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  4. Weapons

All 38 Weapons in THE FINALS and How Each Build Uses Them

Updated on November 1, 2026 (3 days ago)

THE FINALS is a free-to-play team shooter set in a futuristic game show where the buildings around you can be destroyed. Its weapons cover pistols, rifles, shotguns, machine guns, sniper rifles, launchers, bows, a flamethrower and melee weapons such as swords and sledgehammers. Each weapon is tuned for a certain kind of fight, from close quarters to long sightlines, so learning what they do is the easiest way to find a loadout that suits your style.

View

Build

Light

13 items

93R

A burst-fire handgun with 24 body damage per bullet and a 27-round magazine.

Weapon Type
Handgun
Damage
24 body per bullet; 36 head (1.5×)
Magazine
27 rounds
Fire Rate
210 RPM
Damage Falloff
Starts at 30m; damage reaches 0.5× at 37.5m
Reload
1.75 s empty; 1.45 s tactical

ARN-220

An assault rifle with two coupled 30-round magazines for quick swaps.

Weapon Type
Assault Rifle
Damage
17 body; 25.5 head (1.5×)
Magazine
30 × 2
Fire Rate
750 RPM
Damage Falloff
Starts at 37.5m; damage reaches 0.72× at 42.5m
Reload
2.7 s full reload; 0.66 s magazine swap; 2.45 s tactical

Dagger

A close-range melee weapon whose precise backstab deals 315 damage.

Weapon Type
Melee
Damage
Primary: 70 precise / 49 glancing; secondary: 90 precise / 315 backstab
Magazine
-
Fire Rate
120 APM
Damage Falloff
-
Reload
-

LH1

A semi-automatic marksman rifle that deals 40 body damage and 80 on a headshot.

Weapon Type
Marksman Rifle
Damage
40 body; 80 head (2×)
Magazine
15 rounds
Fire Rate
270 RPM
Damage Falloff
Starts at 35m; damage reaches 0.75× at 45m
Reload
2.85 s empty; 1.95 s tactical

M11

A fast-firing SMG with a 40-round magazine and 16 body damage per hit.

Weapon Type
SMG
Damage
16 body; 24 head (1.5×)
Magazine
40 rounds
Fire Rate
1,000 RPM
Damage Falloff
Starts at 10m; damage reaches 0.45× at 20m
Reload
1.85 s empty; 1.55 s tactical

M26 Matter

A compact pump-action shotgun that can deal up to 121 damage with one shell.

Weapon Type
Shotgun
Damage
11 damage per pellet; up to 121 per shell
Magazine
8 rounds
Fire Rate
84 RPM
Damage Falloff
Starts at 15m; damage reaches 0.65× at 25m
Reload
2.45 s empty; 2.05 s tactical

Recurve Bow

A bow whose damage and effective range rise as you draw it, up to 126 body or 189 head damage.

Weapon Type
Marksman Rifle
Damage
60 body / 90 head at minimum draw; up to 126 body / 189 head at full draw
Magazine
Unlimited
Fire Rate
-
Damage Falloff
-
Reload
0.75 s empty

SH1900

A double-barrel shotgun with a wide spread and up to 180 damage in a full hit.

Weapon Type
Shotgun
Damage
12 damage × 15 pellets; up to 180 per full spread
Magazine
2 shells
Fire Rate
80 RPM
Damage Falloff
Starts at 10m; damage reaches 0.62× at 15m
Reload
2.60 s empty; 2.20 s tactical

SR-84

A bolt-action sniper rifle with 122 body damage and 244 on a headshot.

Weapon Type
Marksman Rifle
Damage
122 body; 244 head (2×)
Magazine
6 rounds
Fire Rate
45 RPM
Damage Falloff
Starts at 80m; damage reaches 0.75× at 100m
Reload
3.35 s empty; 1.95 s tactical

Sword

A melee weapon with a lunge attack for closing distance before striking.

Weapon Type
Melee
Damage
Primary: 100 precise / 65 glancing; lunge: 120 precise / 78 glancing
Magazine
-
Fire Rate
120 APM
Damage Falloff
-
Reload
-

Throwing Knives

A quiet set of knives that can be thrown in short bursts or pairs.

Weapon Type
Thrown blades
Damage
Primary: 60 body / 90 head; alternate: 140 body / 210 head
Magazine
Unlimited
Fire Rate
89 RPM
Damage Falloff
-
Reload
-

V9S

A semi-automatic handgun that deals 38 body damage per shot.

