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Marvel RivalsMarvel Rivals Spider-Man Character Guide

In this Marvel Rivals Spider-Man guide, you’ll learn the fundamentals of her abilities, unique play styles, and fundamental tips.

Spider-Man Overview

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.

Find out where Spider-Man ranks in our Marvel Rivals tier list.

TLDR

As

  • Look for isolated enemies. Spider-Man is at his best in 1v1 duels.
  • Constantly engage and disengage from the fight. This will create chaos, keep you alive, and give you and your team more opportunities to secure KOs.
  • Save your ult for after the enemy's defensive ults. Strategists will generally get ult before Spider-Man. Assume they have theirs and wait until you see it used before using yours.

Against

  • Use a hero with a stun. Spider-Man can be really difficult to deal with if you don’t have a stun. If anyone lands a stun on him, you should be able to delete him.
  • Run triple Strategist. Spider-Man will remain lore-accurate and never kill anyone against a Triple Strategist comp.
  • Play Namor. If worst comes to worst, Namor hard counters Spider-Man because his turrets auto-attack Spider-Man from the moment he enters the fight until he dies or disengages early.

Strengths and Weaknesses Summary

  • Best Mobility in Game
  • Burst Damage Combos
  • 1v1 Duels
  • Only Effective at Close Range
  • Poor Defense
  • A lot of Downtime

Strengths and Weaknesses

Strengths

Best Mobility in Game

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.

A lot of Downtime

The time spent staging a flank also means you’re giving the enemy a window where you are not contributing to the fight. Spidey is very cooldown dependent and needs to fully disengage when his abilities are offline. His teams will often feel the pressure of being in a 5v6 even while Spidey is alive.

Ability Tips

Primary Fire: Spider-Power

DESCRIPTION

Swing fists forward to strike, dealing extra damage to the enemy with a Spider-Tracer

KEY

Left Click

CASTING

Melee

SPECIAL MECHANIC

The default attack is a punch, but after landing two consecutive punches, the next attack will be a flying kick

Punch

DAMAGE

25

MAXIMUM DISTANCE

3m

ATTACK INTERVAL

0.37s per punch

MIDAIR DAMAGE

55

Kick

DAMAGE

40

MAXIMUM DISTANCE

4m

ATTACK INTERVAL

0.82s per kick

Tips for Primary Fire: Spider-Power

  • Spidey’s Primary fire but not his primary attack.
    • You’ll find that you’ll be using the rest of his abilities far more than you use his primary fire.
    • Generally, you don’t want to be grounded and meleeing enemies since you’ll most likely die instantly. 
  • In the air you’ll want to use both regular punch and double-handed overhead attack to follow up on Amazing Combo-combos.
  • In situations where you are just meleeing a hero, maximize damage by alternating between primary fire and Web Cluster.

Secondary Fire: Web-Cluster

DESCRIPTION

Shoot a Web-Cluster that deals damage and attaches a Spider-Tracer to the hit enemy

KEY

Right Click

CASTING

Projectile that fires in a straight trajectory

CHARGES

5

RECHARGE SPEED

2.5s per shot

PROJECTILE SPEED

120 m/s

DAMAGE

30

DAMAGE FALLOFF

Falloff begins at 20m, decreasing to 50% at 40m

CRITICAL HIT

No

SPIDER-TRACER DURATION

3s

SPIDER-TRACER DAMAGE

45

Tips for Web-Cluster

  • Damage is quite low, dealing only 30dmg per use. Mostly you’ll be using Web Cluster’s to attach a Spider-Tracer or finish off enemies at the end of a combo. 
  • Attach Spider Tracer
    • Tracer’s make the next attack deal extra damage and allow Spidey to pull himself into the enemy.
  • Never run out of charges
    • You have 5 charges and they refresh quickly. If you spam them, you’ll still run out quickly and won’t have them when you absolutely need to be able to attack a Spider-Tracer.

[SHIFT]: Web-Swing

DESCRIPTION

Shoot a strand of webbing to swing.

