Antewise

How to Use the Practice Range in Marvel Rivals

Updated 25 Oct 2026 Source Jump height, move speed and ability data from marvelrivals.fandom.com (Heroes); measurement methods derived arithmetically By
Data status: This page explains mechanics and decision rules. Where a precise number matters we say so and mark it, rather than guessing.

The range is a calibration tool, not a warm-up

Most players use the practice range to shoot at things until they feel ready. That is the least valuable thing it can do, because feeling ready is not measurable.

What the range is genuinely good for is verifying the constants this game is built on. There are only three, and once you have checked them against your own hands they stop being trivia and become your model of the game.

Check one: the 3 metre jump ceiling

Every hero jumps exactly 3 metres. That is not an approximation — it is a fixed value, and the ability modifiers are all expressed as percentages of it:

HeroAbilityResult
Everyone else—3 m
Luna SnowSmooth Skate (+100%)6 m
Captain America, Black WidowFearless Leap (+66%)5 m
Squirrel GirlTail Bounce (+200%)9 m

In the range, jump at a ledge you know the height of and confirm where the ceiling is. Then play a match and notice how often you try to reach a 4 metre ledge — it will be more often than you think, and every attempt is a wasted second.

The corollary is worth internalising: a route that needs a climb belongs to nine heroes, not to the roster. Five fly indefinitely — Angela, Human Torch, Iron Man, Storm, Ultron — and four have documented jump boosts.

Check two: 6 metres per second

Base movement is 6 m/s for almost every hero, 7 for Black Panther and Wolverine. In the range, pick two points a known distance apart and time the walk.

Once you have felt six metres per second, distance becomes time:

DistanceTime
10 m1.7 s
20 m3.3 s
30 m5.0 s
40 m6.7 s
50 m8.3 s

That table answers the most common in-match question — “can I get there?” — without guessing. A fight 40 metres away is 6.7 seconds away, and you are not joining it.

Check three: your cm per 360

This is the measurement that fixes every sensitivity question permanently, and the range is the right place to do it because nothing is shooting at you.

  1. Pick a fixed landmark in the range.
  2. Put a ruler or tape on your mouse pad.
  3. Move the mouse exactly 30 cm in a straight line and note how far the camera turned.
  4. Repeat three times and average — hand wobble is real.
  5. Convert to cm per 360.

To change it: new sensitivity = old sensitivity × (target cm ÷ measured cm). No converter table and no game-specific constant is involved, which is why this method survives every patch and every DPI change.

The settings guide covers what target to pick and why the constraint is your usable mouse space rather than somebody else’s number.

What not to practise here

Do not grind aim against static targets. Static targets in an empty room teach a skill that does not exist in a match. The projectile aim guide covers the leading arithmetic that actually transfers.

Do not test ultimates. The range does not reproduce the energy system — charge rates depend on the role conversion table, not on what the dummy absorbs.

Do not use it as a warm-up ritual. Ten minutes of calibration once is worth more than an hour a week of shooting nothing. Use the time on the common mistakes list instead.

Frequently asked questions

What should I practise in the Marvel Rivals practice range?

Measurements, not aim. Verify the 3 metre jump ceiling, time a 30 metre walk at 6 metres per second, and measure your cm-per-360 with a ruler. Those three transfer to every hero.

How do I measure my sensitivity in the practice range?

Pick a landmark, move the mouse exactly 30 cm, and note how far the camera turned. Repeat three times and average, then convert to cm per 360.

How long should a practice range session be?

Ten to fifteen minutes, and less once the numbers are set. The range is for one-off calibration, not for daily warm-up volume.

Can I test projectile lead in the practice range?

Yes, if there are moving targets. Lead is target speed times flight time, so a target moving at 6 metres per second gives you a known value to check against.

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.