Skip the bullshit, here's what's inside:
Iām Still Healing From Season 1
Look, Iām not gonna sit here and pretend I didnāt spend my first twenty hours in The Finals getting my skull caved in by teams who moved like they had six thumbs and three brains. I did. I rage-quit twice. The first time was because a guy in a pink tracksuit dunked me through a floor I didn't know was destructible. The second time was because I spent three whole matches trying to use the Stun Gun on a turret and wondering why my ass was getting beamed from across the map.
I get it. This game is mean. It looks like a bright, shiny game show where everyoneās having a laugh, and then suddenly youāre getting deleted by a Heavy with a .50 cal who just crashed through the ceiling like the Kool-Aid Man. The learning curve here isn't a curveāit's a brick wall with "Git Gud" spray-painted on it. But here's the thing: once you stop hitting that wall and start reading it, The Finals becomes one of the most rewarding shooters I've touched since the golden age of arena shooters.
I've got about 800 hours logged. I've been through the triple-stack Medium meta, the invisible Light plague, and the brief, terrifying reign of the RPG-one-shot Heavy. I'm writing this because I wish someone had sat me down after my first match and said, "Stop playing it like Call of Duty, you idiot." So that's what I'm gonna do for you.
Why This Game Makes You Want to Throw Your Mouse
Letās call out the elephant in the arena. The Finals is not a traditional shooter. Itās a heist game wearing a shooterās skin. Your brain is hardwired from years of Apex or Warzone to think "kill = win." That instinct is going to get you murdered. The winning team isn't always the one with the most kills. It's the one that understands the cash-out mechanics, the building destruction, and the terrifying power of a well-placed zip line.
I remember a match where my team had 24 kills combined. We got third place. The winners had 8 kills total. They just sat on the vault, held one angle, and melted us every time we got greedy. That's the pain point. The game punishes ego. It punishes the "I'll just push bro" mentality harder than any other shooter I know. You'll struggle if you treat every building like a solid object, if you ignore the environment, and if you think your gun is your only tool.
Another huge frustration? The visibility. This game is a visual carnival. Neon lights, explosions, debris, gas cloudsāit's chaos. Trying to track a Light that's dashing through a smoke grenade while a Heavy is torching the floor with a flamethrower is a nightmare. You're not bad. The game is just loud. You have to train your brain to filter the noise and focus on the objective (the glowing box) and the sound cues (footsteps on metal vs. concrete).
Day One: Stop Dying, Start Winning
Alright, rookie. Hereās what you actually need to know before you queue up again.
1. Ignore the Light class for your first 10 hours. I know it looks cool. The grapple hook, the invisibility, the fast movementāit's tempting. But you have 150 HP. One sneeze from a Heavy kills you. You need god-tier map knowledge to survive. Start with Medium. The Medium has the Healing Beam, the Defibrillator, and a solid 250 HP. You can support your team, revive them, and actually learn the flow of fights without exploding instantly. The FCAR is your best friend. Itās accurate, hits hard, and doesn't punish you too badly for missing a few shots.
2. The objective is a ticking time bomb. When you steal a cashout, you have to stand in a tiny circle for 7 seconds (for a quick steal) or work during the 25-second extraction timer. You are completely vulnerable. Do not just sit there. Your team should be building defenses. Throw down a Goo Grenade in a doorway. Place a Mesh Shield (Heavy) or a APS Turret (Medium) to block grenades. Transform the room into a fortress. If you stand in the open like a Doom bot, you will die.
3. Destruction is your primary weapon. Your gun is secondary. The Breach Charge and RPG are not for killing (mostly). They are for access. Is the cashout on the third floor of a building? Don't use the stairs. Blow a hole in the floor from below, drop down, and steal it from underneath. Or, blow the floor out from under the enemy so the vault falls to the ground floor. I won a tournament once by using a Breach Charge to drop a cashout box through three floors of a Seoul skyscraper. Itās not a bug, itās a feature.
4. Money matters more than kills. The team with the most cash at the end wins. If you have a 2-stack on your team and you're both chasing kills while the third guy is holding the bag, you're going to lose. You get cash from banking coins (picking up dead enemies' coins is huge) and cashing out vaults. Objective play. Learn it. Love it.
