Marvel Rivals changes too quickly for a useful guide to pretend that one tier list lasts forever. This Mega Guide is maintained as a patch-pinned competitive reference: every ranking names the version it applies to, every material system claim links to a source, and every major balance update triggers a review instead of a cosmetic date change.
The current research baseline is Season 9, launched July 10, 2026. The official launch notes added Jubilee, described a ground-up Team-Up System revamp, and announced a Black Widow rework. The accompanying balance post introduced Regenerative Shields and changed Ultimate energy conversion. An emergency balance post followed on July 11, partially restoring Strategist healing-to-energy conversion and adjusting Cyclops and Phoenix after Team-Up Anchors were removed.
That pace is exactly why this guide separates durable fundamentals from volatile rankings. Role identity, positioning concepts, and kit explanations can remain useful across patches. Tier placements, Team-Up effects, and exact numbers cannot.
Early-meta notice: Season 9 is only five days old. The roster, patch values, and Team-Up lookup below come from official sources; the S/A/B/C placements are a provisional ladder read built from current community match telemetry and will be reviewed weekly.
Current Patch Snapshot
| Field | Verified baseline |
|---|---|
| Season | Season 9 |
| Patch line | 20260710 launch update plus 20260711 emergency balance post |
| Newest verified hero | Jubilee |
| Major system change | Ground-up Team-Up System revamp |
| New health type | Regenerative Shields |
| Review cadence | Weekly, plus an immediate check after material balance updates |
The version label above is the source of truth for every volatile section that follows. When the live game moves beyond it, the guide should display a review-due state until the affected hero kits, Team-Ups, and tier placements are checked.
What changed in the July 11 emergency hotfix
The launch-day balance post is already stale for several important values. Use this table as the correction layer when comparing older Season 9 discussion with the live 20260711 baseline.
| Hero or system | Current hotfix impact |
|---|---|
| All Strategists | Healing-to-Ultimate conversion rose from the launch value of 60% to 70%. Damage-to-Ultimate conversion remains at 55%. |
| Black Widow | Red Room Rifle now deals 45 damage per hit; Electro-plasma Blast now ranges from 50 to 70 damage, with adjusted rifle falloff. |
| Cyclops | Optic Blast rose to 22 damage per tick and Ricochet Force to 75 direct-hit damage; his Gambit Team-Up cooldown fell to 15 seconds. |
| Iron Man | The Thor Team-Up’s Unibeam outer-ring damage was reduced in both standard and Armor Overdrive states. |
| Phoenix | Cosmic Flames rose to 60 damage per hit; the Rogue Team-Up gained stronger direct and ricochet damage plus a 10-second cooldown. |
| Psylocke | Her base crossbow damage and falloff were reduced, with further reductions to both Emma Frost and Cloak & Dagger Team-Up bonuses. |
| Gambit | Healing Hearts self-healing and Bridge Boost healing increased; the Magneto Team-Up’s area healing rose to 55 per second. |
| Invisible Woman | Orb Projection retrieval, Guardian Shield self-healing, and Invisible Boundary were buffed; the Mister Fantastic Team-Up now heals 25 per second. |
| Jubilee | Firework Finale now costs 4,300 energy; Blooming Ball needs 250 charge and heals 35 per second at base size; Blade raises its Life Steal ratio to 30%. |
| Luna Snow | Fate of Both Worlds now costs 4,800 energy. |
| Mantis | Healing Flower’s flat healing component and its Star-Lord-enhanced value were reduced. |
| Rocket Raccoon | Groot Team-Up spores now heal 20 each; Squirrel Girl Team-Up acorns heal 30 each. |
| Ultron | Peni Parker Team-Up drones attached to other allies now heal 15 per second and the ability cooldown is 20 seconds. |
This correction table is not a tier list. It identifies which launch-day assumptions changed first and therefore deserve extra weight during the ranking review.
How Marvel Rivals Roles Work
Marvel Rivals organizes heroes into three official classes: Vanguard, Duelist, and Strategist. The developer’s hero-design notes describe role assignment as part of translating each character’s powers and personality into a distinct playable kit.
Vanguard
Vanguards create and hold space. A useful Vanguard evaluation cannot stop at raw survivability; it must also consider initiation, peel, sightline control, objective presence, and how reliably the hero enables the rest of a composition.
The Vanguard tier table therefore scores:
- space creation and objective control
- initiation and disengage reliability
- protection for Strategists and vulnerable Duelists
- map and composition dependence
- Team-Up value in the current patch
Duelist
Duelists convert space and openings into pressure, eliminations, or forced cooldowns. Damage totals alone can be misleading, so the rankings separate reliable pressure from burst that depends on narrow setups.
The Duelist tier table scores:
- reliable damage and finishing power
- mobility, angles, and self-sufficiency
- ability to pressure Vanguards and backlines
- mechanical burden relative to payoff
- current Team-Up and composition fit
Strategist
Strategists sustain, enable, and stabilize a team. Season 9 also demonstrates why the class needs patch-aware analysis: the July 11 emergency post changed healing-to-energy conversion for every Strategist only one day after the season update.
The Strategist tier table scores:
- healing or mitigation reliability
- utility, saves, and Ultimate impact
- survivability under dive pressure
- synergy with common compositions
- performance after the current energy-economy changes
Season 9 Tier List Methodology
The guide publishes three role-separated tier lists, not one combined ranking. Comparing a Vanguard directly with a Strategist produces a clean-looking table but weak advice; the roles solve different problems and should be judged against their peers.
Each placement uses four labels:
- Patch: the exact balance baseline.
- Evidence: official change history plus clearly labeled competitive or community evidence where needed.
- Confidence: high, medium, or provisional.
- Reason: a concise explanation tied to the scoring criteria above.
Tier definitions remain stable even when placements move:
| Tier | Meaning |
|---|---|
| S | Consistently shapes strong compositions or answers the patch’s central problems with limited tradeoffs. |
| A | Strong and broadly useful, with manageable weaknesses or slightly greater composition dependence. |
| B | Viable when drafted for the right map, matchup, or player strength, but not a default answer. |
| C | Narrow, inconsistent, or clearly outperformed in the current patch; still playable with a specific plan. |
| Provisional | Insufficient current evidence after a new hero, rework, or system change. |
For this first Season 9 read, Counterwatch’s July 15 all-ranks table supplies the primary community match signal through sample-adjusted win rates. RivalsMeta’s Diamond+ table is a directional cross-check for heroes whose performance changes sharply with coordination or mechanical skill. Official patch notes remain the source of truth for what changed; neither community tracker is treated as an official balance source.
Because the season is young, every placement below has medium confidence. A hero can move quickly as players learn the Team-Up system, and a strong win rate does not prove that a hero is the best choice on every map or in every composition.
Season 9 Vanguard Tier List
| Tier | Heroes | Current Season 9 read |
|---|---|---|
| S | Peni Parker | The clearest ladder leader in both all-ranks and Diamond+ telemetry. Her nest control remains broadly useful instead of depending on one narrow pairing. |
| A | Hulk, Captain America, Angela, Devil Dinosaur, Rogue | Strong current results with either high-end upside or reliable engage and survival. Devil Dinosaur is especially powerful in general ladder play, while Angela and Rogue gain value with better coordination. |
| B | Groot, Thor, Doctor Strange, The Thing, Venom, Emma Frost | Viable frontline choices with more map, composition, or execution dependence. Strange and Emma remain popular, but current results do not place them with the leading climb picks. |
| C | Magneto, Deadpool (Vanguard) | Current telemetry trails the role. Use them for a specific matchup, practiced Team-Up plan, or player comfort rather than as the default frontline. |
Best Vanguard to learn now: Peni Parker. High-rank watch: Angela. Most volatile: Deadpool, because each role form has its own performance profile.
Season 9 Duelist Tier List
| Tier | Heroes | Current Season 9 read |
|---|---|---|
| S | Magik, Storm, Daredevil | Magik leads Duelists in the all-ranks data, while Storm and Daredevil combine strong results with high-rank upside. Storm’s low pick rate makes her result more specialist-driven than Magik’s. |
| A | Blade, Mister Fantastic, Black Panther, Iron Fist, Cyclops, Spider-Man | Strong conversion when their preferred range, route, or Team-Up is available. Cyclops has an unusually large sample after his hotfix, while the melee picks reward practiced engage timing. |
| B | Hela, Black Cat, Iron Man, Star-Lord, Psylocke, Wolverine, Human Torch, Deadpool (Duelist) | Competitive but more sensitive to aim, map geometry, partner selection, or rank. Human Torch is the clearest rank-divergence case: weaker all-ranks results but substantially better Diamond+ performance. |
| C | Winter Soldier, The Punisher, Scarlet Witch, Namor, Elsa Bloodstone, Squirrel Girl, Moon Knight, Phoenix, Hawkeye, Black Widow | Current ladder results lag the role leaders. Black Widow remains provisional after her rework and emergency buffs; Phoenix also needs more post-hotfix evidence before a confident reassessment. |
Best Duelist to learn now: Magik. Mechanical specialist watch: Storm. Hotfix watch: Cyclops, Phoenix, Psylocke, and Black Widow.
Season 9 Strategist Tier List
| Tier | Heroes | Current Season 9 read |
|---|---|---|
| S | Rocket Raccoon, Ultron, Mantis | The strongest early ladder trio. Rocket offers the broadest current consistency, while Ultron and Mantis provide more offensive agency for practiced players. |
| A | White Fox, Jubilee | Positive early results with distinct utility. Jubilee is still a new-hero placement and should be treated as more volatile than White Fox. |
| B | Luna Snow, Invisible Woman, Cloak & Dagger | Popular, functional supports whose early Season 9 results sit closer to the role baseline. Their utility can still make them the correct composition pick. |
| C | Adam Warlock, Loki, Gambit, Deadpool (Strategist), Jeff the Land Shark | Current results trail the role leaders. That does not erase resurrection, transformation, mobility, or displacement value; it means those tools are not yet converting as consistently across the ladder. |
Best Strategist to learn now: Rocket Raccoon. Highest early upside: Ultron. New-hero watch: Jubilee. All Strategist comparisons use the July 11 restoration to 70% healing-to-Ultimate conversion.
Every Hero Guide
Each hero entry uses one consistent template so readers can compare kits without relearning the page:
Interactive kits: The searchable Hero Ability Encyclopedia includes locally mirrored official portraits and ability icons, inputs, and selected current values for all 52 heroes.
| Field | What the guide answers |
|---|---|
| Role | Vanguard, Duelist, or Strategist |
| Job | The hero’s primary purpose in a team fight |
| Strengths | The situations the kit solves reliably |
| Weaknesses | The pressure, maps, or compositions that expose it |
| Abilities | Plain-language explanation plus verified current values where useful |
| Ultimate | Use case, counterplay, and economy considerations |
| Team-Ups | Current partners, granted effects, and drafting cost |
| Matchups | Clearly sourced or labeled evidence, never presented as official fact |
| Tier | Current role tier, patch, confidence, and reason |
The official hero directory is the roster and kit source of truth. It was checked entry by entry on July 15, 2026 and contains 52 playable heroes: 13 dedicated Vanguards, 26 dedicated Duelists, 12 dedicated Strategists, and Deadpool as a three-role flex hero. The profile links below lead to the official ability descriptions and current-value tables.
