Antewise

Marvel Rivals Counter Picks — If They Run X, Play Y

Updated 25 Oct 2026 Source Marvel Rivals in-game ability text for every hero referenced, cross-checked against the Marvel Rivals Wiki hero pages (marvelrivals.wiki) and the role each hero plays By

Read the enemy comp in ten seconds

Look at three things before you pick. How many tanks, how many healers, and whether the damage heroes play at range or dive your back line.

That read tells you which fight is coming. Then pick the tool that answers it.

If they run a shield wall

Two Vanguards holding a corner with a healer behind them is a shield problem.

Shields cover one direction. Beat them with height, with a flank, or with damage that arrives from somewhere the barrier is not facing.

Answer with: Iron Man, Human Torch and Storm — free height — plus Hawkeye from any angle a staircase reaches. Doctor Strange’s portal bypasses the wall entirely.

Do not trade shots into the barrier. You lose that trade every time.

If they run dive

Dive means Spider-Man, Black Panther, Magik or Iron Fist landing on your back line.

Chasing a diver is the mistake. They want you to leave the corner.

Answer with: a Vanguard that stays home, plus a healer who can survive two seconds alone. Peni Parker’s traps and Namor’s summons punish a predictable landing.

Kill them on the exit, when their cooldowns are gone.

If they run two flying heroes

Iron Man, Human Torch and Storm force you to look up. A team that cannot look up loses the sky.

Answer with: hitscan range such as The Punisher or Black Widow, and dive heroes with vertical tools such as Spider-Man or Iron Fist.

A melee-only front line cannot touch them. That is the trap.

If they run a heal core

Two Strategists behind a tank creates a fight you cannot win by trading damage.

Healing has range and line of sight. Break either one.

Answer with: dive that lands behind the healers, or area denial that forces them out of position. Groot’s walls cut the heal line better than any damage.

If they run a single tank

One Vanguard is a clock. Kill it and the team has no front line.

Answer with: focused damage on the tank, plus a tool that stops the retreat. Ultimates that pull or lock a target are worth more here than raw burst.

If they stack one lane

Five bodies in one corridor looks strong and is fragile.

Answer with: one flanker on the empty lane. A single pick from behind turns a stack into a scramble.

Quick matchup table

Enemy shapeWhat to addWhat to avoid
Double shieldHeight damage, portal flankTrading into the barrier
Heavy diveAnchor tank, trap toolsChasing the diver
Double flyerHitscan, vertical diveMelee-only comp
Double supportBackline dive, wall cutsLong damage trades
Single tankFocus fire, lock toolsSpreading damage
One-lane stackOff-angle flankerWalking into the stack

Countering specific heroes

The matchup table answers comp shapes. This section answers the per-hero version of the question — “who counters Blade”, “how do I stop Hela” — with the kit mechanics that make each counter work.

Countering Hela

Hela wins from range: Nightsword Thorn hits for 80 per round, and Goddess of Death keeps her airborne for up to 10 seconds while she fires Nastrond Crows at 80 m/s. Both are projectiles, so both lose to cover.

Answer with: hitscan that reaches her before she repositions (The Punisher, Black Widow), and divers that punish the landing — Spider-Man or Iron Fist close the gap while her mobility is committed. Fighting from behind a wall breaks her line of sight faster than any damage trade.

Avoid: standing in the open, and walking in a line. Her crows are built to punish exactly those two habits.

Countering the Hela + Namor pair

The poke duo that generates the most “how do I counter this” questions. Hela covers the angle; Namor’s trident (80 damage, infinite ammo, 150 m/s) covers the approach, and Horn of Proteus disables mobility in a 500-damage inner circle.

Answer with: spread out so one cast cannot hit two bodies, then close on one of them — the pair dies to a coordinated dive because neither hero survives contact. Sidestep the trident rather than trading into it; it is a projectile, not hitscan.

Avoid: approaching together through open ground. The pair is built to win that fight twice over.

Countering Wolverine

Savage Claw hits for 18 damage plus 1.5% of the target’s maximum health, scaling with rage — a Wolverine who is allowed to stay on you eventually out-damages any Duelist. His reach is 3.5 metres.

Answer with: Vanguards who out-range him. The Thing’s Stone Haymaker reaches 8 metres for 55 damage plus 8% of his own maximum health, and Emma Frost’s diamond form survives the exchange while he has no answer to it. Luna Snow’s Absolute Zero ends the fight before his rage matters.

