Destruction FPS · Strategy · Cosmo Hub

The Finals

3v3v3 destruction-driven FPS. Light, Medium, Heavy. Cashout or steal.

Welcome to the Cosmo strategy hub for The Finals. Embark Studios’ free-to-play 3v3v3 FPS launched in December 2023 and reached Season 10 in March 2026, building a loyal player base around fully destructible arenas and a class-builder system (Light, Medium, Heavy) that mixes specializations, weapons, and gadgets. Everything below is vanilla, mechanics-only knowledge — the Cashout loop, the three body builds, specializations by build, gadgets, game modes including the new Point Break, destruction mechanics, Cashout defense and steals, combat, map knowledge, audio and settings, and the pro tips that turn drop-in queues into final-round wins.

01 · The Cashout Loop

3v3v3 destruction-driven tournament play.

  • Three squads of three 3v3v3 is the default. No matchmaking lopsidedness; every Cashout is a three-way fight in the making.
  • Tournament structure Cashout Ranked is a tournament: rounds advance teams to a final. The squad that wins the final wins the bracket; everyone else exits at their elimination round.
  • Vault → Cashout Station → bank Open a vault for the loot, carry it to a Cashout Station, activate the station, defend until it banks the money. That is the core loop on a 14-15 minute timer.
  • Steals win rounds A team that drops in on an active Cashout Station and finishes the timer with the original team eliminated keeps the money. Steals are not penalties; they are the design.
  • Destruction is core Walls, floors, ceilings all destroy. Mid-Cashout terrain changes are the norm; reading where the next wall comes down is part of defense.
  • Cashout positions shift As terrain destroys, Cashout Stations may move floors or expose to new angles. Adapt mid-defense; do not anchor blindly.
  • Kernel-level anti-cheat protection Anti-cheat protection guards competitive integrity; the developers continue to support Steam Deck and SteamOS devices alongside Windows clients.

02 · Three Body Builds

Light, Medium, Heavy — every Contestant picks one.

Light Speed, stealth, and mobility
  • Cloaking Device specialization
  • Evasive Dash
  • Grappling Hook
Bring
Mechanical aim and quick decision-making. 150 HP punishes hesitation.
Take
Picks at unexpected angles, fast Cashout steals, and flanking pressure.

Light has the highest skill ceiling of the three builds. Fast and fragile; the role that makes plays the other builds cannot.

Medium All-rounder, support, utility
  • Healing Beam
  • Guardian Turret
  • Dematerializer
Bring
Map awareness and team coordination. The Defibrillator slot is yours to own.
Take
Sustained team fights, defensive setups, and information for the team.

Medium is the most-picked build. Most balanced teams run at least one; many run two.

Heavy Frontline tank and sustained damage
  • Charge ’n Slam
  • Mesh Shield
  • Goo Gun
Bring
Position discipline (slow but sturdy) and patience for setups.
Take
Cashout defense, brute-force breach plays, and 350 HP of staying power.

Heavy anchors teams. The slowest build but the most space-controlling; a Heavy on a Cashout Station is a fight other teams must commit to win.

03 · Specializations by Build

Three options per build, each with a different identity.

SpecializationBuildEffect
Cloaking DeviceLightTemporary invisibility with audio cues. Best for ambushes and Cashout steals from unexpected angles.
Evasive DashLightShort directional dash with multiple charges. The mobility option for Light builds that prefer combat over stealth.
Grappling HookLightAerial mobility hook. Most-used Light specialization; vertical traversal is unmatched.
Healing BeamMediumSustained directional heal on an ally. The team’s longevity tool; healthcare for the squad.
Guardian TurretMediumAutomated turret deployment. Area-denial and information; turret destruction reveals enemy positions.
DematerializerMediumTemporarily phase walls or floors. Opens vertical and horizontal lanes the team can attack through and defend.
Charge ’n SlamHeavySprint-charge with knockback. Aggressive Heavy option; clears stacked enemies off Cashout Stations.
Mesh ShieldHeavyDeployable shield that blocks incoming fire. Critical for plant-style Cashout defense.
Goo GunHeavySprays terrain-blocking goo. Builds barriers, covers exits, or hardens defensive positions.

