THE FINALS Update 12.0.0 launched Season 12, PRIME TIME, on October 20, 2026. Light health rises to 175 and Heavy drops to 325, the Infiltrator adds True Sight, Mimic Device and Translocator, and a large balance pass buffs CB-01, MGL32, P90, Frag, Explosive Mine, Healing Beam and Dome Shield while nerfing KS-23, LH1, XP-54, Sword and Gateway.
At publication: Recheck your shots-to-kill: Lights take one more bullet from many guns and Heavies one fewer. Smoke is stronger but explosives clear it, and Embark plans more tuning through Updates 12.0 to 12.3.
WHY IT MATTERSGas canisters deny a room for a shorter window, so time pushes to their expiry.
Exact patch note+
Gas duration decreased from 12s to 10s, adjusted for the new dynamic gas that explosions can clear.
Nerfgadget · Light
Gateway
Gateway cooldown increased from 40s to 50s
Cooldown40s→
50s
Max first-portal distance50m→
60m
WHY IT MATTERSGateway plays are less frequent and tall vertical portals are capped. Plan one escape per fight.
Exact patch note+
Cooldown increased from 40s to 50s. Max distance between you and your first portal increased from 50m to 60m, and the check now includes vertical distance, which was previously unlimited.
Nerfgadget · Medium
Gas Mine
Gas Mine radius decreased from 5m to 3.5m
Radius5m→
3.5m
WHY IT MATTERSPlace Gas Mines right on the doorway or cashout you want to cover.
Exact patch note+
Radius decreased from 5m to 3.5m.
Nerfgadget · Light
H+ Infuser
H+ Infuser heals 10 per shot (was 11)
Healing per shot11→
10
WHY IT MATTERSLight self-sustain dips slightly, and Medium healers matter more.
Exact patch note+
Health given per shot decreased from 11 to 10, to balance it against the Healing Beam.
Nerfgadget · Heavy
Lockbolt
Gateway now breaks Lockbolt connections
WHY IT MATTERSLockbolt plus Gateway pull tricks no longer work.
Exact patch note+
Teleporting through a Gateway immediately breaks any connection to a Lockbolt. Embark removed the combo because of bugs and balance problems.
Nerfgadget · Heavy
Pyro Mine
Pyro Mine explosive damage decreased from 55 to 45
Explosive damage55→
45
WHY IT MATTERSPyro Mine still zones, but the burst on trigger is lower.
Exact patch note+
Explosive damage decreased from 55 to 45, balancing it against the improved Pyro Grenade.
Nerfgadget · Light
Vanishing Bomb
Vanishing Bomb cooldown increased from 25s to 30s
Cooldown25s→
30s
WHY IT MATTERSFewer invisibility escapes per fight, but the underhand throw is easier to place.
Exact patch note+
Cooldown increased from 25s to 30s. The secondary underhand throw arc is straighter, faster and more reliable.
Nerfspecialization · Heavy
Charge N Slam
Charge N Slam no longer damages airborne targets
WHY IT MATTERSJump or get elevated to dodge slam damage. Heavies should slam grounded targets.
Exact patch note+
The ground slam now only damages targets close to the ground. Elevated or airborne targets no longer take slam damage but still take knockback and concussion.
Nerfspecialization · Light
Cloaking Device
Cloaked players are easier to hear
WHY IT MATTERSCloak flanks are a little easier to hear coming. Listen for the crackle.
Exact patch note+
Idle sound is louder while stationary, and movement crackle can be heard from slightly further away.
Nerfweapon · Light
Sword
Sword damage decreased
Precise damage110→
100
Base damage71→
65
Lunge distance4.25m→
4m
WHY IT MATTERSSword needs more clean hits on 175 HP Lights and stays a niche pick.
Exact patch note+
Primary precise damage 110 to 100 and base damage 71 to 65. Lunge distance 4.25m to 4m to compensate for lunge prediction.
