The latest balance update for Marvel Rivals is here, and it’s shaking things up in a big way! Players have been experimenting with various strategies with the introduction of the Human Torch and The Thing in Season 1.5. The variety has been exhilarating whether you’re rushing in with mobile Vanguards or setting up a double-flyer combo with Storm and Human Torch.
This mid-season balance update aims to keep that excitement alive by fine-tuning a few heroes. As we look ahead to Season 2, new heroes and Team-Up Abilities are coming, promising even more fun in matches!
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
In both states, the Armored Avenger will see slight adjustments to his primary attack, 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
This dynamic 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.
If you want more details on these updates, check out the source here.
I’m curious about how these changes will affect gameplay! What do you think? Are you excited about trying out the revamped heroes? Let us know your thoughts in the comments below!