S
Winch Aggro
Area control, cashout manipulation, and engagement initiation
- Weapon
- ShAK-50 / SA1216
- Specialization
- Winch Claw
- Gadgets
- RPG-7, Dome Shield, C4
- Reserves
- Lewis Gun, Goo Grenade, Barricade, Healing Emitter
Why it works Winch Claw defines Heavy's role - essential for mobility, cashout theft, and repositioning. Data Reshaper now counters Dome Shield, so consider Goo Grenade as backup. ShAK-50 is the default, SA1216 for close-range maps.
A
Lewis Range
Mid-range lockdown and cashout defense
- Weapon
- Lewis Gun
- Specialization
- Winch Claw
- Gadgets
- C4, Dome Shield, RPG-7
- Reserves
- ShAK-50, SA1216, Barricade, Goo Grenade, Healing Emitter
Why it works thefinals.gg Heavy #2. Lewis Gun is S-tier in S10 - 60-round mag + controllable recoil = best sustained DPS for cashout holds (The Finals Boosting). C4 + Dome Shield + RPG-7 is the locked Heavy gadget triangle since S3; every top Heavy build runs it identically. Mesh Shield is an alternative spec for pure objective defense.
A
Mesh Fortress
Objective-focused defensive anchor; Mesh holds the window while the team shoots through it
- Weapon
- Lewis Gun
- Specialization
- Mesh Shield
- Gadgets
- C4, Dome Shield, RPG-7
- Reserves
- Healing Emitter, Barricade, Goo Grenade, SA1216, ShAK-50
Why it works thefinals.gg Loadout #3335 - top 1% across combat, KD, kills, assists. Appoh's top Heavy pick at 1:12. S10 Mesh Shield duration 8→12s lets teammates shoot through the barrier for a full cashout defense phase rather than a panic window. Lewis Gun's 60-round mag + sustained DPS is why Mesh anchors run Lewis, not shotguns - research explicitly calls Lewis 'best sustained DPS for cashout holding.' Watch for Data Reshaper now going through Mesh and Dome - a real S10 counterplay Heavies must respect.
A
KS-23 Brawler
Gap-closing slug brawler who traps close-quarters fights with zone denial
- Weapon
- KS-23
- Specialization
- Charge N Slam
- Gadgets
- RPG-7, Pyro Grenade, Goo Grenade
- Reserves
- C4, Barricade, Dome Shield
Why it works KS-23 falls off past mid-range, so Charge N Slam is the tool for forcing close fights and cracking walls for ambush angles. Pyro + Goo trap enemies in a damage zone right where the 100-damage slug dominates. Map-dependent - shines on indoor maps like Skyway/Kyoto, struggles on open Vegas/Monaco sightlines. Winch Claw in reserves if the map is more open.