Nerfweapon · Heavy
KS-23
KS-23 damage decreased from 104 to 100
Damage104→
100
WHY IT MATTERSShots to kill are unchanged against each class, so KS-23 stays strong but less forgiving at range.
Exact patch note+
Damage decreased from 104 to 100. Embark says it was still over-performing after its recent popularity.
Nerfweapon · Light
LH1
LH1 damage decreased from 44 to 40 with shorter range
Damage44→
40
Falloff start50m→
35m
Falloff end55m→
45m
WHY IT MATTERSLH1 needs one more body shot against every class. Expect it to slip from the top of the Light meta.
Exact patch note+
Damage decreased from 44 to 40. Damage falloff now starts at 35m (was 50m) and ends at 45m (was 55m).
Nerfweapon · Light
XP-54
XP-54 magazine reduced from 36 to 34
Magazine36→
34
WHY IT MATTERSLess margin for missed shots against the 175 HP Light. Reload earlier.
Exact patch note+
Ammo decreased from 36 to 34.
What got stronger
Buffs
23
Buffgameplay · All
Powder Canisters
Powder Canister smoke is bigger and lasts longer
Smoke radius3.5m→
4.5m
Smoke duration9s→
13s
WHY IT MATTERSThrown canisters now give a usable smoke screen for revives and steals.
Exact patch note+
Smoke radius increased from 3.5m to 4.5m and duration from 9s to 13s.
Buffgadget · Medium
Explosive Mine
Explosive Mine damage increased from 120 to 145 (Medium and Heavy)
Damage120→
145
WHY IT MATTERSA mine plus a few shots now finishes a 175 HP Light. Mine your cashout entrances again.
Exact patch note+
Damage increased from 120 to 145, adjusted for the new Light and Heavy health values. Applies to both the Medium and Heavy Explosive Mine.
Buffgadget · All
Flashbang
Flashbang blinds longer and barely affects teammates
Min flash1.5s→
2s
Max flash4.5s→
5s
Teammate intensity0.95→
0.35
WHY IT MATTERSFlashbang is a real option now: you can throw it into your own team push without blinding them.
Exact patch note+
Minimum flash duration 1.5s to 2s, maximum 4.5s to 5s. Teammate flash intensity reduced from 0.95 to 0.35. More reliable hit traces near thin or small objects. Hit markers now show only for enemies and only for strong flashes (threshold 0.75 to 0.85).
Buffgadget · All
Frag Grenade
Frag Grenade max damage increased from 140 to 165
Max damage140→
165
WHY IT MATTERSA frag plus one or two shots now finishes most targets. Expect more frag spam on objectives.
Exact patch note+
Max damage increased from 140 to 165. The light trail is smaller and fades faster. Frags now create Blast Waves.
Buffgadget · All
Pyro Grenade
Pyro Grenade now deals 40 explosive damage on impact
Impact damage0→
40
Impact radiusNone→
2.5m
WHY IT MATTERSPyro Grenade gets a more reliable floor, closer to Pyro Mine and Frag.
Exact patch note+
Pyro Grenades now deal 40 explosive damage on impact in a 2.5m radius, on top of the burn. This explosive damage applies through smoke, unlike fire damage.
Buffgadget · All
Smoke Grenade
Smoke Grenade radius and duration increased
Radius3.5m→
4.5m
Duration9s→
13s
WHY IT MATTERSSmokes cover revives and plants much better. Carry an explosive to punch through enemy smoke.
Exact patch note+
Radius increased from 3.5m to 4.5m and smoke duration from 9s to 13s. Smoke is now dynamic, and explosions such as C4, Frag, RPG and Shockwave can briefly clear it.
Buffgadget · Medium
Sonar Grenade
Sonar Grenade now available to Medium
WHY IT MATTERSMediums get a wallhack tool against cloaks and disguises. Try it in the Medium utility slot.