Vanguard roster
| Hero | Official profile |
|---|---|
| Angela | Kit and current values |
| Captain America | Kit and current values |
| Devil Dinosaur | Kit and current values |
| Doctor Strange | Kit and current values |
| Emma Frost | Kit and current values |
| Groot | Kit and current values |
| Hulk | Kit and current values |
| Magneto | Kit and current values |
| Peni Parker | Kit and current values |
| Rogue | Kit and current values |
| The Thing | Kit and current values |
| Thor | Kit and current values |
| Venom | Kit and current values |
Duelist roster
| Hero | Official profile |
|---|---|
| Black Cat | Kit and current values |
| Black Panther | Kit and current values |
| Black Widow | Kit and current values |
| Blade | Kit and current values |
| Cyclops | Kit and current values |
| Daredevil | Kit and current values |
| Elsa Bloodstone | Kit and current values |
| Hawkeye | Kit and current values |
| Hela | Kit and current values |
| Human Torch | Kit and current values |
| Iron Fist | Kit and current values |
| Iron Man | Kit and current values |
| Magik | Kit and current values |
| Mister Fantastic | Kit and current values |
| Moon Knight | Kit and current values |
| Namor | Kit and current values |
| Phoenix | Kit and current values |
| Psylocke | Kit and current values |
| Scarlet Witch | Kit and current values |
| Spider-Man | Kit and current values |
| Squirrel Girl | Kit and current values |
| Star-Lord | Kit and current values |
| Storm | Kit and current values |
| The Punisher | Kit and current values |
| Winter Soldier | Kit and current values |
| Wolverine | Kit and current values |
Strategist roster
| Hero | Official profile |
|---|---|
| Adam Warlock | Kit and current values |
| Cloak & Dagger | Kit and current values |
| Gambit | Kit and current values |
| Invisible Woman | Kit and current values |
| Jeff the Land Shark | Kit and current values |
| Jubilee | Kit and current values |
| Loki | Kit and current values |
| Luna Snow | Kit and current values |
| Mantis | Kit and current values |
| Rocket Raccoon | Kit and current values |
| Ultron | Kit and current values |
| White Fox | Kit and current values |
Three-role flex hero
| Hero | Official roles | Official profile |
|---|---|---|
| Deadpool | Vanguard, Duelist, Strategist | Kit and current values |
The counts above treat Deadpool once in the total roster rather than once per role. That distinction matters when comparing “all heroes” totals with role-filtered lists.
Jubilee Quick Guide
Jubilee is a Strategist who mixes projectile healing, enemy pressure, speed, crowd control, and a large area Ultimate. Her kit rewards alternating between ally support and offensive marks instead of treating healing and damage as separate modes.
| Ability | Practical job at the 20260711 baseline |
|---|---|
| Energy Plasmoids | Rapid light blasts heal allies and damage enemies. Triggering Sparkle Marks temporarily increases attack speed and lets Jubilee fire without spending energy. |
| Blooming Ball | A tracking vampiric orb damages enemies and heals allies around it. Striking the orb or nearby targets charges it, increasing its size and healing; the hotfix reduced the required charge to 250 and raised base healing to 35 per second. |
| Sparking Sprint | A mobility and tempo tool that boosts speed, jump height, and attack speed while allowing free Energy Plasmoid fire. Use it to rotate, escape pressure, or compress a burst-healing window. |
| Dazzling Detonation | An enemy-facing detonation deals damage and blinds; transferring the energy to an ally provides healing and speed instead. It is Jubilee’s clearest moment-to-moment choice between disruption and rescue. |
| Sparkle Mark | Mark detonations provide allies with healing amplification and Bonus Health, or deal burst damage to enemies. The mark system connects the rest of the kit. |
| Firework Finale | Jubilee knocks back nearby enemies and surrounds herself with orbiting fireworks that heal allies and damage enemies. The July 11 hotfix reduced its energy cost to 4,300. |
Her most important early review question is not raw healing output; it is whether she can safely keep marks and Blooming Ball active while saving Dazzling Detonation for the fight’s critical swing. The Blade Team-Up increases Blooming Ball’s Life Steal ratio to 30%, so any Jubilee placement must state whether that pairing was assumed.
Team-Up System
Team-Ups are one of Marvel Rivals’ defining draft layers, but they are also one of the most volatile parts of the guide. Season 9 replaced the previous structure with a ground-up revamp, and the July 11 emergency post explicitly referenced the removal of Team-Up Anchors. The launch balance notes also removed the former flat Anchor bonuses from numerous heroes and repeatedly describe the new choice as selecting a Team-Up partner.
Official hero profiles now separate a Team-Up ability into a Base Effect and an Enhanced Effect. The base effect tells you what the hero gains from selecting that ability; the enhanced effect tells you what changes when the named partner is in the composition. That makes the drafting question more precise than “does this pair have a Team-Up?”: players need to compare the base tool, the partner-only upgrade, and the opportunity cost of the other available option.
Verified Season 9 Team-Up examples
These examples were checked against current official hero profiles on July 15, 2026. They explain the new format before the complete hero-by-hero lookup.
| Hero | Ability and partner | What the partner changes |
|---|---|---|
| Captain America | Stars Aligned — Winter Soldier | Adds a mutual rally that grants nearby allies Bonus Health and movement speed while preserving Cap’s defensive leap utility. |
| Captain America | Voltaic Union — Thor | Enhances the Lightning Shield so its hits create an additional area-damage burst. |
| Cyclops | Slim and Red — Phoenix | Spark detonations reduce Ricochet Force’s cooldown. |
| Cyclops | Kinetic Kin — Gambit | Adds attack-speed increases for Optic Blast and Concussive Beam during Cyclops’ enhanced movement state. |
| Black Widow | Allied Agents — Hawkeye | Critical hits prevent the Focused state from expiring, rewarding a sustained precision streak. |
| Black Widow | Burning Bullets — Phoenix | Grants a second Plasma Cannon charge on top of the ability’s faster-fire and hitscan conversion. |
| Jubilee | Vampiric Kin — Blade | Adds continuous healing for allies standing inside Jubilee’s Life Steal field. |
| Doctor Strange | Gamma Maelstrom — Hulk | Lets Gamma Maelstrom retain part of its stored energy and prevents that stored Gamma energy from decaying. |
| Doctor Strange | Psionic Vortex — Invisible Woman | Converts Psionic Vortex damage into proportional Bonus Health for Doctor Strange. |
Every hero’s current Team-Up choices
This compact lookup was extracted from all 52 official hero profiles on July 15, 2026. It lists the two named ability choices attached to each hero and the partner named in the enhanced effect. Use the official profile links in the roster section for the full base and enhanced descriptions.
| Hero | Role | Team-Up option 1 | Team-Up option 2 |
|---|---|---|---|
| Adam Warlock | Strategist | Cosmic Cyclone — Storm | Flawless Design — Ultron |
| Angela | Vanguard | Asgardians of the Galaxy — Star-Lord | Odin’s Unacknowledged — Loki |
| Black Cat | Duelist | Feline Alliance — Black Panther | Binding Ties — Spider-Man |
| Black Panther | Duelist | Damisa-Yao — Storm | Dimensional Shortcut — Magik |
| Black Widow | Duelist | Allied Agents — Hawkeye | Burning Bullets — Phoenix |
| Blade | Duelist | Blade of Khonshu — Moon Knight | Bleed for Battle — Captain America |
| Captain America | Vanguard | Stars Aligned — Winter Soldier | Voltaic Union — Thor |
| Cloak & Dagger | Strategist | Oblivion Shroud — The Hood | Frozen Haven — Luna Snow |
| Cyclops | Duelist | Slim and Red — Phoenix | Kinetic Kin — Gambit |
| Daredevil | Duelist | Comprehensive Defense — Iron Fist | Devilish Affair — Black Widow |
| Deadpool | Vanguard / Duelist / Strategist | “Hel-Yeah, Honey” — Hela | Gumbo Chimichangas — Gambit |
| Devil Dinosaur | Vanguard | Primal Punishment — The Punisher | Surf & Turf — Jeff the Land Shark |
| Doctor Strange | Vanguard | Gamma Maelstrom — Hulk | Psionic Vortex — Invisible Woman |
| Elsa Bloodstone | Duelist | Prehistoric Trap — Devil Dinosaur | Loudmouth Mercs — Deadpool |
| Emma Frost | Vanguard | Spirit Breaker — Mantis | Iced Out Diamond — Luna Snow |
| Gambit | Strategist | Favorable Odds — Magneto | Sparkling Staff — Jubilee |
| Groot | Vanguard | Wild Wall — Mantis | Bubble Buddies — Jeff the Land Shark |
| Hawkeye | Duelist | Senbonzakura Strike — Psylocke | Moonlit Slash — Cloak & Dagger |
| Hela | Duelist | Hel Tendrils — Venom | Deep Wrath — Namor |
| Hulk | Vanguard | Savage Slam — Captain America | Gamma Fastball — Wolverine |
| Human Torch | Duelist | Fiery Sparks — Jubilee | Storming Ignition — Storm |
| Invisible Woman | Strategist | United Siblings — Human Torch | First Family — Mister Fantastic |
| Iron Fist | Duelist | Iron & Stone — The Thing | Kumiho Palm — White Fox |
| Iron Man | Duelist | Gamma Charge — Hulk | Thunder Overdrive — Thor |
| Jeff the Land Shark | Strategist | Guardian of the Deep — Venom | Mr. Pool’s Interdimensional Toy Box — Deadpool |
| Jubilee | Strategist | Hellfire Sparks — The Hood | Vampiric Kin — Blade |
| Loki | Strategist | Villain’s Illusion — Hela | Vibrant Vitality — Hela |
| Luna Snow | Strategist | Atlas Bond — White Fox | Duality Dance — Adam Warlock |
| Magik | Duelist | Chain of Cyttorak — Doctor Strange | Void Pentagram — The Hood |
| Magneto | Vanguard | Metallic Chaos — Scarlet Witch | Magnetic Resonance — Emma Frost |
| Mantis | Strategist | Star Blossom — Star-Lord | Vitality Pact — Adam Warlock |
| Mister Fantastic | Duelist | Fantastic Amplifier — Rocket Raccoon | Clobberin’ Research Dept. — The Thing |
| Moon Knight | Duelist | Luminous Moon — Cloak & Dagger | Blood Moon — Elsa Bloodstone |
| Namor | Duelist | Gamma Monstro — Hulk | Chilling Charisma — Luna Snow |
| Peni Parker | Vanguard | Vibranium Mech — Black Panther | Rocket Network — Rocket Raccoon |
| Phoenix | Duelist | Circle of Life — Hela | Telekinetic Beatdown — Rogue |
| Psylocke | Duelist | Mental Projection — Emma Frost | Light & Dark Darts — Cloak & Dagger |
| Rocket Raccoon | Strategist | Mammalian Bond — Squirrel Girl | Planet X Pals — Groot |
| Rogue | Vanguard | Mr. & Mrs. X — Gambit | Explosive Entanglement — Magneto |
| Scarlet Witch | Duelist | Sorcerers Supreme — Doctor Strange | Hex Fireworks — Jubilee |
| Spider-Man | Duelist | Symbiote Bond — Venom | Parker Power-Up — Peni Parker |
| Squirrel Girl | Duelist | Squirrel Missile — Iron Man | ESU Alumnus — Spider-Man |
| Star-Lord | Duelist | Flora Munitions — Groot | Star-Soul — Adam Warlock |
| Storm | Duelist | God of Thunder — Thor | Jaws of Fate — Jeff the Land Shark |
| The Punisher | Duelist | Bestial Hunt — Daredevil | Ammo Overload — Rocket Raccoon |
| The Thing | Vanguard | Two in One — Human Torch | Unbreakable Forces — Invisible Woman |
| Thor | Vanguard | Ragnarok Rebirth — Hela | Divine Armory — Angela |
| Ultron | Strategist | Stark Protocol — Iron Man | SP//dr Sync — Peni Parker |
| Venom | Vanguard | Blood Leech — Blade | Abyssal Flames — Phoenix |
| White Fox | Strategist | Lucky Loan — Black Cat | Psionic Fox — Psylocke |
| Winter Soldier | Duelist | Timeless Veterans — The Punisher | Expert Instinct — Elsa Bloodstone |
| Wolverine | Duelist | Blast Slash — Cyclops | Pair of Threes — Gambit |
Official-directory mismatch: The current Jubilee, Cloak & Dagger, and Magik profiles name The Hood as an enhanced-effect partner, but The Hood does not appear in the official 52-hero directory. Loki’s profile also lists two differently named Hela options with substantially overlapping text. Those entries are reproduced for transparency and should be rechecked after the next official directory update.
