In this Marvel Rivals Iron man guide, you’ll learn the fundamentals of his abilities, unique play styles, and fundamental tips.
Marvel RivalsMarvel Rivals Iron Man Character Guide
Iron Man Overview
Tony Stark unleashes a barrage of arc reactor attacks from the sky as Iron Man. Between his primary and secondary fire, he can switch between across-the-map long range damage and lethal close-range damage.
Depending on the map and the enemy's team comp, Iron Man can either position high in the sky or stay low and close to his team. Slow aerial movement speed makes him an easy target, so he relies on the walls, structures, and the environment to keep him from taking too much damage.
An overdriven Unibeam is by far the best ability he brings to his team. Therefore he's much more useful staying within Unibeam’s medium range, than trying to fly in the back spamming primary fire.
Find out where Iron Man ranks in our Marvel Rivals tier list.
TLDR
As
- Use tall walls and structures as vertical cover to peek over, shoot, and descend behind.
- Position within Unibeams range as it is your best damage tool
- Use flanks and off-angles to set up his ultimate. Firing from far away or in front of the enemy makes it easy for them to dodge.
Against
- Use any hero with hitscan or fast projectiles to make shooting him out of the air easier.
- When you hear him activate Armor Overdrive, create some distance and try to get out of his Unibeams range.
- For Vanguard players, look to protect your team from his Unibeam and Invincible Pulse Cannon Ultimate.
Strengths and Weaknesses Summary
- Highest Burst Damage
- Flying
- Flexible
- Slow Aerial Movement
- Easy to Avoid Ultimate
- His Best range is also the most dangerous for him
Strengths and Weaknesses
Strengths
Highest Burst Damage
A Amor Overdrive Univbeam deals 190 damage per second. Outside of some ultimates, that is the highest damage per second in all of Marvel Rivals. To put this into perspective, Invisible Woman's ultimate only heals 165HP per second, meaning Iron Man can kill people even when standing inside the Invisible Boundary.
Flying
Being able to fly means that Iron Man can position anywhere and everywhere. This allows him to be unpredictable with his positioning, which makes it difficult for the enemy team to prepare for his attack.
Flexible
Iron Man can play with his team, go on flanks, shoot from the air, shoot from the ground, or focus on staying in medium range and only use Unibean. No matter what the situation calls for, Iron Man can adapt his playstyle to match.
Weaknesses
Slow Aerial Movement
Against hitscan enemies like Hela and The Punisher, Iron Man has a difficult time peeking as his slow speed in the air makes him an easy target. Even projectile heroes can reliably target him since they don’t have to lead their shots very much.
Easy to Avoid Ultimate
While Invincible Pulse Cannon deals enough damage to KO everyone in the game, the channeling time gives enemies with shields or escape abilities ample time to react. You'll need to sneak up and get pretty close to your targets to give yourself the highest rate of success.
His Best range is also the most dangerous for him
Iron Man gets the most amount of value when playing inside Unibeam's range. Unfortunately, positioning that close to the enemy makes him extremely vulnerable.
Ability Tips
Primary Fire: Repulsor Blast (Standard and Armor Overdrive)
Standard
DESCRIPTION | Fire nano pulse cannons forward |
KEY | Left Click |
CASTING | Straight-line projectile that generates a spell field upon impact |
AMMO | 100 |
CRITICAL HIT | No |
SPECIAL MECHANIC 1 | After firing the one-handed repulsor twice in a row, the next attack will fire two repulsors at once |
SPECIAL MECHANIC 2 | Repulsor Blast and Unibeam share the same ammo count |
PROJECTILE SPEED | 60 m/s |
DAMAGE | The first two Repulsor Blast hits deal 35 direct damage and 50 Spell Field Damage. Two-handed Repulsor deals 50 direct damage and 65 Spell Field Damage. |
Armor Overdrive
DESCRIPTION | Fire nano pulse cannons forward |
KEY | Left Click |
CASTING | Straight-line projectile that generates a spell field upon impact |
AMMO | Infinite |
CRITICAL HIT | No |
PROJECTILE SPEED | 80m/s |
DAMAGE | 45 |
RANGE | 5m spherical radius |
SPELL FIELD DAMAGE | 65 |
SPELL FIELD DAMAGE FALLOFF | 40% falloff at 5m |
FIRE RATE | 1.33 rounds per second |
Tips for Repulsor Blast
- Good for Long Range Poking
- With no falloff damage and AoE splash damage, Repulsor Blast is perfect for firing into grouped-up enemies.
- Focus on Grounded Targets
- The slow projectile speed makes it difficult to land shots on enemies who are dashing or flying around the map. Grounded enemies are much easier to hit, and even if you just hit the ground next to them, you’ll still hit them with the splash damage.