Exact patch note+
Sonar Grenades are now available to the Medium archetype, in addition to Light.
Buffgadget · Light
Thermal Bore
Thermal Bore detonates faster
Fuse time1.75s→
1.4s
WHY IT MATTERSFaster floor breaks for vertical plays.
Exact patch note+
Fuse time before detonation decreased from 1.75s to 1.4s. Thermal Bore now creates Blast Waves.
Buffspecialization · Medium
Guardian Turret
Guardian Turret highlights its target through walls and smoke
WHY IT MATTERSTurret becomes an intel tool. Place it covering the main approach to your cashout.
Exact patch note+
The turret now detects and highlights its active target, so you and your team can see that opponent through walls and smoke while they stay in the turret sights.
Buffspecialization · Medium
Healing Beam
Healing Beam heals 50 per second (was 46)
Healing per second46→
50
WHY IT MATTERSHealing Beam stays the default Medium support pick and outheals more chip damage.
Exact patch note+
Healing per second increased from 46 to 50, part of a wider push to raise Medium utility.
Buffweapon · Medium
Dual Blades
Dual Blades hit harder with a wider precision angle
Primary precise57→
60
Primary base37→
39
Cross Slash precise140→
155
Cross Slash base91→
100
Precision angle12 degrees→
14 degrees
WHY IT MATTERSDual Blades are more reliable and Deflect is easier to aim back at shooters.
Exact patch note+
Primary precise damage 57 to 60 and base damage 37 to 39. Cross Slash precise damage 140 to 155, base damage 91 to 100, hitbox width 0.3m to 0.55m. Precision angle 12 to 14 degrees. Deflect now uses only the 14 degree precise angle, deflected bullets follow your crosshair and show hit markers.
Buffweapon · Medium
Riot Shield
Riot Shield damage and hitbox increased
Primary precise86→
90
Primary base60→
63
WHY IT MATTERSRiot Shield swings connect more often.
Exact patch note+
Primary precise damage 86 to 90 and base damage 60 to 63, with a wider (0.8m to 0.95m) and taller (0.3m to 0.4m) hitbox. Shield Bash hitbox grows (0.35m to 0.55m wide, 0.55m to 0.9m tall) and its lunge reaches slightly further but overshoots less.
Buffweapon · Heavy
BFR Titan
BFR Titan damage increased from 90 to 95 with faster reloads
Damage90→
95
Reload intro0.68s→
0.62s
Reload loop0.88s→
0.8s
WHY IT MATTERSMore forgiving hand cannon. Shots to kill against each class are unchanged, but reloads are quicker.
Exact patch note+
Damage increased from 90 to 95. Reload intro 0.68s to 0.62s and reload loop 0.88s to 0.8s; bullet restock point moved from 0.465s to 0.52s.
Buffweapon · Medium
CB-01 Repeater
CB-01 Repeater damage increased from 84 to 88
Damage84→
88
Falloff multiplier0.64→
0.66
WHY IT MATTERSTwo body shots kill a 175 HP Light again. The CB-01 stays a top Medium pick.
Exact patch note+
Damage increased from 84 to 88. Damage falloff multiplier increased from 0.64 to 0.66, so it deals slightly more at max range.
Buffweapon · Medium
Chimera-XB
Chimera-XB damage increased from 45 to 47
Damage45→
47
WHY IT MATTERSOne fewer body shot to kill a 325 HP Heavy (7 instead of 8).
Exact patch note+
Damage increased from 45 to 47.
Buffweapon · Heavy
Lewis Gun
Lewis Gun fire rate increased from 500 to 520 RPM
Fire rate500 RPM→
520 RPM
WHY IT MATTERSSlightly faster kills at every range. Good pairing for the faster Heavy.
Exact patch note+
Rate of fire increased from 500 RPM to 520 RPM.
Buffweapon · Heavy
M60
M60 fire rate increased from 580 to 600 RPM
Fire rate580 RPM→
600 RPM
WHY IT MATTERSA small kill-time bump for the M60 against every class.
