The Finals Core Mechanics: Class Matchups, Weapons, and Destruction Strategy
The four underlying rules every Finals player needs to know: how Light / Medium / Heavy match up, weapon types by class, when to use destruction vs when to play around it, and the cash economy in Cashout.
TL;DR: Light beats Heavy (kite, never engage head-on), Medium beats Light (range + healing), Heavy beats Medium (HP + demolition). Each class has 3 weapon types matched to its identity. Destruction is most useful for opening sightlines and demolishing cover — not for collapsing buildings (yet). Cash economy rewards players who grab coins and deposit, not kill-feed chasers.
Who this guide is for
- You have played 10–30 hours of The Finals and want to climb
- You keep losing 1v1 fights and don’t know why
- You want to understand class matchups and team comp
- You are not yet thinking about tournament finals
This is the second guide in our zero-to-rank The Finals series.
1. The class triangle: Light → Medium → Heavy → Light
The three classes form a rock-paper-scissors triangle.
The matchup chart
| Matchup | Winner | Why |
|---|---|---|
| Light vs Heavy | Light | Mobility — Light can kite, retreat, never let Heavy close |
| Light vs Medium | Medium | Range — Medium has assault rifles, longer TTK |
| Light vs Light | Whoever aims better | Mirror matchup |
| Medium vs Heavy | Heavy | HP — Medium can’t burst Heavy down |
| Medium vs Medium | Whoever aims better | Mirror matchup |
| Heavy vs Light | Light (if kite works) | Same as Light vs Heavy |
The principle
- You beat the class below yours in the triangle
- The class above you beats you
- Your job is to pick fights where the matchup favors you
How to use the triangle in a match
- If you’re Light and see a Heavy alone — pick the fight (you kite them)
- If you’re Light and see a Medium at range — retreat and find another angle
- If you’re Heavy and see a Light — don’t chase, they will escape
- If you’re Heavy and see a Medium — push, you win the trade
Common pitfall: taking every fight you see. Pick fights where your class wins. If you lose the matchup, reposition.
2. Weapons by class: what each class can use
Each class has 3 weapon archetypes, but the variants differ.
Light weapons
| Weapon | Type | Best for |
|---|---|---|
| V9S | SMG | Default Light weapon, fast TTK |
| Sword | Melee | Close-range one-shot potential |
| Dagger | Throwable | Stealth kills |
| LH1 | Sidearm | Long-range option for Light |
Medium weapons
| Weapon | Type | Best for |
|---|---|---|
| AKM | Assault rifle | Default Medium, all-purpose |
| Cerberus | Shotgun | Close-range brawler |
| R .357 | Revolver | High-damage one-shot potential |
| FCAR | Battle rifle | Long-range poke |
Heavy weapons
| Weapon | Type | Best for |
|---|---|---|
| Lewis Gun | LMG | Default Heavy, sustained fire |
| M60 | LMG | High mag size, suppress |
| SA1216 | Shotgun | Close-range demolition |
| Spear | Sniper | Long-range poke (rare for Heavy) |
The “best in slot” picks (Season 7 / Riven Tide)
| Class | Best weapon | Why |
|---|---|---|
| Light | V9S with extended mag | Fastest TTK in the game |
| Medium | AKM with compensator | Easy to control, all-purpose |
| Heavy | Lewis Gun with thermal scope | Great in Rivendale vertical fights |
Common pitfall: chasing the “best weapon” without learning to use it. Pick a weapon and master it before switching.
3. Destruction: when to use it (and when not to)
Destruction is The Finals’ signature mechanic. Most new players don’t use it enough, but some experienced players use it at the wrong times.
When destruction wins fights
| Scenario | What to break |
|---|---|
| Enemy hiding behind cover | Break the cover |
| Need to flank | Break through a wall |
| Enemy is on high ground | Break the floor they’re standing on |
| Enemy camping in a building | Collapse the building on them |
| Need a new sightline | Break a wall you can’t shoot through |
When destruction backfires
| Scenario | Why not |
|---|---|
| You’re hiding in the building | You lose your cover |
| You’re chasing a Light | They’ll run while you’re stuck in the rubble |
| You collapse a floor onto yourself | You take fall damage |
| You destroy a wall in a corridor | Enemies have multiple flanking angles now |
The destruction priority
| Priority | Action |
|---|---|
| 1 | Open a sightline you couldn’t shoot through before |
| 2 | Break an enemy’s cover |
| 3 | Drop an enemy from high ground |
| 4 | Collapse a building the enemy is camping |
| 5 | Don’t destroy things just for the sake of it |
Common pitfall: spamming destruction. You give away your position AND create new flanking angles for the enemy. Destroy with purpose.
