In this Marvel Rivals Jeff The Land Shark guide, you’ll learn the fundamentals of his abilities, unique play styles, and fundamental tips.
Marvel RivalsMarvel Rivals Jeff The Land Shark Character Guide
Jeff the Land Shark Overview
Equal parts adorable and deadly, as your team’s Strategist, Jeff the Land Shark, is also equal parts attacker and healer. After his Season 2.5 rework, his primary fire is simultaneously an attack and a heal, so he's better than ever at balancing the two.
Depending on what his needs are at a given moment, he can stay behind and line up his allies for high amounts of AoE healing, or take the fight into his own fins and go on aggressive flanks.
Due to not having a true defensive ult, you’ll need to find creative ways of making up for this weakness and win fights via environmental KOs from your ultimate.
Find out where Jeff The Land Shark ranks in our Marvel Rivals tier list.
TLDR
How to Play As
- Don’t be a heal bot. The easiest way to increase the value you bring to your team is to line up enemies behind your allies to always deal damage while healing.
- Look for environmental KOs with your ultimate. Before using your ult, plan out if there is a ledge and how you will get there alive after swallowing the enemies.
- Save your limited supply of Aqua Burst to CC enemies when they get too close to your team. The knockback is especially useful against flankers.
How to Play Against
- Shoot his fin. Especially when he has your teammates in his mouth, you need to focus all your efforts on shooting his fin. Remember, he has limited resource now, so chase after him.
- Jeff doesn’t have a defensive ultimate, you can use your offensive ultimates with less planning for counterplay than usual.
- If you’re fighting an enemy who has Jeff bubbles nearby, don’t overcommit because they can give themselves burst healing as soon as they start to get low.
Strengths and Weaknesses Summary
- Self-reliant
- Speed Boost
- Fight winning ultimate potential
- Can’t counter enemy ultimates
- Giant head hurtbox
- Ultimate can be easily evaded
Strengths and Weaknesses
Strengths
Self-reliant
Jeff can play very selfishly and get away with it. His bubbles and submerged movement make him difficult to eliminate even when isolated from his team. He also has the damage win 1v1 duels.
Speed Boost
Giving your teammates a speed boost empowers them to quickly chase down enemies who are now moving slower than they are. Especially on Vanguards like Groot and Hulk who want to stay close to their enemies, Healing Bubble’s speed boost can be the break point for winning multiple fights.
Fight winning ultimate potential
Although it may not be the most consistent at doing so, It’s Jeff possesses the potential to instantly win team fights. If he swallows multiple enemies and gets environmental KOs, he instantly wins his team the fight in a way no other Strategist can.
Weaknesses
Can’t counter enemy ultimates
Imagine your team is under attack by an enemy Star-Lord’s flying aimbot ultimate. Many other Strategist can easily use a defensive ult, save their team and kill the Star-Lord. Jeff can’t swallow the flying enemy, and if he easts his team, he’ll kill them all when he gets quickly bursted down.
Giant head hurtbox
Even with his Oblivioius Cuteness Passive, Jeff still takes a ton of damage due to his giant head taking up all the space facing the enemy. He is easy for the enemy to farm anytime they see him. Also, he can get deleted by things like an Adam Warlock charged right click much more easily than any other hero.
Ultimate can be easily evaded
Anyone with a movement or invaluable ability will easily evade being swallowed when they hear to bell and comp of Jeff’s ultimate. If he misses, not only will he not be getting any KOs, but now he’s deep in enemy territory and has to try and escape with nothing in return.
Ability Tips
Primary Fire: Joyful Splash
DESCRIPTION | Unleash a healing splash. |
KEY | Left Click |
CASTING | Rapid-fire, delayed projectile |
PROJECTILE SPEED | 100m/s |
HEALING AMOUNT | 130/s |
DAMAGE | 70/s |
DAMAGE FALLOFF | Damage falloff starts at 20m to a maximum of 65% at 40m |
FIRE RATE | 20 rounds per second |
AMMO | 100 |
Tips for Primary Fire: Joyful Splash
Infinite range
- Many players don't realize Jeff’s healing spray has infinite range and no healing falloff. It’s your job to sustain allies positioned far away where your team’s other Strategists may not be able to.
