Light class overview
Light is the lowest HP class in The Finals with 150 health, but compensates with superior mobility, invisibility, and some of the highest burst damage in the game. Light excels at flanking, disruption, and eliminating isolated targets — but dies extremely fast when caught in the open or focused by multiple enemies.
Playing Light well means being constantly in motion, picking the right moments to engage, and disengaging before enemies can coordinate a response.
Best Light specialisations
Cloaking Device (S-tier)
Buffed in Season 10 to 13–29 seconds of duration, Cloaking Device is the dominant Light specialisation in ranked play. It allows you to reposition freely, approach from unexpected angles, and escape fights you're losing. Pair with the Chimera-XB or M11 for devastating ambush combos.
Evasive Dash (S-tier)
Buffed cooldown and now S-tier alongside Cloak. Three rapid dashes — excellent for aggressive entry plays and dodging incoming fire. A well-timed dash sequence can outplay opponents who have you dead to rights. High skill ceiling but very rewarding.
Grappling Hook (B-tier)
Buffed cooldown in S10 makes this more viable than before. Best for vertical map traversal and escaping situations where Cloak or Dash would be too slow. Not as impactful in direct fights.
Best Light weapons
| Weapon | Tier | Notes |
|---|---|---|
| M11 | S | Dominant close range, unchanged from S9 |
| LH1 | S | Best Mid/Long range, exceptional with Cloak |
| V9S | A | Fast TTK, but gets outclassed at long range |
| ARN-220 | A | Strong hybrid weapon overall, though it lacks damage at close range |
| XP-54 | B | Consistent but outclassed by M11 |
Best Light gadgets
- Gateway — creates a two-way portal for instant repositioning and surprising enemies from unexpected angles. Exceptional for flanking and escaping.
- H+ Infuser (Heal) — heals nearby teammates, giving Light players rare team utility. Crucial in HHL and HLL comps where there is no dedicated Medium healer.
- Glitch Grenade — disables enemy gadgets and specialisations. Shuts down Dome Shields and Heal Beams in critical moments. Essential countertool.
How to play Light effectively
- Never fight 1v2 or worse — Light's 150 HP means two enemies focusing you is almost always fatal. Pick isolated targets or wait for teammates to create distractions.
- Use verticality — Light's mobility lets you reach positions Heavy and Medium can't. High ground fights heavily favour Light.
- Target the Medium first — eliminating the enemy Heal Beam makes the entire opposing team much easier to finish. Glitch Grenade into an M11 burst is the standard combo.
- Don't overcommit — after a successful flank, retreat and reposition rather than pushing the follow-up solo.
Struggling to climb with Light?
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