KEY

SHIFT

CASTING

Dash

MAXIMUM WEBBING LENGTH

30m

CHARGES

3

RECHARGE SPEED

6s per charge

Tips for Web-Swing

  • Turn off “Easy Swing”
    • This setting is on by default and makes correctly playing Spider-Man literally impossible
  • Never engage without at least one Web-Swing available.
    • If you use all three of your Web-Swings to get into position, you are asking to die in the middle of your attack.
    • You need to use Web-Swing to quickly get out, after doing a short and sweet attack.
      • Don’t stay in the enemy's face to more than a few seconds. Make them constantly have to chase and track you and you swing in and out of the fight. 

Web-Swing

  • At or above horizontal Web-Swing: When your crosshair is above the horizontal line, Spidey will Web-Swing.
    • Web-Swing is your primary engagement ability.
      • Set up attacks, swing and fire web-clusters, and get behind the enemy all with web-swing.
    • You carry momentum until you use your double jump.
      • If you’re trying to travel a far distance, don’t use your double jump.
    • While swinging, look where you plan on going and who you plan to attack. 

Web-Zip

  • Below horizontal Web-Zip: When your crosshair is below the horizontal line, Spidey will perform a Web-Zip.
    • Shoot a web-cluster at any point during web-zip to cancel its recovery animation.
      • Can be used to bunny hope and traverse flat areas very quickly.
    • Great for quickly dashing and dodging enemy attacks.
    • When an enemy has tried to escape your attack, web-zip yourself to them and back into your melee range.

[E]: Get Over Here!

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

KEY

E

CASTING

Projectile that fires in a straight trajectory

PROJECTILE SPEED

80 m/s

MAXIMUM DISTANCE

20m

PROJECTILE DAMAGE

25

KICKING DISTANCE

24m

KICK DAMAGE

55

COOLDOWN

8s

SPECIAL MECHANIC

Attack enemies marked with a Spider-Tracer, pulling Spider-Man towards them and performing a flying kick

Tips for Get Over Here!

  • “Get Over Here!” Spider-Tracer flying flip kick animation can be auto-canceled by holding [F] Amazing Combo.
    • Spidey will uppercut on the first available frame.
      • Refers to the dedicated combo section for Get Over Here! combo tips.
  • Environmental KOs: If Spider-Man is off the edge of the map, he will pull the enemy off that map, and they’ll be stuck in the web for too long and can’t jump out. 
    • Carry momentum
      • Using Amazing Combo after web-swinging or web-zipping will have Spidey flying across the map. If he pulls someone during this flight, they will get pulled super far with him.
        • Only need to activate Get Over Here! within the 20m range. The pull itself has an infinite range once attached.

[F]: Amazing Combo

DESCRIPTION

Launch an enemy upward, dealing extra damage to the enemy with a Spider-Tracer

KEY

F

CASTING

Melee

RANGE

4m spherical radius

DAMAGE

60

CHARGES

2

RECHARGE SPEED

6s per charge

COOLDOWN

2s

Tips for Amazing Combo

  • Always attach a Spider-Tracer before hitting an enemy with Amazing Combo because it deals significantly higher damage.
  • Primary Combo extender
    • Whether used after Get Over Here, regular attacks or Web-Swings, the uppercut launches himself and his enemy up into the air for some easy follow up attacks. 
  • When an enemy is stunning or killing you during Get Over Here, try to instead engage with a Web-Zip at their feet canceled into Amazing Combo.
    • You’ll be way more evasive, cross them up, and can then follow up with a Cyber-Web and Get Over Here.

[SPACE]: Thwip and Flip

DESCRIPTION

Perform a double jump

KEY

Space

SPECIAL MECHANIC

Can only be cast again after landing

Tips for Thwip and Flip

  • Use to dodge attacks, and extend aerial time to get in extra secondary fires. 
  • After your double jump, Primary Fire in the air performs a powerful overhead double-hand attack. Good for a burst of damage if you can find opportunities to land it.

[SPACE]: Wall Crawl

DESCRIPTION

Press Space to wall crawl, and while crawling, left-click to sprint

KEY

Space

WALL-CRAWLING SPEED

3 m/s

SPRINTING SPEED

9 m/s

Tips for Wall Crawl

  • Make sure to actually use Wall Crawl
    • Many Spidey players underutilize this ability. Great for setting up engagements, accessing high ground without using Web-Swing charges, and escaping.
  • PC specific tech: (Sorry console players)
    • First, you turn on “Hold to Wall Crawl” and bind jump to a scroll wheel direction.
      • Hold W into any wall and slowly scroll jump. Spidey will rapidly leap up the wall and you won’t get stuck to the wall or have to wait for the regular wall jump animation to end.