4. The Cashout economy: how to win tournaments
Cashout is the main mode. The goal: deposit more cash than the other 3 teams. Here’s the math.
The cash sources
| Source | Cash amount |
|---|---|
| Kill an enemy | $250–$500 (depends on respawn) |
| Steal a coin from an enemy | $1,000 per coin |
| Deposit a coin in your vault | $1,000 per coin (locked in) |
| Win the round | Bonus cash |
The 5 cashout rules
- Deposit early — coins in your vault are safe; coins on the ground are not
- Don’t fight for no reason — every fight is risk vs reward
- Steal coins — this is often easier than earning them
- Camp the enemy’s vault in the final 30 seconds
- Bank it, don’t hold it — $10,000 in your pocket is a magnet for 3rd parties
The winning strategy
- Mid-game: deposit early, focus on map control
- Late-game: target the team with the most cash
- End-game: don’t fight, just hold your deposit
Common pitfall: hoarding cash. Deposit or you’ll lose it to a third party.
5. The team composition rule
In a 3-person squad, the best composition depends on your playstyle, but the baseline is 1 of each class for versatility.
The 3 main compositions
| Composition | Strengths | Weaknesses |
|---|---|---|
| 1 Light + 1 Medium + 1 Heavy | Balanced, all roles covered | No role stacking |
| 2 Light + 1 Heavy | Aggressive, kite | Squishy, relies on positioning |
| 1 Light + 2 Heavy | Tanky, hard to kill | Slow rotations |
The recommendation
- Default to 1 of each. It’s the most versatile
- Run double Heavy if you want to push the objective hard
- Run double Light if your team is great at flanking
Common pitfall: stacking 3 of the same class. Diversify. Different classes cover each other’s weaknesses.
6. The Rivendale map: vertical thinking
Rivendale (the new map from Riven Tide) is the most vertical map in The Finals. Winning requires vertical awareness.
The 3 Rivendale zones
| Zone | Vertical feature | Best class |
|---|---|---|
| The Lagoon | Central tower | Medium (long-range) |
| The Plantation | Treetop walkways | Light (grapples) |
| The Ruins | Multi-story ruins | Heavy (demolition) |
The vertical rules
- Always check high ground — Light players will drop on you
- Use grapple points — they’re everywhere in Rivendale
- Demolish floors under enemies — they fall, take damage, lose positioning
Common pitfall: only looking horizontally. In Rivendale, you must look up.
7. The 5 endgame mistakes (Bronze to Gold)
Mistake 1: Chasing kills
- Symptom: you see an enemy, you chase across the map
- Cost: you die, your team loses the cash
- Fix: get the cash, not the kill
Mistake 2: Hoarding cash
- Symptom: you have $5,000 on you, no deposit
- Cost: 3rd party kills you, takes your cash
- Fix: deposit every $1,000–2,000
Mistake 3: Standing still
- Symptom: you stand behind cover, shoot, don’t move
- Cost: you’re an easy target for an enemy flank
- Fix: always be moving, even when shooting
Mistake 4: Not using gadgets
- Symptom: you have Healing Beam, never use it
- Cost: you take damage you could have avoided
- Fix: use gadgets every fight — they’re short cooldowns
Mistake 5: Ignoring destruction
- Symptom: you shoot enemies but never break their cover
- Cost: the enemy regenerates, holds the angle
- Fix: break the cover they’re using
8. Frequently asked mistakes (Bronze to Gold)
| Mistake | Why it hurts | Fix |
|---|---|---|
| Picking fights vs the class that beats you | You lose 1v1s | Pick fights by matchup |
| Chasing the kill feed | You lose the objective | Get the cash |
| Hoarding cash | 3rd party steals it | Deposit regularly |
| Standing still | Easy target | Always move |
| Not using gadgets | Free value missed | Use gadgets every fight |
| Ignoring destruction | Enemy holds cover | Break the cover |
9. Next steps
You now understand the four underlying rules. The natural next read is Cashout Strategy: How to Win Tournaments — once you have the basics, climbing is about consistent improvement.
If you want to master the new map, see Rivendale Map: The New Vertical Battlefield.
Version note (2026-07-18): Based on The Finals Riven Tide update (mid-2026). The Rivendale map and class balance are current. Class matchups (Light > Heavy > Medium > Light) and weapon recommendations are stable across seasons. The cash economy rules apply regardless of patch.
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