Antewise

Marvel Rivals Comp Builder: Find Draft Weaknesses

Updated 5 Nov 2026 Source Comp archetype weakness table from sequelgame.com (double-shield, dive, poke counters) and lucidpuzzle.com tier list, both 2026-11-05; map fit read against games.gg and marvelrivalsmeta.com map guides By
Data status: This page explains mechanics and decision rules. Where a precise number matters we say so and mark it, rather than guessing.

Read your own six picks first

Most draft advice asks “what should we run.” This page asks the reverse: given the six heroes your team has locked, what are you, and where do you leak? You do this before the match, in the draft, so the weakness is a known quantity instead of a surprise in round two.

The team composition guide covers how many tanks and supports you need. This is the review pass on top of it.

Step 1 — Name your archetype

Count roles and how your Duelists reach the enemy.

Your shapeYou areYou win by
2 Vanguard holding a corner, ranged Duelists behindDouble-shield shellOut-sustaining and out-ranging
3+ mobile Duelists, a Strategist who follows the diveDiveDeleting one support before the team reacts
2–3 Strategists, 1–2 DuelistsSustain / triple supportWinning fights so long they cannot out-damage healing
Held crowd control, grouped backlineAnti-divePunishing the dive that keeps coming

If your six picks do not fit one row cleanly, the gap between what you built and a clean shape is your first weakness.

Step 2 — Find the leak

Each archetype has one failure mode. Name yours before the enemy names it for you.

  • Double-shield shell → leaks to high-burst Duelists who pierce shields: Hela, Hawkeye and Iron Man shoot through or over the barrier. If your draft has no mobile Duelist to punish a flanking Hela, that is your hole.
  • Dive → leaks to peel-heavy Strategists and crowd-control Vanguards: Mantis, Scarlet Witch and Thor break an engage that has already committed. No peel in your six picks means every dive is a coin flip.
  • Sustain / triple support → leaks to burst that kills a support before healing lands. Two Duelists and one Vanguard cannot punish a mistake the way three Duelists can, so losing one support first collapses the wall.
  • Poke → leaks to dive and close-range pressure: Spider-Man and Black Panther close the distance a poke comp needs. If your dive-counter is weak, the poke never gets to poke.

Step 3 — Check the map fit

Your archetype prefers certain map shapes. This is a tie-breaker between similar maps, not a hard rule.

  • Long sightlines, open lanes (open Convoy and Convergence maps) → double-shield and poke shine; dive struggles to reach a backline that has room to retreat.
  • Tight, multi-level, flanking routes (close-quarters Domination maps) → dive and anti-dive win; a shield shell has no angles to hold.
  • Mixed, objective-heavy → sustain comps grind value; the fight comes to you and the healing matters.

For the specific hero picks that suit each map, the best heroes per map page goes hero-by-hero. This page stays at the draft level.

Step 4 — Fix one slot

When the review shows a leak, change the one pick that closes it. A double-shield shell missing dive-punish adds a mobile Duelist, not a third tank. A dive comp with no peel adds a crowd-control Vanguard, not more damage.

One swap, then play two fights before judging — constant swapping keeps your ultimates at zero, which is its own draft failure.

Frequently asked questions

How do I know what archetype my comp is?

Count roles and mobility. Two Vanguards holding a corner with ranged Duelists behind them is a double-shield shell. Three mobile Duelists plus a diving Strategist is a dive comp. The shape, not the hero names, decides your weakness.

What is the most common draft weakness?

A comp with no crowd control and no second frontline loses to dive; a comp with no burst loses to triple support. Name the weakness before the match by reading your own six picks, not after you have lost three fights.

Does my comp decide which maps I should queue?

Loosely. Long sightline maps favor poke and double-shield; tight, multi-level maps favor dive. It is a tie-breaker between similar maps, not a hard rule — a well-played off-archetype comp still wins.

More Marvel Rivals guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.