Secondary Fire: Unibeam (Standard and Armor Overdrive)
Standard
DESCRIPTION | Fire nano pulse cannons forward |
KEY | Right Click |
CASTING | Channeled |
AMMO | 100 |
CRITICAL HIT | No |
SPECIAL MECHANIC | Repulsor Blast and Unibeam share the same ammo count |
BEAM LENGTH | 25m |
DAMAGE | 140 damage per second |
AMMO CONSUMPTION | 10/s |
Armor Overdrive
DESCRIPTION | Fire nano pulse cannons forward |
KEY | Right Click |
CASTING | Channeled |
AMMO | Infinite |
CRITICAL HIT | No |
BEAM LENGTH | 25m |
DAMAGE | 190/s |
Tips for Unibeam
- Play within Unibeam’s range
- The damage and lethality of Unibeam far surpasses Repulsor Blast. As Iron Man, you want to find ways to position yourself near its maximum 25m range.
- Off Angles and Cover
- Iron Man moves extremely slowly while using Unibeam. Make sure to utilize cover to peek over or around to minimize your exposure to the enemy's attacks. Using Unibeam just off to the side of your team, rather than being in the middle of your team, divides the enemy's focus.
[SHIFT]: Hyper-Velocity (Standard and Armor Overdrive)
Standard
DESCRIPTION | Activate Hyper-Velocity state for swift forward flight |
KEY | SHIFT |
MOVEMENT BOOST | 100% |
MAXIMUM ENERGY | 120 |
ENERGY COST | 15/s |
ENERGY RECOVERY SPEED | 10/s |
Armor Overdrive
DESCRIPTION | Activate Hyper-Velocity state for swift forward flight |
KEY | SHIFT |
MOVEMENT BOOST | 100% |
MAXIMUM ENERGY | Infinite |
Tips for Hyper-Velocity
- Reposition
- Use Hyper-Velocities speed to quickly reposition while reloading, or being healed by your team. Frequently changing your position makes it hard for the enemies to prepare to defend against your attacks.
- Dodge Enemy Attacks
- As soon as you are getting attacked and your health is getting low, use Hyper-Velocity to move erratically and unpredictably in the air by flicking around your crosshair.
- Armor Overdrive Hyper-Velocity
- Armore Overdrive grants infinite boosters to Hyper-Velocity. You can use your boosters at any point during the duration of Armor Overdrive
[E]: Armor Overdrive
Armor Overdrive
DESCRIPTION | Activate Armor Overdrive state, enhancing the damage of Repulsor Blast and Unibeam |
KEY | E |
DURATION | 10s |
BONUS HEALTH | 50 |
COOLDOWN | 20s |
10-second
Tips for Armor Overdrive
- Long 20 Second Cooldown
- Armor Overdrive is Iron Man’s best tool to secure elims. Using it when your team can’t support you wastes this precious damage resource. Make sure to save Overdrive for when you know you’ll be able to attack for most of the 10-second duration.
- Save for 1v1 Duels
- In many matchups, having Overdrive available makes the difference between winning and losing. In the aerial battle between Storm and Iron Man, for example, whichever hero has their [E] empowering ability available will win the duel.
- The Bonus Health added in the Season 2 update greatly helps Iron Man go for aggressive plays and win duels.
[F]: Micro-Missile Barrage
Standard
DESCRIPTION | When Hyper-Velocity or Armor Overdrive is used, Iron Man can launch a missile bombardment |
KEY | F |
CASTING | Scatter-type projectile that generates a spell area upon impact |
MISSILES | 16 |
PROJECTILE SPEED | 15 m/s |
RANGE | 2m spherical radius |
SPELL FIELD DAMAGE | 20 damage per round |
COOLDOWN | 8s |
SPECIAL MECHANIC | Launch missiles directly beneath Iron Man |
Armor Overdrive
DESCRIPTION | When Hyper-Velocity or Armor Overdrive is used, Iron Man can launch a missile bombardment |
KEY | F |
CASTING | Scatter-type projectile that generates a spell area upon impact |
MISSILES | 18 |
PROJECTILE SPEED | 60 m/s |
RANGE | 2m spherical radius |
SPELL FIELD DAMAGE | 15 damage per round |
COOLDOWN | 6s |
SPECIAL MECHANIC | Launch in the direction of Iron Man's crosshair |
Tips for Micro-Missile Barrage
- Quickly Fly in, and Fly Out
- Hyper Velocity Micro-Missile Barrage has a long recovery animation before Iron Man can use another ability. Fire while flying past the enemy or out of their POV to avoid floating in the open while recovering.
- Aim Below Your Target (Armor Overdrive Active)
- The Missile Spread of Armor Overdrive Micro-Missile Barrage goes out to the sides and up. Aiming just below your target or at their feet maximizes the number of missiles hitting them.