Exact patch note+
Rate of fire increased from 580 RPM to 600 RPM.
Buffweapon · Heavy
MGL32
MGL32 damage increased from 83 to 97
Damage83→
97
WHY IT MATTERSTwo direct grenades now down a 175 HP Light. Worth another test.
Exact patch note+
Damage increased from 83 to 97. MGL32 also creates Blast Waves.
Buffweapon · Medium
P90
P90 damage increased from 14 to 15
Damage14→
15
WHY IT MATTERSFewer bullets to kill every class; a better close-range Medium option.
Exact patch note+
Damage increased from 14 to 15.
Buffweapon · Medium
Pike-556
Pike-556 damage increased from 49 to 50
Damage49→
50
WHY IT MATTERSFive body shots now kill a 250 HP Medium (was six).
Exact patch note+
Damage increased from 49 to 50.
Buffweapon · Medium
R .357
R .357 damage increased from 74 to 76
Damage74→
76
WHY IT MATTERSShots to kill are unchanged, but the revolver keeps pace with the tankier Light.
Exact patch note+
Damage increased from 74 to 76.
Buffweapon · Heavy
SA1216
SA1216 recoil reduced and range improved
RecoilBaseline→
About 20% less
Falloff multiplier0.62→
0.67
WHY IT MATTERSAn easier, longer-reaching auto shotgun. Try it again in close Heavy builds.
Exact patch note+
Recoil intensity decreased by about 20%, the pattern between shots 2 and 3 is smoother, pellet spread is slightly tighter, and the damage falloff multiplier increased from 0.62 to 0.67.
Buffweapon · Light
SR-84
SR-84 damage increased from 118 to 122
Damage118→
122
WHY IT MATTERSShots to kill are unchanged, so this is mostly about falloff and chip value.
Exact patch note+
Damage increased from 118 to 122.
What plays differently
Reworks
17
Reworkgameplay · Light
Light archetype
Light health increased from 150 to 175, movement slightly slower
Health150→
175
Regen delay7s→
8s
Forward sprint7 m/s→
6.6 m/s
Forward run5.5 m/s→
5.1 m/s
WHY IT MATTERSLights survive one more bullet from many guns. Recheck which weapons still two- or three-shot you, and play a little less on raw speed.
Exact patch note+
Base health increased from 150 to 175. Health regeneration now starts 8s after last taking damage (was 7s). Forward sprint 7 to 6.6 m/s, strafe sprint 4.6 to 4.4 m/s, backpedal sprint 3.8 to 3.7 m/s, forward run 5.5 to 5.1 m/s, strafe run 4.4 to 4.2 m/s, backpedal run 3.8 to 3.7 m/s. The Respec Order test is now permanent.
Reworkgameplay · Heavy
Heavy archetype
Heavy health decreased from 350 to 325, movement faster
Health350→
325
Forward sprint5.8 m/s→
6 m/s
Forward run3.8 m/s→
4.35 m/s
Strafe run3.2 m/s→
3.6 m/s
WHY IT MATTERSHeavies fall a shot sooner to many weapons but reposition faster. Lean on cover and Dome or Mesh timing more than raw health.
Exact patch note+
Base health decreased from 350 to 325. Forward sprint 5.8 to 6 m/s, strafe sprint 3.65 to 3.8 m/s, backpedal sprint 3 to 3.3 m/s, forward run 3.8 to 4.35 m/s, strafe run 3.2 to 3.6 m/s, backpedal run 3 to 3.2 m/s. The Respec Order test is now permanent.
Reworkgadget · Heavy
Dome Shield
Dome Shield health raised to 600 but drains 100 per second
Health250→
600
Health decayNone→
100 per second
WHY IT MATTERSDrop the dome at the moment of the fight or plant, not early. Shooting it is now worth it, because damage stacks with the drain.
