Antewise

Marvel Rivals Ultimate Charge — Cost List and Conversion Rates

Updated 25 Oct 2026 Source Ultimate energy costs and conversion rates from marvelrivals.fandom.com (Ultimate Ability), 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.

The cost table is a role table in disguise

Every list of ultimate costs gets published as a balance chart. Read the numbers in role order and it turns out to be something else entirely.

Energy costHeroes
2500Venom
2800Blade, Groot, Spider-Man, Squirrel Girl, The Thing, Wolverine
3100Angela, Black Cat, Black Widow, Captain America, Doctor Strange, Emma Frost, Hawkeye, Iron Fist, Mister Fantastic, Moon Knight, Namor, Phoenix, Star-Lord, Thor, Winter Soldier
3300Black Panther
3400Cyclops, Daredevil, Devil Dinosaur, Elsa Bloodstone, Gorr, Human Torch, Iron Man, Magik, Magneto, Peni Parker, Psylocke, Rogue, Scarlet Witch, Storm, The Hood, The Punisher
3700Hulk
4000Hela
4300Invisible Woman, Jubilee, Mantis, Rocket Raccoon, Ultron
4500Adam Warlock, Cloak & Dagger, Gambit, Jeff the Land Shark, Loki
4800Luna Snow, White Fox

Two structural facts jump out, and neither is visible if you read the table as a single sorted list.

Every Strategist sits at 4300 or above. Count the names in the top three bands: five at 4300, five at 4500, two at 4800. That is twelve heroes, which is exactly the Strategist count. No Strategist is cheaper than Invisible Woman’s 4300.

No non-Strategist sits above 4000. Hela at 4000 is the ceiling for everyone else. The highest Vanguard or Duelist cost is lower than the lowest Strategist cost.

So the cost table is not really a hero-by-hero balance chart. It is a two-population chart with a gap between 4000 and 4300, and the gap separates the role that heals from the roles that fight.

Cost varies 1.9×, conversion varies 2.7×

The cost is only one of two inputs. The other one is how fast you accumulate energy, and it moves more than the cost does.

SourceConversionPassive gain
Vanguard and Duelist, damage or healing dealt55%11 per second
Strategist, damage dealt50%8 per second
Strategist, healing dealt65%8 per second
Bruce Banner, damage dealt150%10 per second
Monster Hulkdoes not convert damage12 per second
Gorrstandard conversion12 per second

Put the spreads side by side:

  • Cost spread: 4800 ÷ 2500 = 1.92×.
  • Conversion spread: 150% ÷ 55% = 2.73×.

The conversion gap is larger than the entire cost range. Which means the question “which ultimate charges fastest” cannot be answered from the cost list at all — a 150% converter with a 3400 ultimate fills it far faster than a 55% converter with a 2500 one.

Bruce Banner is the clearest case, and it is not a small edge. His conversion is 2.73 times a normal Duelist’s, so the same damage output builds his ultimate almost three times as fast. Monster Hulk is the opposite extreme: zero conversion, 12 per second passive only. Hulk’s ultimate is therefore the only one in the game you cannot earn — you can only wait for it.

What the cost actually costs in seconds

Strip out damage entirely and see what the passive alone buys. This is the floor — the time you are guaranteed to wait even if you do nothing.

HeroCostRatePure passive time
Venom250011/s3:47
Spider-Man280011/s4:15
Thor310011/s4:42
Hela400011/s6:04
Rocket Raccoon43008/s8:58
Luna Snow48008/s10:00

The gap from Venom to Luna Snow is 2.64× of waiting, and it comes from both ends at once: the most expensive ultimate in the game is also on the slowest passive rate. Strategists are double-penalised on the clock — 4800 against 8 per second, where a Vanguard gets 2500 against 11 per second.

Note what that does not mean. It does not mean Strategists charge slower in practice, because their healing converts at 65%, the highest standard rate in the game. It means their floor is lower. A Strategist who spends a fight doing damage instead of healing is charging at 50% on a 4300-plus ultimate — the worst combination available. The healing and support guide turns that into a targeting rule.

100% is a wall, not a bank

Ultimate charge stops at 100%. It does not accumulate, it does not overflow, and there is no way to store a second ultimate. The moment you hit full, every point of energy you would have generated is simply not generated.

That makes holding a full ultimate the most expensive habit in the game, and the price is computable.

A Duelist passive generates 11 energy per second. Sit on a full ultimate for 30 seconds and you have forfeited 330 energy. Against the median 3400-cost ultimate that is 9.7% of the next one.

But the loss is not evenly distributed:

HeroCost30 seconds heldShare of next ultimate
Venom2500330 energy13.2%
Hela4000330 energy8.3%
Luna Snow4800240 energy5.0%

Cheap ultimates punish hoarding 2.6 times harder than expensive ones. Venom loses 13.2% of his next ultimate per 30 seconds of holding; Luna Snow loses 5%. The heroes with the fastest-charging ultimates are the ones with the most to lose from sitting on them, which is exactly backwards from how most players play — they treat the cheap, fast ultimate as the one worth saving for a good moment.

The rule that falls out: if your ultimate is cheap, spend it on the first fight that is even slightly worth winning. If it is expensive, you can afford to wait for a better one.

Healing is the fastest charge in the game

The Strategist numbers look like a penalty until you read the whole row: 50% on damage, but 65% on healing. That 65% is the highest standard conversion in the game.

Work out the break-even. Let a Duelist deal D damage per second and a Strategist heal H per second, and set them equal:

0.55D + 11 = 0.65H + 8

At a Duelist output of 100 damage per second, that solves to H ≈ 90 healing per second. A Strategist healing 90 per second charges at the same rate as a Duelist dealing 100.

