Venom is the only Vanguard whose shield gets bigger the lower his health drops. Symbiotic Resilience scales inversely with his current health — pop it at 100 health and it is a trickle, pop it at 50 and it is a wall — which makes him the ultimate stall tank. Add wall-crawling, a grapple swing, and an ultimate that deletes half a target’s current health, and he is the hero who turns a lost fight into a two-minute one.
Role and difficulty
Vanguard. Venom has 500 health plus a 250-point regenerative shield — 750 effective health. Difficulty Easy (1/5). He dives into the enemy team and soaks, swinging out when Resilience and Venom Swing are both spent, and relies on his team to convert the time he buys.
Abilities and what they actually do
- Dark Predation (Normal Attack): Unleash tentacles forward to attack enemies. Key numbers: DAMAGE — 20 per hit; RANGE — 15m.
- Feast of the Abyss (Abilities): Key numbers: DAMAGE — 50 + 50% Current Health; RANGE — 7m spherical radius.
- Cellular Corrosion (Abilities): Unleash tentacles to enemies within reach. Enemies unable to break free in time will suffer damage. Key numbers: DAMAGE — Tether: 5, Detonation: 80; COOLDOWN — 8s.
- Venom Swing (Abilities): Key numbers: COOLDOWN — 10s; RANGE — 30m.
- Symbiotic Resilience (Abilities): Generate against damage. The lower Venom’s health, the greater the generated. Key numbers: COOLDOWN — 15s.
- Frenzied Arrival (Abilities): Key numbers: COOLDOWN — 8s.
- Alien Biology (Abilities): Venom can freely crawl or run on any vertical surface or ceiling. Wall-crawling speed - 3 m/s Wall-sprinting speed - 9 m/s.
The low-health shield window
Symbiotic Resilience generates bonus health that scales inversely with Venom’s current health — the wiki is explicit that activating it while low maximizes the shield and your survival time, while activating it at full health wastes it. Alien Biology lets him wall-crawl at 3 m/s and wall-sprint at 9 m/s, so he approaches from angles no other Vanguard can. Dark Predation protrudes four tendrils for 20 body and 40 headshot damage at 15 meters. Cellular Corrosion snares all nearby enemies with a slow and deals 80 damage to anyone who fails to escape — but enemies break free simply by walking away. Venom Swing is a grapple swing on an 8-second cooldown with a single charge, unlike Spider-Man’s three. Frenzied Arrival dives from mid-air into a targeted spot for 65 damage and pulls enemies in — it only works while airborne and facing downward. Feast of The Abyss covers a large area as a black mass, then emerges as a giant maw dealing 50% of the target’s current health plus flat damage.
How to play Venom
- Save Symbiotic Resilience for low health — the shield scales inversely with your remaining HP.
- Approach from walls and ceilings with Alien Biology to reach the backline unseen.
- Snare grouped enemies with Cellular Corrosion, then punish whoever fails to escape.
- Dive onto supports with Frenzied Arrival and pull them out of position.
- Swing out with Venom Swing once Resilience is burning down — it is your only disengage.
- Use Feast of The Abyss as a finisher on low-health squishies or a stall on tanks.
Matchups
Venom out-sustains any team that fights him where he stands, and his dive plus pull displaces backlines that thought they were safe. Kiting comps that never let him touch them waste his entire kit, and focused burst that deletes him before Resilience comes up ends the stall. He functions more as a sturdy melee Duelist than a protector — his team still needs to follow up.
Strengths (per the wiki):
- Extremely resilient bruiser with high mobility who excels at diving in the enemy backline with decent amounts of crowd control.
- Capable of webslinging.
- Capable of wallcrawling and sprinting while on walls.
- His primary fire, Dark Predation, has decent range, and can deal consistent damage at a distance when spaced correctly. Each tendril deals separate delayed damage, giving Venom a consistent and reliable pressure tool.
- His secondary fire, Cellular Corrosion, causes Venom to latch tentacles on his foes in a radius around him. Enemies hit are slowed and, if kept in range, will take a large amount of damage after a short time.