Exact patch note+
Dome Shield health increased from 250 to 600. The dome now loses 100 health per second on its own, so damage pops it sooner. Embark calls this experimental.
Reworkgadget · All
Gas Grenade
Gas Grenade now has 2 charges with shorter gas
Charges1→
2
Cooldown24s→
20s
Gas duration12s→
8s
Radius5m→
4.5m
WHY IT MATTERSGas is no longer fire and forget. Re-throw to keep an area denied.
Exact patch note+
Ammo increased from 1 to 2, cooldown decreased from 24s to 20s, gas duration decreased from 12s to 8s, radius decreased from 5m to 4.5m. Explosions can now briefly clear the gas.
Reworkgadget · Light
Mimic Device
New Light gadget: Mimic Device
WHY IT MATTERSPick props that belong in the room. True Sight reveals disguised players.
Exact patch note+
Added the Mimic Device to the Light arsenal as part of the Infiltrator playstyle. Scan objects in the world, then disguise yourself as them to hide in plain sight. Embark did not publish range, duration or cooldown numbers.
Reworkgadget · Light
Translocator
New Light gadget: Translocator
WHY IT MATTERSMark an object near cover before you peek, so you have an instant escape or a flank.
Exact patch note+
Added the Translocator to the Light arsenal as part of the Infiltrator playstyle. Mark an object in your surroundings and, while within range, swap positions with it on demand. Embark did not publish range or cooldown numbers.
Reworkspecialization · Light
Grappling Hook
Grappling Hook cooldown now depends on grapple length
CooldownFixed→
4s to 7.5s
WHY IT MATTERSUse short, snappy grapples to keep it available more often.
Exact patch note+
Grappling Hook now has a variable cooldown based on how long the grapple was active: 4s minimum and 7.5s maximum. Short grapples recover faster.
Reworkspecialization · Light
True Sight
New Light specialization: True Sight
WHY IT MATTERSA direct counter to cloak, Mimic Device and the buffed smokes.
Exact patch note+
Added the True Sight specialization to the Light archetype as part of the Infiltrator playstyle. It reveals opponents through smoke, including cloaked or disguised Contestants. Embark did not publish range, duration or energy numbers.
Reworkweapon · All
Melee weapons
Melee lunges are now predictive and hit sweeps more accurate
WHY IT MATTERSMelee should land more consistently on moving targets, even with the shorter lunge ranges below.
Exact patch note+
The lunge on regular attacks now adjusts to the target movement: no lunge if the target runs into range, slight compensation for sideways movement, and speed adjusted to land the hit. Hit sweeps are more granular and precise. Quick Melee sweep also improved.
Reworkweapon · Light
Dagger
Dagger lunge shorter, Backstab faster and stronger
Lunge distance5m→
4.25m
Backstab duration0.5s→
0.35s
Backstab base damage85→
90
WHY IT MATTERSGet a little closer before lunging. Backstabs come out faster.
Exact patch note+
Primary and Backstab lunge distance decreased from 5m to 4.25m to compensate for lunge prediction. Backstab duration decreased from 0.5s to 0.35s and base damage increased from 85 to 90.
Reworkweapon · Heavy
Sledgehammer
Sledgehammer lunge shortened for predictive lunges
Lunge distance5m→
4.5m
WHY IT MATTERSSame damage, slightly closer engagement range.
Exact patch note+
Primary and secondary lunge distance decreased from 5m to 4.5m to compensate for lunge prediction, with more accurate hit sweeps. Damage unchanged.
Reworkweapon · Heavy
Spear
Spear lunge shortened and hitbox narrowed
Lunge distance6.5m→
5.75m
Hitbox width0.4m→
0.35m
WHY IT MATTERSClose a little more before lunging, and expect to hold your spin under kicks.
Exact patch note+
Primary lunge distance decreased from 6.5m to 5.75m and hitbox width from 0.4m to 0.35m. Spin Attack hits better match the animation, and kicks push spinning Spear players a shorter distance.
