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In Marvel Rivals, some defensive abilities can be a real headache. They might render opponents completely invulnerable, enable a fierce counter-attack, or offer healing so significant that you’ll find yourself using up all your powerful abilities just to keep up. In these situations, it’s often wiser to shift your focus to a different target, take cover, or focus on healing rather than attempting to tackle a formidable damage sponge head-on.
While some defensive skills can make foes immune to direct attacks, there may be rare opportunities to inflict negative status effects, such as slowing them down or causing blindness in Marvel Rivals. Not every encounter will play out the same way, so testing your main character against these skills is key. Sometimes, collaborating with your teammates can help you neutralize a seemingly unbeatable enemy, even if it requires using multiple cooldowns effectively.
Heroes You Should Steer Clear Of
Striking Them Only Makes Things Worse
Some especially potent abilities can shield a character for a limited time. Attacking such characters directly might be more detrimental than simply ignoring them. Fortunately, Marvel Rivals provides clear visual cues for actions and engages players with distinct audio lines when abilities are activated.
The abilities listed below feature various characters that pose a significant challenge when faced. To help streamline your gameplay, the following table outlines the skills used by heroes in Marvel Rivals that you should generally avoid engaging with during matches.
Ability | Character | Effect | Duration | Notes |
---|---|---|---|---|
Indestructible Shield | Hero Hulk | Hulk gains a 200-value shield, while allies within 5m receive a 100-value shield. | 2.5 Seconds | 100% damage to Hulk fills his Ultimate meter; 10% to allies also fills it. Monster Hulk cannot use this ability. |
Dragon’s Defense | Iron Fist | Gains a 30% damage reduction, 150 Max Health, and 1.5 Bonus Health per hit. | 1 Second, can be canceled early. | Cannot attack during this stance. Cooldown significantly reduced during Living Chi. |
Dark Teleportation | Cloak | Cloak and allies within 10m gain invincibility. | 2 Seconds | Ends if a character attacks. |
Blessing Of The Deep | Namor | Namor ascends 7m and becomes immune to damage. | 3 Seconds | Namor can descend early. |
Astral Flock | Hela | Dash up to 18m at a speed of 15 m/s. | Hela can finish the dash early. | Hela is invulnerable during the dash. |
Reflexive Rubber | Mr. Fantastic | Gains a 300-value shield. 60% of damage taken is reflected back as projectiles. | 3 Seconds | Mr. Fantastic suffers a -35% speed penalty. |
Freedom Charge | Captain America | Gains 150 Bonus Health and grants 100 health to all allies in a 4m radius. | 10 Seconds | Captain America gains another 100 Bonus Health, while allies gain 60 each second. |
Regeneration Domain | Loki | Heals 100 per second and converts 30% of damage taken into healing. | 5 Seconds | Doppelgangers will utilize this ability simultaneously, potentially tripling its effect. |
Strategies to Counteract Defenses
Overwhelming Force can Prevail
Some defensive skills in Marvel Rivals can be overcome with sheer firepower. This could involve using a decisive ultimate attack or coordinating efforts with teammates to focus down the same enemy. However, taking down such a foe might expose you to counter-attacks from their team.
Ability | Character | Effect | Duration | Notes |
---|---|---|---|---|
Metal Bulwark/Iron Bulwark | Magneto | Provides a 300-value shield to himself or an ally. | 2.5 Seconds | Every 100 damage absorbed boosts Magneto’s Mag-Cannon damage. |
Berserker Rage | Wolverine | Gains increased damage and 150-300 Bonus Health when he attacks or gets hit. | Varies based on Rage. | 3 Seconds after gaining Bonus Health, Wolverine heals and loses his Rage. |
Dagger Storm | Dagger | Heals 55 value per second within a 5m radius. | 6 Seconds | Dagger can trigger this move or place it at her feet. |
Fate of Both Worlds | Luna Snow | Heals for 250 per second or provides a 40% damage boost. | 12 Seconds | Both effects cannot be active at the same time. Luna cannot attack while effect is active. |
Soul Resurgence | Mantis | Heals 100 per second in a 15m radius; 70% of excess healing converts to Bonus Health. | 8 Seconds | All allies in the area gain a 3 m/s movement speed bonus. |
Ironwood Wall | Groot | Groot gains 40 Bonus Health when he or his allies attack, up to a total of 250. | Until destroyed | The wall has 700 health and falls when struck by the convoy. |
Cyber Web/Bionic Spider-Nest | Peni Parker | Heals 25 per second and gives up to 150 Bonus Health. | Indefinite/destroyed | Peni can have a maximum of three Cyber Webs. Bionic Spider-Nest has 350 health. |