The meta is shifting again. Honestly, if you haven't touched The Finals in a few weeks, you're probably walking into a trap. People keep talking about "broken" builds as if they’re universal truths, but the reality is that the current the finals tier list looks very different depending on whether you’re solo queuing or running a coordinated stack in World Tour.
It's not just about what kills fastest. It’s about what survives the chaos.
I've seen so many players get frustrated because they pick an S-tier weapon they saw on a YouTube thumbnail, only to get absolutely evaporated because they didn't understand the team synergy behind it. The game isn't just a shooter; it’s a high-stakes physics puzzle where the floor can literally disappear at any moment.
The Heavy Meta: It’s Not Just About the RPG Anymore
For a long time, the Heavy class was basically defined by how well you could aim a rocket at someone's feet. While the RPG-7 is still a mandatory pick for almost every loadout—seriously, don't leave home without it—the real power has shifted toward area denial and "forced" engagements.
The SA1216 and the SHAK-50 are currently fighting for the top spot. The SA1216 is still a monster in close quarters, especially if you can play around a Mesh Shield to mitigate damage while you reload. But lately, the SHAK-50 has become the high-ELO darling because of its reliability at mid-range.
📖 Related: Final Fantasy VIII Walkthrough: Why You’re Playing Squall’s Story All Wrong
Then you have the Winch Claw. This thing changed everything. Being able to yank a Light player out of their dash or pull a Medium away from their healing beam is basically a death sentence for them.
- S-Tier (Heavy): SHAK-50, SA1216, RPG-7, Dome Shield, Winch Claw.
- A-Tier (Heavy): M60, Lewis Gun (even after the recoil tweaks), Charge 'n' Slam, Barricades.
- The "Fun but Risky" Tier: Sledgehammer. You’ll see guys like Llama in the Grand Majors make this look easy by pairing it with the Winch, but for most people, it’s a one-way ticket to getting kited by a Light with a pistol.
Medium Class: The Glue Holding Your Rank Together
If you aren't running at least one Medium with a Healing Beam and a Defibrillator, you're basically throwing. I know, "support" sounds boring to some, but in The Finals, a good Medium is the difference between a team wipe and a successful cashout steal.
The Model 1887 shotgun is currently having a massive moment. It hits like a truck and has surprising range if you’re accurate. However, the Pike-556 has been rising in the ranks for players who prefer to keep their distance and click heads. It’s oppressive on maps like Seoul or Monaco where you have long sightlines.
You've probably noticed a lot of players complaining about the CB-01 Repeater. It’s arguably the best weapon in the class right now if your aim is cracked. But for the average player? The AKM remains the old reliable. It's easy to control and has a magazine large enough to finish off a Heavy if you land your shots.
A lot of the strategy right now revolves around the Dematerializer. It’s no longer just a gimmick; pro teams are using it to drop cashboxes through three floors in seconds, completely bypassing a room full of mines and turrets.
👉 See also: Why Great Weapon Master 5e Is Still the King of Martial Feats
Light Class: High Skill, Higher Frustration
Being a Light main is a rollercoaster. One second you're a god, the next you're a statue waiting for a defib.
The V9S semi-auto pistol has reclaimed its throne after some recent buffs. It’s incredibly fast and rewards a quick trigger finger. If you can’t stand clicking that fast, the XP-54 is still the gold standard for SMGs. It’s consistent, the recoil is predictable, and the built-in optic is a godsend.
But let’s talk about the ARN-220. It’s become a beast for hit-and-run tactics. Pair it with Evasive Dash, and you become almost impossible to pin down.
- Specialization: Dash is king. Cloak is still "okay" for casual play, but against good players who use their ears, you'll get spotted.
- Gadgets: Gateway is non-negotiable. The utility it provides for repositioning your entire team is unmatched. Glitch Grenades are also essential for shutting down those pesky Triple-Medium heal-chains.
- The New Favorite: The H+ Infuser is seeing way more play lately. Speeding up that health regen helps you stay in the fight instead of hiding in a corner for 10 seconds.
Why Team Comp Trumps Individual Tiers
You can take three S-tier Light builds into a match and you will likely lose to a "mediocre" MMH (Medium, Medium, Heavy) or MHH team. The current meta is very much about the "Deathball" strategy—staying tight, sharing heals, and layering shields.
The "Triple Medium" meta is a nightmare to play against. Two Healing Beams and three Defibrillators means you have to wipe the entire team almost simultaneously, or they’ll just keep popping back up. It’s frustrating, sure, but it’s undeniably effective.
On the flip side, we saw some surprising variety in the recent $100K Grand Majors. Players are starting to realize that "off-meta" picks like the Flamethrower can actually hard-counter the Light-heavy teams by creating massive visual clutter and consistent damage that ignores the Dash.
How to Actually Use This List to Rank Up
Stop trying to play like a solo-queue superstar if you want to win. The most actionable thing you can do right now is audit your gadgets. Too many people pick three "damage" gadgets. You need utility.
- If you play Heavy: Start practicing the Winch Claw into SA1216 combo. It's the most reliable way to pick off a key target before a fight even starts.
- If you play Medium: Learn the timing of the Dematerializer. Use it defensively to drop a cashout away from an attacking team.
- If you play Light: Stop using the Sniper Rifle in Cashout mode. You aren't helping your team from three blocks away. Get in there with an XP-54 or V9S and focus on harassing the enemy Mediums so they can't heal.
The biggest mistake is staying stagnant. Embark nerfs and buffs things quickly, so your "main" might be D-tier by next month. Keep a secondary build ready, preferably in a different class, so you can adapt to whatever the lobby throws at you.
🔗 Read more: PandaSama’s Realistic Birth: The Sims 4 Childbirth Mod Birth Options List Explained
Next, go into the practice range and spend 10 minutes specifically with the Model 1887 or the SHAK-50. Mastering the rhythm of these weapons is the fastest way to see an immediate jump in your win rate.