- Two Barrages per Overdrive (Armor Overdrive Active)
- If you fire one Barrage immediately after activating Overdrive, you can launch another volley of missiles just before your Overdrive ends.
Ultimate: [Q]: Invincible Pulse Cannon
DESCRIPTION | Fire a devastating pulse cannon in the targeted direction, delivering catastrophic damage to the targeted area upon impact |
KEY | Q |
CASTING | Straight-line projectile that generates a spell field upon impact |
ENERGY COST | 3400 |
PROJECTILE SPEED | 25 m/s |
DISPERSIVE SPELL FIELD | Length: 15m, Width: 5m, Height: 5m |
DAMAGE OVER TIME | 300/s |
EXPLOSION RANGE | 10m spherical radius |
EXPLOSION DAMAGE | 1000 |
SPELL FIELD DAMAGE FALLOFF | 5% falloff at 10m |
SPECIAL MECHANIC | As the projectile travels, it creates a dispersive spell field that deals Damage Over Time to nearby enemies |
Tips for Invincible Pulse Cannon
- Very Slow Projectile
- Invincible Pulse Cannon is one of the slowest-moving projectiles in all of Marvel Rivals. When fired from a long distance, your enemies have more than enough time to react and survive.
- Surprise Your Targets
- Sneaking up on your targets from behind is a great way to guarantee multiple elims from your ult since they will have minimal time to figure out where the ult will hit and how to protect themselves.
- Combo with Team Stuns
- If your enemies literally cannot escape because they are stunned, nothing can survive the 1000dmg of Invincible Pulse Cannon
- Watch for Shields
- Even though the damage is extremely high, your ult can be blocked by every shield in the game. Make sure your target does not have a shield available before firing.
Team-Up: (Passive) Nano Tech
DESCRIPTION | Iron Man uses nanotechnology to upgrade Ultron's arsenal, enhancing his Encephalo-Ray to Nano Ray. During its active phase, Ultron fires an unstoppable Nano Ray straight ahead that pierces through all characters, delivering massive damage to enemies while simultaneously restoring health to allies |
KEY | Passive |
TEAM-UP BONUS | 5% Damage Boost |
TEAM-UP TARGET | Ultron and Squirrel Girl |
Tips for Nano Tech
- Play style with Ultron
- When playing with an Ultron, try to always position at a different angle than he is. You want to split the enemy's focus and use both of your aerial abilities to create multiple lines of crossfire.
- He can give you drone so you can fly around freely, or play near you when needing healing from the drone.
Synergies
Team Comp Synergies
Team comps built around Iron Man perform completely different functions than himself. When the enemy team has their attention on Iron Man, he is very easy to KO due to his slow movement speed and small health pool.
If his entire team is pulling the enemy’s focus away from the sky and away from his off-angle, he is free to pump his high-damage abilities into his unsuspecting target. Since he has a hard time against hitscans, he wants teammates who can deal with them.
From a Strategist, he needs consistent healing rather than burst healing. Iron Man should be playing near cover and alternating between peeking and hiding. This playstyle favors slow but constant healing over having to take a long pause while waiting for a burst of healing.
Team Comp Example
- Vanguards: Hulk, Doctor Strange
- Duelists: Iron Man, Magik
- Strategists: Mantis, Cloak & Dagger
Hero Synergies
Vanguard: Hulk

Hulk has great synergy with Iron Man. He takes up so much attention when he jumps in the enemy's face, Iron Man can come in with his Overdrive Unibeam and melt their targets.
Even across the map, Iron Man’s primary fire can target the same enemies Hulk is diving which makes Hulk's presence more deadly. Hulk is also really strong against heroes like Hela, who counter Iron Man. In Iron Man Mirror Matches, the one with Hulk has the advantage because he can assist in aerial take downs, or shield the entire team from Iron Man's ult.
Duelist: Magik

Magik’s presence is extremely threatening to a backline. She can quickly teleport in and assassinate Duelists and Strategists. Therefore, the enemies cannot afford to simply ignore her.
Even if she isn’t securing elims on her own, her threat takes everyone's eyes off of Iron Man. The same can be said for Iron Man because when the enemy sees him coming in with Overdrive Unibeam, they have to deal with the threat.
Consequently, Magik then becomes free to go for an aggressive attack since the enemy has switched their focus off of her.
Strategist: Mantis

The passive healing and damage granted by Mantis’ life orbs are so good when given to Iron Man.
She takes less than one second to look up and grant both buffs to Tony Stark, then can continue with her own damage pressure or assist the rest of her team.
Putting a 12% damage boost on top of Iron Man’s already ridiculous burst damage has him absolutely melting even the highest HP enemies.
Table of Contents
Base Stats
Role | Duelist |
Difficulty | 2/5 Stars |
Health | 250 |
Movement Speed | 6 m/s |