Iron Man is the only Duelist with unlimited flight, and the only one whose entire defense is an angle. The wiki is blunt about his trap: flying to maximum height feels safe but gets you deleted by Hawkeye, Hela, or a well-timed Punisher. His real power is Armor Overdrive — a 10-second damage state that refreshes on every elimination — turning one good fight into a snowball that deletes the enemy team from above.
Role and difficulty
Duelist. Iron Man has 250 health. Difficulty Medium (2/5). He plays around cover and near teammates at mid-height, peeking out to chip damage, and treats flight as repositioning rather than a hiding place.
Abilities and what they actually do
- Repulsor Blast (Normal Attack): Fire nano pulse cannons forward. Key numbers: DAMAGE — Projectile: 35, Spell Field: 45 / Projectile: 45, Spell Field: 50; FIRE RATE — 1.67 rounds/s / 1.39 rounds/s; AMMO — 100 (10 per round); PROJECTILE SPEED — 60m/s.
- Unibeam (Normal Attack): Key numbers: DAMAGE — 140/s / 180/s; AMMO — 100 (consume 10/s) / ∞.
- Invincible Pulse Cannon (Abilities): Key numbers: PROJECTILE SPEED — 25m/s.
- Hyper-Velocity (Abilities): Activate state for swift forward flight.
- Armor Overdrive (Abilities): Key numbers: COOLDOWN — 20s; DURATION — 10s.
- Micro-Missile Barrage (Abilities): Key numbers: DAMAGE — 10 per missile; COOLDOWN — 8s / 6s; PROJECTILE SPEED — 60m/s.
The Armor Overdrive snowball
Repulsor Blast fires a projectile that deals 35 damage and leaves a 45-damage spell field on impact, at 1.67 rounds per second with 100 ammo — every second shot becomes a dual-shot for 45 plus 50. Unibeam burns 10 ammo per second for 140 damage per second, or 180 while overdriven. Armor Overdrive lasts 10 seconds on a 20-second cooldown and boosts both weapons, and you do not need the final hit to refresh its duration — elimination credit is enough, so firing into an injured crowd extends the buff. Micro-Missile Barrage only fires during Hyper-Velocity or Armor Overdrive, launching homing missiles for 10 damage each, which makes it the perfect pre-engage chip as you exit a dash. Invincible Pulse Cannon is a slow 25 m/s projectile — lead it or lose it. The numbers that matter most: he has 250 health and no defensive tool, so every fight is a positioning test.
How to play Iron Man
- Fight around cover and near teammates, peeking out to chip — never park at maximum height.
- Open with Micro-Missile Barrage as you exit Hyper-Velocity for free chip before the fight.
- Activate Armor Overdrive right before committing, and fire into injured crowds to refresh its duration on elimination credit.
- Use Repulsor Blast at 25 meters and beyond, and its spell field to finish wounded targets behind cover.
- Channel Unibeam on priority targets — 180 damage per second with overdrive melts Vanguards.
- Save Hyper-Velocity fuel for the escape; caught in the open without it, you are a 250-health free kill.
Matchups
Iron Man deletes grouped teams on the objective and melts tanks with an overdriven Unibeam, but he dies instantly to any hitscan that catches him hovering. Hawkeye, Hela, and Punisher all out-range him, and dive heroes force his only answer: flying away and resetting. His overdrive window is the whole game — win the fight inside it.
Strengths (per the wiki):
- Long-range specialist who excels in both area-of-effect and single-target damage while having unrestricted horizontal and vertical movement.
- Continuous free flight, granting him a high-ground advantage to rain down continuous fire on enemies from above.
- His primary fire, Repulsor Blast, deals direct damage on impact as well as in a radius around it.
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- After firing Repulsor Blast twice in a row, the third blast launches a faster projectile that deals more damage at the expense of consuming more ammo.
- His secondary fire, Unibeam, is a mid-range beam of focused energy that deals continuous high damage.
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- This ability possesses one of the highest damage-per-second in the game.
- Hyper-Velocity jets Iron Man forward, temporarily doubling his movement speed.
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- Instead of being on a cooldown, this ability consumes an energy resource that recharges over time.
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- Works as an effective tool to escape from dangerous situations or to reposition quickly.
- Armor Overdrive temporarily amplifies Iron Man’s capabilities.
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- Increases the damage of Repulsor Blast and Unibeam and makes the ammo pool infinite.
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- Instantly refreshes the energy required for Hyper-Velocity and makes the resource meter infinite.
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- Grants him Bonus Health.
- Micro-Missile Barrage launches a bombardment of scattered missiles directly beneath Iron Man, dealing explosive damage in an area.
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- Only available during Hyper-Velocity and/or Armor Overdrive.
- His Ultimate, Invincible Pulse Cannon, fires a massive energy blast in a straight line that deals massive damage in a large area when it lands.
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- This ability deals 1,000 damage upon impact.
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- Deals additional damage in a sphere around the projectile as it travels.
- Very vulnerable in the air, being an easy target if caught in the open.
- Slow movement speed outside of Hyper-Velocity.
- Has no defensive tools nor any self-sustain.
- Repulsor Blast and Unibeam share the same ammo pool.
- Invincible Pulse Cannon only deals full damage to enemies closest to the center of the impact.
Weaknesses (per the wiki):
- Very vulnerable in the air, being an easy target if caught in the open.
- Slow movement speed outside of Hyper-Velocity.
- Has no defensive tools nor any self-sustain.
- Repulsor Blast and Unibeam share the same ammo pool.
- Invincible Pulse Cannon only deals full damage to enemies closest to the center of the impact.
Team-ups
- Gamma Charge (with Hulk, Season 9.0: The Mystery of Thebes): Upgrade Armor Overdrive to Gamma Overdrive. In this state, Iron Man gains a Gamma Shield and can fire stronger Repulsor Blasts and Unibeams. Enhanced: When teaming up with Hulk, releasing Invincible Pulse Cannon generates a Gamma Shield and heavily infuses the blast, creating a Gamma Pulse Cannon. Its radiation creates a damage increase while the projectile flies.
- Thunder Overdrive (with Thor, Season 9.0: The Mystery of Thebes): Enhance Unibeam both in and out of Armor Overdrive. When fired, a ring of volatile lightning energy forms, dealing bonus damage to enemies caught near the beam’s edge. Enhanced: When teaming up with Thor, Armor Overdrive cooldown is massively reduced.
Related guides
Common mistakes
- Flying to maximum height for the illusion of safety — hitscan deletes you up there
- Wasting Armor Overdrive on poke instead of committing inside the 10-second window
- Channeling Unibeam in the open without cover to cancel
- Burning all Hyper-Velocity fuel crossing the map and arriving unable to escape
- Leading Invincible Pulse Cannon at close range, where the 25 m/s projectile cannot connect