This structure also explains why a hero can move without receiving a direct balance change: an unusually strong enhanced effect can raise the value of both heroes, while losing a favored partner can lower the consistency of an otherwise unchanged kit.
The weekly maintenance table tracks:
- the current pairing or group
- which hero grants or receives each effect
- the official effect description
- whether the value is passive, an added ability, or an enhanced ability
- the patch in which the pairing was introduced, changed, or removed
- the practical drafting implication, clearly separated from the official description
Removed Team-Ups live in the change log rather than silently disappearing. That preserves search value for readers landing from older queries without confusing historical information with the current game.
Core Systems to Master
Ultimate Economy
Ultimate generation is a live balance lever, not a fixed rule. The Season 9 launch changed damage and healing conversion, and the next day’s hotfix partially restored Strategist healing conversion.
| Role and action | 20260710 launch value | Current 20260711 value |
|---|---|---|
| Vanguard and Duelist damage | 55% | 55% |
| Strategist damage | 55% | 55% |
| Strategist healing | 60% | 70% |
The practical result is a slower damage-fed Ultimate cycle for every role than the previous 70% or 75% baselines, with Strategists recovering some—but not all—of their former healing-fed rate. Team planning should therefore track actual Ultimate readiness instead of relying on Season 8 timing instincts.
Regenerative Shields
Season 9 introduced Regenerative Shields as a new health type. They interact with percentage-based healing and damage in the same way as base Health. Their unique rule is timing-based: after the owner avoids damage for five seconds, the chargeable shield pool regenerates completely over the following five seconds.
The launch balance post gave Regenerative Shields to Angela, Captain America, Hulk, Rogue, Thor, Venom, Black Cat, Black Panther, Daredevil, Magik, Psylocke, and Star-Lord. That creates two clear fight-management rules:
- If you are attacking one of those heroes, light but reliable follow-up damage can deny the five-second regeneration trigger and stop a disengage from becoming a free reset.
- If you are playing one of them, breaking line of sight is valuable only if you stay safe long enough to start—and then finish—the regeneration window. Five seconds without damage only starts recovery; ten uninterrupted seconds from the last hit are needed to restore the complete chargeable pool.
Because the shield replaces base Health on several heroes rather than simply adding durability, old total-health comparisons can be misleading. Evaluate effective health together with how consistently the hero can leave pressure and earn the regeneration window.
Hero Swapping and Composition Repair
Treat swapping as a decision workflow: identify whether the team lacks space, finishing power, sustain, peel, or a specific counter; then change the smallest number of picks needed to solve that problem.
| Symptom | First question | Lowest-disruption repair |
|---|---|---|
| Team cannot cross an open lane | Is the frontline creating a safe timing or merely absorbing damage? | Change the Vanguard plan or add a route-denial tool before replacing the entire damage line. |
| Targets survive every engage | Is pressure spread across too many enemies? | Add reliable finishing or focus-fire utility; do not assume another high-score damage pick solves coordination. |
| Strategists die first | Is the threat dive, range, or a lost sightline? | Add peel, shorten the backline’s rotation, or deny the attack route. |
| Team wins space but loses the objective | Are players chasing beyond their sustain and cover? | Keep one stable objective presence and shorten pursuit distance. |
| A planned Team-Up is not producing value | Is the enhanced effect actually solving the current fight? | Switch the Team-Up choice or one partner, rather than preserving a synergy that exists only on paper. |
| Ultimates arrive too late | Is the team using outdated pre-Season 9 timing expectations? | Track the current 55% damage and 70% Strategist-healing conversion baselines and plan one fight ahead. |
Destructible Terrain and Sightlines
Map geometry affects routes, cover, firing angles, and the safety of backlines. This guide distinguishes durable positioning principles from route-specific advice that needs its own patch or map check.
Marvel Rivals Season 9 FAQ
Who is the best Marvel Rivals hero in Season 9?
There is no single best hero across every role and lobby. In the July 15 early-season telemetry, Peni Parker leads Vanguards, Magik leads Duelists, and Rocket Raccoon leads Strategists. Those are the safest current ladder recommendations, not permanent answers.
Is Jubilee good in Season 9?
Jubilee currently sits in the A tier among Strategists in this role-relative list. Her early results are positive and her kit has flexible healing, mobility, disruption, and Life Steal support. Confidence remains medium because she is new and her Blade pairing was adjusted one day after launch.
How many heroes are in Marvel Rivals?
The official directory listed 52 unique heroes when checked on July 15, 2026. Deadpool counts once in that total but can play Vanguard, Duelist, or Strategist, so role-filtered tables contain 54 separate hero-role entries.
How does the new Team-Up system work?
Official profiles describe a Base Effect for the selected Team-Up ability and an Enhanced Effect when the named partner is present. That means a choice can still provide a tool without its partner, while the intended duo unlocks the stronger version.
Why does this tier list differ from another site?
Rank filters, platforms, sample sizes, maps, and tier definitions all change the result. This guide separates roles, uses all-ranks community telemetry as its baseline, checks Diamond+ directionally, and keeps new or recently reworked heroes at medium confidence.
When will the tier list update?
The guide is reviewed every seven days and immediately after a material balance update, hero release, role change, or Team-Up overhaul. The patch label at the top tells you which live version the rankings describe.
Maintenance and Change Log
This guide is scheduled for a seven-day review cadence while Marvel Rivals remains on an aggressive update cycle. The maintenance run should check the official announcements, game updates, balance posts, hero directory, and Team-Up directory. It may propose changes, but it must not publish tier movement or advance the review date without a reviewed pull request.
Material changes that should trigger an immediate proposal include:
- a new hero or role change
- a rework or major kit adjustment
- a Team-Up addition, removal, or effect change
- a global Ultimate-economy or health-system change
- a ranked rules or map-pool change that affects composition advice
The existing Marvel Rivals ranked overview, Season 7 meta reset coverage, and Captain America balance analysis provide historical context and feed readers into this patch-current reference.
Marvel Rivals Hero Ability Encyclopedia
Search all 52 heroes and 619 current ability entries. Icons, inputs, and selected values were captured from official profiles on 2026-07-15; use each profile link for the complete developer table.
Angela Vanguard · 11 ability entries
Spear of Ichors
- Damage
- 45
- Attack Interval
- 0.96s per hit
Axes Of Ichors
- Damage
- First three strikes: 30; the forth strike: 50.
- Attack Interval
- First three strikes: 0.4s per hit; the forth strike: 0.6s per hit.
SHIELDED STANCE
- Cooldown
- 1s
Seraphic Soar
Divine Judgement
- Cooldown
- 12s
- Damage
- Hit damage: 30; damage over time: 12.5/s
- Spell Field Duration
- 6s
- Movement Boost (Self)
- 35%
Wingblade Ascent
- Ascent Duration
- 0.35s
Assassin's Charge
- Cooldown
- 4s
- Energy Cost
- 25/s; 75/s when piercing an enemy
Heven's Retribution
- Energy Cost
- 3100
- Projectile Speed
- 60 m/s
Celestial Command
ASGARDIANS OF THE GALAXY
- Cooldown
- 25s
- Ground Bind Duration
- 2s
ODIN'S UNACKNOWLEDGED
- Cooldown
- 20s
Captain America Vanguard · 11 ability entries
Sentinel Strike
- Damage
- Melee Attack Damage: 45, Flying Shield Damage: 45
- Ammo
- Up to 4 throws
- Attack Interval
- Melee 1st Hit: 0.4s, Melee 2nd Hit: 0.5s, Flying Shield 1st Hit: 0.5s, Flying Shield 2nd Hit: 0.57s
Freedom Charge
- Energy Cost
- 3100
- Spell Field Duration
- 10s
- Movement Boost
- Grant a 30% Movement Boost to both yourself and your allies
- Health Recovery Rate
- Cast to gain 150 Bonus Health and grant allies 100 Bonus Health. Every second afterward, gain 100 Bonus Health and grant allies 60 Bonus Health
Leading Dash
- Movement Boost
- 33.40%
Vibranium Energy Saw
- Cooldown
- 6s
- Damage
- Start at 70, with a 20% reduction for each ricochet
- Projectile Speed
- 80 m/s
Liberty Rush
- Cooldown
- 10s
- Damage
- 30
Super-Soldier Slam
- Cooldown
- 12s
- Damage
- 30
Living Legend
- Cooldown After Destroyed
- 5s
Captain's Spirit
VIBRANIUM BASTION
- Cooldown
- 15s
- Ability Duration
- 10s
STARS ALIGNED
- Cooldown
- 12s
- Damage Sharing Duration
- 2s
VOLTAIC UNION
- Cooldown
- 15s
- Ability Duration
- 7s
Devil Dinosaur Vanguard · 13 ability entries
Primal Bite
- Damage
- 75
- Bleed Duration
- 4s
- Attack Interval
- 1st and 3rd attacks: 1s; 2nd attack: 0.9s
Impact Beam
- Ability Duration
- 3.3s
Buddy Barrier
- Cooldown
- 12s
- Maximum Duration for Summons
- 6s
Savage Predation
- Cooldown
- 10s
- Dash Duration
- 2s
Frenzied Feast
- Cooldown
- 8s
Prehistoric Plating
Apex Advantage
Devil-Beast Rampage
- Frenzied Feast Cooldown Reduction
- 1s
- Energy Cost
- 3400
Prehistoric Partner
PRIMAL PUNISHMENT
- Cooldown
- 12s
- Duration
- 8s
PRIMAL PUNISHMENT
SURF & TURF
- Healing Amount
- 40/s
- Maximum Duration
- 4s
SURF & TURF
- Healing Amount
- 15/s
Doctor Strange Vanguard · 11 ability entries
Daggers of Denak
- Damage
- 16
- Ammo
- 10 (1 dagger per release)
- Projectile Speed
- 60 m/s
Eye of Agamotto
- Energy Cost
- 3100
- Damage
- 60
- Soul Separation Duration
- 3s
Cloak of Levitation
- Cooldown
- 12s
- Free-Flight Duration
- 6s
Maelstrom of Madness
- Cooldown
- 6s
- Damage
- Each point of Dark Magic deals 1.3 damage
Pentagram of Farallah
- Cooldown
- 180s
- Duration
- 20s
Shield of the Seraphim
- Cooldown After Destroyed
- 3s
Price of Magic
- Anti-Heal Duration
- 2s
Enchanted Enhancement
PSIONIC VORTEX
- Cooldown
- 6s
- Damage
- Each point of energy deals 1.3 damage.
GAMMA MAELSTROM
- Cooldown
- 8s
- Damage
- Each point of Dark Magic deals 1.3 damage.
PSIONIC VORTEX
- Cooldown
- 6s
- Damage
- Each point of Dark Magic deals 1.3 damage.