[Q] Ultimate: Spectacular Spin

DESCRIPTION

Launch Web-Clusters all around to damage and Stun enemies

KEY

Q

CASTING

Spherical Spell Field

RANGE

8m spherical radius

DURATION

2.4s

ATTACK INTERVAL

0.08s per hit

DAMAGE

13.6 damage per hit

(170 damage per sec)

BONUS HEALTH (SELF)

250

SLOW EFFECT

-3% per hit

SLOW DURATION

1s

HITS REQUIRED TO STUN

20

STUN DURATION

1.5s

ENERGY COST

2800

SPECIAL EFFECT

Striking an enemy applies a stacking Slow effect, and after reaching a certain number of stacks, the enemy will be Stunned

Tips for Spectacular Spin

  • Get in the middle of the enemy backline
    • Web-Swing or web-zip in between closely grouped enemies to get the most out of your ults AoE.
  • Combo off your standard attacks.
    • Maximize your success rate of getting KOs with your ult by starting with one of your bread and butter combos, a few web clusters, or an uppercut, and only activating ult after already damaging the enemy.
  • Use at low health
    • After a short start-up animation, Spider-Man gains 250HP of Bonus Health, which can save himself from death.
    • Just don't wait too long Spidey can be killed during the start-up animation before the Bonus Health activates.
  • Don’t use on Vagnaurds
    • While Spidey’s ult is great for eliminating 300HP enemies, it doesn’t inflict nearly enough damage to KO a Vanguard so don’t waste it trying to do so unless they are already at very low health. 
  • Combo with stuns
    • Dr. Strange’s ult, for example, is just barely larger of an AoE so Spider-Man can usually hit every enemy stunned with Spectacular Spin.

Team-Up Ability: Inferno Blast

DESCRIPTION

Human Torch stores Pyrokinetic Energy in Spider-Man's suit, enabling him to unleash an Inferno Blast that sprays a fiery web while performing a backflip to create distance. The flames damage enemies and apply a Burn-Tracer. Detonating these Burn-Tracers inflicts Damage Over Time

KEY

C

DAMAGE

30

MAXIMUM DISTANCE

8m

BURN-TRACER DURATION

3s

BURN-TRACER DOT DURATION

4s

BURN-TRACER DOT DAMAGE

15/s

BACKFLIP DISTANCE

7m

COOLDOWN

12S

Tips for Inferno Blast

Standard Inferno Blast Combo

  • Cyber Web Cluster (Spider-Tracer) + Get Over Here! → Cancel kick animation with Inferno Blast → Cancel Blast with Amazing Combo → Web Cluster

Zip Combo

  • Web Zip to the enemy's feet → Inferno Blast + Amazing Combo → Web Cluster → Get Over here pull → melee

[Passive]: Spider-Sense

DESCRIPTION

Give a warning of enemies that have been around

KEY

Passive

DISAPPEARANCE TIME TO TRIGGER DETECTION

3s

RANGE

8m spherical radius

Tips for Spider-Sense

  • During the enemy's respawn phase, stick to above where the enemy will be walking in. Spider-Sense will let you know when the enemy is approaching and give you time to prepare your sneak attack.
  • Not very useful in reality as you’ll typically be able to hear the enemy's footsteps before Spider-Sense activates.

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

Team Comp 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 of Team Comp Built Around Storm:

  • Vanguards: Venom, Hulk
  • Duelists: Spider-Man, The Punisher
  • Strategists: Luna Snow, Jeff The Shark

Hero Synergies

Vanguard: Venom

venom icon

Venom can initiate the engagement with his swing and slam, which gives Spider-Man an easy target for his Web-Cluster while they are being booped into the air.

Exploiting their superior mobility and sudden engagements ruins the day for the enemy Strategists. This dive duo can win games purely through tilting the enemy Strategists and turning them against their own teammates, whom they blame for not peeling. Venom’s presence takes a lot of attention away from the squishy Duelist, which frees Spidey up to get in, combo, and get out.

Duelist: The Punisher

the punisher icon

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.

Strategist: Luna Snow

luna snow icon

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.