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Season 12

The Finals Season 12 Patch Notes

Patch 12.0 PRIME TIME — destruction overhaul, the Infiltrator and a full balance pass, summarised for ranked players.

Updated October 21, 2026 6 min read
Season 12Patch 12.0PRIME TIMEBalance changes

Patch 12.0 launched October 20, 2026 and kicks off Season 12 — PRIME TIME. It's a huge update: a rebuilt destruction system, reworked Arenas, the Infiltrator toolkit, Solo Showdown, a new Sponsor system and a sweeping balance pass. Here's a condensed rundown of everything that matters for ranked play. See our Season 12 tier list for how it all shakes out.

New content

Destruction overhaul

Gradual Destruction lets buildings hinge, sag and bend; Suspended Structures now swing; Blast Waves from Breach Charge, Breach Drill, Thermal Bore, C4, RPG-7, Frag Grenade, CL-40, MGL-32, barrels and more push debris and shove the environment around; debris piles build up as buildings fall. Smoke and toxic gas are now dynamic, conform to the environment and can be dispersed by explosions.

The Infiltrator (Light)

New Specialisation True Sight and gadgets Mimic Device and Translocator bring camouflage, counter-play and swap-escapes to Light.

Arenas, modes & systems

Monaco, Seoul, Skyway Stadium and Las Vegas Stadium get layout reworks and visual upgrades under a new game-wide lighting system. Solo Showdown (beta) is a 12-player, three-round solo tournament with eight mini-modes. Sponsors are now a questing system earning Fans for World Tour rank; VRs are removed; Dynamic Commentary, a rebuilt HUD and menus, and a footsteps rework are all in.

Balance changes

The Light and Heavy health changes make the Respec Order test permanent, so many weapon damage values were retuned to match.

ArchetypeChanges
GeneralRun up slopes of up to 50° (was 45°)
HeavyHealth 350→325
Sprint: forward 5.8→6, strafe 3.65→3.8, backward 3→3.3 m/s
Run: forward 3.8→4.35, strafe 3.2→3.6, backward 3→3.2 m/s
LightHealth 150→175; health regen delay 7s→8s
Sprint: forward 7→6.6, strafe 4.6→4.4, backward 3.8→3.7 m/s
Run: forward 5.5→5.1, strafe 4.4→4.2, backward 3.8→3.7 m/s
GadgetChanges
Breach Drill / FlashbangNo hitmarkers when blinding yourself or allies
FlashbangFlash duration 1.5–4.5s → 2–5s; more reliable hit traces; ally flash intensity 0.95→0.35; hitmarker threshold 0.75→0.85
Dome ShieldHealth 250→600, now loses 100 health per second
Explosive MineDamage 120→145
Frag GrenadeMax damage 140→165; thinner light trail
GatewayFirst portal range 50→60m (now includes vertical distance); cooldown 40→50s
Gas GrenadeDuration 12→8s; cooldown 24→20s; ammo 1→2; radius 5→4.5m
Gas MineRadius 5→3.5m
H+ InfuserHealth per shot 11→10
LockboltTeleporting through a Gateway now breaks Lockbolt connections
Mimic Device / TranslocatorNEW Light gadgets
Pyro GrenadeAdded 40 explosive impact damage (2.5m radius, applies through smoke)
Pyro MineExplosive damage 55→45
Smoke GrenadeRadius 3.5→4.5m; duration 9→13s
Sonar GrenadeNow available to Medium as well as Light
Thermal BoreFuse 1.75→1.4s
Vanishing BombCooldown 25→30s; straighter underhand throw
SpecialisationChanges
Charge ‘N’ SlamSlam damage only hits targets near the ground; airborne targets still take knockback and concussion
Cloaking DeviceLouder idle sound; longer audible range for movement crackle
Guardian TurretNow highlights its active target through walls and smoke
Grappling HookVariable cooldown: 4s minimum, 7.5s maximum, based on grapple duration
Healing BeamHealing 46→50 per second
True SightNEW Light specialisation — reveals opponents through smoke, cloaks and disguises
WeaponChanges
BFR TitanDamage 90→95; faster reload
CB-01 RepeaterDamage 84→88; falloff multiplier 0.64→0.66
Chimera-XBDamage 45→47
KS-23Damage 104→100
LH1Damage 44→40; falloff range 50–55m → 35–45m
Lewis Gun500→520 RPM
M60580→600 RPM
MGL32Damage 83→97
P90Damage 14→15
Pike-556Damage 49→50
R .357Damage 74→76
SA1216~20% less recoil, smoother pattern, tighter spread, falloff 0.62→0.67
SR-84Damage 118→122
XP-54Ammo 36→34
WeaponChanges
GeneralPredictive lunges that adapt to target movement; more accurate and consistent hit sweeps; lunges can start while sliding
DaggerLunge 5→4.25m; Backstab 85→90 damage and 0.5→0.35s
Dual BladesPrimary 37/57→39/60; Cross Slash 91/140→100/155; precision angle 12°→14°; Deflect follows crosshair and gives hitmarkers
Riot ShieldPrimary 60/86→63/90; larger hitboxes; Shield Bash reaches further
SledgehammerLunge 5→4.5m
SpearLunge 6.5→5.75m; hit box width 0.4→0.35m
SwordLunge 4.25→4m; damage 71/110→65/100
AreaChanges
Cashout / Ranked TournamentVault open time 20→10s; spawn preview 15→5s; round 9→9.5 min; final round 20→14 min
Game Show EventsMega Damage and Low Gravity removed; Double Jump added (works after jump pads and roof drops)
Powder CanisterSmoke radius 3.5→4.5m; duration 9→13s
Toxic Gas CanisterDuration 12→10s
MapsOriginal Las Vegas retired; Las Vegas Sandstorm returns; Kyoto Moving Platforms disabled; ladder health 100→550

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