Emma Frost Vanguard · 12 ability entries
TELEPATHIC PULSE
- Damage
- Damage increases with energy: 0 - 70/s, 99 - 110/s, full energy - 140/s
- Ammo
- 70
MIND'S AEGIS
- Reposition Cooldown
- 1s
PSYCHIC SPEAR
- Damage
- Deal 5 damage per direct hit. When the sentience shatters, it deals damage to the target, which is equal to 25% of the target's maximum health
- Projectile Speed
- 80m/s
DIAMOND FORM
- Cooldown
- 15s
- Duration
- 8s
FACETED FURY
- Damage
- First & second hit: 50; third hit: 70; fourth hit: 80
CRYSTAL KICK
- Cooldown
- 2s
- Damage
- Hit damage: 40; damage increases to 90 when the target is knocked into walls
CARBON CRUSH
- Cooldown
- 6s
- Damage
- 30
PSIONIC SEDUCTION
- Energy Cost
- 3100
- Damage
- Basic damage 80/s; distance falloff: falloff begins at 10m, decreasing to 70% at 30m; angle falloff: falloff begins at 7° from the center of view, decreasing to 80% at 20°
- Duration
- 6s
ICED OUT DIAMOND
- Cooldown
- 20s
- Slow Duration
- 3s
SPIRIT BREAKER
ICED OUT DIAMOND
- Cooldown
- 12s
ICED OUT DIAMOND
Groot Vanguard · 11 ability entries
Vine Strike
- Damage
- 65
- Projectile Speed
- 120m/s
- Attack Interval
- 0.7s
Strangling Prison
- Energy Cost
- 2800
- Damage
- The projectile deals 10 damage, while the spell field deals 70 damage. While imprisoning enemies, it deals 20 damage every 0.5s
- Projectile Speed
- 60m/s
Thornlash Wall
- Cooldown
- 2 charges, with each charge taking 6s to recharge
Ironwood Wall
- Cooldown
- 12s
Spore Bomb
- Cooldown
- 6s
- Damage
- The projectile itself deals no damage, while Spore Bomb deals 55 damage and explosive spores deal 10 damage
- Projectile Speed
- 60m/s
Flora Colossus
Furious Flora
Wild Wall
- Cooldown
- 10s
- Healing Amount
- 40/s
WILD WALL
- Cooldown
- 10s
- Healing Amount
- 20/s
- Buff Duration per Application
- 6s
BUBBLE BUDDIES
- Cooldown
- 20s
- Healing Amount
- 40/s
- Maximum Duration
- 4s
BUBBLE BUDDIES
- Increase Healing Amount
- 40/s
Hulk Vanguard · 18 ability entries
Gamma Ray Gun
- Damage
- 16
- Ammo
- 25
- Projectile Speed
- 80m/s
Puny Banner
- Energy Cost
- 600
Gamma Grenade
- Cooldown
- 8s
- Damage
- 40
Gamma Boost
Heavy Blow
- Damage
- 45
- Attack Interval
- 0.467s
HULK SMASH!
- Energy Cost
- 3700
- Duration
- 12s
Indestructible Guard
- Cooldown
- 10s
- Max Shield Duration
- 2.5s
Radioactive Lockdown
- Cooldown
- 15s
- Damage
- 5
- Max Duration
- 2s
- Projectile Speed
- 100m/s
Incredible Leap
Gamma Burst
- Cooldown
- Basic Cooldown 2s, with a charge of 6s per use.
- Damage
- 65
- Projectile Speed
- 80m/s
Gamma Fastball
- Cooldown
- 3s when not thrown, 15s when thrown
Heavy Blow
- Damage
- 70
- Attack Interval
- 0.52s
World Breaker
- Damage
- Delivers 5 hits, each dealing 40 damage
- Duration
- 5s
Incredible Leap
Gamma Burst
- Cooldown
- 1s
- Damage
- 125
- Projectile Speed
- 60m/s
SAVAGE SLAM
- Cooldown
- 20s
GAMMA FASTBALL
- Cooldown
- 15s
- Furious Duration
- 6s
GAMMA FASTBALL
- Cooldown
- 15s
Magneto Vanguard · 10 ability entries
Iron Volley
- Damage
- Projectile Damage: 40. The spell field deals 40 damage at its center, reducing to 50% within a 3m radius from the center
- Charges
- 10
- Projectile Speed
- 80m/s
- Attack Interval
- 0.8s
Meteor M
- Energy Cost
- 3400
- Damage
- The projectile deals no damage. The base damage at the center of the spell field starts at 100 and increases to 350 when fully charged. Each point of Energy adds an extra 3 points of damage to the spell field, with damage reducing to 50% at a distance of 6m from the center
- Maximum Duration
- 5s
- Projectile Speed
- 45m/s
Metallic Curtain
- Cooldown
- 3s
- Energy Cost
- 65/s
Metal Bulwark
- Cooldown
- 15s
- Max Shield Duration
- 2.5s
Iron Bulwark
- Cooldown
- 10s
- Max Shield Duration
- 2.5s
Mag-Cannon
- Cooldown
- No cooldown, but the ability can only be activated when the Iron Ring has at least one charge
- Damage
- Iron Rings' first charge deals 40 damage, the second charge deals 65 damage, and the third charge deals 90 damage
- Projectile Speed
- 120m/s
Magnetic Descent
ROYAL BLADE
- Cooldown
- 30s
- Duration
- 10s
- Projectile Speed
- 80m/s
METALLIC CHAOS
- Cooldown
- 12s
- Ability Duration
- 8s
- Projectile Speed
- 120m/s
MAGNETIC RESONANCE
- Cooldown
- 15s
- Magnetic Projection Max Duration
- 5s
Peni Parker Vanguard · 11 ability entries
Cyber-Web Cluster
- Damage
- Projectile Damage: 15; Spell Field Damage: 15
- Projectile Speed
- 150m/s
Spider-Sweeper
- Energy Cost
- 3400
- Damage
- Sweep Attack Damage: 60
- Duration
- 12s
- Attack Interval
- 1s
Bionic Spider-Nest
- Cooldown
- 15s
- Damage
- Each Spider-Drone inflicts 40 damage
Arachno-Mine
- Cooldown
- 4 charges, with each charge taking 4s to recharge
- Damage
- 100
Cyber-Bond
- Cooldown
- 3s
- Projectile Speed
- 100m/s
Wall Crawl
Cyber-Web Snare
- Cooldown
- 3s
- Damage
- 5
- Projectile Speed
- 60 m/s
ARMORIZED SPIDER-NEST
- Cooldown
- 30
Cyber-Spiders
VIBRANIUM MECH
- Cooldown
- 20s
- Duration
- 5s
- Attack Interval
- 0.2s per shot
ROCKET NETWORK
- Cooldown
- 25s
Rogue Vanguard · 11 ability entries
Power Surge Punch
- Damage
- The first two strikes deal 35 damage, while the third strike deals 45 damage
Defensive Stance
Southern Brawl
- Cooldown
- 6s
Chrono Kick Combo
- Cooldown
- 10s
- Maximum Flight Duration
- 3s
- Projectile Speed
- 100 m/s
Fatal Attraction
- Cooldown
- 12s
Ability Absorption
- Cooldown
- 25s
- Absorbed Ability Duration
- 10s
Heartbreaker
- Energy Cost
- 3400
- Duration
- 8s
HEARTS AS ONE
- Cooldown
- 30s
- Spell Field Duration
- 8s
MR. & MRS. X
- Cooldown
- 30s
- Damage
- 5+Target's 1% Maximum Health
- Duration
- 8s
MR. & MRS. X
EXPLOSIVE ENTANGLEMENT
The Thing Vanguard · 12 ability entries
Rocky Jab
- Damage
- Double strike, 40 per hit
- Attack Interval
- Double strike 0.33s between attacks, 1s between sets.
Stone Haymaker
- Damage
- 55+10% of enemies' max Health per hit
Yancy Street Charge
- Cooldown
- 10s
- Damage
- Charge: 30; ground slam: 20; immobilization zone: 15 per/s
- Duration
- 5s
- Movement Boost
- 100%
Embattled Leap
- Cooldown
- Basic Cooldown 3s, with a charge of 10s per use
Battle Blitz
- COOLDOWN
- Basic Cooldown 3s, with a charge of 10s per use, shares the same Cooldown with the E Key ability
Clobberin' Time
- Energy Cost
- 2800
- Damage
- 100
Unyielding Will
GAMMA CHARGE
- Cooldown
- 25s
- Ability Duration
- 8s
Flying Thing
- Cooldown
- Successfully interacted: 30s; fail to interact: 3s
- Damage
- Launch-up spell field causes 30 damage; mobility abilities disabling spell field causes 15 damage per second
- Maximum Flight Duration
- 8s
TWO IN ONE
- Cooldown
- 15s
- Ability Duration
- 10s
TWO IN ONE
- Cooldown
- 30s
- Damage
- 45
- Stun Duration
- 1s
UNBREAKABLE FORCES
- Cooldown
- 20s
- Duration
- 5s
- Bonus Health Recovery
- 15/hit
Thor Vanguard · 10 ability entries
Mjolnir Bash
- Damage
- 45
- Attack Interval
- 0.6s
God of Thunder
- Energy Cost
- 3100
- Damage
- The sustained spell field lasts for 0.5s, dealing 40 damage, while the one-time spell field deals 220 damage
- Duration
- 1.5s
Storm Surge
- Damage
- No Charge Damage: 40; Full Charge Damage: 60
Lightning Realm
- Cooldown
- 12s
- Damage
- Deal 40 damage when enemies cross the boundaries
- Maximum Duration
- 4s
Awakening Rune
- Damage
- Projectile Damage: 70, Spell Field Damage: 15 per second
- Duration
- 5s
- Projectile Speed
- 60 m/s
- Attack Interval
- The first three stages last for 0.4s each, while the fourth stage lasts for 0.8s
Hammer Throw
- Cooldown
- 6s
- Damage
- Outward Projectile Damage: 50; Returning Projectile Damage: 25
- Projectile Speed
- The projectile travels outward at a speed of 60m per second and returns at a speed of 80m per second
Thorforce
- Thorforce Consumption Cooldown
- 1.5s
THUNDERSTRIKE PIKE
- Cooldown
- 30s
- Projectile Speed
- 80m/s
RAGNAROK REBIRTH
- Cooldown
- 50s
DIVINE ARMORY
- Cooldown
- 20s
Venom Vanguard · 11 ability entries
Dark Predation
- Damage
- 20
- Attack Interval
- 0.9s, with a 0.1s interval between each tendril
Feast of the Abyss
- Energy Cost
- 2500
- Damage
- Inflict damage equal to 50% of the target's health, followed by an additional 50 damage
- Maximum Duration
- 4s
- Movement Boost
- 80%
Venom Swing
- Cooldown
- 8s
Symbiotic Resilience
- Cooldown
- 15s
Frenzied Arrival
- Cooldown
- 8s
- Damage
- 65 damage, with damage falloff starting at 2m from the center of the spell field and decreasing to 40% at 6m
Cellular Corrosion
- CoolDown
- 8s
- Damage
- The spell field deals 5 damage, increasing to 80 damage if the target remains in the area for a duration
Alien Biology
HEALING TENDRILS
BLOOD LEECH
BLOOD LEECH
- One-time Healing Amount
- 40
ABYSSAL FLAMES
- Cooldown
- 12s
- Damage
- 55
- Duration
- 8s
- Attack Interval
- 0.8s
Black Cat Duelist · 21 ability entries
FELINE FURY
- Damage
- 35
CALLING CARD
- Energy Cost
- 3100
- Ability Duration
- 10s
CAT'S CRADLE
- Cooldown
- 1 charges, with each charge taking 8s to recharge
- Damage
- 40
TURN OF FORTUNE
- Cooldown
- 5s
THIEVING GRACE
FORTUNE'S FAVOR
STEALTHY CATWALK
MALKIN MISFORTUNE
GIFT OF GOLD
CLAW WHIP
- Attack Interval
- 0.6s per hit
PHANTOM PURSUIT
- Cooldown
- 2s
- Damage
- 70
- Dash Duration
- 0.25s
GILDED DEAL
TABLET OF DESTINIES
HELM OF HADES
- Invisibility Duration
- 2s
- Movement Boost
- 60%, drop to 0 in 2s
FALTINE FLAME ORB
CHERNOBOG'S CRYSTAL
RING OF ZONA
