Marvel Rivals Characters: Why NetEase Isn’t Just Copying Overwatch

Marvel Rivals Characters: Why NetEase Isn’t Just Copying Overwatch

You’ve seen the trailers. You’ve probably seen the discourse on X or Reddit about how it looks like a "clone." But honestly, after spending time with the roster, the Marvel Rivals characters feel like a completely different beast than what we’ve seen in the hero shooter genre. It isn't just about the 6v6 format returning; it’s about how these icons actually play.

NetEase didn't just give Iron Man a flight suit and call it a day. They leaned into the weirdness of the Marvel Universe. You have characters like Jeff the Land Shark—literally a four-legged shark—running around biting people next to a Norse God. It’s chaotic. It’s loud. And surprisingly, it’s deeper than it looks.

The Team-Up Mechanic Changes Everything

Most hero shooters are built on individual mastery. You learn your cooldowns, you hit your shots, you win. While that matters here, the Team-Up system is the actual soul of the Marvel Rivals characters.

Take Rocket Raccoon and Punisher, for example. If they’re on the same team, Rocket can hop onto Frank Castle's back. This isn't just a cosmetic bit; it grants Punisher an Infinite Ammo buff while Rocket gains enhanced fire rate. Suddenly, a standard DPS becomes a turret of death. Or look at Namor and Luna Snow. If Luna is nearby, she can imbue Namor’s attacks with ice energy, freezing enemies in place. This forces you to think about team composition not just by "Role," but by specific lore-driven synergies.

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If you ignore these, you’re basically playing with a handicap.

Vanguard: More Than Just Bullet Sponges

In other games, playing a tank can feel like a chore. You hold a shield, you stand on a point, you die. In Marvel Rivals, the Vanguards are designed to be proactive threats.

Venom is a prime example. He doesn't just sit there. He uses Symbiote Snare to pull people in and has incredible verticality. He feels heavy. When he lands, the ground shakes, and the destructible environments—a key feature of this game—actually crumble under him. Magneto is another standout. Instead of just a static barrier, he can manipulate metallic debris to create shields or hurl massive metallic bolts. It’s about area denial through pure intimidation.

Then there’s Peni Parker. She’s technically a Vanguard, but she plays like a trap-based architect. She sets up nests. If you wander into her web, you’re done. It’s a very specific style of "tanking" that focuses on controlling the geometry of the map rather than just having a big health bar.

Duelists: The High-Skill Ceiling

The Duelists are where the flashy plays happen. Spider-Man is arguably the hardest character to master. His movement isn't a simple "dash" button; it’s a physics-based web-swinging mechanic that requires you to actually look at the environment for attachment points. If you mess up your swing, you’re a sitting duck. If you nail it? You’re an untouchable blur of webs and melee combos.

Hela brings a different flavor. She’s a mid-to-long-range marksman who rewards precision. Her "Nightsword" projectiles have a specific travel time that takes getting used to, but her ability to summon undead warriors provides a layer of distraction that most snipers lack.

And we have to talk about Black Panther. He is purely melee in a game filled with guns and lasers. To make that work, NetEase gave him a "Mark" system. You hit an enemy, you mark them, and then your dash resets if you strike a marked target. It’s rhythmic. It feels like a fighting game character dropped into a third-person shooter.

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The Support Problem (And How They Solved It)

Strategists (the game's term for supports) usually get the short end of the stick. Nobody wants to be the "heal bot." But the Marvel Rivals characters in this category are surprisingly aggressive.

Loki is the highlight here. He can create illusions of himself that distract enemies and even fire projectiles. His ultimate is a game-changer: he can literally transform into any character on the enemy team. Imagine being a support and then suddenly turning into a Hulk to clear the point. It’s brilliant design because it keeps support players engaged in the actual combat loop.

Then there’s Adam Warlock. He doesn't just heal; he links souls. By connecting his teammates, he distributes damage across the group, making it much harder for the enemy to pick off a single target. His ultimate allows him to resurrect fallen allies in a ghostly form before they fully respawn, which can turn a lost fight into a win in seconds.

Destructible Environments and Character Utility

You can’t talk about these characters without talking about the maps. In Tokyo 2099 or Yggsgard, the buildings aren't just background art. They break.

This changes the value of certain heroes. Someone like The Hulk becomes much more dangerous when he can literally smash the floor out from under a sniper's feet. Iron Man and Storm gain a massive advantage in the air, but since there’s less "permanent" cover, they have to be much more careful about their positioning. You can’t just hide behind a pillar if the pillar doesn't exist anymore.

Why The Roster Feels "Real"

The voice acting and animations do a lot of the heavy lifting. When Star-Lord uses his jet boots, there’s a jankiness to it that fits his character. When Doctor Strange opens a portal, it’s not just a teleport; it’s a physical gate that your entire team can walk through. It creates these "only in Marvel" moments that transcend the basic mechanics of a hero shooter.

What Most People Get Wrong About the Meta

Early players tend to think that the highest damage output wins. It doesn't. Because of the Team-Up bonuses, the meta is actually shifting toward "lore-clusters."

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If you see a Thor on the enemy team, you have to expect a Hela or a Loki to be nearby to capitalize on those specific power boosts. The game is less about "Who is the best character?" and more about "Which duo is currently broken?" Right now, the combination of Groot and Rocket Raccoon is a nightmare for uncoordinated teams. Groot provides the cover and the literal "shoulder" for Rocket to sit on, turning them into a mobile fortress.

Actionable Strategy for New Players

If you’re just starting out, don't just pick your favorite movie character. That’s a quick way to get frustrated.

  1. Test the swinging mechanics in the practice range first. Characters like Spider-Man and Venom have a learning curve that will get you killed in a real match if you haven't mastered the momentum.
  2. Look for the "Link" icon in the hero select screen. This tells you which characters have active Team-Up bonuses. If someone picks Punisher, picking Rocket Raccoon isn't just a choice; it’s a strategic buff for your teammate.
  3. Learn the "Vanguard" dive. Unlike other games where tanks slow-walk to the point, Marvel Rivals is fast. Use your mobility. If you’re playing Iron Fist or Black Panther, you need to be in and out.
  4. Use the environment. If a sniper is bothering you, don't just try to out-shoot them. Use a character with high destruction potential to take down the bridge they’re standing on.

The Marvel Rivals characters are built for creative play. The best players aren't the ones with the best aim—they're the ones who understand how to combine these iconic powers in ways the enemy doesn't expect. Stop thinking about it as a shooter and start thinking about it as a tactical sandbox. That is how you actually win.