The Stuff the Tutorial Never Told You
These are the things I had to learn the hard way, often while watching a killcam of a guy who clearly knew what he was doing.
- The Jump Pad is a get-out-of-jail-free card. As a Medium, if you're getting third-partied or a Heavy pushes you with a sledgehammer, drop a Jump Pad at your feet. It launches you and your teammates up and away instantly. Use it to reset fights. I've survived a direct RPG hit because I bounced the frame it went off.
- Goo is the most underrated gadget in the game. The Goo Grenade (Heavy/Light) or the Goo Gun (Heavy) can block doorways, create instant cover on a rooftop, or plug a hole the enemy just made. Good players know how to destroy it (it takes about 60 damage to break a blob), but it buys you critical seconds. Use it to block sightlines during a revive.
- Sound is your wallhack. This game has incredible audio. If you hear footsteps, you know exactly what surface they're on. Wood creaks, concrete is heavy, metal is sharp. If you hear someone on metal grates above you, you can shoot the floor out from under them. If you hear a Light dashing nearby, pre-fire the corner. I play with a headset at 100% volume. My neighbors hate me, but my win rate went up 30%.
- The Vault throw is an art. You can pick up the vault (the cash box) and throw it. This is huge. If the enemy is camping a room, don't walk in. Throw the vault out the window, to a teammate, or up a zip line. Force the engagement onto your terms. I once threw a vault from the top of Monaco down to the street, and my buddy caught it mid-air and ran it to the other cashout. We looked like gods.
- Don't sleep on the Data Reshaper. This Medium gadget is weird. It turns enemy mines, turrets, and goo into random objects. An enemy's APS Turret becomes a chair. Their Proximity Mine becomes a statue. It's niche, but in a game where a Heavy can stack three mines on a cashout box, it's a hard counter that nobody expects.
One more thing: the Stun Gun (Light) is not a fighting tool. It's a utility tool. Stun the Heavy holding the cashout, then run away. Stun the Medium trying to defib their teammate. It lasts 3.5 secondsāthat's an eternity. Use it to create chaos, not to 1v1 someone. I've seen so many Lights try to Stun + M11 a Heavy and just get deleted. That's not the play.
Hard-earned pro tip: When you steal a cashout, you can look around while holding the steal button. You can't shoot, but you can track enemies. More importantly, you can cancel the steal by pressing the interact key again. If you start stealing and hear an RPG launch, cancel it and jump away. A fake steal is also a great way to bait a team into revealing their position. I once faked a steal three times in a row, and the enemy team wasted all their grenades on an empty room while my teammates flanked them. Itās psychological warfare.
The Dumb Shit That Got Me Killed 500 Times
Iām going to list the exact mistakes I made so you don't have to. Some of these are embarrassing, but Iām a better player for owning them.
- Standing still during a revive. The Defibrillator revives instantly if you're close enough, but you have a 2-second animation. During that animation, you can't move. Iāve been killed by a single frag grenade because I defibbed a teammate in the open, and we both got wiped. Always defib behind cover, a wall, or after throwing down a smoke grenade. If you're a Heavy, defib inside your Dome Shield.
- Ignoring the third party. The Finals is a 3-team game (or more on some modes). If you're fighting a team over a cashout, there is a 90% chance a third team is watching. If you burn all your cooldowns (shield, jump pad, RPG) to win a fight, you're going to get slaughtered by the fresh team rolling in. Manage your cooldowns. A smart team lets two other teams kill each other and then cleans up. It feels cheap, but it wins tournaments.
- Treating the Heavy like a bullet sponge. I used to think, "I'll just shoot the Heavy in the head." That works eventually, but by the time you kill him, his Light teammate has backstabbed you twice. Focus the Medium first. The Medium has the rez and the heals. Kill the Medium, and the Heavy becomes a slow, angry pinata. Kill the Light first if they're annoying you, but always, always kill the Medium when possible. I have the t-shirt.
