
Season 11 shook the meta. Again. Here is your no-nonsense breakdown of every class and weapon in The Finals, ranked ruthlessly from S-Tier royalty to
The Finals is a free-to-play destructible-environment FPS from Embark Studios where three teams of three fight over cashout vaults. Every season, the balance team adjusts enough to invalidate your last build and send you back to the drawing board. Season 11 is no different. Here is what actually works.
There are three classes: Light (150 HP, fast, flanks), Medium (250 HP, heals, enables), and Heavy (350 HP, breaks walls, absorbs bullets). The meta answer to which class is best has not changed much: two Heavies and a Medium is the cashout meta loadout that tournament players keep defaulting to, and casual lobbies are slowly catching on.
|
Tier |
Class / Role |
Rating |
Why |
|
S |
Medium Build |
9.5 / 10 |
Healing Beam + Defibrillator. Every team needs one. Non-negotiable. |
|
S |
Heavy Build |
9.5 / 10 |
350 HP, Dome Shield, C4 floor-deletions. The cashout anchor. Run two. |
|
S |
Support Medium |
9.5 / 10 |
Pocket-heals the Heavy, instant Defib revives. Enables every win condition. |
|
A |
Light Build |
8.5 / 10 |
Flanks, steals cashouts, dies immediately if anyone notices him. |
|
B |
Aggressive Light |
7.5 / 10 |
Dash-melee-escape combo. Works until it doesn't. Then you look silly. |
The Medium build remains the backbone of any functional team. Without Healing Beam and a Defibrillator, your squad is just three people independently losing. The best team composition for competitive cashout is Medium + Heavy + Heavy: anything else is a handicap you chose freely.
Weapons are class-locked. You do not get to bring an FCAR on Light and you do not get to bring the XP-54 on Heavy. This is intentional. It is also the reason your favorite setup was probably nerfed into the floor sometime between Season 3 and now. The Finals weapon meta shifts every update: treat this as a current snapshot, not scripture.
|
Tier |
Weapon |
Class |
Notes |
|
S |
XP-54 |
LIGHT |
Best SMG. Accurate, fast, forgiving. Everyone uses it because it's correct. |
|
S |
LH1 |
LIGHT |
Semi-auto battle rifle. 2x headshot multiplier. Devastating in the right hands. |
|
S |
FCAR |
MEDIUM |
Heavy tactical AR. Dominates mid-range. The Medium's answer to everything. |
|
S |
AKM |
MEDIUM |
Reliable, punishing, mid-range excellence. Pairs with Healing Beam perfectly. |
|
S |
SA1216 |
HEAVY |
Auto-shotgun that wins close-range arguments without further discussion. |
|
A |
V9S |
LIGHT |
Rapid-fire pistol. Surprisingly effective. Not the flex it looks like. |
|
A |
SH1900 |
LIGHT |
Double-barrel shotgun + Invisibility Cloak = one infuriating playstyle. |
|
A |
M60 |
HEAVY |
LMG with giant mag. Buffed recoil. Weak at mid-range, dominant elsewhere. |
|
B |
Lewis Gun |
HEAVY |
Outclassed by M60 in most scenarios. Fine if you like being second-best. |
|
B |
M11 |
LIGHT |
Faster fire rate than XP-54. Worse at everything else. Choose accordingly. |
|
B |
V95 |
LIGHT |
Semi-auto pistol. High skill floor. The best Light build weapon for maybe three people on Earth. |
|
C |
SR-84 |
LIGHT |
Bolt-action sniper. High damage, no mobility, wrong game to bring it to. |
Light has 150 HP. That is not a lot. It is, in fact, the least. The Light class specializations: Cloaking Device, Grappling Hook, Evasive Dash: are genuinely powerful mobility tools. The problem is that the moment you get caught out of position, you dissolve. XP-54 is your default weapon. LH1 is your upgrade path when your aim is trustworthy. Everything else is situational at best.
Light is the class beginners pick because it looks cool. It is the class veterans play because they have earned the right to rely only on themselves. If you are neither of those things, run Medium.
Every team composition guide for The Finals eventually arrives at the same conclusion: run a Medium. The Healing Beam is the best support tool in the game. The Defibrillator revives downed teammates instantly. Recon Senses wall-hacks anyone who moves near a tagged surface. The AKM and FCAR are both capable of winning gunfights without requiring exceptional skill. Medium does not reward flashy play: it rewards not dying and keeping others alive, which is, statistically, more impactful.
The best Medium build is Healing Beam + Defibrillator + Jump Pad. The Jump Pad repositions your team, the Defib converts losses into draws, and the Healing Beam converts draws into wins. Nothing complicated. Nothing clever. Just execution.
Heavy is 350 HP of consequence. The Heavy class loadout that has dominated tournament play uses Dome Shield for holding cashout, C4 for structural renovations mid-fight, and either SA1216 or M60 for convincing people to stop entering a room. The Charge 'N' Slam specialization launches the Heavy into groups of enemies: it is cartoonish and effective, which makes it the most Heavy thing in the game.

Season 11 shook the meta. Again. Here is your no-nonsense breakdown of every class and weapon in The Finals, ranked ruthlessly from S-Tier royalty to

Medium and Heavy are both S-Tier. Every winning team runs at least one of each.
Yes, if you flank well and disengage faster than enemies react. Most players cannot.
XP-54 on Light, AKM on Medium, SA1216 on Heavy. Start there, deviate later.
Buffed in S11. It is, again, the reason Medium wins mid-range fights consistently.
Heavy + Heavy + Medium. Every tournament team keeps rediscovering this combination.


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