All Marvel Rivals Maps and Game Modes
In this guide, we cover all known Marvel Rivals maps and game modes. Marvel Rivals currently has two maps and three game modes available for play in Quick Match and Competitive mode.
Both Domination and Convoy game modes occur in their own respective areas of Yggsgard, while Domination mode is on the map TOKYO 2099. The archetypes and design of both maps resemble games like Overwatch and feature multiple routes, high ground, choke points, and multiple forms of cover.
One feature of Marvel Rivals’ maps not common in many other hero shooters is a partially destructible environment, where some but not all walls, objects, floors, and ceilings can be destroyed.
In Yggsgard, anything destroyed will rebuild itself in accordance to the lore of the map which the devs refer to as, “Thematic Environmental Destruction.” For the Alpha, only Yggsgard had a destructible environment but Shin-Shibuya and all future maps are planned to contain the feature as well.
Let’s find a match and break down both maps in Marvel Rivals and their three game modes!
Yggsgard – World Tree & Kingdom of Gods
![YGGSGARD - ‘WORLD TREE & KINGDOM OF GODS](https://cdnportal.mobalytics.gg/production/2024/05/YGGSGARD-‘WORLD-TREE-KINGDOM-OF-GODS.png)
Domination Game Mode: Royal Palace
Domination takes place in the Royal Palace area of Yggsgard. Every game of Domination is a best-two-out-of-three format. The goal for each team is to capture the objective point by being the only team with players in the control zone for enough time to fill the progress bar (displayed as a semi circle at the top center of the screen).
Additionally, under each team’s progress bars, you can see how many heroes from each team are currently contesting the objective. Being able to quickly see if someone from your team is touching the objective point is a great quality-of-life feature and allows everyone to make better positioning decisions.
Every round your objective changes based on the current status of the capture point.
- “Prepare to Head to the Bifrost Garden” – Before the objective unlocks.
- “Capture the Bifrost Garden” – When neither team has claimed control of the objective.
- “Defend the Bifrost Garden” – After your team has claimed control.
- “Reclaim the Bifrost Garden” – When the enemy team has captured the objective point.
Domination Mode Details
- Rounds start with a 30-second timer while, “Awaiting Mission Area Unlock.”
- Allows both teams to make decisions for where they want to set up defense and attack before being forced to contest the objective.
- Ultimate charge carries over from one round to the next
- If you finish round 1 with ultimate ready, you’ll begin round 2 with ultimate ready. If you finish with 12%, start with 12%, etc.
- Map order is random.
- Top of HUD displays: Rounds won, current objective status, capture progress, and heroes from each team currently in the objective area.
- Your team left in blue, enemy right in red
- If at 99% progress both teams are contesting objective, overtime is triggered.
Domination Mode and Map Compared to OW2
The gameplay of Domination in Marvel Rivals is exactly the same as “Control” in Overwatch 2. Just as Illios has the sub-maps: Lighthouse, Well, and Ruins; Yggsgard has three sub-maps: Odin’s Archive, Bifrost, and Throne Room. Each of the three rounds players only have access to the single map area.
As an example, let’s take a look at the similar layout of Marvel Rivals’ Odin’s Archive and Lijiang Tower Control Center from OW2:
Both capture points have a cylinder structure in the center which can be played around as cover, multiple routes and staircases leading each team to the objective, and areas of high ground overlooking the main battlefield.
Fundamental strategies for Domination Game Mode that Apply to Every Map:
- Use multiple entrances and paths to approach the objective
- Divides enemy attention
- Avoids majority of AoE damage
- Makes it difficult for enemy vanguards to block or mitigate damage coming from multiple angles.
- Prevents the enemy team from being able to prepare a full defense on a predicted choke point.
- Primarily position around the objective, only contesting on the actual point when needed for capturing or denying enemy retake progress.
- Play around walls and structures near the perimeter of the objective point
- Allows you to determine the pace of engagements
- Take control of high ground areas
- Gives your team the advantage in attackable areas
- Serves as additional cover to attack and hide behind
- Destroy structures, ceilings, and floors the enemy team is using for cover.
Convoy Game Mode: Yggdrasil
Convoy game mode occurs in the Yggdrasil of Yggsgard. In Competitive, Convoy occurs in two rounds where each team has a chance to be defenders and the attackers.
For Quick Match games, the games end after a single round of either defending or attacking and the attackers only win if they achieve full 100% escort progress.
At the beginning of every round the defenders leave spawn first to set up positions and can set out deployable abilities.
