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Marvel Rivals Guide

Marvel Rivals Team Comp Examples

Guides
Updated on Nov 18, 2025
Nov 18, 2025

Overview

One of the signature features of hero shooters like Marvel Rivals is the ability to transform your team comps on the fly throughout a match.

This allows you to adapt according to your team's needs, to counter the enemy team, to the current area of the map, and other changing factors.

In general you can mix and match the roles as need, but make sure to have at least 2 Strategists as there isn't a hero that can solo heal just yet.

In this guide, we'll cover different team comps and how they work so you can understand the right situations for each.

Vibrant Vitality Comp

This Team comp is built around the brand new Vibrant Vitality Team-Up. Although they are a hybrid of hero archetypes, they position and move as a death ball, which enables them to rely on Groot's Flower Wall for extra healing. Emma and Blade use their superior CC to control the frontline and delete Vanguards while the rest offer suppressing poke pressure.

Wall off any anti-healed enemy, and you are practically guaranteed the kill.

Poke

For teams who prefer to keep their distance and like to rely on superior aim mechanics, poke comps are an excellent choice. On open maps like Convoy on Yggdrasil, poke comps are dominating.

Magneto is an ideal poke Vanguard because, in addition to his bubble barriers, his shield can absorb an infinite amount of damage. Between his primary and secondary fire, he also applies a good deal of ranged pressure.

Behind him are ranged DPS like Hela, Phoenix, and Namor, who can rain down long-ranged snipes that can wipe enemies that don't have mobility or defensive options.

Lastly, are versatile Strategists who can keep their team up while providing ranged pressure of their own. They each also have crowd control options and defensive ultimates to peel the backline against divers.

Poke comps need to constantly reposition and rotate to maintain their distance from the enemy team. They have a massive advantage in long-range fights but are weaker if the enemy gets right on top of them.

Fliers comp

Although more than half of these heroes fly, they each serve a unique function as they take over the skies.

Iron Man and Ultron will be off-angling and contesting vertical space. Ultron will always be farther back, where he can take advantage of his superior range. Iron Man positions closer and tries to stay within Unibeam range.

The Human Torch is the aerial flanker who tries to harass enemy snipers so they can't take out the rest of his team.

Storm plays low with Magneto and Sue, where she focuses on spam damage while buffing her allies.

Invisible Woman keeps their solo Vanguard alive with CC and primary fire healing, while deploying her shield on the fliers.

Anti-flier comp

With the addition of Ultron in Season 2.5, team comps built around fliers instantly became popular. Instead of playing into the popular flyers, this team build is perfectly built to counter the flying meta.

Strange protects his hitscans, builds Dark Magic, and deletes whichever squishy is positioned forward.

The Thing uses his new Leap and Haymaker abilities to dive fliers and keep them grounded.

Hela and Punisher's hitscan weapons have favorable matchups against all the fliers. (Hawkeye can sub in for Hela for the Ice Arrow Team-Up).

Loki and Luna are the best Strategists for surviving against flying comps. They have higher healing output and give their team a big advantage in explosive fights where everyone quickly engages.

Triple Strategist ("Triple Support")

Triple Support abuses the power of Strategist ultimate and healing uptime to outsustain your enemies. It's been a rising choice in the Season 1 meta and evokes feelings of the GOATs meta of Overwatch (although it isn't anywhere as bad).

The main components are a solo tank that can anchor the frontline, two DPS, and three Strategists (ideally with at least two that have defensive ultimates.

Cycling the three defensive ults is the key to the success of a triple Strategist comp. Each Strategist must use their ults one at a time. Combined the team can have around 40 seconds total of healing ultimates. If two supports accidentally use their ults at the same time, the strength of the comp suddenly falls apart.

Anti-Triple Support

In response to the rising popularity of Triple Strategist comps, new metas have been developed specifically to counter their high amounts of healing. The focus of this team is trading out defensive ults for the ability to KO through any amount of healing.

Groot and Moon Knight farm their ults and combo them together. Not even Luna or Mantis' ult can survive against the combo so it's a guaranteed fight win when they land it.

Thor uses Awakening Rune to constantly pressure the 3 enemy Strategists. His damage is high enough to burst through their healing allowing him to secure elims when no ults are being used. Rocket's C.Y.A. damage boost empowers Thor's ult to one-shot all heroes with 300HP or less.

Magneto simultaneously enables and counters Cloak & Dagger. When the enemy C&D ults, he can easily KO her with his ult. If his C&D is ulting, then using his ally bubble shield is the best ability to keep them alive against the enemy's attack.

Dive

Dive comps become more popular at higher levels of play. The strategy is to form a full team around heroes who can all quickly engage and attack a selected target and inflict a burst of damage too high for the enemy to survive. has become one of the strongest methods of winning team fights.

The most important abilities for Vanguards and Duelists in a Dive comp is mobility to traverse the map, bypass the enemy front line, and then escape to safety after executing their target. All four of these heroes possess similar levels of mobility that enable them to suddenly attack from multiple angles all at once.

Mantis’s damage boost helps to ensure her allies can inflict enough damage to actually secure the eliminations. Rocket spams healing orbs toward the enemy team where his allies are about to arrive. He and Mantis also have a high level of self survivability which is needed to stay alive during their teams dive.

Anti-Dive

When the enemy team's dive comp is overwhelming you, swap to this anti-dive comp and wait for the other team to start making swaps. Peni and The Thing shut down every dive hero with their CC. Bucky's Hook, uppercut, and Bonus Health make him the best Duelist to deal with highly mobile enemies. Namor's auto turrets are free damage. Loki and Warlock cycle their two immortal abilities every other fight to counter the enemies' hard engages.

Overall, the damage, crowd control, and sustain of this comp make it nearly impossible for dive heroes to kill anyone.

Brawl

Brawl comps lack a lot of ranged damage but excel in close-range fights. These heroes want to stay grouped together and be an impenetrable force.

By staying grouped up, the entire team benefits from Invisible Woman and Jeff’s AoE healing and maximizes Storm’s AoE damage boost. Having Wolverine gives them a massive advantage in the Vanguard battle.

Hulk Groot are the heavy hitters in this comp and use walls along with their high bursts of damage to thwart the enemy team's attack attempts with their own reactive offense.

Also vital to the success of this brawl comp is the speed boosts from both Jeff and Storm. Groot, Thor, and Wolverine being able to quickly chase down targets who can't outrun them makes this death ball difficult to counter.

Area Control

Marvel Rivals' MOBA aspects shine on Domination maps. Building your team around heroes' ability to manipulate the environment and hold down a single area can make for overwhelming wins as the enemy team often struggles to find a way to break through your team's defense. Peni’s traps and mines, combined with Groot's walls transform the objective into a death zone for the enemy team.

If the enemy team manages to get through the first line of offense, Bucky’s Hook pulls the enemy into Peni’s mines and behind Groot’s walls. Since the team will be playing grouped up the entire match, Dagger’s and Rocket’s AoE healing provides a ton of sustain, and both of them farm ult super quickly in this comp.

As of Season 2.5, Area Control comps are even stronger thanks to the Peni-Rocket Team-Up of having an extra Nest and a Rez Beacon that spawns mines!