MENTO-FISH
- Projectile Speed
- 30m/s
STICKY PAWS
FELINE ALLIANCE
- Cooldown
- 12s
- Movement Boost
- 3 m/s, decaying to 0 over 3s
BINDING TIES
- Cooldown
- 2 charges, 5s each
Black Panther Duelist · 10 ability entries
Vibranium Claws
- Damage
- 35
- Attack Interval
- 0.44s per hit
Bast's Descent
- Energy Cost
- 3300
- Damage
- 150
Spirit Rend
- Cooldown
- 10s
- Damage
- 80
Spinning Kick
- Cooldown
- 8s
- Damage
- 75
Subtle Step
Spear Toss
- Cooldown
- 6s
- Damage
- 50
- Charges
- 2
- Projectile Speed
- 60m/s
Panther's Cunning
GAMMA VIBRANIUM ARMOR
- Cooldown
- 45
DAMISA-YAO
- Cooldown
- 12s
- Damage
- 40
DIMENSIONAL SHORTCUT
- Cooldown
- 35s
- Damage
- 40
Black Widow Duelist · 8 ability entries
Widow's Bite Baton
- Damage
- 45
Red Room Rifle
- Damage
- 120 damage per round
ASSASSIN'S FOCUS
- Energy Cost
- 2800
- Maximum Duration
- 12s
ELECTRO-PLASMA BLAST
- Cooldown
- 10s
- Projectile Speed
- 100 m/s
EDGE DANCER
- Cooldown
- 15s
- Flying Kick Stun Duration
- 0.2s
WIDOW'S BITE SLAM
- Cooldown
- 15s
- Damage
- 30
ALLIED AGENTS
BURNING BULLETS
- Plasma Cannon Cooldown
- 10s
Blade Duelist · 9 ability entries
Ancestral Sword
- Damage
- Cause 26 damage per single slash; double strike cause 13 damage per hit
- Attack Interval
- 2 strikes per second
Hunter's Shotgun
- Initial Projectile Speed
- 180 m/s
Scarlet Shroud
- Cooldown
- 3s
- Energy Cost
- 60/s
- Unstoppable Duration
- 1s after activation
Bloodline Awakening
- Duration of Each Buff Stack
- 1s
Daywalker Dash
- Damage
- 30
- Healing Reduction Duration
- 4s
Thousand-Fold Slash
- Energy Cost
- 2800
- Spell Field Duration
- 2s
ECLIPSE EDGE
- Cooldown
- 20s
- Damage
- 40
- Dash Duration
- 8m
- Projectile Speed
- 150m/s
BLADE OF KHONSHU
- Cooldown
- 12s
- Dash Duration
- 0.15
BLEED FOR BATTLE
Cyclops Duelist · 11 ability entries
Optic Blast
- Attack Interval
- 0.6s
Concussive Beam
- Energy Cost per Second
- 25/s
Ricochet Force
- Cooldown
- 2 charges, with each charge taking 15s to recharge. Base Cooldown 2s
Propulsion Burst
- Cooldown
- 15s
- Damage
- 5 per hit
- Ability Duration
- Minimum 0.35s, maximum 1s
Optic Ascent
- Cooldown
- 15s
- Damage
- 5 per hit
- Ability Duration
- 0.6s
- Movement Boost
- 35% for 2s
Kinetic Hover
Ruby Rage
- Energy Cost
- 3700
Red Adamantium
SLIM AND RED
- Cooldown
- 15s
- Burn Damage Duration
- 3s
SLIM AND RED
- Ricochet Force Charges
- 0.5
KINETIC KIN
- Cooldown
- 18s
- Duration
- 6s
- Movement Boost
- 40%
Daredevil Duelist · 12 ability entries
JUSTICE JAB
- Damage
- 35
RIGHTEOUS CROSS
OBJECTION!
- Cooldown
- 12s
- Duration
- 1.2s
DEVIL'S LATCH
- Cooldown
- 12
- Projectile Speed
- 180m/s
INFERNAL FURY
- Damage
- 40. Cause 65 damage when the target caught in the high damage range
- Projectile Speed
- 150m/s
Sonic Pursuit
- Dash Cooldown
- 15s
- Movement Boost
- 2.1m/s. Falloff begins at 10m away from the target, decreasing to 0.9m/s at 40m from the target
RADAR SENSE
BLIND ASCENT
LET THE DEVIL OUT
- Energy Cost
- 3400
- Damage
- 50/s. Cause 85 damage per second when reaching the max damage
- Spell Field Duration
- 8s
BLIND VERDICT
COMPREHENSIVE DEFENSE
DEVILISH AFFAIR
- Cooldown
- 12s
- Damage
- 55
Elsa Bloodstone Duelist · 12 ability entries
DOUBLE-BARREL BLASTER
- Damage
- 4.5 per round
- Ammo
- 12
MONSTER-PIERCER
- Damage
- 13+0.8% of enemy's maximum health
INHERITED INSTINCT
RUTHLESS PURSUIT
- Cooldown
- 8s
- Damage
- 30
- Max Dash Duration
- 0.3s
HELIX ADVANCE
- Cooldown
- 11s
- Max Dash Duration
- 0.28s
LIVING BULLET
- Cooldown
- 8s
- Projectile Speed
- 60m/s
SMOKY SNARE
- Cooldown
- 12s
- Maximum Immobilizing Duration
- 1.2s
APEX PREDATOR
- Energy Cost
- 3400
- Glartrox Maximum Dash Duration
- Maximum durations for dashing and returning are 3.5s each
BLOODSTONE'S BOOMBOX BULLETS
- Taunt Duration
- 2s
- Projectile Speed
- 60m/s
PREHISTORIC TRAP
- Lethal Gas Duration
- 2s
LOUDMOUTH MERCS
- Cooldown
- 8s
LOUDMOUTH MERCS
Hawkeye Duelist · 11 ability entries
Piercing Arrow
- Damage
- 28 - 70 (Maximum damage is achieved after 0.9s of charging)
- Ammo
- Infinite
- Projectile Speed
- 130 - 195 m/s (Maximum speed is achieved after 0.9s of charging)
Blast Arrow
- Cooldown
- 0.5s
- Charges
- 3
- Projectile Speed
- 60 m/s
Hunter's Sight
- Energy Cost
- 3100
- Duration
- 10s
Crescent Slash
- Cooldown
- 12s
- Damage
- 40
Hypersonic Arrow
- Cooldown
- 12s
- Slow Duration
- 1s
- Projectile Speed
- 150 m/s
Ronin Slash
Skyward Leap
- Cooldown
- 6s
Archer's Focus
MOONLIT SLASH
- Cooldown
- 12s
- Vulnerability Duration
- 4s
SENBONZAKURA STRIKE
MOONLIT SLASH
Hela Duelist · 12 ability entries
Nightsword Thorn
- Damage
- 80
- Ammo
- 10
Goddess of Death
- Energy Cost
- 4000
- Duration
- 10s
- Projectile Speed
- 80 m/s
Astral Flock
- Cooldown
- 15s
Soul Drainer
- Cooldown
- 10s
- Damage
- 1
- Stun Duration
- 0.3s
- Projectile Speed
- 40 m/s
Piercing Night
- Cooldown
- 8s
- Projectile Speed
- 80 m/s
Nastrond Crowstorm
- Damage
- 80
Hel's Descent
Hel Tendrils
- Cooldown
- 10s
- Stun Duration
- 0.3s
- Projectile Speed
- 40 m/s
DEATH KNELL
- Undead Monstro Duration
- 3s
Hel Tendrils
- Cooldown
- 10
- Damage
- 50
- Max Gravity Duration
- 2s
Hel Tendrils
DEEP WRATH
Human Torch Duelist · 12 ability entries
Fire Cluster
- Charges
- 6
- Projectile Speed
- 150m/s
Blazing Blast
- Charges
- 3
- Flame Field Duration
- 6s
- Blazing Blast Projectile Speed
- 80m/s
Flaming Meteor
- Cooldown
- 15s
- Damage
- 40
Plasma Body
- Cooldown
- 2 charges, with each charge taking 8s to recharge
- Duration
- 4s
- Movement Boost
- 2.5m/s
Pyro-Prison
- Cooldown
- 15s
- Fire Wall Duration
- 5s
Supernova
- Energy Cost
- 3400
- Duration
- 8s
Storm Siblings
- Cooldown
- 25s
- Duration
- 5s
Pyrokinetic Energy
Two In One
- Cooldown
- Successfully interacted: 30s; fail to interact: 3s
- Damage
- Launch-up spell field causes 30 damage; mobility abilities disabling spell field causes 15 damage per second
- Maximum Flight Duration
- 8s
FIERY SPARKS
- Cooldown
- 15s
- Ability Duration
- 5s
STORMING IGNITION
- Cooldown
- 20s
- Spell Field Duration
- 4s
STORMING IGNITION
- Duration Increase from Passing Through Flame Field
- 3s
Iron Fist Duelist · 13 ability entries
Jeet Kune Do
- Dragon's Defense Cooldown Reduction Per Hit
- 1.2s
- Damage
- The first four strikes each deal 35 damage, while the fifth strike deals 55 damage
- Attack Interval
- The first four strikes have an interval of 0.45s between them, while the fifth strike has a 0.67s interval from the fourth strike
Yat Jee Chung Kuen
- Damage
- 8 base damage + 3.1% of the enemy's Max Health per strike
- Duration
- 5s
Living Chi
- Yat Jee Chung Kuen Cooldown Reduction
- -80%
- Energy Cost
- 3400
- Duration
- 12s
- Movement Boost
- 20%
K'un-Lun Kick
- Cooldown
- 10s
Harmony Recovery
- Cooldown
- 12s
- Duration
- 3s
Crane Leap
- Cooldown
- 3 charges, with each charge taking 1s to recharge
Dragon's Defense
- Cooldown
- 15s
Wall Runner
Chi Absorption
Lunar Chi
- Cooldown
- 12s
- Healing Amount
- 55/s
- Duration
- 3s
IRON & STONE
- Cooldown
- 8s
- Damage
- 45
IRON & STONE
- Damage
- 45
KUMIHO PALM
- Healing Amount
- 6
Iron Man Duelist · 14 ability entries
Repulsor Blast
- Damage
- 35
- Ammo
- 100
- Projectile Speed
- 60 m/s
Repulsor Blast (Armor Overdrive)
- Damage
- 45
- Ammo
- Infinite
- Projectile Speed
- 80m/s
Unibeam
- Damage
- 140 damage per second
- Ammo
- 100
Unibeam (Armor Overdrive)
- Damage
- 180/s
- Ammo
- Infinite
Invincible Pulse Cannon
- Energy Cost
- 3400
- Projectile Speed
- 25 m/s
Hyper-Velocity
- Energy Cost
- 15/s
- Movement Boost
- 100%
Hyper-Velocity (Armor Overdrive)
- Movement Boost
- 100%
Armor Overdrive
- Cooldown
- 20s
- Duration
- 10s
Micro-Missile Barrage
- Cooldown
- 8s
- Projectile Speed
- 15 m/s
Micro-Missile Barrage (Armor Overdrive)
- Cooldown
- 6s
- Projectile Speed
- 60 m/s
NANO TECH
GAMMA CHARGE
- Cooldown
- 20
- Duration
- 10s
GAMMA CHARGE
- Gamma Shield Max Duration
- 2s
THUNDER OVERDRIVE
Magik Duelist · 11 ability entries
Soulsword
- Damage
- 75
- Attack Interval
- 0.83s per hit
Darkchild
- Energy Cost
- 3400
- Duration
- 12s
Stepping Discs
- Cooldown
- 6s
- Charges
- 2
Umbral Incursion
- Cooldown
- 8s
Eldritch Whirl
- Damage
- 50
Magik Slash
- Cooldown
- 6s
- Damage
- 45 - 81 (Maximum damage is achieved after 1.2s of charging)
- Projectile Speed
- 80m/s
Demon's Rage
- Damage
- 20 damage per hit
- Maximum Duration for Summons
- 4s
Limbo's Might
- Energy Cost Special Effect
- Convert damage taken into Bonus Health
CHAIN OF CYTTORAK
- Cooldown
- 20s
- Link Maximum Duration
- 4s
- Projectile Speed
- 120m/s
CHAIN OF CYTTORAK
- Cooldown
- 20s
VOID PENTAGRAM
- Cooldown
- 15s
- Damage
- 20/hit, 4 times per second
- Duration
- 5s
Mister Fantastic Duelist · 10 ability entries
Stretch Punch
- Ammo
- Infinite
- Attack Interval
- 1.1s per hit
Distended Grip
- Cooldown
- 6s
- Projectile Speed
- 60 m/s
Flexible Elongation
- Cooldown
- 6s
- Damage
- 30
- Charges
- 2
Reflexive Rubber
- Cooldown
- 12s
- Maximum Duration
- 3s
- Reflected Projectile Speed
- 80 m/s
Brainiac Bounce
- Energy Cost
- 3100
- Slow Duration
- 3s
Elastic Strength
- Damage
- 80
- Inflated Duration
- 6s
- Movement Boost
- 20%
- Attack Interval
- 0.92s per hit
FANTASTIC AMPLIFIER
- Cooldown
- 25s
- Ability Duration
- 10s
FANTASTIC AMPLIFIER
- Active Inflation Cooldown
- 8s
FANTASTIC AMPLIFIER
CLOBBERIN' RESEARCH DEPT.
