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Season 12

The Finals Season 12 Tier List

Every weapon, gadget and specialisation ranked by our professional boosters — updated for the Season 12 PRIME TIME meta.

Updated October 21, 2026 8 min read
Season 12Patch 12.0S/A/B/C tiersAll weaponsPRIME TIME

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.

LightLight

WeaponTierNotes
ARN-220ARN-220
SUntouched by the damage nerfs — the safest Light primary into 175 HP
XP-54XP-54
SAmmo cut to 34, but still an elite close-range TTK
LH1LH1
A ▼ from SDamage 44→40 and shorter falloff (35–45m) — strong, no longer the clear #1
93R93R
AUnchanged — hitscan burst still melts at close-mid range
M11M11
AUnchanged — dominant close range
V9SV9S
AFast TTK, still outclassed at long range
SR-84SR-84
ADamage 118→122 — one-shot range even more reliable
DaggerDagger
B ▲ from CBackstab now 90 dmg in 0.35s and registers more reliably
M26 MatterM26 Matter
BNiche aggressive pick, struggles beyond point-blank
Throwing KnivesThrowing Knives
BSilent ranged option, deadly in skilled hands
Recurve BowRecurve Bow
BHigh damage silent shots, punishing to miss
SwordSword
C ▼ from BDamage cut to 100/65 — no longer two-shots a 175 HP Light
SH1900SH1900
CPoint-blank only, 2 shots before reload
SpecialisationTierNotes
Cloaking DeviceCloaking Device
A ▼ from SLouder idle and movement audio, plus True Sight now counters it
Evasive DashEvasive Dash
AStill strong aggressive play, dash audio is now easier to hear
True SightTrue Sight
A NEWNEW — reveals enemies through smoke, cloaks and disguises
Grappling HookGrappling Hook
BVariable 4–7.5s cooldown rewards short, efficient grapples
GadgetTierNotes
Glitch GrenadeGlitch Grenade
SDisables enemy specs and gadgets — still a must-pick
Sonar GrenadeSonar Grenade
SBest intel tool for Light (now shared with Medium)
TranslocatorTranslocator
A NEWNEW — swap places with a marked object for escapes and flanks
GatewayGateway
A ▼ from SCooldown 40→50s and range capped at 60m, still premium mobility
H+ InfuserH+ Infuser
A ▼ from SHeal per shot 11→10 while Medium's Healing Beam gets stronger
Frag GrenadeFrag Grenade
A ▲ from BDamage 140→165 with new Blast Waves
Smoke GrenadeSmoke Grenade
A ▲ from BRadius 4.5m, 13s — but explosions can now blow it away
NullifierNullifier
ANiche but powerful single-target lockdown
Gravity VortexGravity Vortex
APulls enemies into a zone, good crowd control
Vanishing BombVanishing Bomb
B ▼ from ACooldown 25→30s, throw arc is straighter and faster
Mimic DeviceMimic Device
B NEWNEW — scan and disguise as props, fun but situational
Tracking DartTracking Dart
BTags enemies for your team, great for intel
Goo GrenadeGoo Grenade
BCover or path-blocking on impact, ceiling bugs fixed
Pyro GrenadePyro Grenade
B ▲ from CNow deals 40 explosive impact damage, much more consistent
FlashbangFlashbang
B ▲ from CLonger flashes (2–5s) and no more friendly-fire hitmarkers
Breach ChargeBreach Charge
CGains Blast Waves, but better entry options exist
Thermal BoreThermal Bore
CFuse 1.75→1.4s, still very niche

