The Final Circle Masterclass: How to Win Top 3 Situations (Zones 5, 6 & 7)

The Final Circle Masterclass: How to Win Top 3 Situations (Zones 5, 6 & 7)

You have survived the hot drop. You have rotated across Bermuda perfectly. Your vest is Level 4, your UMP is upgraded with 3 chips, and your backpack is full of Gloo Walls. You look at the top right corner of your screen: Alive: 3.

This is where 90% of players choke. The heart rate spikes, the palms get sweaty, and the brain stops thinking tactically and starts acting on pure adrenaline. You hear a gunshot, you panic, you place three Gloo Walls in the wrong direction, and suddenly, you are back in the lobby looking at a “#3 Placement” screen.

Winning the game in the final circles (Zones 5, 6, and 7) requires a completely different skill set than the early game. In the early game, aim and movement win fights. In the final circle, Information, Patience, and Utility Management win games. In this massive 2000-word masterclass, I am going to break down the exact psychological and mechanical steps you need to take to secure the Booyah when the zone is the size of a shoebox.

1. The Psychology of the “Top 3” Scenario

The “Top 3” situation in Solo Ranked is the most complex dynamic in Battle Royale gaming. Think about it mathematically: There is You, Player A, and Player B. If you start shooting at Player A, you are revealing your exact coordinates to Player B. While you and Player A weaken each other, waste ammo, and destroy your armor, Player B is sitting safely behind a rock, waiting to clean up the survivor.

The Golden Rule of Top 3: Never be the initiator.

Your primary goal when there are 3 players left is to become the “Ghost.” Do not shoot unless you are actively being pushed. Find hard cover (a rock, a tree, the edge of a house) and use your camera’s Free Look (the eye icon) to scan the field without exposing your head. You want Player A and Player B to find each other first. The moment you see the kill feed say “Player A eliminated Player B,” you push instantly. Player A will be low on HP and likely reloading. That is your Booyah.

Using Free Look to scout enemies without exposing your body

2. Soft Cover vs. Hard Cover (The Late Game Reality)

In Zone 2, a Gloo Wall is your best friend. In Zone 6, a Gloo Wall is a liability. Why? Because the map is so small that everyone is within 30 meters of each other, and utility spam is at its peak.

The Danger of Soft Cover (Gloo Walls)

If you build a 360-degree Gloo Wall fort in the final zone, you might feel safe. But you have actually created a trap for yourself. A player with Skyler can press one button, send a sonic wave, and instantly delete your entire fort, leaving you standing in the open with a grenade already landing at your feet. Alternatively, a player with an M82B sniper will simply shoot right through your ice and kill you.

The Necessity of Hard Cover

Hard cover refers to indestructible objects on the map: thick trees, large boulders, concrete walls, broken vehicles, and the Airdrop crate. You must base your final zone rotation around moving from one piece of hard cover to the next. Use your Gloo Walls only as temporary bridges to run between hard cover points.

“A Level 1 vest behind a rock will always beat a Level 4 vest standing behind a Gloo Wall against a Skyler user.”

3. Gloo Wall Economics & Utility Dumping

If you enter the final two circles with 12 Gloo Walls, 6 Grenades, and 2 Flashbangs, you need to use them. I have spectated countless Diamond-ranked players die with a full backpack of utility. You cannot take your Gloo Walls to the next match.

The “Gloo Wall Push”

When the zone forces you to move into the open, do not just run and place one wall when you get shot. You must “Pre-Gloo.” This means placing a wall, running past it, placing another, and creating a zigzag path of ice. This wastes enemy ammo. They will try to shoot your walls down, which means their magazine will be empty when you finally reach them for the close-quarters fight.

Utility Dumping (The Carpet Bomb)

When you know exactly where the final enemy is hiding (e.g., behind a specific tree), do not try to out-aim them. Use the “Utility Dump.”

  1. The Blinder: Throw a Flashbang first. Even if it doesn’t blind them completely, the white screen effect and ringing noise will disorient them.
  2. The Cooked Nade: Immediately hold a Grenade. Watch the timer. Throw it so it lands perfectly behind their tree with zero seconds left.
  3. The Flush: While the grenade is flying, pull out your SMG/Shotgun and rush the left side of their cover. They will be forced to run out to avoid the explosion, right into your crosshair.
Cooking a grenade to drop behind an enemy Gloo Wall

4. Managing Elevations (High Ground vs. Low Ground)

The topography of the final circle dictates how you play it. If the final zone shrinks on the side of a hill in Purgatory, the player at the top of the hill has a 90% chance of winning.

The High Ground Advantage

If you have the high ground, you control the pace of the game. You can look down and see the entire enemy body. If they look up at you, they can only see your head (which is a tiny target) or the edge of the hill. Furthermore, throwing grenades down a hill is incredibly easy and accurate, while throwing them up a hill usually results in the grenade bouncing back into your own face.

Surviving the Low Ground

What if you are unlucky and get stuck at the bottom of the hill? You cannot win an aim duel looking up. You must use Misdirection.

