M11
Fast-firing, fully automatic machine pistol
The M11 is a Light-class SMG in THE FINALS Season 10, currently ranked meta-defining (S-tier) by community sentiment and pick rate. It deals 16 body damage and 24 on a headshot at 1000 RPM with a 0.90s time-to-kill against a Medium (250 HP) target (16 body shots). Still the premier point-blank shredder on Light, but 10.
M11 stats (Season 10)
| Class | Light |
|---|---|
| Category | SMG |
| Body damage | 16 |
| Headshot damage | 24 (1.5x) |
| Magazine | 40 |
| Fire rate | 1000 RPM |
| Effective range | Close |
| TTK vs Light (150 HP) | 0.54s |
| TTK vs Medium (250 HP) | 0.90s |
| TTK vs Heavy (350 HP) | 1.26s |
| Shots to kill (body) | 10 vs Light · 16 vs Medium · 22 vs Heavy |
| Special | High fire rate SMG |
Strengths
- The M11 is able to quickly burst down a target when up close.
- The M11 has the highest rate of fire of any weapon for the light class.
Weaknesses
- The M11's damage falls off quickly at moderate distances. Additionally, due to the M11's high bullet dispersion, hitting a target consistently from a distance is very difficult.
How to use it
- Firing should always be done while aiming down sights, unless the target is extremely close. Doing so greatly increases the accuracy of the M11.
- An M11 user should attempt to step in and out of combat to safely be able to deal damage, approaching opponents from unexpected angles so that they cannot retaliate. The moments of cover also serve to reload the weapon.
Community verdict
Still the premier point-blank shredder on Light, but 10.6 clipped some of the cheesy beam-at-range reach. Community reaction is mixed because the gun remains oppressive up close and less silly at distance.
Season 10 status
Nerfed. Nerfed in 10.6.0: Falloff max range 17.5m→20m; damage multiplier at falloff 0.52→0.45 (reduced damage at medium-long range, targeting cross-role overperformance vs XP-54/LH1).
Weapon properties
- Ranged — Strikes targets by aiming and firing at them from a distance.
- Automatic Fire — Continues to fire automatically until the trigger is released.
- Aim Down Sights — Has iron sights and optical sights that significantly increase accuracy when used.
- Full Reload — Replaces the entire magazine in one animation on reload.
- Unstable Accuracy — Suffers a significant decrease in accuracy while moving and while airborne.
- Hitscan — Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.
- Critical Hit — Critically hits on headshots, applying a damage multiplier.
- Mid Range Falloff — Deals reduced damage when hitting targets at a moderate distance (falloff starts at less than 30m).
- Minor Structure Damage — Damages structures. Takes a very long time to break a concrete wall.
Frequently asked
Is the M11 good in THE FINALS Season 10?
The M11 is a meta-defining (S-tier) Light-class weapon in THE FINALS Season 10. Still the premier point-blank shredder on Light, but 10.6 clipped some of the cheesy beam-at-range reach. Community reaction is mixed because the gun remains oppressive up close and less silly at distance.
What is the M11's TTK in THE FINALS?
The M11 has a 0.90s time-to-kill against a Medium (250 HP) target, 0.54s vs Light (150 HP), and 1.26s vs Heavy (350 HP), firing body shots. Headshots lower these numbers.
How many shots does the M11 take to kill?
At 16 body damage, the M11 downs a Light (150 HP) in 10 body shots, a Medium (250 HP) in 16, and a Heavy (350 HP) in 22. Headshots deal 24 damage and reduce the shot count.
What class is the M11 in THE FINALS?
The M11 is a Light-class weapon (SMG) in THE FINALS Season 10.
What is the best M11 loadout?
For full builds that pair well with the M11, see the current Season 10 meta loadouts at thefinalsloadout.com/loadouts, and compare its TTK against every other weapon at /ttk.