THE FINALS Weapon Stats: Damage, RPM & DPS by Build
THE FINALS weapon damage and fire rate chart for Light, Medium and Heavy builds, plus how to turn the numbers into a pick before you spawn in.
Every gun in THE FINALS is locked to one build class, so the real question is never “what is the best gun overall” but “what does this chart say about the class I am running.” The numbers below are community-verified values; exact damage and fire rate shift with balance patches, so treat the table as a reading frame and re-check after major season updates.
Class health pools come first
THE FINALS is built around three health pools, and every damage number only means something against them:
- Light: 150 HP
- Medium: 250 HP
- Heavy: 350 HP
That spread is why a gun that shreds a Light in half a second can feel anemic against a Heavy. Before comparing weapons, decide which pool you are usually shooting at — and remember you are also one of these pools yourself, which is why Heavy builds survive bursts that delete Lights.
Core weapon stats chart
| Weapon | Build | Damage (body) | Fire rate | Magazine | Notes |
|---|---|---|---|---|---|
| M11 | Light | 21 | 900 RPM | — | Fastest mainstream TTK up close |
| SR-84 | Light | 112 headshot | 60 RPM | — | Bolt-action; headshots or nothing |
| FCAR | Medium | 26 | 600 RPM | — | The medium-range benchmark rifle |
| M60 | Heavy | 22 | 550 RPM | 100 | Sustained suppression, huge pool of ammo |
| Flamethrower | Heavy | 32 per tick | continuous | — | Damage ticks; punishes grouped, slow targets |
Magazine sizes for some guns vary by attachment loadout, so they are listed only where the stock value is stable.
What the TTK actually looks like
Time-to-kill is reproducible: shots to kill = ceil(health / damage), then TTK = (shots − 1) × 60 / RPM. Against the Medium 250 HP pool, with body damage and no range falloff:
| Weapon | vs Light (150) | vs Medium (250) | vs Heavy (350) |
|---|---|---|---|
| M11 (21 dmg, 900 RPM) | ~0.47s | ~0.73s | ~1.07s |
| FCAR (26 dmg, 600 RPM) | ~0.50s | ~0.90s | ~1.30s |
| M60 (22 dmg, 550 RPM) | ~0.65s | ~1.20s | ~1.64s |
Three lessons fall out of that table:
- Every gun kills a Light roughly twice as fast as a Heavy. If you hunt Heavies, you either need headshots (SR-84) or area denial (Flamethrower, CL-40).
- The M60 trades raw TTK for uptime. 100 rounds means you never reload mid-fight, which wins objective chokepoints even when its per-target TTK is the worst of the three.
- The M11’s advantage shrinks with distance. Its damage drops off fast, so the paper 0.47s against Lights only exists inside your own face range.
Season 6 additions
Three newer guns are worth tracking even without locked-in damage values, because their magazines define how you use them:
- ARN-220 (Light): a 60-round assault rifle — an ammo-pool outlier in a class used to 20–30 round mags.
- CB-01 Repeater (Medium): an 8-round lever-action that rewards deliberate, paced shots.
- M134 Minigun (Heavy): a 250-round spin-up monster; the windup is the whole weakness.
Community consensus currently rates the AKM and CL-40 at the top for Medium, the M11 and LH1 for Light, and the Lewis gun / MGL-32 for Heavy — but tier lists rotate every patch, so check the current meta page below before committing.
How to use this chart
- Pick by your build first, then by engagement range. You cannot equip an M11 on a Medium, so compare only within your class.
- Compare TTK against the health pool you actually fight. Contested objectives mix all three classes; open rotations favor the pool most players run.
- Treat paper TTK as a ceiling. Range falloff, first-shot recoil and reload windows all stretch it; the chart is the best case, not the average case.
- Re-verify after season patches. Damage and RPM values here reflect community tables from late Season 6; weapons get retuned constantly.
For class roles and gadget synergies, read the THE FINALS classes guide. For full attachment setups on the guns above, see our best weapons and loadouts page and the builds hub. If you want the melee side of Light burst damage, we cover that separately in the quick melee damage breakdown.
Related guides
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- THE FINALS official site — patch notes, current season, and authoritative game data.
- THE FINALS Wiki — community-maintained mechanics, maps, and item data.