Season 12 — PRIME TIME — is the biggest shake-up in a while. Patch 12.0 makes the Respec Order test permanent (Light 150→175 HP, Heavy 350→325 HP), adds a full destruction overhaul with Blast Waves and dynamic smoke, and introduces the Infiltrator toolkit: True Sight, Mimic Device and Translocator. This tier list is built from the 12.0 patch notes and compared against our Season 11 rankings; arrows show movement since S11.
Biggest movers: LH1 slips to A after its damage and range cut, Sword drops to C because it no longer two-shots Lights, and Charge N Slam falls to B now that the slam can't hit airborne targets. KS-23 eases to A, Dual Blades climb to B, and utility like Frag Grenade, Smoke Grenade and Pyro Grenade gets a boost from Blast Waves and bigger smoke. Early-season rankings are provisional — we'll update as the meta settles.

Light
| Weapon | Tier | Notes |
|---|
 ARN-220 | S | Untouched by the damage nerfs — the safest Light primary into 175 HP |
 XP-54 | S | Ammo cut to 34, but still an elite close-range TTK |
 LH1 | A ▼ from S | Damage 44→40 and shorter falloff (35–45m) — strong, no longer the clear #1 |
 93R | A | Unchanged — hitscan burst still melts at close-mid range |
 M11 | A | Unchanged — dominant close range |
 V9S | A | Fast TTK, still outclassed at long range |
 SR-84 | A | Damage 118→122 — one-shot range even more reliable |
 Dagger | B ▲ from C | Backstab now 90 dmg in 0.35s and registers more reliably |
 M26 Matter | B | Niche aggressive pick, struggles beyond point-blank |
 Throwing Knives | B | Silent ranged option, deadly in skilled hands |
 Recurve Bow | B | High damage silent shots, punishing to miss |
 Sword | C ▼ from B | Damage cut to 100/65 — no longer two-shots a 175 HP Light |
 SH1900 | C | Point-blank only, 2 shots before reload |
| Specialisation | Tier | Notes |
|---|
 Cloaking Device | A ▼ from S | Louder idle and movement audio, plus True Sight now counters it |
 Evasive Dash | A | Still strong aggressive play, dash audio is now easier to hear |
 True Sight | A NEW | NEW — reveals enemies through smoke, cloaks and disguises |
 Grappling Hook | B | Variable 4–7.5s cooldown rewards short, efficient grapples |
| Gadget | Tier | Notes |
|---|
 Glitch Grenade | S | Disables enemy specs and gadgets — still a must-pick |
 Sonar Grenade | S | Best intel tool for Light (now shared with Medium) |
 Translocator | A NEW | NEW — swap places with a marked object for escapes and flanks |
 Gateway | A ▼ from S | Cooldown 40→50s and range capped at 60m, still premium mobility |
 H+ Infuser | A ▼ from S | Heal per shot 11→10 while Medium's Healing Beam gets stronger |
 Frag Grenade | A ▲ from B | Damage 140→165 with new Blast Waves |
 Smoke Grenade | A ▲ from B | Radius 4.5m, 13s — but explosions can now blow it away |
 Nullifier | A | Niche but powerful single-target lockdown |
 Gravity Vortex | A | Pulls enemies into a zone, good crowd control |
 Vanishing Bomb | B ▼ from A | Cooldown 25→30s, throw arc is straighter and faster |
 Mimic Device | B NEW | NEW — scan and disguise as props, fun but situational |
 Tracking Dart | B | Tags enemies for your team, great for intel |
 Goo Grenade | B | Cover or path-blocking on impact, ceiling bugs fixed |
 Pyro Grenade | B ▲ from C | Now deals 40 explosive impact damage, much more consistent |
 Flashbang | B ▲ from C | Longer flashes (2–5s) and no more friendly-fire hitmarkers |
 Breach Charge | C | Gains Blast Waves, but better entry options exist |
 Thermal Bore | C | Fuse 1.75→1.4s, still very niche |