- Symbiotic Resilience grants Venom bonus health, plus an additional 120% based on lost health. This means that the lower health he has, the higher the bonus health gain will be. This provides Venom with some of highest bulk in the game and makes him very hard to take down.
- Venom Swing is his websling, allowing him to latch to any surface and propel himself. This allows Venom to get in and out of combat easily, leaving disputed areas safely, making him difficult to pin down.
- Frenzied Arrival causes Venom to dive violently on the ground, dealing damage and launching enemies upwards. It’s part of his core gameplay to attack the backline.
- His Ultimate, Feast of the Abyss, has Venom flatten to the ground, giving him a movement speed increase. After a few seconds or by manually re-activating the ability, he’ll attack enemies with a massive symbiote maw, dealing damage and generating bonus health.
- *Combined with Symbiotic Resilience, Venom is the most durable Vanguard in the game if properly played.
- *This ability is unique as it deals percentage damage to enemies, meaning the higher their health, the more damage it deals. This makes Venom one of the few Vanguards that can put high pressure on other Vanguards.
- *Venom is also completely immortal and cannot be harmed in any way during the bite animation (you can still be harmed before the bite) so this ultimate can be used to survive against the most lethal ultimates such as Scarlet Witch’s Reality Erasure & Iron Man’s Invincible Pulse Cannon.
- Capable of comboing a well-timed Ultimate with Cellular Corrosion to deal lethal damage to heroes with only 250 health, potentially allowing him to cancel certain Strategist Ultimates.
- Relies heavily on the allied team to follow-up his engages.
- Vulnerable if both his Symbiotic Resilience and Venom Swing are on cooldown.
- *Symbiotic Resilience’s duration is not very long and it’ll decay quickly after a few seconds. In addition, if Venom is crowd-controlled he’s unable to get enough value or even activate it in time.
- Enemies can break free of Cellular Corrosion by moving away from Venom.
- Frenzied Arrival can only be used once Venom is high in the air and is facing a spot at least slightly below him.
- Functions more as a sturdy melee Duelist than a Vanguard, having few options to protect his team other than literally soaking damage from the enemy team.
- Unlike Spider-Man’s webslinging, Venom Swing only has a single charge and has higher cooldown.
Weaknesses (per the wiki):
- Relies heavily on the allied team to follow-up his engages.
- Vulnerable if both his Symbiotic Resilience and Venom Swing are on cooldown.
- *Symbiotic Resilience’s duration is not very long and it’ll decay quickly after a few seconds. In addition, if Venom is crowd-controlled he’s unable to get enough value or even activate it in time.
- Enemies can break free of Cellular Corrosion by moving away from Venom.
- Frenzied Arrival can only be used once Venom is high in the air and is facing a spot at least slightly below him.
- Functions more as a sturdy melee Duelist than a Vanguard, having few options to protect his team other than literally soaking damage from the enemy team.
- Unlike Spider-Man’s webslinging, Venom Swing only has a single charge and has higher cooldown.
Team-ups
- Blood Leech (with Blade, Season 9.0: The Mystery of Thebes): Cellular Corrosion new effect: while tethered to enemies, continuously siphon health from every linked target, restoring Venom’s Health. Enhanced: When teaming up with Blade, Venom gains a burst of one-time healing when using certain specific abilities.
- Abyssal Flame (with Phoenix, Season 9.0: The Mystery of Thebes): Ignite the symbiote with Phoenix Flames for a duration, replacing Dark Predation with a sweeping Avian Claw frontal slash. Enhanced: When teaming up with Phoenix, Venom’s Phoenix Force is enhanced: every Avian Claw applies a Spark. Upon reaching three stacks, the Sparks detonate.
Related guides
- Heroes Database
- Abilities Database
- How To Play Defense
- Frontline Vanguard Guide
- How To Play Blade
- How To Play Phoenix
Common mistakes
- Popping Symbiotic Resilience at full health and getting a fraction of the shield
- Fighting with both Resilience and Venom Swing on cooldown — that is the death window
- Using Cellular Corrosion at range, where enemies simply walk out of the snare
- Trying Frenzied Arrival from the ground — it requires height and a downward angle
- Diving alone; his engages only pay off when the team follows