- Cooldown
- 20s
- Ability Duration
- 10s
Moon Knight Duelist · 11 ability entries
Crescent Dart
- Damage
- 25 damage per round
- Ammo
- 30
- Projectile Speed
- 150m/s
Hand of Khonshu
- Energy Cost
- 3100
- Damage
- 150 damage per hit
- Duration
- 4.5s
Night Glider
Ancient Ankh
- Cooldown
- 12s
- Projectile Speed
- 60m/s
Moonlight Hook
- Cooldown
- 12s
Rising Leap
- Cooldown
- 6s
Moon Blade
- Cooldown
- 6s
- Damage
- 70
- Charges
- 2
- Projectile Speed
- 120m/s
Triple Eclipse
MOON GOD'S CHOSEN
LUMINOUS MOON
- Cooldown
- 15
- Healing Amount
- 55
- Dash Duration
- 0.3s
BLOOD MOON
- Cooldown
- 15
- Damage
- 70
Namor Duelist · 8 ability entries
Trident of Neptune
- Damage
- 75
- Ammo
- Infinite
- Projectile Speed
- 150 m/s
Horn of Proteus
- Energy Cost
- 3100
- Damage
- Inner Circle Damage: 500; Outer Circle Damage: 180
- Immobilize Duration
- 1.5s
Blessing of the Deep
- Cooldown
- 20s
- Maximum Duration
- 3s
Aquatic Dominion
- Charges
- 2
- Monstro Spawn Maximum Duration
- 8s
- Projectile Speed (Summon Monstro Spawn)
- 30 m/s
Wrath of the Seven Seas
- Cooldown
- 6s
- Projectile Speed
- 150 m/s
TIDAL DIRGE
- Cooldown
- 30s
- Undead Monstro Duration
- 3s
GAMMA MONSTRO
- Cooldown
- 30
- Gamma Monstro Attack Interval
- 0.1s per use
CHILLING CHARISMA
- Cooldown
- 15s
Phoenix Duelist · 8 ability entries
Cosmic Flames
- Damage
- 55
- Self Healing Amount after the Explosion
- 5/s for 4 s
Telekinesis Burst
- Cooldown
- 10s
- Stun Duration
- 0.3s
Dark Ascent
- Cooldown
- 1s
- Energy Cost
- 400/s
Telepathic Illusion
- Cooldown
- 12s
Endsong Inferno
- Energy Cost
- 3100
- Self Healing Amount
- 250
Mind's Grace
CIRCLE OF LIFE
- Cooldown
- 12s
- Stun Duration
- 0.3s
TELEKINETIC BEATDOWN
- Cooldown
- 12s
- Self Health Recovery
- 50
Psylocke Duelist · 8 ability entries
Psionic Crossbow
- Cooldown Reduction On Hit
- 0.3s per hit
- Damage
- 13 damage per round
- Ammo
- 16
Dance of the Butterfly
- Energy Cost
- 3400
- Damage
- 160 damage per hit
- Duration
- 4s
- Attack Interval
- 2 hits per second
Psi-Blade Dash
- Cooldown
- 12s
- Damage
- 50
- Charges
- 2
Psychic Stealth
- Cooldown
- 15s
- Duration
- 2s
- Movement Boost
- 50%
Wing Shurikens
- Cooldown
- 8s
- Damage
- 9 damage per round
- Projectile Speed
- 120 m/s
LIGHT & DARK DARTS
- Cooldown
- 20s
- Projectile Maximum Flight Duration
- 30m
- Projectile Speed
- 150 m/s
MENTAL PROJECTION
- Cooldown
- 20s
LIGHT & DARK DARTS
- Cooldown
- 20s
- Healing Amount
- 20
- Field Duration
- 5s
Scarlet Witch Duelist · 10 ability entries
Chaos Control
- Damage
- 8.5 per hit
- Ammo
- Infinite
Reality Erasure
- Energy Cost
- 3400
- Damage
- 9999
Mystic Projection
- Charges
- 2
- Duration
- 1.5s
- Movement Boost
- 50%
Dark Seal
- Cooldown
- 12s
- Spell Field Duration
- 4.5s
- Projectile Speed
- 60 m/s
Telekinesis
Chthonian Burst
- Charges
- 4
- Projectile Speed
- 120 m/s
Sorcery Surge
- Cooldown
- 30s
- Duration
- 10s
- Projectile Speed
- 120 m/s
SORCERERS SUPREME
HEX FIREWORKS
- Cooldown
- 12s
- Vulnerability Duration
- 2s
HEX FIREWORKS
- Healing Amount
- 4.2/hit, 10 times per second
Spider-Man Duelist · 13 ability entries
Spider-Power
- Damage
- 25
- Attack Interval
- 0.37s per punch
Web-Cluster
- Damage
- 30
- Charges
- 5
- Spider-Tracer Duration
- 3s
- Projectile Speed
- 120 m/s
Spectacular Spin
- Energy Cost
- 2800
- Damage
- 15 damage per hit
- Duration
- 2.4s
- Attack Interval
- 0.08s per hit
Web-Swing
- Charges
- 3
Get Over Here!
- Cooldown
- 8s
- Projectile Speed
- 80 m/s
Amazing Combo
- Cooldown
- 2s
- Damage
- 70
- Charges
- 2
Thwip and Flip
Spider-Sense
Wall Crawl
Inferno Blast
- Cooldown
- 12s
- Damage
- 30
- Burn-Tracer Duration
- 3s
Sticky Spider-Bomb
- Cooldown
- 20
- Countdown Duration
- 3s
SYMBIOTE BOND
- Cooldown
- 15s
PARKER POWER-UP
- Cooldown
- 15s
Squirrel Girl Duelist · 8 ability entries
Burst Acorn
- Ammo
- 12
- Projectile Speed
- 80 m/s
Unbeatable Squirrel Tsunami
- Energy Cost
- 2800
- Damage
- 150
- Duration
- 10s
Tail Bounce
- Cooldown
- 8s
Mammal Bond
- Cooldown
- 12s
- Maximum Duration
- 5s
Squirrel Blockade
- Cooldown
- 8s
- Damage
- 50
- Imprison Duration
- 1.33s
- Projectile Speed
- 20 - 60 m/s (Maximum speed is achieved after 0.7s of charging)
Squirrel Missile
- Cooldown
- 20
- Damage
- 75
- Projectile Speed
- 40 m/s
SQUIRREL MISSILE
- Cooldown
- 15
- Damage
- 70
ESU ALUMNUS
- Cooldown
- 20s
- Slow Duration
- 3s
Star-Lord Duelist · 8 ability entries
Element Guns
- Damage
- 6.5 damage per round
- Ammo
- 50
Galactic Legend
- Energy Cost
- 3100
- Damage
- 6.5 damage per round
- Ammo
- 40
- Duration
- 8s
Rocket Propulsion
- Energy Cost
- 300/s
- Movement Boost
- 100%
Blaster Barrage
- Cooldown
- 8s
- Damage
- 7.5 damage per hit
- Duration
- 3s
- Attack Interval
- 0.1 per hit
Stellar Shift
- Charges
- 2
- Invincibility Duration
- 0.37s
Astral Jump
- Cooldown
- Teleport Cooldown 30s; jump device deployment Cooldown 5s.
FLORA MUNITIONS
- Cooldown
- 15s
- Damage
- 30 each
- Trap Duration
- 4
STAR-SOUL
- Cooldown
- 30s
Storm Duelist · 10 ability entries
Wind Blade
- Damage
- 60 damage per round
- Ammo
- 12
- Projectile Speed
- 150m/s
Omega Hurricane
- Energy Cost
- 3400
- Damage
- 80
- Maximum Selection Duration
- 5s
- Attack Interval
- 2 hits per second
Weather Control
- Movement Boost (Self)
- 16%
Goddess Boost
- Cooldown
- 15s
- Damage
- 35
- Duration
- 8s
- Movement Boost (Self)
- 40%
Bolt Rush
- Cooldown
- 8s
- Damage
- 80
ETERNAL WEATHER WITCH
GOD OF THUNDER
GOD OF THUNDER
- Cooldown
- 6s
JAWS OF FATE
- Cooldown
- 15s
- Ability Duration
- 8s
JAWS OF FATE
- Jeff-Nado Ability Duration Increase
- 2s
The Punisher Duelist · 12 ability entries
Adjudication
- Damage
- 19 damage per round
- Ammo
- 40
Deliverance
- Damage
- 9.5 damage per round
- Ammo
- 8
Final Judgement
- Energy Cost
- 3400
- Damage
- 8 damage per round
- Ammo
- Infinite
- Duration
- 10s
Vantage Connection
- Cooldown
- 20s
Culling Turret
- Cooldown
- 20s
- Damage
- 10 damage per round
- Ammo
- 200
Scourge Grenade
- Cooldown
- 8s
- Damage
- 45
- Projectile Speed
- 40 m/s
Warrior's Gaze
- Duration
- 3s
CUTTING-EDGE TECH
JUSTICE SENSE
- Cooldown
- 15s
- Damage
- 45
- Blind Effect Duration
- 1.5s
- Projectile Speed
- 40 m/s
Ancient Judgement
BESTIAL HUNT
AMMO OVERLOAD
- Cooldown
- 25s
Winter Soldier Duelist · 9 ability entries
Roterstern
- Ammo
- 3
- Projectile Speed
- 180 m/s
Kraken Impact
- Energy Cost
- 3100
- Culling Duration
- 5s
Trooper's Fist
- Cooldown
- 10s
Tainted Voltage
- Cooldown
- 5s
- Damage
- 55
- Slow Duration
- 2s
- Projectile Speed
- 100 m/s
Bionic Hook
- Cooldown
- 15s
- Projectile Speed
- 80 m/s
Ceaseless Charge
Stellar Impact
- Cooldown
- 12s
- Damage
- 70
TIMELESS VETERANS
- Cooldown
- 12s
EXPERT INSTINCT
Wolverine Duelist · 11 ability entries
Savage Claw
- Attack Interval
- The first three strikes have an interval of 0.27s between them, while the fourth strike has a 0.84s interval from the third strike
Last Stand
- Energy Cost
- 2800
Feral Leap
- Cooldown
- 12s
- Knockdown Duration
- 0.75s
- Berserk Claw Strike Attack Interval
- 5.88 strikes per second
Undying Animal
- Cooldown
- 16s
- Duration
- 5s
Vicious Rampage
- Cooldown
- 3s
Regenerative Healing Factor
- Cooldown Reduction Per KO Engaged
- 10s
- Bonus Health Duration
- 3s
Berserker Rage
Phoenix Warrior
- Cooldown
- 15s
- Knockdown Duration
- 0.75s
- Berserk Claw Strike Attack Interval
- 5.88 strikes per second
Kinetic Claws
- Ability Cooldown
- 20s
- Ability Duration
- 8s
BLAST SLASH
- Cooldown
- 20
- Ability Duration
- 8s
PAIR OF THREES
- Cooldown
- 12s
- Ability Duration
- 5s
- Movement Boost
- 35%
Adam Warlock Strategist · 10 ability entries
Quantum Magic
- Damage
- 60 damage per round
- Ammo
- 15
Karmic Revival
- ENERGY COST
- 30/s
- MOVEMENT BOOST
- 4m/s
Karmic Revival
- Energy Cost
- 4500
- Duration
- 10s
Soul Bond
- Cooldown
- 40s
- Healing Amount
- 15/s
- Duration
- 6s
Avatar Life Stream
- Cooldown
- 2 charges, with each charge taking 6s to recharge; when a critical hit lands on an enemy, reduce the cooldown time of Avatar Life Stream by 1s.