Medium
| Weapon | Tier | Notes |
|---|
 FCAR | S | Most reliable all-round Medium weapon, unchanged |
 Chimera-XB | S | Damage 45→47 — keeps deleting the new, tankier Lights |
 R.357 | S | Damage 74→76, high skill ceiling payoff |
 Cerberus 12GA | S | Triple-barrel burst, devastating at close range |
 CB-01 Repeater | A | Damage 84→88 and better max-range falloff |
 Pike-556 | A | Damage 49→50, strong at range |
 P90 | A | Damage 14→15, shreds anyone who pushes in |
 Riot Shield | A | Damage 63/90 and larger hitboxes — a stronger objective pusher |
 FAMAS | A | Solid burst, accuracy fades in long fights |
 AKM | A | Forgiving mag, no standout range |
 Model 1887 | A | High damage shotgun, lethal at close range |
 Dual Blades | B ▲ from C | Buffed damage (39/60, 100/155) and a much clearer Deflect |
 CL-40 | C | Gains Blast Waves, still too slow |
| Specialisation | Tier | Notes |
|---|
 Heal Beam | S | Healing 46→50 per second, non-negotiable in team comps |
 Shockwave | S | Even better now that smoke can be dispersed and Blast Waves exist |
 Dematerializer | A | Great for repositioning and unexpected plays |
 Guardian Turret | B | Now highlights its target through walls and smoke |
| Gadget | Tier | Notes |
|---|
 Jump Pad | S | Instant vertical mobility, even better with the new destruction |
 Defibrillator | S | Instant revive at 40% HP — non-negotiable utility |
 Goo Grenade | S | Instant cover or choke-point walls |
 Sonar Grenade | A NEW | NEW to Medium — intel with Light-style synergies |
 Zipline | A | Fast team traversal across long distances |
 Glitch Trap | A | Disables enemy specs on trigger, great on objectives |
 Data Reshaper | A | Strong utility pick |
 Frag Grenade | A ▲ from B | Damage 140→165 with Blast Waves |
 Gas Mine | B ▼ from A | Radius cut 5m→3.5m |
 APS Turret | B | Auto-destroys incoming grenades and projectiles |
 Explosive Mine | B | Damage 120→145, still needs pre-positioning |
 Smoke Grenade | B ▲ from C | Bigger and longer, but easier to counter |
 Pyro Grenade | B ▲ from C | Now deals 40 impact damage, more reliable |
 Flashbang | B ▲ from C | Longer flashes and cleaner hitmarkers |
 Gas Grenade | C | 2 charges, 20s cooldown, but only 8s of gas |
 Proximity Sensor | C | Detects nearby enemies, very niche |
 Hover Pad | C | Slows falling, rarely worth the slot |
 Breach Drill | C | Niche, now with Blast Waves |

Heavy
| Weapon | Tier | Notes |
|---|
 Lewis Gun | S | Rate of fire 500→520 RPM — best sustained DPS |
 SA1216 | S | About 20% less recoil, tighter spread, better falloff |
 Shak-50 | S | High damage, excellent on close-range maps |
 .50 AKIMBO | S | Unchanged — precision still rewarded |
 KS-23 | A ▼ from S | Damage 104→100 — slightly pulled back after months of dominance |
 M60 | A | Rate of fire 580→600 RPM |
 BFR Titan | A | Damage 95 and faster reloads — long-range specialist |
 MGL32 | B ▲ from C | Damage 83→97 plus Blast Waves |
 Sledgehammer | B | Massive melee damage, faster Heavy movement helps |
 M134 Minigun | B | Unmatched suppression, melts anything in range |
 Spear | C | Long reach, lunge shortened to 5.75m |
 Flamethrower | C | Viable at low ranks |
| Specialisation | Tier | Notes |
|---|
 Mesh Shield | S | Premier defensive pick |
 Winch Claw | S | Premier target-isolation tool |
 Charge N Slam | B ▼ from A | Slam no longer hits airborne targets, only knockback |
 Goo Gun | B | Great for blocking pushes |
| Gadget | Tier | Notes |
|---|
 Dome Shield | S | Health 250→600 but decays 100/s — experimental, watch this one |
 C4 | S | Now creates Blast Waves, huge for cashout defence |
 RPG-7 | S | Long-range burst with Blast Waves |
 Barricade | S | Durable shield wall, controls choke points |
 Healing Emitter | A | Tosses a healing zone for nearby allies |
 LockBolt | A | Pins enemies in place (no more Gateway combos) |
 Explosive Mine | A | Damage 120→145 — great cashout trap |
 Goo Grenade | B | Cover or path-blocking on impact |
 Anti-Gravity Cube | B | Disruptive but situational |
 Frag Grenade | B ▲ from C | Damage 140→165, reliable burst |
 Pyro Grenade | B ▲ from C | Now deals 40 impact damage |
 Flashbang | C | Cleaner hitmarkers, still risky |
 Gas Grenade | C | Outclassed by other options |
 Proximity Sensor | C | Detects nearby enemies, very niche |
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