Marvel Rivals Spider-Man Hero Guide
The web-slinger known as your friendly neighbourhood Spider-Man swings into the action! It’s only a matter of time until you run into a Spidey user moving so quickly around the map that you’ll swear he’s teleporting. A true glass cannon of all offence and zero defence, Peter Parker brings a deadly combination of distraction, fear, and sudden bursts of damage.
He enables his teammates by following up on their damage and aggression to help secure kills and take away Strategist resources from the rest of their team. Fans of any iteration of Spider-Man are having an incredible time web swinging around maps, and binding up enemies in webs.
Considered by most to be the hero with the highest skill cap and extremely mechanically demanding, be prepared to spend a good deal of time learning how to optimize Web-Swing before expecting to start carrying your team. Once one masters his abilities, Spider-Man won’t be getting squashed like a bug.
Strengths
Best in Game Mobility
Having 5 different movement abilities already puts Spider-Man above the rest of the roster regarding movement options. The speed of Web-Swing and Get Over Here makes him the king of mobility. All that speed comes at a cost, however, as all of Spidey’s strength revolves around being able to fully control and utilize these capabilities. It’s much easier said than done, as Spider-Man has the highest skill floor and ceiling in the Rivals roster.
Burst Damage Combos
The flanker style of sneaking around the enemy is effective when used by a hero like Spider-Man who can quickly chain abilities together to instantly eliminate a target. While he struggles to output consistent damage over time, Spidey’s burst damage can easily defeat an enemy before they have time to react appropriately.
1v1 Duels
The combination of high mobility and high burst damage allows Spider-Man to excel in 1v1 duel situations. His movement and CC make it difficult for the enemy to land damage into Spidey. Anytime you can find an isolated enemy, you should engage as soon as possible as you’ll generally always have the upper hand in the duel.
Weaknesses
Only Effective at Close Range
While he technically has Web-Cluster as a ranged ability, Spider-Man is truly a melee hero who needs to be right on top of his target to be effective. From spawn or at the opening poke phase of a fight/match, Spider-Man generates very little value for his team. An important skill to master as Spider-Man is how to Min/Max time and resources.
Poor Defense
As far as defensive power goes, Spider-Man has none. A low health pool and no way to block or become invulnerable means he has to rely solely on dodging via complex movement to stay alive.
Vulnerable to Stuns
Getting hit by a single stun means instant death for the web-slinger.
Forced to Play in Enemy Territory
The time spent staging a flank also means you’re giving the enemy a window where you are not contributing to the fight. Close-range engagements are inherently more dangerous, as you’ll typically have to position aggressively.
Abilities (55 min)
Primary Fire: Spider-Power
Description: Swing fists forward to strike, dealing extra damage to the enemy with a Spider-Tracer
- Damage:
- Punches deal 25 dmg
- 75 dmg with Spider-Tracer
- Kick deals 40
- 90 dmg with Spider-Tracer
- Air hammer punch deals 50 damage
- 100 dmg with Spider-Tracer
- Ammo: Infinite
- Range:
- Punches: 2.5 meters
- Kick: 4.5 meters
Secondary Fire: Web-Cluster
Description: Shoot a Web-Cluster that deals damage and attaches a Spider-Tracer to the hit enemy
- Damage: 30 dmg
- Ammo: 5
- Cooldown: No cooldown between uses
- Recharges 1 stock every 3 seconds
- Range: Infinite
Web-Swing [SHIFT]
Description: Shoot a strand of webbing to swing.