Use after Healing Bubble
- Because your bubbles give both a healing buff and speed boost, you should always be using a bubble on your allies before spraying them with primary fire.
- A full clip of primary fire barely outlasts the buff duration of bubbles so you can bubble, empty a clip, reload, cancel bubble, empty clip, and so on to maximize healing output.
Pierce's allies and enemies
- Line up allies and enemies to heal and damage everyone in a straight line simultaneously.
Secondary Fire: Aqua Burst
DESCRIPTION | Launch a high-speed water sphere that bursts upon impact, dealing damage to enemies within range. |
KEY | Right Click |
CASTING | Single-cast projectile with delayed impact that also generates a spell field |
DAMAGE | Projectile Damage: 25 damage per round, Spell Field Damage: 45 damage per cast |
RANGE | 3m spherical radius |
DAMAGE FALLOFF | Falloff begins at 1m, decreasing to 50% at 3m (projectile damage has no falloff) |
PROJECTILE SPEED | 100m/s |
FIRE RATE | 1.75 rounds per second |
COOLDOWN | 3 charges, with each charge taking 3s to recharge |
SPECIAL EFFECT | Direct hits can launch enemies up |
CRITCAL HIT | No |
Tips for Secondary Fire: Aqua Burst
Direct impact and AoE damage
- You should be trying to go for direct hits, but aiming at their feet helps to still get splash AoE damage even when missing the direct hit.
Use as much as possible, but don’t tunnel on only damage
- The best Jeff players bring a balance of damage assistance and healing to their teams. If all you do is heal, you're missing out on the true value of Jeff’s kit.
[Q] Ultimate: It's Jeff!
DESCRIPTION | Deep dive into the scene and resurface to swallow both enemies and allies within range, activating Hide and Seek for a brief duration before ejecting the swallowed heroes forward. |
KEY | Q |
CASTING | Targeted |
SPECIAL EFFECT | After swallowing allies and enemies, Jeff will deal damage to enemies and heal allies for the duration of the effect, during which they will also benefit from Hide and Seek |
RANGE | 10m radius,5m high cylindrical spell field |
DAMAGE | 25/s |
HEALING AMOUNT | 225/s |
BONUS HEALTH (ALLY) | Overflow healing on swallowed allies grants 45 Health per second as Bonus Health, up to 150 |
DURATION | 6s |
ENERGY COST | 4500 |
Tips for Q Ultimate: It's Jeff!
Don’t kill yourself
- Instead of swimming to your death, peek over the ledge and spit the enemies down toward the abyss.
Different map areas have different kill floors
- You’ll need to experiment to start memorizing which ledges instantly kill the enemies just a couple of meters below the ground, and which have deeper livable areas. Depending on what kind of movement ability the enemy has, they may be able to survive being spat out.
Pay attention to who has been swallowed
- An indicator shows which enemies and which allies are in your mouth. Spit out your teammates with secondary fire before sending the enemies off a ledge.
Heal your swallowed allies
- Even though Jeff’s ult can’t be used as an invincible defensive ult like Cloak & Daggers, it still provides 225 healing per second. That is faster healing than Invisible Woman’s ult. If you swallow a damaged ally, heal them fully before spitting them out.
[SHIFT] Hide and Seek
DESCRIPTION | Dive into the scene with only his dorsal fin exposed, granting himself a Movement Boost. Jeff can heal while submerged and gains the wall-crawl ability |
KEY | SHIFT |
CASTING | Instant Cast |
SPECIAL EFFECT | During the dive, gain Unstoppable, healing over time, and a Movement Boost, while Jeff's hitbox is reduced |
MOVEMENT BOOST | 60% |
MAXIMUM ENERGY | 120 |
ENERGY COST | 20/s |
ENERGY RECOVERY SPEED | 15/s |
HEALING AMOUNT | 35/s |
Tips for SHIFT Hide and Seek
Never move in a straight line
- Since his dorsal fin can still be damaged, never travels in a straight line. Even a small amount of wiggling and circling greatly increases how evasive Jeff becomes.