04 · Gadgets & Equipment

Three gadget slots per Contestant; pick for synergy.

  • Light gadgets Stun Gun, Sword, Vanishing Bomb, Breach Charge, Thermal Bore, Gateway. The Light kit favors mobility and pickoffs.
  • Medium gadgets Defibrillator, Jump Pad, APS Turret, Gas Mine, Glitch Trap, Smoke Grenade. Defibrillator is the team-MVP slot.
  • Heavy gadgets Barricade, Dome Shield, RPG-7, Pyro Mine, C4, Lockbolt Launcher. The Heavy kit favors area control and burst damage.
  • Universal throwables Frag Grenade, Smoke Grenade, Pyro Grenade, Goo Grenade. Available to multiple builds in their slot pools.
  • Synergize within the squad A Medium with Defibrillator plus a Heavy with Mesh Shield equals a fortified Cashout. Pick gadgets for the team comp, not the personal preference.
  • Defibrillators are MVP A revive in the middle of a Cashout defense saves the round. Every Medium should have one unless the comp has a specific reason not to.
  • Three slots; choose with intent Two gadgets do the same job is a wasted slot. Mix denial, mobility, and damage across the three.

05 · Game Modes

Seven core modes; limited-time events rotate.

  • Cashout (Ranked) The main 3v3v3 tournament mode. Best teams advance to the final round. Where the competitive ladder happens.
  • Quick Cash Faster Cashout variant. Single round, no tournament structure. The casual entry point.
  • Bank It Kill enemies to collect coins; deposit at booths. Free-for-all with team mechanics. Different rhythm from Cashout.
  • Power Shift 5v5 King-of-the-Hill on a moving platform. Added in Season 2; loadout swaps allowed on respawn. The mode for casual experimentation.
  • World Tour Casual progression mode with weekly events. Vaults remain active during overtime (unlike Ranked). The mode for unlock-grinding.
  • Point Break (Season 9+) 8v8 Attack/Defend with Grand Vaults. Attackers activate vaults in waves; Defenders prevent or deactivate. Larger team format than the rest of The Finals.
  • Limited-time events Themed event modes rotate throughout each season. Steal The Spotlight, Bunny Bash, and others have all run; check the launcher for current events.

06 · Destruction Mechanics

The arena is your weapon and your enemy.

  • Arenas are fully destructible Walls, floors, ceilings, and most cover destroy under sustained damage. The Finals is the most-destructible competitive FPS in active development.
  • Buildings collapse Enough structural damage brings whole structures down. A collapsed building is a new map layout in the middle of the round.
  • Floors open vertical lanes Drop on the team below. Cashouts can be dropped into different floors via destroyed flooring with patched-up radius mechanics.
  • Walls open horizontal flanks A wall is a temporary obstacle. Use Breach Charges, C4, RPGs, or sustained gunfire to make new entries.
  • Explosives reshape the map RPGs, frags, C4, pyro grenades. The more explosives in your comp, the more the arena bends to your will.
  • Goo and barricades counter destruction Goo Gun and Barricade rebuild what destruction took down. Defense has tools; do not assume offense always wins the destruction war.
  • Read where opponents will break through Listen for explosives; watch for dust and falling debris. The wall about to fall is a wall about to leak enemies; pre-aim it.

07 · Cashout Defense & Steals

The end of every round is the same scene played differently.

  • Defender playbook Walls, barricades, Goo gun, turrets, mines. Layer the defense so the attacker triggers something before reaching the Station.
  • Attacker playbook Explosives, Dematerializer, Mesh Shield to advance, Cloaking Device to flank. Brute-force a side or sneak the opposite.
  • Cashout Station timer The Station has a banking timer. Defenders hold until the timer completes. Steals require interrupting the timer and finishing it for the new team.
  • Third-team factor A third squad can drop in mid-fight and steal both teams’ work. Always watch the perimeter as well as the Station.
  • High ground over Cashouts Defenders that hold elevated angles over the Station deny most ground-level attacks. Attackers must clear high ground first.
  • Interference on third teams Defenders sometimes win by letting a third team partially engage a second team — then cleaning both up. Strategic neutrality wins late-round tournaments.
  • Extraction route after bank After a Cashout banks, the next round starts elsewhere. Plan the rotation before the bank completes; do not get tunneled.