- The attacking team’s objectives:
- “Destroy Loki’s Yggdrasil Tapping Device”
- “Escort Jarnbjorn to Yggdrasil”
- The defending team’s objectives:
- “Stop the Yggdrasil Tapping Device from Being Destroyed”
- “Prevent Jarnbjorn from Reaching Yggdrasil”
Convoy Mode Details
- HUD at top of screen displays which team currently controls the payload Jarnbjorn
- The semi-circle progress bar indicates the progress of one team overtaking the other
- Arrows in the progress bar indicate direction Jarnbjorn is moving
- Number of arrows indicates speed of travel
- Influenced by number of attackers on objective
- The speed of moving Jarnbjorn backwards by defending team is not affected by number of defenders on objective
- Jarnbjorn only moves forward when the attacking team has possession and is uncontested
- 5 min timer at start
- Three checkpoints (33.3%, 66.6%, 100%)
- 1st checkpoint adds 3 min to the timer
- 2nd checkpoint adds 2 min to the timer
- Round begins with the defending team having 40 seconds to set up while the attacking team stays in spawn.
- Ultimate charge does NOT carry over between rounds.
Convoy Mode and Map Compared to OW2
The gameplay of Convoy in Marvel Rivals is akin to “Escort” mode in Overwatch 2. In each game mode, the payload or Jarnbjorn begins right outside the attacking team’s spawn and is immediately movable.
Yggdrasil feels much larger than OW2 Escort maps, but Route 66 has a lot of similarities in design and features. Both maps are divided into three separate checkpoint areas.
Some specific spaces emphasize a lot of high ground and cover overlooking the escort path, other areas are really open with long range of sights, and each contains portions where all the fighting is forced into a narrow hallway.
Fundamental Strategies for Convoy
- Only One hero from Either team needs to be in the objective area to gain or stop progress.
- The majority of either team should be positioned around areas of cover and vantage points.
- Almost always, a Vanguard’s is job to escort or contest the objective.
- Take advantage of using Jarnbjorn as an indestructible cover.
- Maintain Control of objective as often as possible since taking control has its own separate progress.
- When your team has control, anytime the enemy doesn’t have at least one person touching, Jarnbjorn will immediately begin moving for your team.
- On defense, contesting progress with just one or two heroes alive can be an effective strategy for running down attackers’ clock.
Tokyo 2099 – Traditional and Futuristic Shin-Shibuya
Convergence: Shin-Shibuya
Convergence begins in Shin-Shibuya and has two separate objectives. In the same way Convoy begins with the defenders leaving spawn first and setting up position, Convergence also allocates time for the defending team to set up.
In Competitive mode, Convergence has two separate rounds where the two teams alternate defending and attacking just as they do in Competitive Convoy.
First, the attacking team must capture Spider-zero, then escort it across the map with a single halfway checkpoint as opposed to the two checkpoints in Convoy before the finish line.
- The attacking teams objectives:
- “Help Spider-zero Return to Spider Islands”
- “Rescue Spider-Zero form the Force Field Prison”
- “Escort Spider-Zero Return to Budokan”
- The defending teams objectives:
- “Stop Spider-Zero Returning to Spider Islands”
- “Stop Spider-Zero from Being Rescued”
- “Stop Spider-Zero Reaching Budokan”
Convergence Mode and Map Compared to OW2
The gameplay of Convoy in Marvel Rivals is almost exactly the same as “Hybrid” mode in Overwatch 2. Both game modes begin with a capture point which contains its own three checkpoint progress semi-circle.
If an attacking team surpasses one of the checkpoints during a fight but ultimately loses the fight or all allies die, that team will begin progress on the following fight at the last past checkpoint. Unlike in OW2 Hybrid mode, Convergence in Marvel Rivals has one halfway checkpoint to save progress and add time whereas OW2 Hybrid contains two.
Shin-Shibuya’s map design is rather unique in relation to OW2 Hybrid maps, but the close map is probably King’s Row.
Fundamental Strategies for Convergence
- The general strategy from Domination applies to the initial capture point (see earlier section).
- The general strategy from Convoy applies once escorting/stopping Spider-zero (see earlier section).
- When defending and losing the fight for control of the initial capture point, partially retreating and allowing the attackers to partially capture checkpoint ticks can give your respawned allies time to rejoin the fight to turn the tides in your favor.
- Take advantage of healing packs in the side rooms of the objective point.
Convergence Game Mode Details
- Both teams have 4 min timer
- 35 sec when the match starts for the defense to set up
- Halfway checkpoint awards 1 min & 30 sec extra time to the attacking team
- Indicator under progress bar for how many allies or enemies are in range and considered touching the objective
- Escort progress mechanics function the same as Convoy (see above)
- If the first defending prevents the attackers from getting a single checkpoint tick, (33.33% capture progress), the team attacking second only needs to reach 1 full tick to win the game
- Ultimate charge does not carry over between rounds.
- In the case of both teams escorting Spider-Zero fully to the end, the next round goes into OverTime
- If both teams were under 1 min time left. 1min is added to each teams timers
- Capturing points in OT does not award additional time
- Overtime does not end until attacking team has no heroes on objective
Defenders High Ground View of Initial Capture point, “Stop Spider-Zero from Being Rescued”