- Healing Amount
- 95
Cosmic Cluster
- Damage
- 35
- Projectile Speed
- 100 m/s
Regenerative Cocoon
- Cooldown
- 105s
HEAVENLY HARMONY
- Energy Cost
- 30/s
- Healing Amount
- 35/s
- Trail Duration
- 5s
- Movement Boost
- 5m/s
COSMIC CYCLONE
- Movement Boost
- 20%
FLAWLESS DESIGN
- Quantum Magic Ammo Increase
- 10
Cloak & Dagger Strategist · 12 ability entries
Darkforce Cloak
- Damage
- 80/s
- Ammo
- ∞
Eternal Bond
- Energy Cost
- 4500
- Damage
- 30/s
- Healing Amount
- 250/s
- Duration
- 11s
Light's Embrace
Terror Cape
- Cooldown
- Veil of Lightforce & Terror Cape share charges, capped out at 2 with each taking 10s to recharge. After using either, both abilities enter a 2s cooldown
- Damage
- 55
- Blinding Duration
- 1.5s
Dark Teleportation
- Cooldown
- 12s
- Duration
- 2s
FROM SHADOW TO LIGHT
Lightforce Dagger
- Damage
- 18 damage per round
- Ammo
- 12
Shadow's Embrace
Veil of Lightforce
- Cooldown
- Veil of Lightforce & Terror Cape share charges, capped out at 2 with each taking 10s to recharge. After using either, both abilities enter a 2s cooldown
- Healing Amount
- 50
- Duration
- 4s
Dagger Storm
- Cooldown
- 12s
- Healing Amount
- 50/s
- Duration
- 6s
OBLIVION SHROUD
- Veil Duration
- 4s
FROZEN HAVEN
- Cooldown
- 20s
- Healing Amount
- 50/s
- Ability Duration
- 2.5s
Gambit Strategist · 14 ability entries
Kinetic Cards
- Ammo
- 21
- Projectile Speed
- 150 m/s
Ragin' Royal Flush
- Energy Cost
- 4500
- Spell Field Duration
- 8s
Cajun Charge
- Cooldown
- 2 charges, with each charge taking 12.5s to recharge.
- Dash Duration
- 8m
Healing Hearts
- Cooldown
- 4 charges, with each charge taking 8s to recharge.
- Maximum Duration
- 6s
Breaking Spades
- Cooldown
- 4 charges, with each charge taking 8s to recharge
- Maximum Duration
- 6s
Bayou Bash
- Cooldown
- 2 charges, with each charge taking 8s to recharge
- Damage
- 60
ACE OF ACES
Bridge Boost
- Duration
- 4s
- Projectile Speed
- 120m/s
Purifying Pick-Up
- Projectile Speed
- 100 m/s
Explosive Trick
- Damage
- 70
- Reduced Healing Duration
- 4s
- Projectile Speed
- 150 m/s
Bidding Barrage
- Damage
- 70
- Projectile Speed
- 100 m/s
FAVORABLE ODDS
- Cooldown
- 15s
- Damage
- 50/s
- Healing Amount
- 50/s
- Spell Field Duration
- 5s
SPARKLING STAFF
- Cooldown
- 12s
- Damage
- 45/s
- Healing Amount
- 70/s
- Duration
- 1.5s
SPARKLING STAFF
Invisible Woman Strategist · 10 ability entries
Orb Projection
- Damage
- Deal 30 damage per hit upon being shot out and 15 damage per hit on its return journey.
- Healing Amount
- Heal 50 health per hit upon being shot out and 40 health per hit on its return journey.
- Ammo
- 10
- Projectile Speed
- 150 m/s
Guardian Shield
- Cooldown After Destroyed
- 6s
- Healing Amount
- 50/sec, self 15/sec
- Slow Duration
- 3s
Psionic Vortex
- Cooldown
- 12s
- Spell Field Duration
- 4s
- Projectile Speed
- 80 m/s
Force Physics
- Cooldown
- 10s
- Damage
- 50
Invisible Boundary
- Energy Cost
- 4500
- Healing Amount
- 180/sec
- Slow Duration
- 1s
Covert Advance
- Healing Amount
- 30/sec
Veiled Step
- Cooldown
- 6s
Fantasti-Force
UNITED SIBLINGS
FIRST FAMILY
- Cooldown
- 20s
- Healing Amount
- 15/s
- Ability Duration
- 4s
- Movement Boost
- 1.2m/s
Jeff the Land Shark Strategist · 12 ability entries
Joyful Splash
- Damage
- 70/s
- Healing Amount
- 130/s
- Ammo
- 100
- Projectile Speed
- 100m/s
Aqua Burst
- Cooldown
- 3 charges, with each charge taking 3s to recharge
- Damage
- Projectile Damage: 25 damage per round, Spell Field Damage: 45 damage per cast
- Projectile Speed
- 100m/s
It's Jeff!
- Energy Cost
- 4500
- Damage
- 25/s
- Healing Amount
- 225/s
- Duration
- 6s
Hide and Seek
- Energy Cost
- 20/s
- Healing Amount
- 35/s
- Movement Boost
- 60%
Healing Bubble
- Cooldown
- 3 charges, with each charge taking 6s to recharge
- Healing Amount
- 30/s
- Buff Duration
- 4s
- Movement Boost
- 60%
Oblivious Cuteness
IT'S JEFF-NADO!
- Attack Interval
- 2 hits per second
GUARDIAN OF THE DEEP
- Cooldown
- 20s
- One-time Healing Amount
- 70
- Continuous Healing Duration
- 5s
New Friends
Jeff's Cuddle Buddy
- Cooldown
- 35
- Duration
- 5s
GUARDIAN OF THE DEEP
- Cooldown
- 20
- Healing Amount
- 45/s
- Ability Duration
- 5s
MR. POOL'S INTERDIMENSIONAL TOY BOX
- Cooldown
- 15
- Healing Amount
- 30/s
- Deadpool Plushie Duration
- 5s
Jubilee Strategist · 8 ability entries
Energy Plasmoids
- Damage
- 10 per hit
- Attack Speed Boost Duration Per Sparkle Mark Triggered
- 6s
- Projectile Speed
- 200m/s
Blooming Ball
- Damage
- 10 per hit
- Attack Speed Boost Duration Per Sparkle Mark Triggered
- 6s
- Projectile Speed
- 200m/s
Sparking Sprint
- Cooldown
- 4s
- Energy Cost
- 4/s
- Damage
- 45
- Healing Amount
- 30
Dazzling Detonation
- Cooldown
- 12s
- Damage
- 50
- One-time Healing Amount
- 65
- Blind Duration
- 1.5s
Sparkle Mark
Firework Finale
- Energy Cost
- 4500
- Firework Cluster Healing Amount
- 40 per hit
- Ability Duration
- 10s
HELLFIRE SPARKS
VAMPIRIC KIN
- Cooldown
- 15s
- Ability Duration
- 6s
Loki Strategist · 10 ability entries
Mystical Missile
- Damage
- The projectile deals no damage, while the spell field inflicts 25 damage per cast
- Ammo
- 10
- Projectile Speed
- 100 m/s
God of Mischief
- Energy Cost
- 4500
- Duration
- 12s
Regeneration Domain
- Cooldown
- 30s
- Healing Amount
- 100/s
- Duration
- 5s
Doppelganger
- Cooldown
- 2 charges, with each charge taking 12s to recharge
Devious Exchange
- Cooldown
- 15s
Backstab
- Damage
- Damage: 30; Backstab Damage: +15 (total of 45)
Deception
- Cooldown
- 15s
- Healing Amount
- Health regenerates at a rate of 20 Health per second while invisible
Deific Blessing
- Cooldown
- 30s
- Healing Amount
- 100/s
- Maximum Duration for Summons
- 5s
VILLAIN'S ILLUSION
- Cooldown
- 30
- Ability Duration
- 6s
VIBRANT VITALITY
- Cooldown
- 30s
- Duration
- 5s
Luna Snow Strategist · 12 ability entries
Light & Dark Ice
- Damage
- 24 damage per round, for a total of 72 damage
- Healing Amount
- 24 health per round, for a total of 72 health
- Ammo
- 30
Fate of Both Worlds
- Energy Cost
- 5000
- Healing Amount
- 250/s
- Duration
- 10s
Ice Arts
- Cooldown
- 15s
- Damage
- 50 damage per round
- Healing Amount
- 75 health per round
- Duration
- 6s
Share the Stage
Absolute Zero
- Cooldown
- 12s
- Damage
- 50
- Projectile Speed
- 80m/s
Cryo Heart
- Healing Amount
- 30/s for 3 seconds
Smooth Skate
Number One Idol
ICED OUT DIAMOND
SPIRIT FOX ACCORD
- Cooldown
- 20s
- Damage
- 35
- Healing Amount
- 60
- Charm Duration
- 0.4s
ATLAS BOND
- Cooldown
- 12s
- Damage
- 35
- Healing Amount
- 70
- Charm Duration
- 0.35s
DUALITY DANCE
- Cooldown
- 15s
- Ability Duration
- 6s
Mantis Strategist · 10 ability entries
Life Energy Blast
- Damage
- 55 damage per round
- Ammo
- 15
- Projectile Speed
- 150m/s
Soul Resurgence
- Energy Cost
- 4300
- Healing Amount
- 150
- Duration
- 8s
- Movement Boost
- 3m/s
Spore Slumber
- Cooldown
- 15s
- Damage
- 10
- Sedation Duration
- 3.5s
Allied Inspiration
- Cooldown
- Consume 1 Life Orb
- Duration
- 8s (16s maximum duration)
- Movement Boost
- 1m/s
Natural Anger
- Cooldown
- Consume 1 Life Orb
- Duration
- 8s (the duration cannot stack; repeatedly casting will only refresh the duration)
Healing Flower
- Cooldown
- Consume 1 Life Orb
- One-time Healing Amount
- 60
- Duration
- 8s (16s maximum duration)
Nature's Favor
- Healing Amount
- 12.5 per second
- Duration
- 8s
Heavenly Guardian
STAR BLOSSOM
- Healing Flower Healing Amount
- 15+Target's 3% Maximum Health/s
VITALITY PACT
- Cooldown
- 90
- Nature's Favor Bonus Healing Amount
- 5/s
Rocket Raccoon Strategist · 11 ability entries
Bombard Mode
- Damage
- 16 damage per round
- Ammo
- 45
- Projectile Speed
- 180 m/s
Repair Mode
- Healing Amount (Ally)
- 50/s
- Ammo
- 8
- Duration
- 5s
- Projectile Speed
- 80 m/s
C.Y.A.