08 · Combat Engagement

Time-to-kill is short by design.

  • Short TTK Engagements end in 1–3 seconds. The Light build trades shorter encounters; the Heavy build absorbs longer ones. Match your engagement style to your HP pool.
  • Stay in cover; expose deliberately The Finals punishes open-ground play. Even the Heavy build loses to angle-takers if exposed for too long.
  • Use destruction to create angles A wall through the floor, a hole in the ceiling, a new corner. The first team to fight from a new angle usually wins.
  • Trade kills with squadmates A 1v1 in a 3v3 still loses if no one trades. Push for trades; the Defibrillator gets the kill back if the trade fails.
  • Defibrillators extend team longevity A team that revives can play a 1v3 down into a 3v3. Defibrillator timing is its own skill.
  • Crowd-control before damage Stun, gas, smoke, or freeze first; shoot second. CC opens the kill; damage closes it.
  • Disengage when outnumbered A 1v3 in a 3v3v3 round is recoverable. Break line of sight, rotate to the third team, let chaos open the play.

09 · Map Knowledge

Each arena has its own destruction sweet spots.

  • Map roster Las Vegas, Monaco, Skyway Stadium, Seoul, Bernal, Kyoto, Sys$horizon, and others. Map pool shifts with seasonal updates.
  • Vertical maps favor Light builds High-rise maps reward grappling and aerial mobility. Lights dominate the air; Heavies struggle on rooftops.
  • Tight maps favor Heavy builds Indoor and corridor-heavy maps favor Mesh Shield and Heavy weapons. Tight angles compress encounter distance into Heavy’s sweet spot.
  • Cashout Station spawn patterns Stations spawn at known nodes per map. Memorize the nodes; predict where to position before the Station appears.
  • Buy Station locations Buy Stations let teams refresh gadgets and equipment mid-round. Locations are fixed per map; route through them on rotations.
  • Vault locations Vaults at round start contain the cash that becomes the Cashout. Memorize spawns; first-mover advantage matters.
  • Destruction sweet spots Each map has structures that destroy in tactically meaningful ways — specific walls that open shortcuts, specific floors that drop on Cashouts. Learn the per-map exceptions.

10 · Audio & Settings

Sound design carries directional information across every wall.

  • Headphones, not speakers Stereo audio reads enemy footsteps through destroyed walls. Speaker setups lose that directional clarity.
  • Master volume around 50–60 percent The Finals peaks loud during destruction. Lower master volume preserves footstep audibility over explosions.
  • Field of view 90–103 Wider FOV reveals more peripheral movement. Standard pro range; pick a value and commit.
  • Disable motion blur Off in the video menu. Saves clarity during fast turns and aerial play.
  • Crosshair customization Static, high-contrast, small. Tune for visibility against The Finals’ colorful environments.
  • Voice chat plus ping Voice for plans, ping for spots. Cross-platform parties benefit especially from ping clarity.
  • Verify settings after major patches Embark ships balance updates that occasionally reset preferences. Five minutes of review prevents one bad ranked match.

11 · Pro Tips

Compound habits across the tournament cycle.

  • One build deep, then expand Master one body type before flexing across all three. Mechanical depth on one build beats shallow knowledge of all three.
  • Master one specialization per build Each specialization changes the build’s identity. Pick the one that fits your playstyle; play it until it is instinct.
  • Defibrillators win Cashouts Every Medium should have one. A Cashout defense without revives is a Cashout defense waiting to fail.
  • Watch top creators OttR, Ratuya, and other community streamers teach mechanics faster than experimentation. Two hours of footage saves twenty hours of solo grinding.
  • Comm in squad; ping in lobby Voice with your squad; pings for the lobby (third teams cannot read your voice). Separate the two channels deliberately.
  • Take the L on bad matchmaking Solo queue variance is real. The win rate evens out over many matches; tilt costs more than any single bad lobby.
  • Stretch your hands Long Light sessions destroy wrists. Top players stretch; the rest should too.