Use Healing Bubble to resurface
- Instead of canceling Hide and Seek by pressing its button again, using a bubble will simultaneously resurface Jeff and spit out a healing bubble
- Aim at the ground to keep the bubble within your usable range.
Climb walls and get off angles
- High ground is very powerful in Marvel Rivals and Jeff should be using his climb to always be positing and contesting high ground.
- If an enemy is positioned on high ground and is farming your team, surprise them with a wall climb flank and blast them with your primary and secondary fire to force their retreat.
Shoot over barriers
- Jeff can use a quick wall climb jump to see over enemy shields and barriers, and attack those behind their protection.
- Especially good for finishing off damaged enemies trying to hide and get healing.
[E] Healing Bubble
DESCRIPTION | Spit a bubble that heals the ally who collects it, granting them Healing Boost and Movement Boost while also launching up nearby enemies. |
KEY | E |
CASTING | Summons |
SPECIAL EFFECT | Touching the bubble will immediately activate its effect |
HEALING AMOUNT | 30/s |
HEALING BOOST | 15% |
MOVEMENT BOOST | 60% |
BUFF DURATION | 4s |
DURATION | 180s |
COOLDOWN | 3 charges, with each charge taking 6s to recharge |
Tips for E Healing Bubble
Healing and speed buffs
- Every ally, (including himself), affected by a Healing Bubble gets both a speed boost and a healing buff. All healing they receive whether it is from Jeff, another Strategist or their self-healing will be boosted by 15%.
Large AoE, so don’t spam unless needing multiple bursts of healing
- When allies are grouped closely together, only one needs to pop the bubble and anyone in range will get the healing plus the buffs.
Knockbacks enemies
- Especially useful against melee enemies.
- Example: When fighting a melee enemy, spit bubbles between the two of you, and every time you grab one you get healing plus knock them out of their melee range.
(PASSIVE) Oblivious Cuteness
DESCRIPTION | Reduce damage taken from critical hits. |
KEY | Passive |
CRITICAL HIT DAMAGE REDUCTION | 70% |
Tips for Oblivious Cuteness
Don’t have to do anything, Jeff just gets a reduced headshot multiplier to help balance out his gigantic head hurtbox.
- You still tend to take a lot of damage because of how easy it is to land critical hits on Jeff. Don’t interpret this passive as Jeff can face tank because it’s the opposite.
Team-Up: It's Jeff-Nado!
DESCRIPTION | When Storm activates Omega Hurricane and Jeff the Land Shark's It's Jeff is ready, they can unleash a powerful Team-Up Ability. During this period, Storm's Omega Hurricane merges with Jeff to form a Jeff-nado |
KEY | Z |
SELECT RANGE | 60m radius, 90° fan-shaped area in front of Jeff |
SWALLOW TIME REQUIRED | 1.5s |
WARNING BEFORE SWALLOW | 0.1 |
SWALLOR RANGE | 10m spherical radius spell field centered around Storm |
SWALLOW DAMAGE | 80 |
ATTACK INTERVAL | 2 hits per second |
Tips for It's Jeff-Nado!
Jeff or Storm can ult first
- As long as the duration of the first ult hasn't ended, the second person can activate their ult to trigger the Team-Up.
Jeff needs to devour someone
- If Jeff doesn't swallow an enemy, the Jeff-Nado won't activate, and Jeff will do his usual confused flop when he misses his ult.
- Even if you're submerged duration is about to end, you'll still get the duration extension once Jeff-Nado combines.
Counters Defensive ults
- Becuase the Jeff-Nado sucks in damages the enemy, most defensive ults can be coutnered by swallowing their allies, since they can't be healed while in Jeff's mouth.
- Invisible Woman and Cloak and Dagger have stationary ults, which you can just swallow and move the enemies away from.