Weapon Type
Handgun
Damage
38 body; 57 head (1.5×)
Magazine
18 rounds
Fire Rate
360 RPM
Damage Falloff
Starts at 15m; damage reaches 0.65× at 20m
Reload
1.50 s empty; 1.25 s tactical

XP-54

A tactical SMG with a 34-round magazine and 16 body damage per shot.

Weapon Type
SMG
Damage
16 body; 24 head (1.5×)
Magazine
34 rounds
Fire Rate
880 RPM
Damage Falloff
Starts at 22.5m; damage reaches 0.52× at 32.5m
Reload
2.50 s empty; 2.25 s tactical

Build

Medium

13 items

AKM

A fully automatic assault rifle with a 34-round magazine and 21 body damage per shot.

Weapon Type
Assault Rifle
Damage
21 body; 31.5 head (1.5×)
Magazine
34 rounds
Fire Rate
600 RPM
Damage Falloff
Starts at 30m; damage reaches 0.55× at 37.5m
Reload
2.35 s empty; 2.35 s tactical

CB-01 Repeater

A lever-action marksman rifle with 88 body damage and a speed loader for empty reloads.

Weapon Type
Marksman Rifle
Damage
88 body; 132 head (1.5×)
Magazine
8 rounds
Fire Rate
78 RPM
Damage Falloff
Starts at 35m; damage reaches 0.66× at 40m
Reload
4.95 s empty; segmented tactical reload

Cerberus 12GA

A triple-barreled incendiary shotgun that deals up to 117 pellet damage and applies burn.

Weapon Type
Shotgun
Damage
13 damage × 9 pellets (up to 117); burn 15.75 damage/s
Magazine
3 shells
Fire Rate
100 RPM
Damage Falloff
Starts at 10m; damage reaches 0.65× at 20m
Reload
2.85 s empty; segmented tactical reload

Chimera-XB

A fast semiautomatic crossbow with 47 body damage and 15 bolts in its magazine.

Weapon Type
Marksman Rifle
Damage
47 body; 70.5 head (1.5×)
Magazine
15 bolts
Fire Rate
260 RPM
Damage Falloff
Starts at 17.5m; damage reaches 0.53× at 27.5m
Reload
2.15 s empty; 2.15 s tactical

CL-40

A pump-action grenade launcher with 105 damage on a direct hit and splash around the impact.

Weapon Type
Grenade Launcher
Damage
105 direct; splash damage varies by distance
Magazine
5 rounds
Fire Rate
-
Damage Falloff
-
Reload
4.75 s empty; segmented tactical reload

Dual Blades

A pair of melee blades with fast strikes and a deflect stance that can aim bullets back at attackers.

Weapon Type
Melee
Damage
Primary: 60 × 2 precise / 39 × 2 base; Cross Slash: 155 precise / 100 base; Deflect: 90 precise / 63 base
Magazine
-
Fire Rate
-
Damage Falloff
-
Reload
-

FAMAS

A burst-fire assault rifle with 24 body damage per bullet and a 27-round magazine.

Weapon Type
Assault Rifle
Damage
24 body; 36 head (1.5×) per bullet
Magazine
27 rounds
Fire Rate
Burst fire
Damage Falloff
Starts at 33.5m; damage reaches 0.50× at 42.5m
Reload
2.40 s empty; 2.15 s tactical

FCAR

A tactical assault rifle that deals 23 body damage and 34.5 head damage per shot.

Weapon Type
Assault Rifle
Damage
23 body; 34.5 head (1.5×)
Magazine
25 rounds
Fire Rate
530 RPM
Damage Falloff
Starts at 35m; damage reaches 0.55× at 40m
Reload
2.10 s empty; 2.10 s tactical

Model 1887

A lever-action shotgun that can deal up to 117 damage across a full pellet spread.

Weapon Type
Shotgun
Damage
13 damage × 9 pellets; up to 117 per full spread
Magazine
7 shells
Fire Rate
72 RPM
Damage Falloff
Starts at 20m; damage reaches 0.65× at 30m
Reload
4.4 s empty; segmented tactical reload

P90

A 50-round SMG with 15 body damage per shot and a 900 RPM fire rate.

Weapon Type
SMG
Damage
15 body; 22.5 head (1.5×)
Magazine
50 rounds
Fire Rate
900 RPM
Damage Falloff
Starts at 18m; damage reaches 0.62× at 24m
Reload
2.6 s empty; 2.35 s tactical

Pike-556

A scoped marksman rifle with 50 body damage and 87.5 head damage per hit.