- Ammo: 3
- Cooldown: No cooldown between uses
- Recharges 1 stock every 6 seconds
- Range: 30 meters
Get Over Here! [E]
Description: Shoot webbing to reel in the hit enemy. If the enemy is tagged with a Spider-Tracer, Spider-Man will get pulled to them instead
- Damage:
- 25 dmg without Spider-Tracer
- 60 dmg on kick with Spider-Tracer
- Cooldown: 7 seconds
- Range: 21 meters
- Increases to 23 meters with Spider-Tracer
Amazing Combo [F]
Description: Launch an enemy upward, dealing extra damage to the enemy with a Spider-Tracer
- Damage:
- 55 dmg without Spider-Tracer
- 110 dmg WITH Spider-Tracer
- Ammo: 2
- Cooldown: 2 seconds between uses
- Recharges 1 stock every 6 seconds
- Range: 5 meters
Thwip and Flip [Space]
Description: Perform a double jump.
- Double jump refreshes after every Web-Swing, Wall Crawl, or after touching the ground.
Passive: Spider-Sense
Description: Give a warning of enemies that have been around.
Passive: Wall Crawl
Description: PRESS [SPACE] to crawl on vertical surfaces, and PRESS [Primary Fire] to run on them.
Team-up Ability: Suit Explosion [C]
Description: Venom shares a part of his symbiote with Spider-Man and Peni Parker, activating their symbiote abilities. Spider-Man and Peni Parker can convert the symbiotes into explosive spikes that inflict harm on nearby enemies and relentlessly drive them back
- RANGE
- 5m spherical radius
- DURATION
- 4s
- ATTACK INTERVAL
- 1 hit per second
- DAMAGE
- 50 damage per strike
- COOLDOWN
- 30s
- TEAM-UP TARGET
- Venom
Use Tip
Instantly activates and begins attacking. During the duration of Suit Explosion, the symbiote reduces damage Spider-Man receives.
Tips and Tricks
Swing recovery animation can be cancelled with Amazing Combo, Get Over Here, and Secondary Fire.
“Get Over Here!” Spider-Tracer flying flip kick animation can be auto-canceled by holding [F] Amazing Combo.
Combos
Standard Combo
- Cyber Web Cluster (attaches Spider-Tracer) + Get Over Here! → Amazing Combo
Follow-up to Amazing Combo uppercut depends on the target’s remaining health, distance and resources.
Follow-up examples:
- A single Cyber-Web Cluster will eliminate a 250HP hero.
- Cyber-Web + Melee will eliminate a 300HP hero.
Extended Combo
- Cyber Web Cluster (attaches Spider-Tracer) + Get Over Here! + Melee → Cyber Web Cluster (attaches Spider-Tracer) → Amazing Combo
Synergies
The ideal comp built around Spiderman is either outputting consistent damage for him to follow up on or creating flank opportunities for him. Teams with slow and steady damage give Spidey many opportunities to be like a vulture and attack when he sees a low hp enemy. The other way to enable Spider-Man would be to set up a hard engagement with him. Since, at any given moment, Spidey can attack from any angle, he can assist in any type of aggressive play, which gives his team a lot of flexibility.
Example Team Comps Built Around Spider-Man
Vanguards: Venom, Hulk
Duelists: Spider-Man
Strategists: Luna Snow, Jeff The Shark
Individual Synergies with Other Heroes
Vanguards: Venom
Venom’s Team-Up ability, Suit Expulsion, greatly increases Spider-Man’s ability to finish off his targets and survive enemy counterattacks. The extra ability empowers him, and putting the two webswingers together makes for perfect dive combos. Venom can initiate the engagement with his swing and slam, which gives Spider-Man an easy to hit target for his Web-Cluster while they are being booped into the air.
Duelists: The Punisher
The constant damage produced by Punisher’s Adjudication assault rifle gives Spider-Man countless opportunities to finish off targets who are in the middle of escaping the Punisher’s attack. Moreover, if they’re paying attention, The Punisher can easily track an enemy who has been CC’d into the air by Spidey’s Amazing Combo.
Strategists: Luna Snow
Pairing Share the Stage with Spider-Man is a match made in heaven. The extreme movement used to dodge enemy attacks also dodges ally healing. Luna’s passive healing ability sticks on Spidey while she pockets her front line and continuously heals him, which empowers the webslinger to attack again and again.