Two consequences follow, and they point in opposite directions from the usual advice:

  1. A Strategist who stops healing to trade damage charges slowest of all. They drop from 65% to 50% conversion while keeping the low 8/s passive.
  2. Healing uptime is a damage-equivalent stat. Treat a lapse in healing as lost damage, because in energy terms it is.

Where charge is lost, and where it is not

Four rules govern the edges of the system, and each one changes a decision.

Switching heroes carries a maximum of 50%. Swap at full charge and you start the next hero at half. That is a full ultimate’s worth of buildup burned on the swap, which is why the hero-swap decision in a ranked game is more expensive than it looks. If you must swap, swap early, not at 100%. The charge-faster checklist covers the sources that matter most.

An interrupted ultimate refunds 50%. A countered ultimate is half a loss, not a full one. Doctor Strange’s Eye of Agamotto and Scarlet Witch’s Reality Erasure both have windows where a stun cancels them, so baiting a stun before committing is worth real value.

Domination carries energy between rounds; escort modes do not. On Domination, a hero who ends round one at 100% starts round two at 100%. On Convoy and Convergence, every round starts at zero. This inverts the spending rule by mode: on an escort map, an unused ultimate at the end of a round is destroyed, so spending it on a lost fight costs nothing. On Domination, an unused ultimate is an asset you keep.

Deadpool is outside the system. He has no energy bar at all. He earns Style Rating by landing abilities and unlocks his ultimate at S Rank, loses that charge when he dies, and has a 60-second cooldown after using it. He is the only hero in the game who is punished for dying in the ultimate economy.

The exceptions worth memorising

Three heroes break the standard rules, and each one changes how you should fight them. Reading the enemy’s charge off their animations is a separate skill — the enemy ult timer page covers the tells. Bruce Banner converts 150% of damage dealt and passively gains 10 per second. Shooting Banner is expensive — every point of damage you deal him is nearly three points of ultimate for him.

Monster Hulk converts nothing. His ultimate runs on a 12-per-second clock alone, so there is no way to speed it up and no way to slow it down by denying him damage. Time is the only variable.

Devil Dinosaur hands energy back to whoever hits him: any incoming damage or healing dealt to him converts 40% into energy for the attacker or healer. He is the only target in the game with a built-in charge refund for the person shooting at him. Dumping a magazine into Devil Dinosaur is not just inefficient, it is funding the enemy’s next ultimate.

Fastest-charging ultimates (derived ranking)

The cost table and conversion table above are enough to rank who fills an ultimate fastest. Charge speed scales with cost ÷ conversion, not with cost alone. Two heroes at the same cost fill at different rates if their conversion differs.

TierHeroesWhy they are fast
Fastest converterBruce Banner150% damage conversion — ~2.73× a normal Duelist, so the same damage builds his ult almost three times as fast
Cheapest costVenom (2500)Lowest cost in the game; even at 55% conversion the floor is 3:47 of passive gain
Cheap bandBlade, Groot, Spider-Man, Squirrel Girl, The Thing, Wolverine (2800)One step above Venom; fast floors, standard conversion
Standard3100–3400 bandThe bulk of the roster; mid-speed, no edge
Slowest floorStrategists at 4300–4800Highest costs, but their 65% healing conversion pulls practical charge back up — the floor is low, the real rate is not

The table inverts the obvious read: cheapest cost does not mean fastest ult. Bruce Banner at a higher cost out-charges Venom because conversion beats cost by 2.73× to 1.92×. The charge-faster checklist covers the in-fight sources that move you up these tiers.

Hold or spend: decision thresholds

The 100% wall makes holding a full ultimate the most expensive habit in the game, but “always spend” is wrong too. The threshold depends on cost.

Ultimate costRuleTrigger to spend
Below 3000 (Venom, 2800 band)Spend early, oftenThe first fight that is even slightly worth winning — hoarding loses 13% of the next ult per 30 seconds held
3100–4000 (most Duelists, Hela)Spend on valueA pick, an objective capture, or a fight you would otherwise lose
4300+ (Strategists)Hold for the teamfightA healing ult spent on a stray duel is wasted; wait for the fight where the heal matters

Mode changes the last row. On Domination, energy carries between rounds, so a held Strategist ult is an asset you keep — hold it into round two. On Convoy and Convergence, every round starts at zero, so an unused ult at the end of a round is destroyed; spend it even on a losing fight, because it is gone either way.

The break point is roughly 3000 energy: below it, the cost of waiting outweighs the value of the perfect moment; above it, the perfect moment is worth waiting for. This is the same “cheap ults punish hoarding” rule from earlier, written as a number you can act on.

Frequently asked questions

How much does an ultimate cost in Marvel Rivals?

Between 2500 and 4800 energy. Venom is cheapest at 2500, Luna Snow and White Fox are most expensive at 4800, and 31 of the 53 heroes sit in the narrow 3100 to 3400 band.

Which heroes charge ultimate fastest?

Not the ones with the cheapest ultimates. Conversion rate matters more: a Duelist converts 55% of damage dealt, a Strategist converts 65% of healing, and Bruce Banner converts 150% of damage — 2.7 times a normal Duelist.

Does ultimate charge carry between rounds?

Only on Domination, where energy carries over between rounds. In Quick Match and Competitive on Convoy or Convergence, every round starts at zero.

Do I lose ultimate charge when I switch heroes?

You keep half. Switching heroes carries over a maximum of 50% of the charge you had, so swapping at 100% costs you a full ultimate's worth of buildup.

What happens if my ultimate gets interrupted?

You get 50% of the charge back. Doctor Strange's Eye of Agamotto and Scarlet Witch's Reality Erasure have windows where a stun cancels them, so a countered ultimate is half a loss, not a full one.

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.