MediumMedium

WeaponTierNotes
FCARFCAR
SMost reliable all-round Medium weapon, unchanged
Chimera-XBChimera-XB
SDamage 45→47 — keeps deleting the new, tankier Lights
R.357R.357
SDamage 74→76, high skill ceiling payoff
Cerberus 12GACerberus 12GA
STriple-barrel burst, devastating at close range
CB-01 RepeaterCB-01 Repeater
ADamage 84→88 and better max-range falloff
Pike-556Pike-556
ADamage 49→50, strong at range
P90P90
ADamage 14→15, shreds anyone who pushes in
Riot ShieldRiot Shield
ADamage 63/90 and larger hitboxes — a stronger objective pusher
FAMASFAMAS
ASolid burst, accuracy fades in long fights
AKMAKM
AForgiving mag, no standout range
Model 1887Model 1887
AHigh damage shotgun, lethal at close range
Dual BladesDual Blades
B ▲ from CBuffed damage (39/60, 100/155) and a much clearer Deflect
CL-40CL-40
CGains Blast Waves, still too slow
SpecialisationTierNotes
Heal BeamHeal Beam
SHealing 46→50 per second, non-negotiable in team comps
ShockwaveShockwave
SEven better now that smoke can be dispersed and Blast Waves exist
DematerializerDematerializer
AGreat for repositioning and unexpected plays
Guardian TurretGuardian Turret
BNow highlights its target through walls and smoke
GadgetTierNotes
Jump PadJump Pad
SInstant vertical mobility, even better with the new destruction
DefibrillatorDefibrillator
SInstant revive at 40% HP — non-negotiable utility
Goo GrenadeGoo Grenade
SInstant cover or choke-point walls
Sonar GrenadeSonar Grenade
A NEWNEW to Medium — intel with Light-style synergies
ZiplineZipline
AFast team traversal across long distances
Glitch TrapGlitch Trap
ADisables enemy specs on trigger, great on objectives
Data ReshaperData Reshaper
AStrong utility pick
Frag GrenadeFrag Grenade
A ▲ from BDamage 140→165 with Blast Waves
Gas MineGas Mine
B ▼ from ARadius cut 5m→3.5m
APS TurretAPS Turret
BAuto-destroys incoming grenades and projectiles
Explosive MineExplosive Mine
BDamage 120→145, still needs pre-positioning
Smoke GrenadeSmoke Grenade
B ▲ from CBigger and longer, but easier to counter
Pyro GrenadePyro Grenade
B ▲ from CNow deals 40 impact damage, more reliable
FlashbangFlashbang
B ▲ from CLonger flashes and cleaner hitmarkers
Gas GrenadeGas Grenade
C2 charges, 20s cooldown, but only 8s of gas
Proximity SensorProximity Sensor
CDetects nearby enemies, very niche
Hover PadHover Pad
CSlows falling, rarely worth the slot
Breach DrillBreach Drill
CNiche, now with Blast Waves

HeavyHeavy

WeaponTierNotes
Lewis GunLewis Gun
SRate of fire 500→520 RPM — best sustained DPS
SA1216SA1216
SAbout 20% less recoil, tighter spread, better falloff
Shak-50Shak-50
SHigh damage, excellent on close-range maps
.50 AKIMBO.50 AKIMBO
SUnchanged — precision still rewarded
KS-23KS-23
A ▼ from SDamage 104→100 — slightly pulled back after months of dominance
M60M60
ARate of fire 580→600 RPM
BFR TitanBFR Titan
ADamage 95 and faster reloads — long-range specialist
MGL32MGL32
B ▲ from CDamage 83→97 plus Blast Waves
SledgehammerSledgehammer
BMassive melee damage, faster Heavy movement helps
M134 MinigunM134 Minigun
BUnmatched suppression, melts anything in range
SpearSpear
CLong reach, lunge shortened to 5.75m
FlamethrowerFlamethrower
CViable at low ranks
SpecialisationTierNotes
Mesh ShieldMesh Shield
SPremier defensive pick
Winch ClawWinch Claw
SPremier target-isolation tool
Charge N SlamCharge N Slam
B ▼ from ASlam no longer hits airborne targets, only knockback
Goo GunGoo Gun
BGreat for blocking pushes
GadgetTierNotes
Dome ShieldDome Shield
SHealth 250→600 but decays 100/s — experimental, watch this one
C4C4
SNow creates Blast Waves, huge for cashout defence
RPG-7RPG-7
SLong-range burst with Blast Waves
BarricadeBarricade
SDurable shield wall, controls choke points
Healing EmitterHealing Emitter
ATosses a healing zone for nearby allies
LockBoltLockBolt
APins enemies in place (no more Gateway combos)
Explosive MineExplosive Mine
ADamage 120→145 — great cashout trap
Goo GrenadeGoo Grenade
BCover or path-blocking on impact
Anti-Gravity CubeAnti-Gravity Cube
BDisruptive but situational
Frag GrenadeFrag Grenade
B ▲ from CDamage 140→165, reliable burst
Pyro GrenadePyro Grenade
B ▲ from CNow deals 40 impact damage
FlashbangFlashbang
CCleaner hitmarkers, still risky
Gas GrenadeGas Grenade
COutclassed by other options
Proximity SensorProximity Sensor
CDetects nearby enemies, very niche

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