- Forgetting about the Sonyo skins. This isn't a gameplay tip, but it's a real pain. The flashy, shiny skins are hard to see in the shadows. Some skins make players blend into the dark corners of Vegas or Monaco. If you keep dying to a guy you "didn't see," check the kill cam. If it's a full black skin, adjust your brightness or be more wary of dark rooms. It's a pay-to-lose advantage, but it helps.
Questions New Players Don't Ask (But Should)
Q: What's the best class for solo queue?
A: Medium. No debate. The Healing Beam keeps your random teammates alive (who will inevitably run into the open), and the Jump Pad lets you escape their bad calls. Also, the FCAR is a monster at range. You don't need to be a god to contribute.
Q: Should I use the tracking dart (Light)?
A: Only if you're on a highly coordinated team. It marks an enemy for 15 seconds, which is insanely powerful for coordinated pushes. But in solo queue, you'll shoot a guy, mark him, and then your teammates will ignore him. It's better to just take the Smoke Grenade or Glitch Grenade for utility.
Q: How do I beat a Heavy with a flamethrower and a Dome Shield?
A: Don't try to fight him inside his bubble. He wins that trade 100% of the time. He has 350 HP and his flamethrower does 45 base DPS ramping to 120 DPS after 3 seconds of constant contact. You will melt. The counter is range and blast damage. Goo his shield, throw a grenade at his feet, or shoot the floor out from under him. Also, the Glitch Grenade (Light) turns off his Dome Shield instantly.
Q: Is the AKM bad? Everyone tells me to use the FCAR.
A: The AKM isn't bad, it's just... forgiving. It has a 36-round mag, so you can spam. The FCAR has a 20-round mag but hits harder per bullet and is more accurate. If you have good aim, FCAR wins every time. If you play on console or have potato aim, use the AKM until you can hit headshots consistently.
Q: What's the deal with the "insta-kill" knife builds?
A: It's a Light build with the Throwing Knives or the Backstab dagger. The dagger one-shots from behind (does 200 damage). It's annoying, but completely telegraphed. Light players are loud. If you hear footsteps behind you, turn around. The class is also very similar to the glass cannon builds in Overwatchācheck out our Overwatch guide for more on countering high-mobility assassins.
Q: I keep getting spawn-killed in Bank It mode. Help?
A: Spawns are based on where your teammates are and how far you are from enemies. In Bank It, don't spawn on your teammate if they're in a fight. Wait a few seconds to respawn on a different spot. Or, if you see the death icon flashing, just wait until they die or you get a safe spawn. Rushing back in is how you feed.
Q: Is the game pay-to-win?
A: No, but the store has some skins that are harder to see in certain maps (like the all-black outfits on Monaco at night). It's a minimal advantage, and honestly, you'll get more mileage out of learning the map callouts and spawn timers than buying a skin. Don't fall for the FOMO. The battle pass is decent for cosmetics, but the starter guns are all viable.
One last thing: If you're coming from Apex Legends, stop sliding everywhere. The slide in The Finals is slower and less impactful. You'll just get shot in the head while you're doing a slow, predictable glide. Move with jump pads and zip lines, not slide spam. Itās a different beast entirelyāour Apex Legends guide covers movement tech, but that gameās meta won't save you here.
Sign in to post a comment.
Sign in with GitHub to join the discussion.
š¬ Comments
What players are saying:
This guide is exactly what I needed. The part about faking the cashout steal is brilliantāI've been baiting whole teams into wasting their RPGs on empty rooms. Also, finally understanding why my Light with the Stun Gun was useless. I was using it to fight, not to troll. Great stuff.
Disagree on the AKM vs FCAR take. The FCAR is better if you're a god with aim, but the AKM's 36-round mag saved my ass way more times in chaotic 3v3s. I'd argue the AKM is better for new players because you don't have to reload after every fight. Still, solid advice on the Goo Grenadeāthat's the real MVP.
Finally, someone who admits the game's visibility is trash. I spent 200 hours thinking I was blind. Turns out the game just has too much neon bullshit on screen. The tip to listen for footsteps on metal vs concrete is a life-changer. I turned off the music and my awareness doubled. Thanks for the hard truths.