Weapon Type
Marksman Rifle
Damage
50 body; 87.5 head (1.75×)
Magazine
12 rounds
Fire Rate
200 RPM
Damage Falloff
Starts at 40m; damage reaches 0.8× at 50m
Reload
3.25 s empty; 2.10 s tactical

R .357

A high-powered revolver with 76 body damage and 152 head damage per shot.

Weapon Type
Handgun
Damage
76 body; 152 head (2×)
Magazine
6 rounds
Fire Rate
-
Damage Falloff
Starts at 27.5m; damage reaches 0.4× at 44m
Reload
2.50 s empty; 2.20 s tactical

Riot Shield

A defensive melee weapon with a shield bash secondary attack.

Weapon Type
Melee
Damage
Primary: 90 precise / 63 glancing; shield bash: 50
Magazine
-
Fire Rate
-
Damage Falloff
-
Reload
-

Build

Heavy

12 items

.50 Akimbo

Dual handguns that deal 46 body damage and 92 head damage per hit.

Weapon Type
Handgun
Damage
46 body; 92 head (2×)
Magazine
14 rounds
Fire Rate
230 RPM
Damage Falloff
Starts at 32m; damage reaches 0.50× at 39m
Reload
3.00 s empty; 2.20 s tactical

BFR Titan

An experimental hand cannon with 95 body damage and 142.5 head damage per shot.

Weapon Type
Handgun
Damage
95 body; 142.5 head (1.5×)
Magazine
5 rounds
Fire Rate
71 RPM
Damage Falloff
Starts at 25m; damage reaches 0.7× at 40m
Reload
4.75 s empty; segmented tactical reload

Flamethrower

A short-range weapon that hits for 30 damage and adds 15.75 damage per second as burn.

Weapon Type
Flamethrower
Damage
30 per hit; burn 15.75 damage/s
Magazine
30 fuel units
Fire Rate
170 RPM
Damage Falloff
7.4m max; damage reaches 0× at that distance
Reload
3.55 s empty; 3.55 s tactical

KS-23

A pump-action slug shotgun that deals 100 body damage per hit.

Weapon Type
Shotgun
Damage
100 body
Magazine
6 shells
Fire Rate
78 RPM
Damage Falloff
Starts at 12m; damage reaches 0.58× at 22m
Reload
4.36 s empty; segmented tactical reload

Lewis Gun

A pan-magazine light machine gun with 47 rounds and 23 body damage per shot.

Weapon Type
LMG
Damage
23 body; 34.5 head (1.5×)
Magazine
47 rounds
Fire Rate
520 RPM
Damage Falloff
Starts at 35m; damage reaches 0.67× at 40m
Reload
3.55 s empty; 3.25 s tactical

M134 Minigun

A 300-round heavy machine gun built for sustained fire, dealing 11 body damage per bullet.

Weapon Type
HMG
Damage
11 body; 14.63 head (1.33×)
Magazine
300 rounds
Fire Rate
1,500 RPM
Damage Falloff
Starts at 30m; damage reaches 0.40× at 50m
Reload
5.25 s empty; 5.00 s tactical

M60

A fully automatic light machine gun with 70 rounds and 20 body damage per shot.

Weapon Type
LMG
Damage
20 body; 30 head (1.5×)
Magazine
70 rounds
Fire Rate
600 RPM
Damage Falloff
Starts at 25m; damage reaches 0.50× at 35m
Reload
3.55 s empty; 3.55 s tactical

MGL32

A six-shot revolving grenade launcher with 97 direct-hit damage and distance-based splash.

Weapon Type
Grenade Launcher
Damage
97 direct; splash damage varies by distance
Magazine
6 grenades
Fire Rate
90 RPM
Damage Falloff
-
Reload
3.10 s empty; 2.85 s tactical

SA1216

A four-tube shotgun whose full pellet spread can deal up to 72 damage per shell.

Weapon Type
Shotgun
Damage
6 damage × 12 pellets; up to 72 per full spread
Magazine
16 rounds (4 × 4)
Fire Rate
190 RPM
Damage Falloff
Starts at 12.5m; damage reaches 0.67× at 20m
Reload
3.25 s full reload; 0.80 s magazine swap; 2.35 s tactical

ShAK-50

An automatic rifle that fires two bullets per round, for up to 30 body or 45 head damage.

