HISTORICAL PATCH SUMMARY

THE FINALS 12.0.0 patch notes

What changed in this update, with player takeaways and official sources.

Published · Season 12

Changes and advice below describe this patch at publication. Latest official updates ↗

Update 12.0.0 summary

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.

13 nerfs
23 buffs
17 reworks
4 QOL

WHAT CHANGED

The changes players should know

Full official notes ↗

What got weaker

Nerfs

13
Nerf gameplay · All

Toxic Gas Canister

Toxic Gas Canister gas lasts less time

Duration 12s 10s

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.

Nerf gadget · Light

Gateway

Gateway cooldown increased from 40s to 50s

Cooldown 40s 50s
Max first-portal distance 50m 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.

Nerf gadget · Medium

Gas Mine

Gas Mine radius decreased from 5m to 3.5m

Radius 5m 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.

Nerf gadget · Light

H+ Infuser

H+ Infuser heals 10 per shot (was 11)

Healing per shot 11 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.

Nerf gadget · 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.

Nerf gadget · Heavy

Pyro Mine

Pyro Mine explosive damage decreased from 55 to 45

Explosive damage 55 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.

Nerf gadget · Light

Vanishing Bomb

Vanishing Bomb cooldown increased from 25s to 30s

Cooldown 25s 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.

Nerf specialization · 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.

Nerf specialization · 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.

Nerf weapon · Light

Sword

Sword damage decreased

Precise damage 110 100
Base damage 71 65
Lunge distance 4.25m 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.

Nerf weapon · Heavy

KS-23

KS-23 damage decreased from 104 to 100

Damage 104 100

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.

Nerf weapon · Light

LH1

LH1 damage decreased from 44 to 40 with shorter range

Damage 44 40
Falloff start 50m 35m
Falloff end 55m 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).

Nerf weapon · Light

XP-54

XP-54 magazine reduced from 36 to 34

Magazine 36 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
Buff gameplay · All

Powder Canisters

Powder Canister smoke is bigger and lasts longer

Smoke radius 3.5m 4.5m
Smoke duration 9s 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.

Buff gadget · Medium

Explosive Mine

Explosive Mine damage increased from 120 to 145 (Medium and Heavy)

Damage 120 145

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.

Buff gadget · All

Flashbang

Flashbang blinds longer and barely affects teammates

Min flash 1.5s 2s
Max flash 4.5s 5s
Teammate intensity 0.95 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).

Buff gadget · All

Frag Grenade

Frag Grenade max damage increased from 140 to 165

Max damage 140 165

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.

Buff gadget · All

Pyro Grenade

Pyro Grenade now deals 40 explosive damage on impact

Impact damage 0 40
Impact radius None 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.

Buff gadget · All

Smoke Grenade

Smoke Grenade radius and duration increased

Radius 3.5m 4.5m
Duration 9s 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.

Buff gadget · 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.

Buff gadget · Light

Thermal Bore

Thermal Bore detonates faster

Fuse time 1.75s 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.

Buff specialization · 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.

Buff specialization · Medium

Healing Beam

Healing Beam heals 50 per second (was 46)

Healing per second 46 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.

Buff weapon · Medium

Dual Blades

Dual Blades hit harder with a wider precision angle

Primary precise 57 60
Primary base 37 39
Cross Slash precise 140 155
Cross Slash base 91 100
Precision angle 12 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.

Buff weapon · Medium

Riot Shield

Riot Shield damage and hitbox increased

Primary precise 86 90
Primary base 60 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.

Buff weapon · Heavy

BFR Titan

BFR Titan damage increased from 90 to 95 with faster reloads

Damage 90 95
Reload intro 0.68s 0.62s
Reload loop 0.88s 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.

Buff weapon · Medium

CB-01 Repeater

CB-01 Repeater damage increased from 84 to 88

Damage 84 88
Falloff multiplier 0.64 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.

Buff weapon · Medium

Chimera-XB

Chimera-XB damage increased from 45 to 47

Damage 45 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.

Buff weapon · Heavy

Lewis Gun

Lewis Gun fire rate increased from 500 to 520 RPM

Fire rate 500 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.

Buff weapon · Heavy

M60

M60 fire rate increased from 580 to 600 RPM

Fire rate 580 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.

Buff weapon · Heavy

MGL32

MGL32 damage increased from 83 to 97

Damage 83 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.

Buff weapon · Medium

P90

P90 damage increased from 14 to 15

Damage 14 15

WHY IT MATTERSFewer bullets to kill every class; a better close-range Medium option.

Exact patch note

Damage increased from 14 to 15.

Buff weapon · Medium

Pike-556

Pike-556 damage increased from 49 to 50

Damage 49 50

WHY IT MATTERSFive body shots now kill a 250 HP Medium (was six).

Exact patch note

Damage increased from 49 to 50.

Buff weapon · Medium

R .357

R .357 damage increased from 74 to 76

Damage 74 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.

Buff weapon · Heavy

SA1216

SA1216 recoil reduced and range improved

Recoil Baseline About 20% less
Falloff multiplier 0.62 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.

Buff weapon · Light

SR-84

SR-84 damage increased from 118 to 122

Damage 118 122

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
Rework gameplay · Light

Light archetype

Light health increased from 150 to 175, movement slightly slower

Health 150 175
Regen delay 7s 8s
Forward sprint 7 m/s 6.6 m/s
Forward run 5.5 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.

Rework gameplay · Heavy

Heavy archetype

Heavy health decreased from 350 to 325, movement faster

Health 350 325
Forward sprint 5.8 m/s 6 m/s
Forward run 3.8 m/s 4.35 m/s
Strafe run 3.2 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.

Rework gadget · Heavy

Dome Shield

Dome Shield health raised to 600 but drains 100 per second

Health 250 600
Health decay None 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.

Rework gadget · All

Gas Grenade

Gas Grenade now has 2 charges with shorter gas

Charges 1 2
Cooldown 24s 20s
Gas duration 12s 8s
Radius 5m 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.

Rework gadget · 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.

Rework gadget · 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.

Rework specialization · Light

Grappling Hook

Grappling Hook cooldown now depends on grapple length

Cooldown Fixed 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.

Rework specialization · 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.

Rework weapon · 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.

Rework weapon · Light

Dagger

Dagger lunge shorter, Backstab faster and stronger

Lunge distance 5m 4.25m
Backstab duration 0.5s 0.35s
Backstab base damage 85 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.

Rework weapon · Heavy

Sledgehammer

Sledgehammer lunge shortened for predictive lunges

Lunge distance 5m 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.

Rework weapon · Heavy

Spear

Spear lunge shortened and hitbox narrowed

Lunge distance 6.5m 5.75m
Hitbox width 0.4m 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.

Rework mode · All

Cashout and Ranked Tournament

Vaults open faster and Cashout rounds are longer

Vault open time 20s 10s
Vault spawn preview 15s 5s
Cashout round 9 min 9.5 min
Final round 20 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.

Rework mode · 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.

Rework mode · 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.

Rework gameplay · All

Destruction and smoke

Destruction overhaul and dynamic smoke

Ladder health 100 550

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).

Rework progression · 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 life gameplay · All

All archetypes

Players can run up steeper slopes

Max run slope 45 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 life gadget · 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 life system · 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 life ui · 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.

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