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THE FINALS Best Weapons: Strengths, Weaknesses and Playstyles Guides

Your favorite weapon in THE FINALS says more than your class. It shows how you take fights, how you lose them, and what bad habits you keep blaming on balance patches.

 

This is not a tier list. It is a weapon personality and playstyle guide built around real match behavior: pressure, positioning, aim discipline, support value, and objective impact.

 

THE FINALS Best Weapons: Strengths, Weaknesses and Playstyles Guides



THE FINALS Weapon Personality Cheat Sheet

Use this table first. It tells you what your weapon type usually says before we get into class-specific reads.

Weapon TypePlayer ProfileMain StrengthCommon Mistake
SMGs Fast, aggressive, impatient Close-range pressure Overextending
Rifles Aim-focused, consistent Mid-range control Playing too static
Shotguns Ambush-heavy, confident Burst damage Forcing bad range
Snipers / Marksman Patient, mechanical Pick potential Ignoring objective
Melee Bold, stubborn, theatrical Disruption Charging into crossfire
LMGs Stable, objective-minded Sustained pressure Slow rotations
Off-meta weapons Loyal, creative, slightly cursed Surprise factor Working too hard for value

 

Rule of thumb: if your weapon only works when enemies misplay, you need better setup. If it works when your team creates pressure, you are playing it correctly.

 

 

Light Weapons in THE FINALS

Light weapons reveal one thing fast: whether you are using mobility to create smart fights or just sprinting into death with confidence.

 

93R

If you main 93R, you live and die by patch notes.

 

It rewards burst control and clean timing, but its balance history makes it hard to trust long-term.

Says About YouPractical Read
Adaptable You handle weapon changes well
Precise You prefer controlled bursts
Slightly paranoid You track balance updates too closely

 

Fix: stop chasing the current version of the gun. Build around range discipline and burst timing.

 

ARN-220

The ARN-220 is for Light players who want clean gunplay and clean drip.

 

It is reliable, flexible, and not overly gimmicky.

StrengthWeaknessBest For
Stable mid-range fights Can feel plain Flexible Light players
Good visual appeal Less burst than SMGs Aim-first players

 

Fix: if SMGs keep deleting you, stop fighting in closets. Keep space.

 

Dagger

Dagger mains want style kills. The issue: THE FINALS rarely gives free assassination windows.

Player TypeReality
Ambusher Needs perfect timing
High-risk player Useless if spotted early
Style hunter Requires map knowledge

 

Fix: never front-push. Use vertical routes, third-party fights, and distracted targets.

 

LH1

Good LH1 players are scary because they do not play like normal Light mains.

 

They hold angles. They manage recoil. They punish ego peeks.

Says About YouGameplay Meaning
Mechanical Recoil control matters
Patient You win before the fight gets messy
Punishing Bad enemy movement feeds you

 

Fix: if shots feel inconsistent, slow your fire rate. Accuracy beats spam.

 

M11

The M11 is pure close-range momentum.

 

It is easy to use, strong in chaos, and very good at hiding bad decision-making.

StrengthBad Habit
Fast close-range kills Taking every duel
Easy pressure Overextending
Great flank tool Ignoring objective timing

 

Fix: if you top damage but lose, your timing is bad. Fight when your team can trade.

 

Recurve Bow

The Recurve Bow is for players who enjoy pain with a skill ceiling.

 

You need prediction, positioning, and composure. Miss once, and most guns punish you.

Required SkillWhy It Matters
Prediction Lead moving targets
Positioning Avoid direct spray duels
Composure Panic shots lose fights
Target priority Damage must convert

 

Fix: play near teammates. Bow damage becomes deadly when someone can finish your tags.

 

SH1900

SH1900 mains are not always playing for consistency. They are playing to ruin someone's next 10 seconds.

ProfileGameplay Reality
Ambush player Huge burst
Chaos enjoyer Weak in open spaces
Tilt generator Inconsistent for objective play

 

Fix: force fights around doors, corners, rooftops, and cashout clutter. Never take open duels.

 

SR-84

The SR-84 is strong when enemies are predictable and exposed.

 

It struggles when your team needs bodies on the objective.

Best UseRisk
Long sightlines Low objective pressure
Power Shift-style lanes Team fights 2v3
Opening picks Weak close defense

 

Fix: rotate early. A late sniper is just a spectator with a scope.

 

Sword

Sword players split into two types: movement specialists and left-click tourists.

Sword StyleMeaning
Movement Sword High skill expression
Spam Sword Works only on weak players
Flank Sword Strong against isolated targets

 

Fix: stop entering through obvious doors. Sword needs timing, height, and surprise.

 

Throwing Knives

Throwing Knives look silly until a good player deletes you with them.

 

They reward movement, rhythm, and confidence.

StrengthWhy It Annoys People
Strong dueling Hard to track
Mobility synergy Punishes panic
Stylish kills Feels embarrassing to lose against

 

Fix: do not over-strafe before throwing. Stable aim first, movement flair second.