Weapon Type
Assault Rifle
Damage
15 × 2 body (up to 30); 22.5 × 2 head (up to 45)
Magazine
20 rounds
Fire Rate
420 RPM
Damage Falloff
Starts at 15m; damage reaches 0.65× at 25m
Reload
3.20 s empty; 2.40 s tactical

Sledgehammer

A heavy melee hammer with a strong overhead attack and a 4.5 m lunge.

Weapon Type
Melee
Damage
Primary: 120 precise / 90 glancing; overhead: 200 precise / 150 glancing
Magazine
-
Fire Rate
-
Damage Falloff
-
Reload
-

Spear

A long-reach melee weapon whose secondary spin attack lands in successive stages.

Weapon Type
Melee
Damage
Primary: 82 precise / 57 glancing; spin: 75 → 125 → 150
Magazine
-
Fire Rate
-
Damage Falloff
-
Reload
-

How Light, Medium and Heavy Builds Work

Every playstyle belongs to a build, Light, Medium or Heavy, and the build sets how your Contestant moves, how much it can take and which weapons it can carry. Light is the smallest and fastest, with the least health, and it's made for stealth, flanking and quick hit-and-run fights. Medium sits in the middle for speed and health, and its job is support, with healing, faster revives and fights at mid-range.

Heavy is the largest and slowest build, but it has the most health. It's built to hold ground, fortify an area and break down structures, which makes it the anchor when a position needs defending.

How to Unlock Weapons in THE FINALS

Weapons unlock through playstyles. A playstyle is a ready-made setup that bundles a specialization, a weapon and gadgets, and you earn Playstyle Tokens as you play to open the ones you want. The weapon in a playstyle opens along with it, and the game suggests picking tokens that fit the modes and maps you play most.

Weapons that aren't tied to a playstyle are unlocked for every player automatically, so you can use them without earning anything first.

How Weapons Work in a Fight

Every weapon has its own pace, ammo and reload time, so guns that look alike can feel very different once the shooting starts. Range matters just as much. Some weapons are built to reach across open ground, while others only pay off when the enemy is close, so a gun that works well in one fight can struggle in the next.

Melee weapons sit at the close end of that scale and only matter when an enemy is within arm's reach. Each build has melee options of its own, and they're worth knowing for the moments when a fight comes down to that distance.

How to Choose a Weapon for Your Role

Start with the job you want your Contestant to do, since that narrows the list fast. If you want to pick off targets from far away, the SR-84 is the sniper option, and the LH1 is another long-range pick in the Light build. The Scout playstyle comes with the SR-84.

If you're fighting through the middle of a map, the AKM and FAMAS in the Medium build cover mid-range fights. That suits a Medium player who also needs to keep healing teammates. For tight corners and close fights, the Model 1887 and Cerberus 12GA shotguns in the Medium build do the job, and the Flamethrower is a close-range option in the Heavy build.

If your job is holding ground or taking an objective, the Heavy build is made for it, and the M60 and Lewis Gun cover close to mid-range. If you want to tear through cover instead, the Demolisher playstyle is built for that. It also helps to think about what your team already has covered, since a healer, a ground holder and a long-range player make a balanced group.

Sights and Skins

A sight is the part you aim through, and it changes how you line up a shot at distance. Each sight has a reticle, the aiming mark on your screen, and you can choose the reticle shape and tune the settings for each shape.

Skins are cosmetic. They change how a weapon looks and how its animations play, but not how it performs. You get them through Battle Pass rewards, Sponsor challenges and store bundles. When you finish a Sponsor challenge, you claim the reward from your Sponsor.

FAQ

Q.

How do I change a weapon's sight in THE FINALS?

Open your loadout and select the weapon's tile. You can swap sights there anywhere you'd normally change your loadout.

Q.

Which weapons count as melee in THE FINALS?

The Dagger and Sword are in the Light build, the Dual Blades and Riot Shield are in the Medium build, and the Sledgehammer and Spear are in the Heavy build. The Dual Blades stand out because they can reflect bullets back at enemies.

Q.

Can I use weapons from another build in THE FINALS?

No. Each build has its own set of weapons, so a Light Contestant can't carry a Heavy weapon. What you can change freely is which of your build's unlocked weapons, gadgets and specialization go into a loadout.

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  • GadgetsFind out how gadgets work in THE FINALS, including cooldowns, reserve swaps, which builds can use each one and how to choose the right ones for your build.
  • 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.
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