- Energy Cost
- 4300
- Duration
- 12s
Jetpack Dash
- Cooldown
- 2 charges, with each charge taking 10s to recharge
B.R.B.
- Cooldown
- 40s. You can reclaim the beacon by pressing E. When reclaimed, the cooldown will be reduced based on the beacon's remaining health. If you reclaim a full-health beacon, the minimum cooldown will be 5s
- Duration
- 300s
Wild Crawl
Flying Ace
Old Friends
MAMMALIAN BOND
- Cooldown
- 2 charges, with each charge taking 20s to recharge.
- Vitality Acorn Healing Amount
- 20 per acorn
PLANET X PALS
- Cooldown
- 12s
- Healing Amount
- 15 per round
- Ability Duration
- 8s
PLANET X PALS
- Duration:
- 4s
Ultron Strategist · 10 ability entries
ENCEPHALO-RAY
- Damage
- First beam 6 rounds in 0.5s, 12 per hit; second single-cast spell field 75 per hit
- Ammo
- 6
IMPERATIVE: FIREWALL
- Cooldown
- 12s
IMPERATIVE: PATCH
- Healing Amount to the Targeted ally
- 40/s
- Max Tolerance Duration out of Sight
- 5s
DYNAMIC FLIGHT
- Cooldown
- 8s
- Accelerate Duration
- 6s
- Movement Boost
- 40%
RAGE OF ULTRON
- Energy Cost
- 4300
- Beam Healing Amount
- 40
- Duration
- 9s
- Projectile Speed
- 120m/s
NANO RAY
- Cooldown
- 30s
- Damage
- 70/s
- Ammo
- Infinite
- Spell Field Duration
- 8s
STARK PROTOCOL
- Cooldown
- 20s
- Ray Healing Amount
- 70/s
- Ability Duration
- 8s
STARK PROTOCOL
- Cooldown
- 12
SP//DR SYNC
- Cooldown
- 15s
- Healing Amount to the Targeted ally
- 40/s
- Ability Duration
- 3s
SP//DR SYNC
- Right-click Cooldown
- 12s
White Fox Strategist · 14 ability entries
YEOWOO GUSEUL
- Damage
- Direct hit: 40 per round; bounce hit: 25 per round
- Healing Amount
- Direct hit: 50 per round; bounce hit: 35 per round
- Projectile Speed
- 120m/s
CLAW STRIKE
- Damage
- 35 per hit
- Attack Interval
- 0.45s per use
SPECTRAL SURGE
- Cooldown
- 6s
- Damage
- 65
- Healing Amount
- 65
- Charm Duration
- 0.4s
FOX FORM AWAKENING
- Cooldown
- 15s
- Healing Amount
- 35 per hit
- Ability Duration
- Transform 3 tails: 9s; 2 tails: 8s; 1 tail: 7s
SPIRIT SANCTUARY
- Cooldown
- 15s
- One-time Healing Amount
- 50
- MAXIMUM DURATION FOR SUMMONS
- 5s
TAIL SWEEP
- Cooldown
- 3s
- DAMAGE
- 50
Predatory Pounce
- Cooldown
- 6s
- Damage
- 40
- Dash Duration
- 10m
KUMIHO UNLEASHED
- Energy Cost
- 4800
- Healing Amount
- 85/s
SPIRIT FOX WARD
NINE-TAILED AURA
- Cooldown
- 20
- Movement Boost
- 30% for 2s
NINEFOLD SLAM
- Damage
- 50 per hit
- Healing Amount
- 100 per hit
- Attack Interval
- 1 per second
BLESSED BY THE NINE
- Cooldown
- 2s
- Unstoppable State Duration
- 3s
LUCKY LOAN
- Cooldown
- 25s
- Damage
- 10/s
- Healing Amount
- 15/s
- Spell Field Duration
- 5s
PSIONIC FOX
- Duration
- 10s
Deadpool Flex · 52 ability entries
DUAL DESERT EAGLES - VANGUARD
- Damage
- 36 damage per round
- Ammo
- 30
THE BAN HAMMER
- Cooldown
- 60s
- Ability Duration
- 8s
MAGICAL UNICORN SHIELD!
- Cooldown
- 12s
- Maximum Duration for Summons
- 4s
BUNNY BOUNCE
- Cooldown
- 6s
HEALING FACTOR
- Cooldown
- 45s
MAXIMUM FLAIR
UPGRADE!
DEADPOOL IN YOUR AREA - VANGUARD
- Cooldown
- 12s
- Ability Duration
- 5s
Comical Chaos
KICK@$$ KATANA - VANGUARD
- Damage
- 30 per hit
- Attack Interval
- First strike: 0.6s; second strike: 0.53s; third strike: 0.6s
THE BIG TEST
- Cooldown
- 60s
- Ability Duration
- The challenge lasts 12s. The buff lasts 6s after you complete it.
- Movement Boost
- Upon activation: 15%; challenge completed: 30%
HAZARDOUS HIJINKS - VANGUARD
- Cooldown
- 10s
- Damage
- 40
- Dash Duration
- Up to 12m
DUAL DESERT EAGLES - VANGUARD UPGRADED
- Ammo
- 40
- Projectile Speed
- 60 m/s
- Beam Attack Interval
- 2.5 rounds per second
KICK@$$ KATANA - VANGUARD UPGRADED
- Damage
- 35 per hit
- Attack Interval
- First strike: 0.5s; second strike: 0.43s; third strike: 0.5s
DEADPOOL IN YOUR AREA - VANGUARD UPGRADED
- Cooldown
- 12s
- Ability Duration
- 5s
HAZARDOUS HIJINKS - VANGUARD UPGRADED
- Cooldown
- 2 charges, with each charge taking 10s to recharge.
- Damage
- 40
- Dash Duration
- Up to 12m
MAGICAL UNICORN SHIELD! - UPGRADED
- Cooldown
- 12s
- Maximum Duration for Summons
- 4s
THE BIG TEST - UPGRADED
- Cooldown
- 60s
- Ability Duration
- The challenge lasts 12s. The buff lasts 8s after you complete it.
- Movement Boost
- Upon activation: 15%; challenge completed: 30%
THE BAN HAMMER - UPGRADED
- Cooldown
- 60s
- Ability Duration
- 8s
DUAL DESERT EAGLES - DUELIST
- Damage
- 38 per hit
- Ammo
- 30
SKILL ISSUE
- Cooldown
- 45s
- Ability Duration
- 8s
HEADSHOT! - DUELIST
- Cooldown
- 10s
- Spell Field Duration
- 1s
- Projectile Speed
- 80m/s
BUNNY HOP
- Cooldown
- 6s
- Damage
- 25
DEADPOOL IN YOUR AREA - DUELIST
- Cooldown
- 12s
- Ability Duration
- 5s
KICK@$$ KATANA - DUELIST
- Damage
- 40 per hit
- Attack Interval
- First strike: 0.6s; second strike: 0.53s; third strike: 0.6s
POP QUIZ!
- Cooldown
- 45s
- Ability Duration
- The challenge lasts 12s. The buff lasts 6s after you complete it.
- Movement Boost
- Upon activation: 15%; challenge completed: 30%
HAZARDOUS HIJINKS - DUELIST
- Cooldown
- 2 charges, with each charge taking 10s to recharge.
- Damage
- 40
- Dash Duration
- Up to 12m
DUAL DESERT EAGLES - DUELIST UPGRADED
- Ammo
- 40
- Projectile Speed
- 60 m/s
- Beam Attack Interval
- 2 rounds per second
KICK@$$ KATANA - DUELIST UPGRADED
- Damage
- 45 per hit
- Attack Interval
- First strike: 0.5s; second strike: 0.43s; third strike: 0.5s
DEADPOOL IN YOUR AREA - DUELIST UPGRADED
- Cooldown
- 12s
- Ability Duration
- 5s
HAZARDOUS HIJINKS - DUELIST UPGRADED
- Cooldown
- 2 charges, with each charge taking 10s to recharge.
- Damage
- 40
- Dash Duration
- Up to 12m
HEADSHOT! - DUELIST UPGRADED
- Cooldown
- 10s
- Spell Field Duration
- First unleash: 1s; second unleash: 1s; third unleash: 2s
- Projectile Speed
- 80m/s
POP QUIZ! - UPGRADED
- Cooldown
- 45s
- Ability Duration
- The challenge lasts 12s. The buff lasts 8s after you complete it.
- Movement Boost
- Upon activation: 15%; challenge completed: 30%
SKILL ISSUE - UPGRADED
- Cooldown
- 45s
- Ability Duration
- 8s
DUAL DESERT EAGLES - STRATEGIST
- Damage
- 25 damage per round
- Ammo
- 30
PWNAGE POUND
- Cooldown
- 60s
- Ability Duration
- 8s
BOUNCING BOBBLEHEAD - STRATEGIST
- Cooldown
- 8s
- Spell Field Duration
- 1s
- Projectile Speed
- 80m/s
HEALING HOP
- Cooldown
- 6s
- Damage
- 25
DEADPOOL IN YOUR AREA - STRATEGIST
- Cooldown
- 12s
- Ability Duration
- 5s
KICK@$$ KATANA - STRATEGIST
- Damage
- 30 per hit
- Healing Amount
- 32
- Attack Interval
- First strike: 0.6s; second strike: 0.53s; third strike: 0.6s
FINAL EXAM
- Cooldown
- 60s
- Healing Amount
- Upon activation: 70/s; challenge completed: 100/s
- Ability Duration
- The challenge lasts 12s. The buff lasts 6s after you complete it.
HEALING HIJINKS - STRATEGIST
- Cooldown
- 2 charges, with each charge taking 10s to recharge.
- Damage
- 30
- Healing Amount
- 45
- Dash Duration
- Up to 12m
HEALING HOP
- Cooldown
- 6s
- Damage
- 25
DUAL DESERT EAGLES - STRATEGIST UPGRADED
- Ammo
- 40
- Projectile Speed
- 60 m/s
- Beam Attack Interval
- 2.5 rounds per second
KICK@$$ KATANA - STRATEGIST UPGRADED
- Damage
- 35 per hit
- Healing Amount
- 35
- Attack Interval
- First strike: 0.5s; second strike: 0.43s; third strike: 0.5s
DEADPOOL IN YOUR AREA - STRATEGIST UPGRADED
- Cooldown
- 12s
- Ability Duration
- 5s
HEALING HIJINKS - STRATEGIST UPGRADED
- Cooldown
- 2 charges, with each charge taking 10s to recharge.
- Damage
- 40
- Healing Amount
- 55
- Dash Duration
- Up to 12m
BOUNCING BOBBLEHEAD - STRATEGIST UPGRADED
- Cooldown
- 8s
- Spell Field Duration
- First unleash: 1s; second unleash: 1s; third unleash: 2s
- Projectile Speed
- 80m/s
FINAL EXAM - UPGRADED
- Cooldown
- 60s
- Healing Amount
- 80/s upon activation; 120/s after completing the challenge
- Ability Duration
- The challenge lasts 12s. The buff lasts 8s after you complete it.
PWNAGE POUND - UPGRADED
- Cooldown
- 60s
- Ability Duration
- 8s
"HEL-YEAH, HONEY"
GUMBO CHIMICHANGAS
- Cooldown
- 15s