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THE FINALS Solo Showdown: All 8 Modes, Rules and Rewards

THE FINALS Solo Showdown mini modes
Official Season 12 artwork. Image: Embark Studios.

THE FINALS Solo Showdown is the new 12-player tournament mode added in Season 12 PRIME TIME on October 20, 2026. You play alone through three rounds, with the four lowest-earning contestants eliminated after each of the first two rounds. The winner is whoever finishes with the most Cash in the final round.

You’ll need to adapt quickly. One round could put a grenade launcher in your hands and send you flying with Dash, then swap to a Revolver with a single bullet. The eight mini-modes all play differently, and winning fights alone won’t guarantee first place if another contestant earns more Cash.

THE FINALS Solo Showdown format and elimination rules

THE FINALS Solo Showdown
Solo Showdown’s Season 12 mode announcement. Image: Embark Studios.

There are 12 individual contestants at the start. In the first round, the bottom four Cash earners are knocked out, leaving eight. Four more are eliminated after the second round. The final four compete in round three, and the player with the highest Cash total at the end becomes the champion.

You don’t select your preferred mini-mode before the match. THE FINALS randomly assigns a mode for each round, so knowing more than one weapon or movement ability matters. Solo Showdown is a beta feature at launch, and Embark says it isn’t shipping with a leaderboard in Update 12.0.

All eight THE FINALS Solo Showdown mini-modes

Mode Equipment and special rule
Blast Off! Grenade Launcher and Dash, with high-speed airborne movement
Heavy Hitters Sledgehammer and Charge’n’Slam; your character is knocked farther as your health falls
Boom Brawl Sword and Dash; eliminated contestants leave an explosion behind
Slam-a-Rama Heavy with Jump Pad and a powerful Charge’n’Slam
Sniper Standoff Sniper Rifle and Grapple Hook for repositioning
Winch Wars Extended Winch and stronger kicks or punches to throw opponents off edges
Turbo Tussle Shotgun and Dash for rapid close-range fights
One and Gunned One bullet in the Revolver; one shot or kick eliminates, and eliminations add bullets

These are the equipment and modifiers Embark specifies in the October 20 patch notes. The normal idea of playing your favourite class and weapon throughout an entire tournament doesn’t apply here. Different mini-modes demand different movement and positioning, sometimes within the same three-round run.

THE FINALS Solo Showdown: Blast Off!, Sniper Standoff and Turbo Tussle

In Blast Off!, the grenade launcher and Dash combine with high-speed airborne movement. Lead your shots instead of expecting direct hits against fast-moving targets. In Sniper Standoff, the Grapple Hook gives you a way to move after taking a shot, so staying in one obvious position can make you an easy target.

Turbo Tussle is the close-range option, using a Shotgun and Dash. Closing distance is part of the fight, but dashing into several opponents at once can still leave you surrounded. In these modes, it helps to decide where you’ll land before triggering movement.

THE FINALS Solo Showdown: Heavy Hitters, Slam-a-Rama and Winch Wars

These modes reward positioning around the Arena’s edges. Heavy Hitters gives you a Sledgehammer and Charge’n’Slam, and you fly farther when your health is low. Slam-a-Rama equips a Heavy with a Jump Pad and an overpowered Charge’n’Slam.

Winch Wars gives you a longer-reaching Winch and powered-up kicks or punches. Opponents can be pushed off the Arena, so watch your footing. A fight near a drop can end much faster than a normal weapon duel.

THE FINALS Solo Showdown: Boom Brawl and One and Gunned

Boom Brawl provides a Sword and Dash, and an eliminated opponent leaves an explosive surprise behind. Don’t stand directly beside someone you’ve just finished off. One and Gunned is even harsher: you start with one Revolver bullet, and either a hit or a kick can eliminate a contestant. Eliminations earn more bullets.

In that one-shot mode, don’t spend your only round on a speculative long-distance shot unless you’re confident it will connect. A close kick can be an alternative, but it’s risky to approach an enemy who still has ammunition.

THE FINALS Solo Showdown Season 12 PRIME TIME official artwork
Solo Showdown is part of PRIME TIME. Image: Embark Studios.

THE FINALS Solo Showdown leaderboard and rewards

THE FINALS Solo Showdown beta has no leaderboard in Update 12.0. Embark intends to add one later, but it hasn’t announced an exact activation day or a confirmed set of leaderboard rewards in these launch notes. You can play to win the tournament without claiming an unannounced rank prize.

Embark hasn’t announced exclusive Solo Showdown cosmetics or a ranked prize ladder in the launch notes. If you’re working through Sponsor Contracts or earning Fans for World Tour, our Sponsor Journey guide explains that separate progression.

Is THE FINALS Solo Showdown permanent?

Embark describes Solo Showdown as a beta and says it plans improvements in later seasons. That doesn’t establish a confirmed removal date or a final ruleset. The eight mini-modes above are the launch selection; more could arrive later, but no additions should be treated as confirmed until Embark announces them.

For all PRIME TIME changes, including the Light Infiltrator and Frights Galore, visit our THE FINALS Season 12 overview. If you’re new to the Infiltrator, the abilities guide covers True Sight, Mimic Device and Translocator.

Official source: Embark’s Season 12 patch notes and eight mini-mode descriptions.

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