 

V9S

V9S mains are usually calm Light players. Rare species.

ProfileValue
Chill Clean pressure
Independent Good poke damage
Low-drama Less likely to throw for clips

 

Fix: use cover peeks. The V9S wins cleaner when you avoid wide-open fights.

 

XP-54

The XP-54 is the smarter cousin of the M11.

 

Still aggressive. More controlled. Very popular when strong.

StrengthWeakness
Good close-mid range Can become autopilot
Easy to learn Less burst than shotguns
Strong mobility pairing Overpicked when buffed

 

Fix: learn disengage timing. XP-54 players who survive longer win more rounds.

 

Medium Weapons in THE FINALS

Medium is where ego meets responsibility. You can frag, revive, heal, defend, and still lose if you forget the objective.

 

AKM

The AKM is honest. No gimmicks. No drama.

Says About YouGameplay Meaning
Consistent Solid all-rounder
Fundamental Rewards tracking
Practical Great learning weapon

 

Fix: master recoil and cover use. AKM wins through clean fundamentals.

 

Cerberus 12GA

Cerberus is for players who want shotgun pressure without Model 1887 discipline.

StrengthWeakness
Strong close pressure Limited range
Easier shotgun value Inconsistent if kited
Good panic tool Needs entry support

 

Fix: do not chase in open space. Use goo, cover, jump pads, and team pressure.

 

CL-40

The CL-40 is not just for kills. It controls space.

Best UseWhy It Works
Objective defense Splash denies pushes
Revive punish Forces movement
Indoor fights Limits escape paths

 

Fix: shoot where enemies must move, not where they currently stand.

 

Dual Blades

Dual Blades mains deserve respect. The weapon asks a lot and gives back inconsistently.

ProfileGameplay Meaning
Stubborn You stick with weak tools
Stylish You care about identity
Brave You play dangerous ranges

 

Fix: do not be first in. Enter after enemies waste ammo or focus on teammates.

 

FAMAS

The FAMAS is for burst-fire loyalists waiting for better days.

StrengthWeakness
Controlled burst Missed bursts hurt
Mid-range value Less forgiving
Skill expression Patch-sensitive

 

Fix: avoid messy spray fights. Take clean burst windows.

 

FCAR

The FCAR attracts competitive Medium players.

 

It is clean, reliable, and aim-focused.

Says About YouWeakness
Competitive Can play too rigid
Aim-first Hates off-meta matchups
Consistent Less creative utility use

 

Fix: if melee or snipers tilt you, build counterplay. Fire, angles, mines, and team shots solve most annoying weapons.

 

Model 1887

The Model 1887 is for players who believe every shot should hurt.

Required SkillWhy It Matters
Precision Misses are expensive
Movement Reload windows matter
Spacing Best near cover
Confidence Hesitation loses fights

 

Fix: play corners. Open-space reloads get you killed.

 

P90

The P90 is Medium's Light main recovery program.

StrengthBad Habit
Big magazine Spraying too long
Aggressive pressure Forgetting support role
Easy to learn Overconfidence

 

Fix: revive, heal, and use gadgets. You are still Medium.

 

Pike-556

Pike-556 mains like precision and suffering.

ProfilePractical Meaning
Hipster You accept harder fights
Aim-focused Headshots matter
Patient Angles win duels

 

Fix: do not force even duels into easier guns. Take off-angles and punish rotations.

 

Riot Shield

Good Riot Shield players are underrated objective anchors.

Team ValueHow It Shows
Protection Safer revives
Space control Forces repositioning
Objective hold Strong cashout presence
Support High support score

 

Fix: avoid solo pushes. Riot Shield is strongest when your team uses the space you create.

 

Heavy Weapons in THE FINALS

Heavy weapons are about presence. You are slow, loud, and impossible to ignore. Pick the wrong fight and you feed. Pick the right one and you erase teams.

 

Deagles

Deagles are all sauce.

 

They feel great, sound great, and punish sloppy aim.

Says About YouReality
Stylish Harder than it looks
Confident Misses hurt
Precision-minded Not always optimal

 

Fix: stop panic-firing. Treat them like precision weapons.

 

BFR Titan

The BFR Titan is for loyal specialists.

StrengthWeakness
High-impact shots Punishing misses
Strong identity Requires practice
Satisfying damage Less forgiving

 

Fix: pre-aim common angles. Do not rely on late reactions.

 

Flamethrower

The Flamethrower turns rooms into disasters.

Best UseWhy It Works
Indoor fights Limits movement
Anti-melee Punishes close pushes
Cashout pressure Forces enemies off point
Panic tool Breaks aim discipline

 

Fix: avoid open ground. Fight inside buildings and around objectives.

 

Lewis Gun

The Lewis Gun is classic Heavy pressure.

StrengthWeakness
Sustained fire Awkward recoil
Objective control Slow handling
Reliable pressure Needs cover

 

Fix: burst at mid-range. Long sprays waste accuracy.

