or destroyed.

RPG-7

A rocket launcher with an explosive projectile that damages nearby targets.

Allowed Build
Heavy
Cooldown
45s; 2.15s reload
Effect
Fires a rocket-propelled grenade that damages contestants and structures in an area.

Allowed Build

Light & Medium

1 items

Sonar Grenade

A thrown scanner that briefly reveals nearby opponents to the team.

Allowed Build
Light & Medium
Cooldown
34s
Effect
Emits pulses that reveal opponents in the area to teammates.

Allowed Build

Medium & Heavy

2 items

Proximity Sensor

A placed sensor that shows opponents it can see to the team.

Allowed Build
Medium & Heavy
Cooldown
20s
Effect
Continuously reveals opponents in its line of sight to the user's team.

Explosive Mine

A mine that detonates when an opponent touches or destroys it.

Allowed Build
Medium & Heavy
Cooldown
15s
Effect
Explodes when an opponent triggers or destroys it.

Allowed Build

All Builds

6 items

Flashbang

A thrown flash that briefly blinds and deafens contestants who see it.

Allowed Build
All Builds
Cooldown
18s
Effect
Creates a flash that temporarily blinds and deafens contestants looking toward it.

Frag Grenade

A thrown explosive that deals damage when it detonates.

Allowed Build
All Builds
Cooldown
20s
Effect
Creates an explosion that deals high damage.

Gas Grenade

A grenade that leaves a toxic cloud which damages contestants over time.

Allowed Build
All Builds
Cooldown
20s
Effect
Creates a stationary gas cloud that damages contestants over time.

Goo Grenade

A thrown device that creates a wall of goo.

Allowed Build
All Builds
Cooldown
30s
Effect
Creates a wall of goo at the target location.

Pyro Grenade

A thrown grenade that sets the target area on fire.

Allowed Build
All Builds
Cooldown
24s
Effect
Sets an area on fire and deals damage over time.

Smoke Grenade

A grenade that creates smoke to block sightlines and enemy outlines.

Allowed Build
All Builds
Cooldown
50s
Effect
Produces a smoke cloud that obscures vision and enemy outlines.

What Gadgets Are and How Cooldowns and Charges Work

Gadgets are active abilities, so you decide when to use them, and each one does its job right away. Some are thrown, like grenades. Others are placed, like a Breach Charge you stick to a surface and set off from a distance, or a shield you raise to block fire.

Every gadget has a cooldown, which is the wait between uses. Using one starts that timer, and the gadget is ready again when it runs out. Some placed gadgets, like the Breach Charge, can have more than one copy out in the arena at a time.

Cooldowns are only part of the picture. How much a gadget helps depends on the moment you use it, since its uses and effectiveness change with the situation.

Which Gadgets Each Light, Medium and Heavy Build Can Use

Every contestant picks a build, and each one plays differently. Light is the fastest and most mobile, so it leans on stealth, flanking and hit-and-run tactics. Medium is the all-rounder, focused on healing and support. Heavy has the most health and the slowest movement, so it builds around demolition and fortifications.

Not every gadget fits every build. Many gadgets belong to just one build, some are shared between Light and Medium or between Medium and Heavy, and a group of grenades works on every build: Flashbang, Frag Grenade, Gas Grenade, Goo Grenade, Pyro Grenade and Smoke Grenade. Those grenades are worth learning no matter which build you play.

The split follows each build's job. A gadget that helps a fast build hide or escape does little for a heavy build that holds its ground, so each build gets the tools that fit its role.

How to Unlock Gadgets in THE FINALS

Playstyles are ready-made loadouts for each build, meant to help new players skip the loadout decisions. Playstyle Tokens are the main way to unlock gadgets, and you earn them as you progress. New players begin with a few playstyles already open, and an early token lets them open one more. Further tokens arrive as you play until every playstyle is open. Gadgets that aren't part of a playstyle are unlocked for every player automatically.

Once a gadget is unlocked, you can equip it in any loadout of a build that can use it. You aren't tied to the playstyle it came from.

How Many Gadgets You Can Carry and the Reserve Loadout

A loadout is the set you bring into a match: a specialization, a weapon and a group of gadgets. Those gadgets are the only ones active at once, so each pick means leaving something else out.

The Reserve is a bench of backup items you can swap into your main loadout. It can hold gadgets and weapons, which makes it a handy place for another long-range weapon or a gadget that suits a different plan.

You can't swap whenever you like. Reserve items can be swapped in after an elimination and between tournament rounds, so plan your changes around those points.

How to Counter Enemy Gadgets

Enemy gadgets can be stopped, and a few tools are built with that in mind. A Glitch Grenade disables enemy specializations and gadgets in its area. The APS Turret, for its part, can intercept thrown projectiles, including Frag Grenades.

Not every gadget is easy to stop, though. A Defibrillator can't be disabled by Glitch Grenades, and an APS Turret can't remove it, so a revive already in progress keeps going. Since every gadget has a cooldown, once an enemy has used one you often have a window before they can use it again.

How to Choose Gadgets for Your Loadout

Pick gadgets that cover different jobs, so your loadout can handle more than one kind of fight. Movement tools such as the Jump Pad help you get up high or get out of trouble. Defense tools like the Barricade give you cover, while damage tools such as the Frag Grenade, the Breach Charge and the RPG-7 deal with enemies or break open structures.

Support and disruption matter too. A Defibrillator brings a fallen teammate back into the fight, and a Glitch Grenade can shut down enemy gadgets and specializations in its area. Intel tools like the Sonar Grenade help your team find enemies.

Your specialization may already cover one of those jobs. A Light player with a Grappling Hook has a way to get around, so the gadgets can focus on the jobs it leaves open. That keeps your loadout balanced, rather than filling every slot with tools that do the same thing.

FAQ

Q.

Can you use gadgets right after a Defibrillator revive?

Not straight away. A revived player comes back at reduced health and has to wait a short moment before using specializations or gadgets again.

Q.

What happens if you place too many Breach Charges?

The oldest one disappears to make room for the new one. Holding the interact key near a placed charge picks it up and gives back the charge, so you can reuse it.

Q.

Do Frag Grenades hurt your own team?

They don't hurt teammates, but they can still hurt you. Walls and shields can block the blast, so think about where you throw from.

Q.

What's the difference between a specialization and a gadget?

A specialization is its own pick in your loadout, separate from your gadgets, and each build has its own choices. Light's options include Cloaking Device and Grappling Hook, while Medium's include Healing Beam and Guardian Turret.

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More THE FINALS collections

  • SpecializationsFind out what specializations are in THE FINALS, how Light, Medium and Heavy builds use them, how charges and cooldowns work, and how to unlock them.
  • ArenasDiscover how maps and arenas work in THE FINALS, from destructible walls and arena variants to game show events, and how to plan around their layouts.
  • WeaponsEvery weapon in THE FINALS grouped by Light, Medium and Heavy builds. See how each works, how playstyles unlock them, and how to pick one for your role.
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