  • Place a line of Gloo Walls extending to the left.
  • The enemy on the high ground will watch the left edge of those walls, waiting for you to peek.
  • Instead, run back to the right side, using the natural dip in the terrain or a smoke grenade to mask your movement.
  • Wait for the zone to force them to jump down from the hill. When they are in mid-air falling down, they cannot shoot accurately. That is when you strike.

5. The Final Shrink: The Ultimate “Heal Battle” Guide

Sometimes, neither player wants to peek. The clock ticks down, and the blue zone shrinks until there is literally no safe zone left on the map. The entire screen turns blue. This is called a “Heal Battle,” and it is purely a test of math, timing, and character skills.

If you are playing for Grandmaster, you must know how to win a Heal Battle, because it happens frequently in high-level lobbies where players play extremely passively.

The required Heal Battle Inventory:

  • Super Medkits: At least 2.
  • Normal Medkits: As many as possible.
  • Inhalers: 5+.
  • Bonfire: Ready to deploy.

The Character Set for Heal Battles:

If you know the match is heading towards a Heal Battle (e.g., you are trapped on the ground floor of a house and the enemy is on the roof, and neither of you can reach each other), your character skills determine the winner.

  • K (Captain Booyah): In Jiu-Jitsu mode, he heals you passively. Keep this on.
  • Ford: Restores HP instantly when taking zone damage. He is the undisputed king of the final circle.
  • Maxim: You use Medkits 30% faster. Without Maxim, you cannot use a normal Medkit in Zone 7 before the damage kills you.
  • Kapella: Increases healing item effects by 20%.

The Exact Timing Execution (Frame by Frame)

When the zone completely closes, the damage is astronomical (roughly 10-15 HP per second). You will die in seconds. Here is the exact button sequence you must follow to outlast the enemy:

  1. As the blue wall touches your body, drop your Bonfire immediately.
  2. Spam your Inhalers while standing in the Bonfire. Inhalers are instant and don’t stop your movement.
  3. When your health drops below 50%, stop using Inhalers and immediately tap a Super Medkit.
  4. The Super Medkit takes a few seconds to apply, which is why Maxim is required. If timed correctly, your health will spike back up to 200 just as you were about to die.
  5. If the enemy is using normal Medkits without Kapella or Maxim, they will die while you are applying your Super Medkit.
Winning the final zone heal battle in Free Fire

6. The Threat of the “Zone Launcher”

There is one weapon that completely ruins the final circle: The M79 Grenade Launcher (or the Trogon in Launcher mode).

If you hear the distinct “Thump” of a launcher in the Top 3, your strategy must change immediately. Gloo Walls are completely useless against a launcher because the explosive damage wraps around the wall and hits you anyway.

The Counter to Launchers: Pure, relentless aggression. You cannot hide from a launcher in a small zone. If you know the enemy has an M79, you must activate Tatsuya or Alok and rush them directly. Launchers are terrible at point-blank range because the user will end up blowing themselves up if they shoot at their own feet. Close the gap, force them to pull out their SMG, and take the aim duel.

7. Mental Composure (Avoiding the “Choke”)

All the mechanics in the world mean nothing if your hands are shaking so badly that you can’t hit the Gloo Wall button.

  • Breathe: Literally, take a deep breath when it hits Top 3. Remind yourself that you have already secured positive rank points. The Booyah is just a bonus. Taking the pressure off yourself reduces the physical shaking.
  • Don’t Reload Compulsively: A common nervous habit is shooting 5 bullets from an MP40 and instantly reloading. In the final circle, if you reload in the open, an enemy will jump around the corner and kill you. Only reload behind hard cover. If you run out of ammo mid-fight, swap to your secondary weapon. Do not reload.
  • Trust Your Audio: Do not rely entirely on the visual red markers on the minimap. In a small zone, players might use Silencers or crouch-walk to mask their minimap signature. Put your headphones on max volume and listen for the rustle of grass or the clink of a grenade pin.

Conclusion

The final circle is the ultimate chess match. It separates the players who rely purely on auto-aim from the players who truly understand the engine of Free Fire. Stop panicking. Secure hard cover, let your enemies waste their resources fighting each other, dump your utility with geometric precision, and if all else fails, trust in your heal-battle timing. Master these steps, and you won’t just reach Grandmaster; you’ll dominate it.

Frequently Asked Questions (FAQ)

Q: Should I use a sniper in the final circle?
A: Generally, no. Unless you are using the M82B to break Gloo Walls, snipers are a liability in Zone 6/7. The map is too small, and the fire rate is too slow. Drop your sniper for a shotgun or a high-damage AR if you find one in a nearby loot box before the zone gets too small.

Q: Does the ‘Notora’ character help in the final zone?
A: Notora heals you while you are inside a vehicle. While useful in the mid-game, driving a vehicle in the final 20-meter circle is impossible and makes you a giant target. Do not rely on Notora for end-game survival.

Q: What happens if two players die to the zone at the exact same millisecond?
A: The game calculates who died first down to the server tick rate. Usually, the player with slightly higher HP, or the player whose passive healing tick registered last (like K’s EP conversion), will be awarded the Booyah. This is why having full EP going into a heal battle is critical.

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