Avoid: melee duels inside 4 metres. That is the range the kit is designed to win.

Countering Blade

Blade’s Ancestral Sword trades at 26 per slash with a double-strike follow-up, but the real problem is lifesteal: every extended fight makes the next one easier for him.

Answer with: burst focus fire that ends him before the healing compounds, and displacement that resets his position — Groot’s walls and Magneto’s control both break his engage before it starts. The Punisher and Black Widow out-range him outright.

Avoid: the one-on-one duel. Blade wins every fight that lasts long enough for his lifesteal to matter.

Countering Spider-Man

Spider-Man’s Web Cluster travels at 120 m/s and his mobility lets him choose every engage angle. The counter is not more mobility — it is making the landing expensive.

Answer with: area traps that fire while he is committed. Peni Parker’s mines and Namor’s Giganto both disable mobility on contact, which removes his exit as well as his entry. A grouped backline beats him because he cannot win a two-on-one.

Avoid: isolated supports and solo chases. A Spider-Man who is followed dies last, not first.

Countering Black Cat

Black Cat plays from the smallest effective health pool of any Duelist — 150 health plus a 125-point shield — and her damage output is gated by her Fortune resource. Starve the resource and the kit shrinks.

Answer with: pressure that forces her to spend defensively, hitscan that reaches her before she closes (The Punisher, Black Widow), and any crowd control that interrupts the engage. She is a burst hero: survive the first exchange and she is vulnerable for the cooldown window.

Avoid: extended trades at mid range. That is the distance her kit is tuned to win.

Countering The Thing

The Thing initiates with a committed charge and follows with Clobberin’ Time, a knock-up that punishes grouped teams. His Rocky Jab reaches 4 metres and his heavy blow 8.

Answer with: sidestep the charge — its path is committed, so the counter is lateral movement, not a shield. Once he is on cooldown, ranged damage is free. Spread the team so one knock-up cannot catch four bodies.

Avoid: clumping, and brawling him at close range. Both feed the kit.

Countering Doctor Strange

Doctor Strange’s daggers hit for 18 per cast at 5.56 rounds per second, and his value is entirely in the shield and the portal. He does not out-damage you; he out-positions you.

Answer with: focus fire. His personal damage is the lowest of any Vanguard, so a Duelist who reaches him wins quickly. Fight away from his portals — a portal only helps him if the fight happens near one, and portal placement has limits he cannot ignore.

Avoid: pushing into the shield, and letting the portal split your team. The shield wins trades; the portal wins maps.

Swap rules that stop the bleeding

Change one hero per two fights. More than that keeps your ultimates near zero.

Swap the slot that is failing, not the slot you enjoy. If your team never dies but never kills, add damage. If your team kills but dies first, add sustain.

Read the team composition guide for how the roles fit, and the positioning guide for where these answers should stand. Per-hero detail — full ability numbers and the mistakes each hero invites — lives on each hero’s own page, like how to play Hela, how to play Wolverine and how to play Doctor Strange.

Frequently asked questions

What counters a shield wall in Marvel Rivals?

Height and angles. Shields block one direction, so a Duelist on high ground or behind the barrier gets free damage. The catch is reaching it: every jump tops out at 3 metres, so the five fliers (Angela, Human Torch, Iron Man, Storm, Ultron) take height for free and everyone else needs stairs or a mobility skill. Flying heroes also shoot over most barriers.

How do I stop a dive team?

Stop chasing. Hold a corner with your Vanguard, keep a healer in sight of it, and punish the diver on the way out instead of on the way in.

What beats two flying heroes?

Hitscan damage and vertical mobility. Heroes that shoot instantly from range punish flight, and dive heroes that can climb reach them.

Who counters Blade in Marvel Rivals?

Burst focus fire before his lifesteal compounds, plus displacement to reset his engage. The Punisher and Black Widow out-range him outright. Avoid the one-on-one duel.

How do you counter the Hela and Namor poke pair?

Spread out so one cast cannot hit two bodies, sidestep the trident, and close on one of them with a coordinated dive. Neither hero survives contact.

Which Vanguard counters Wolverine?

The Thing. His heavy blow reaches 8 metres against Wolverine's 3.5-metre claws, and Emma Frost's diamond form survives the exchange. Luna Snow's freeze ends it outright.

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.