 

Minigun

Minigun mains usually fall into three camps.

TypeReason
Anti-shield You hate defensive setups
Anti-Light You want to melt mosquitoes
TF2 veteran No explanation needed

 

Fix: set up with cover. If you spin up in bad space, you are free damage.

 

M60

The M60 is stable, simple, and still useful.

Player TypeGameplay Meaning
New Heavy Easy entry point
Veteran Heavy Reliable comfort pick
Objective anchor Sustained fire wins space

 

Fix: rotate earlier than you think. Heavy gets punished hard for late movement.

 

MGL32

MGL32 mains know neglect.

StrengthWeakness
Area denial Poor clean duels
Objective spam Inconsistent damage
Disruption Needs map knowledge

 

Fix: deny stairs, doors, revive spots, and cashout paths. Do not chase direct hits.

 

SA1216

The SA1216 is for serious Heavy players.

Why Use ItWhat It Demands
High close-range power Recoil practice
Competitive value Tracking
Strong burst windows Time investment

 

Fix: learn the recoil before judging it. This gun rewards reps.

 

ShAK-50

The ShAK-50 is direct Heavy value.

StrengthRisk
Strong damage May become overused
Easy pressure Can create lazy habits
Great with aggression Patch-sensitive

 

Fix: do not rely on one combo. Build positioning before the nerf hammer arrives.

 

Sledgehammer

Sledgehammer mains believe walls are suggestions.

Hammer TypeMeaning
Movement Hammer Real specialist
Winch Hammer Setup-reliant
Objective Hammer Destruction-first menace

 

Fix: use destruction. Hammer is not just for chasing kills. Break floors, walls, and enemy plans.

 

Spear

Spear is niche, weird, and better in the right hands than people expect.

ProfileGameplay Meaning
Dedicated You accept a hard role
Experimental You like unique mechanics
Underrated Enemies misread you

 

Fix: avoid open fights. Spear needs close quarters and distracted targets.

 

Best THE FINALS Weapons by Playstyle

Your PlaystyleBest Weapon PicksWhy They Fit
Aggressive duelistM11, XP-54, P90, SA1216 Fast pressure and strong duels
Precision aimerLH1, Pike-556, SR-84, Deagles Rewards accuracy
Objective anchorAKM, M60, Lewis Gun, Riot Shield Controls space
Chaos creatorFlamethrower, CL-40, MGL32, Hammer Breaks setups
Off-meta loyalistBow, Dual Blades, Spear, Dagger High identity
Ranked grinderFCAR, SA1216, AKM, ShAK-50 Consistent value

 

Do not pick a weapon only because it is meta. Pick one that matches how you naturally win fights.

 

How to Improve With Your Main Weapon

ProblemCauseFix
You die first Bad engage timing Wait for team pressure
You deal damage but lose No objective conversion Fight closer to cashout
You win duels but lose rounds Poor macro Rotate earlier
You lose to coordinated teams Too many solo fights Play crossfires
You blame counters Weak adaptation Use gadgets and team angles
You only perform on some maps Narrow positioning Learn alternate routes

 

The best players do not just master recoil. They master when their weapon is allowed to work.

 

FAQ

What is the best weapon in THE FINALS?

There is no single best weapon. For consistent value, use AKM, FCAR, XP-54, M60, Lewis Gun, SA1216, or ShAK-50. They are reliable, easy to build around, and strong in most team fights.

 

What is the best beginner weapon in THE FINALS?

ClassBest Beginner Weapons
LightXP-54, M11
MediumAKM, P90
HeavyM60, Lewis Gun

 

These teach recoil control, spacing, and objective pressure without demanding advanced tech.

 

What weapon should competitive players use?

Competitive players should prioritize consistency. Strong picks include FCAR, AKM, SA1216, ShAK-50, XP-54, LH1, and Model 1887. These weapons reward practice and scale well with aim, positioning, and team play.

 

Are off-meta weapons worth using?

Yes, if you accept the work. Bow, Dagger, Dual Blades, Spear, MGL32, and Riot Shield can win games, but they require better timing and map knowledge than easier weapons. Surprise value helps, but fundamentals carry.

 

How do I know if my weapon fits my playstyle?

If you lose and still know what you could have done better, the weapon fits. If every death feels like the weapon's fault, switch or rebuild your loadout. Your main should expose mistakes, not hide them.

 

Summary

Your favorite weapon in THE FINALS tells us how you fight.

 

SMG players want pressure.

Rifle players trust fundamentals.

Shotgun players live on spacing.

Melee players need timing and routes.

LMG players anchor fights.

Off-meta players trade comfort for identity.

 

The real test is simple:

 

  • If your weapon rewards aggression, learn patience.
  • If it rewards precision, learn positioning.
  • If it rewards chaos, learn timing.
  • If it rewards support, learn when to lead.
  • If it rewards style, make sure the style still wins rounds.

 

A good main weapon does not just get kills. It gives your team a win condition.

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