Antewise

How to Counter Flankers in Marvel Rivals

Updated 25 Oct 2026 Source Movement speed, jump height and health data from marvelrivals.fandom.com (Heroes), retrieved 25 October 2026 By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Count the bodies, not the fight

The single most useful habit against flankers is arithmetic. There are six enemies. If you can see five, the sixth is somewhere else, and where else is a route.

Then convert the route into time. Base movement is 6 metres per second for almost every hero, 7 for Black Panther and Wolverine.

Route lengthTime until they arrive
20 m3.3 s
30 m5.0 s
40 m6.7 s
50 m8.3 s

So noticing the missing body gives you roughly five seconds — which is enough to reposition, and not enough to finish the fight you are in and then reposition. The information is only worth anything if you act on it immediately.

Cover the route, not the player

You cannot out-aim a flanker who arrives behind you. You can make the route unusable.

Every flank has a mandatory piece of geometry — a doorway, a stairwell, a ledge. Watch that instead of scanning the map.

And the ledge list is short, because every hero jumps exactly 3 metres. Any route that needs a 5-metre climb belongs to nine heroes:

  • Luna Snow to 6 metres with Smooth Skate
  • Captain America and Black Widow to 5 metres with Fearless Leap
  • Squirrel Girl to 9 metres with Tail Bounce
  • Angela, Human Torch, Iron Man, Storm and Ultron by flying

So if the enemy team has none of those, the flank is a ground route, and ground routes are corridors you can watch.

Chase only when they are committed

A flanker’s escape budget is the same as anyone’s: about nine metres of retreat, because 250 health at 200 damage per second is 1.25 seconds and 1.25 seconds at 6 metres per second is 7.5 metres.

That gives a clean decision rule:

  • Past their exit: they are committed. Chase, because the kill is nearly free and a dead flanker is worth more than a held position.
  • Still inside their exit: do not chase. You are leaving the point to follow someone who is already leaving, and their team is now attacking a point with one fewer defender.

What actually converts against flankers

Pings. The cheapest peel in the game. The ping guide covers which calls are worth making.

Standing inside the team instead of behind it. A flanker wants an isolated target. A Strategist standing where two teammates can see them is a much worse target than one standing alone at the back.

Watching your own flank route. If you know the route because you use it, you know when it is being used against you. The flank route guide is the other side of this page.

Trading instead of duelling. If the flanker is on your healer, the answer is often to kill their healer rather than to save yours. The peel guide covers when to turn and when to trade.

Frequently asked questions

How do I know a flanker is coming?

Count the enemy team. A 6v6 that suddenly shows five heroes means the sixth is on a route, and at 6 metres per second a 30 metre flank is five seconds away.

Should I chase a flanker?

Only if they cannot leave. A flanker's exit is roughly nine metres of retreat, so if they are past it they are committed and worth chasing. If not, you are the one leaving position.

What stops flankers best?

Covering the route rather than the player. Watch the doorway or ledge they must use and the flank fails before it starts — every hero jumps exactly 3 metres, so the list of usable ledges is short.

Is it worth putting a turret or trap on a flank route?

Yes, but treat it as an alarm rather than a kill. The value is the information and the half second of hesitation, not the damage.

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.