Marvel Rivals Version 20250314 Balance Post

2025/03/12

Hi Rivals,

 

Following the balance adjustments in Season 1.5 and the addition of the Human Torch and The Thing, we've noticed a surge in the popularity of various heroes, leading to exciting new strategies in matches. Whether it's a rush comp centered around mobile Vanguards and Duelists, a double-flyer setup featuring Storm and Human Torch, or the classic 3-1-2 lineup with three Vanguards, or even the previously popular 2-2-2 or single Vanguard compositions, each has showcased their unique flair in the current competitive environment.

 

So, in this mid-season balance update for Season 1.5, we'll be optimizing the experience for just a handful of heroes to maintain this rich diversity. As we gear up for Season 2, expect new Heroes and fresh Team-Up Abilities to bring an even more thrilling experience!

 

DUELIST

 

Human Torch

The fiery hero is getting a boost to his primary attack damage output and Ultimate Ability, enhancing his solo takedown potential.

- Increase Fire Cluster projectile speed from 120m/s to 150m/s and projectile count from 12 to 14.

- Increase the energy cost of Supernova (ultimate ability) from 3400 to 4000; Increase activation wave damage from 70 to 80 and Flame Tornado damage from 100 per/s to 120 per/s.

 

Iron Man

The Armored Avenger will see slight adjustments to his primary attack in both states, balancing his mid-range offensive capabilities.

- Decrease Repulsor Blast stage 1 and 2 direct hit damage from 55 to 40; Increase spell field damage from 35 to 50. Decrease stage 3 direct hit damage from 65 to 50; Increase spell field damage from 40 to 60.

- Decrease Repulsor Blast (Armor Overdrive) direct hit damage decreased from 55 to 50; Increase spell field damage from 55 to 65.

 

STRATEGIST

 

Cloak & Dagger

The duality duo will see improvements in their healing abilities, making them more versatile for various team compositions.

- Increase the healing effect from Lightforce Dagger on hit allies from 10 to 16; Reduce the spell field healing amount generated by the hit from 18 to 16.

 

For more information about us, check out and follow our other social channels.

Discord|X|Facebook|Instagram|TikTok|YouTube|Twitch

COMMING SOON