Reworkmode · All
Cashout and Ranked Tournament
Vaults open faster and Cashout rounds are longer
Vault open time20s→
10s
Vault spawn preview15s→
5s
Cashout round9 min→
9.5 min
Final round20 min→
14 min
WHY IT MATTERSFaster opening fights and less stalling of the last two cashboxes. Rotate earlier.
Exact patch note+
Vaults open in 10s (was 20s) and spawn after a 5s preview (was 15s). Cashout round duration increased from 9 to 9.5 minutes; final round decreased from 20 to 14 minutes. Vault and Cashout Station spawns favor fewer long-distance placements.
Reworkmode · All
Game Show Events
Mega Damage and Low Gravity removed, Double Jump added
WHY IT MATTERSNo more Mega Damage rounds. Use the Double Jump event for surprise vertical routes.
Exact patch note+
Mega Damage and Low Gravity are out of the event rotation. Double Jump is added and no longer needs an initial jump, so it works after Jump Pads or running off roofs.
Reworkmode · All
Arenas
Monaco, Seoul, Skyway Stadium and Las Vegas Stadium reworked; original Las Vegas retired
WHY IT MATTERSRelearn the reworked maps before ranked. See our maps page for each arena.
Exact patch note+
Monaco, Seoul, Skyway Stadium and Las Vegas Stadium get layout reworks. The original Las Vegas leaves the rotation and Las Vegas Sandstorm returns. Kyoto Moving Platforms and SYS$Horizon Foggy Night are temporarily disabled.
Reworkgameplay · All
Destruction and smoke
Destruction overhaul and dynamic smoke
Ladder health100→
550
WHY IT MATTERSExplosives now also clear smoke. Expect fights to change shape as buildings sag and collapse.
Exact patch note+
Gradual destruction, swinging suspended structures, Blast Waves and debris piles are live. Smoke and toxic gas now fill the space around them and can be briefly cleared by explosions. Ladders have more environmental health (100 to 550).
Reworkprogression · All
Progression
Sponsor challenges replace passive Sponsors; Fans drive World Tour rank; VRs removed
WHY IT MATTERSPick a Sponsor whose Signature Plays match how you play to earn Fans faster.
Exact patch note+
Sponsors (OSPUZE, ALFA ACTA, ISEUL-T) now issue challenges with rewards, unlocked after four matches. World Tour rank now progresses with Fans instead of World Tour Points. VRs are removed: items unlock via Playstyle Tokens or automatically.
What feels better to use
Quality of life
4
Quality of lifegameplay · All
All archetypes
Players can run up steeper slopes
Max run slope45 degrees→
50 degrees
WHY IT MATTERSFewer snags on rubble and ramps, especially after buildings collapse.
Exact patch note+
Players can now run up slopes of up to 50 degrees, up from 45 degrees, for smoother movement over debris and the new destruction.
Quality of lifegadget · Medium
Breach Drill
Breach Drill hit markers only for enemies
WHY IT MATTERSHit markers now confirm real value on enemies.
Exact patch note+
Hit markers no longer trigger when the Breach Drill blinds you or your allies, only enemies.
Quality of lifesystem · All
Ranked Score
Automatic RS refunds after server issues
WHY IT MATTERSNo need to file a ticket for server-caused ranked losses.
Exact patch note+
RS lost to server crashes or disconnects is now credited back automatically, with an inbox message within 24 hours.
Quality of lifeui · All
HUD and UI
HUD rework, shotgun pellet hit markers and sight swaps from the loadout tile
WHY IT MATTERSTurn on pellet hit markers to learn shotgun ranges faster.
Exact patch note+
Reworked HUD with scaling and an aspect ratio setting, a new side panel with Quick Settings, shotgun pellet hit markers, sight swaps directly from the loadout tile, party highlight colors and a 12-slot Expression Wheel.