THE FINALS Medium Build Guide (Season 12)
THE FINALS Medium build guide: Healing Beam, Guardian Turret, Dematerializer, Shockwave, and Recon Senses setups that make Medium the easiest class to learn.
THE FINALS Medium Build Guide (Season 12)
If you’re new and you don’t know what to play, play Medium. At 250 HP it’s the forgiving middle child, and almost every Medium kit has a way to keep yourself and your team alive. You won’t top the kill feed, but you’ll win rounds.
Healing Beam
The classic support pick. Lock the beam on a teammate and they shrug off fights they’d otherwise lose. Best paired with an aggressive Light or Heavy who pushes. Stay behind cover while you beam — you’re still squishy.
Guardian Turret
An auto-aiming turret that punishes anyone who walks into your space. Drop it on a cashout you’re defending and it buys you time. Combine with the destruction guide mindset: hole up somewhere the enemy has to break into.
Dematerializer
Turns world geometry (usually floors and walls) into nothing. You can drop onto an enemy from above, open a shortcut, or delete the floor under a camper. It’s the most creative gadget in the class and a nightmare for campers.
Shockwave
Knocks enemies (and objects) backward. Use it to interrupt a Heavy’s Winch, to push someone off a ledge, or to clear a doorway. Pairs well with the FAMAS for aggressive Mediums.
Recon Senses
Pings enemies through walls in a radius around you. Free info for your team. Great when you’re not sure where the third team is.
Most Medium builds lean on the FCAR (see the best loadouts guide) because it does damage while your gadgets do the work. If you want to compare body types, the classes guide lays them out. Heavy players who want to anchor points should read the Heavy guide, and Light mains can check the Light guide.
Medium’s real strength is flexibility. You can heal, you can hold, you can peek — so match your gadget to what your team is missing, not what a tier list tells you.
One more thing: your Reserve slot matters as much as your main gadget. A Defibrillator in Reserve lets a non-heal Medium still revive a teammate, and a Goo Grenade covers the gap when your Dematerializer is on cooldown. Swap Reserve between rounds based on the map — tighter maps like Seoul want Goo, open ones want a second turret.