XP-54
Tactical submachine gun
The XP-54 is a Light-class SMG in THE FINALS Season 10, currently ranked strong (A-tier) by community sentiment and pick rate. It deals 16 body damage and 25.5 on a headshot at 880 RPM with a 1.05s time-to-kill against a Medium (250 HP) target (16 body shots). The medium-range SMG nobody talks about.
XP-54 stats (Season 10)
| Class | Light |
|---|---|
| Category | SMG |
| Body damage | 16 |
| Headshot damage | 25.5 (1.5x) |
| Magazine | 34 |
| Fire rate | 880 RPM |
| Effective range | Close-Mid |
| TTK vs Light (150 HP) | 0.63s |
| TTK vs Medium (250 HP) | 1.05s |
| TTK vs Heavy (350 HP) | 1.47s |
| Shots to kill (body) | 10 vs Light · 16 vs Medium · 22 vs Heavy |
| Special | Built-in scope |
Strengths
- The XP-54 functions particularly well when ambushing or flanking targets. One full magazine can kill any class with ease.
- The XP-54 has a relatively large magazine of 34 bullets with a quick reload, making it useful for longer firefights.
- The XP-54 is stronger at moderate ranges than the M11 (more suited for close-range) and ARN-220 (better suited for long-range) thanks to its higher accuracy, better handling and low TTK.
Weaknesses
- The XP-54's damage is worse at long ranges, compared to the ARN-220.
- The XP-54 is weaker at close ranges than the comparable M11 due to its lower RPM and .
How to use it
- Using the optical sights should always be done while shooting unless the opponent is extremely close, as the accuracy will be greatly increased.
- An XP-54 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
The medium-range SMG nobody talks about. Near-zero recoil makes it a headshot machine at distances where the M11 falls off.
Season 10 status
Unchanged
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 optical sights and iron 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 XP-54 good in THE FINALS Season 10?
The XP-54 is a strong (A-tier) Light-class weapon in THE FINALS Season 10. The medium-range SMG nobody talks about. Near-zero recoil makes it a headshot machine at distances where the M11 falls off.
What is the XP-54's TTK in THE FINALS?
The XP-54 has a 1.05s time-to-kill against a Medium (250 HP) target, 0.63s vs Light (150 HP), and 1.47s vs Heavy (350 HP), firing body shots. Headshots lower these numbers.
How many shots does the XP-54 take to kill?
At 16 body damage, the XP-54 downs a Light (150 HP) in 10 body shots, a Medium (250 HP) in 16, and a Heavy (350 HP) in 22. Headshots deal 25.5 damage and reduce the shot count.
What class is the XP-54 in THE FINALS?
The XP-54 is a Light-class weapon (SMG) in THE FINALS Season 10.
What is the best XP-54 loadout?
For full builds that pair well with the XP-54, see the current Season 10 meta loadouts at thefinalsloadout.com/loadouts, and compare its TTK against every other weapon at /ttk.