Team-Up: Guardian of the Deep
DESCRIPTION | Venom shares a part of his symbiotes with Jeff the Land Shark. When using the Team-Up Ability in either his normal state or during Hide and Seek, Jeff extends symbiote tendrils to nearby allies, linking with them. Linked teammates receive continuous healing. When the ability reaches its maximum duration, all linked allies gain a large burst of healing, with excess healing being |
KEY | X |
COOLDOWN | 20s |
RANGE | 10m spherical radius spell field |
CONTINUOUS HEALING DURATION | 5s |
CONTINUOUS HEALING EFFICIENCY | 70/s |
ONE-TIME HEALING AMOUNT | 70 |
BONUS HEALTH | 100 |
BONUS HEALTH FALLOFF | Falloff begins at 3s and decreases by 30/s |
Tips for Guardian of the Deep
AoE healing
- Guardian of the Deep first grants an instant burst of healing, then healing over time as long as the tendrils stay attached.
- Remember that Healing Bubbles buff the healing. Used together, these two abilities give Jeff an extremely high amount of AoE healing.
Team-Up: New Friends
DESCRIPTION | Jeff the Land Shark and Rocket Raccoon can ride on Groot's shoulders, receiving Damage Reduction. |
KEY | C |
CASTING | Targeted |
RANGE | Up to 12m |
DAMAGE REDUCTION | 35% |
Tips for Team-Up: New Friends
Not particularly useful
- You don’t want to position where Groot positions, so riding his shoulders is generally not a great idea.
Can be used to tank enemy attacks
- In a desperate situation, jumping on Groot’s shoulders can give you enough damage reduction to survive some enemy attacks.
Synergies
Team Comp Synergies
Team comps built around Jeff the Land Shark are equipped to benefit from both his direct and indirect support. Anyone can benefit from his direct support when he stands behind them and sprays healing, but stronger pairings have to tools to grab a bubble when needed or coordinate with his flank attacks.
Jeff doesn’t perform great when he has to sit behind his team and heal bot. Instead, he gets more value when he can leave a few bubbles near his team, and position on an off-angle.
His speed burst favors a more aggressive playstyle, but is wasted by teammates who are going to stand in place anyway. Jeff is well-rounded but not the best at any one thing, so he can pair well with other well-rounded teammates or allies who specialize in his weakest areas, like lacking a defensive counter ultimate.
Team Comp Example
- Vanguards: Groot, Captain America
- Duelists: Namor, Star-Lord
- Strategists: Jeff The Land Shark, Luna Snow
Hero Synergies
Vanguards: Groot

Pair these two ults together and you are guaranteed to win the fight if Groot caught two or more enemies. If he can get the kill, Jeff can take the swallowed enemies to a ledge, or have his team create a kill box area. If he can’t, he can just stall while his team fights with the hero advantage.
When Jeff goes first, he can swallow enemy Strategists, and take away the enemy's defensive ults long enough for Groot to convert strangled enemies into KOs.
Duelists: Storm

If you're playing either of these two heroes without the other, you are doing yourself and your team a disservice. Jeff-Nado Team-Up Ultimate is the strongest attack currently in Marvel Rivals. High damage combined with the CC of Devour, plus a 9-second duration, makes their attack almost uncounterable.
Outside of the Team-Up, Storm benefits from Jeff's infinite healing range and his ability to reposition. They also want to play similarly because when their allies are positioned closely together, Storm's AoE and Jeff's bubbles get maximum value.
Strategists: Luna Snow

Luna gives Jeff the only two things he wants in life: Frozen Spitball and a defensive ult. You’re going to have a rough time if your team doesn’t have a defensive ult like Luna’s so you really, really want another Strategist player to have one. As outlined under the tips section, Frozen Spitball raises Jeff’s lethality and the overall value he brings to the team. His offensive flanks become way more effective when he has the Team-Up available.
Table of Contents
Base Stats
Role | Strategist |
Difficulty | 1/5 Stars |
Health | 250 |
Movement Speed | 6 m/s |