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.
Build
Light
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
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
.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
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.
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.
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.

