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Marvel RivalsMarvel Rivals Wolverine Character Guide

In this Marvel Rivals Wolverine guide, you’ll learn the fundamentals of his abilities, unique play styles, and fundamental tips.

Wolverine Overview

Wolverine, one of the most iconic X-Men in the Marvel universe claws down every Vanguard in his path. The damage of Wolverine’s primary attack, Savage Claw, scales up with the max HP of the target meaning he deals higher damage to high HP heroes like Vanguards. In Ban-Ranks, (Diamond and above) he has quickly become one of the most banned heroes.

Sneaking up behind a Vanguard to Vicious Rampage → Feral Leap them into his own team is one of the fastest ways to secure an elimination on an otherwise un-killable Vanguard. A good Wolverine player needs patience as they need to take the time to set up a safe position from which to engage.

Anytime the enemy teams Vanguard's are carrying, a swap to Wolverine can quickly turn the tides in your team’s favor. The most important skill for anyone using Logan to develop is becoming consistent in connecting Feral Leap. Throw an enemy into the cycle of - spawn, sneak and snatch, respawn, repeat - and you’ll be winning games from simple mental submission.

Find out where Wolverine ranks in our Marvel Rivals tier list.

TLDR

As

  • You are a tank buster, look to make them your main target.
  • Use high ground, walls, and flanks to keep your enemies guessing.
  • Make your Feral Leaps count, don't waste them.

Against

  • Consider swapping to a 1 tank comp
  • Tanks with mobility like Dr. Strange and Hulk can survive his burst (Groot is in danger!)
  • If you're a DPS, you're likely favored in a 1v1

Strengths and Weaknesses

Strengths

Tank Buster

  • By far Logan’s greatest power comes from being the only true tank buster in all of Marvel Rivals. Vanguards are incredibly important to every team for their ability to take space and contest objectives. Wolverine can single-handedly shutdown a Vanguard’s ability to even play the game.

Movement Displacement Plus Stun

  • While not the easiest or most consistent, Wolverine actually has one of the best displacement tools of any Duelist. Feral Leap multifunctions as a movement and CC ability for Logan. Simultaneously displacing and stunning the enemy while moving himself out of danger makes Feral Leap a win condition at all times.

High Burst Damage

  • At full Rage, Wolverine deals massive damage output from his primary fire and Ultimate ability. Using Feral Leap or Last Stand on a Duelist or Strategist while at full rage basically guarantees securing a KO too fast for the enemy team to react.

Weaknesses

All or Nothing

  • Although his abilities have incredible potential, misusing even a single ability easily leads to a useless death. Since he has a very short range and long cooldowns, he needs to make his few opportunities count to have any value.

Long Set Up Stage

  • The bread and butter of Wolverine’s gameplay revolves around literally catching the enemy front line off guard. The need to sneak up without having good mobility means Logan will be spending a good amount of every match sneaking around long off angles and hiding behind walls doing nothing.

Countered by Crowd Control

  • Stuns and displacement abilities prevent Logan from getting close to his targets. Especially since the addition of Invisible Woman, Wolverine can be hard countered with a single counter pick as her Force Physics easily pulls Wolverine out of Feral Leap's snatch.

Ability Tips

[Primary Fire]: Savage Claw

DESCRIPTION

Slash with Adamantium claws for a Claw Strike. Unleashing Feral Leap will enhance it to Berserk Claw Strike for a brief period

KEY

Left Click

CASTING

Melee

BASE DAMAGE

15 damage per strike

PERCENTAGE DAMAGE

Deal damage equal to 1.5% of the target's Max Health, with an extra 0.045% damage for each point of Rage

MAXIMUM DISTANCE

3.5m

ATTACK INTERVAL

The first three strikes have an interval of 0.27s between them, while the fourth strike has a 0.84s interval from the third strike

Tips for Savage Claw

  • Focus on Vanguards
    • The damage scaling of Savage Claw means Wolverine builds ult charge much faster when attacking high-health pool targets than against low-health pool targets.
  • Without Berserk Claw Strike:
    • When he doesn’t have Berserk Claw Strike from Feral Leap, Wolverine’s damage is significantly lower. Therefore, you should focus on either using the Vicious Rampage combo or disengaging in order to survive until all cooldowns come back online.
    • The fourth strike’s long animation recovery can be canceled by activating any other ability.

[SHIFT]: Feral Leap

DESCRIPTION

Leap like an animal to snatch the first enemy upon impact and Smash them to the ground. Unleashing this ability will enhance his normal attack to Berserk Claw Strike for a brief period

KEY

SHIFT

SNATCH DAMAGE

35

SMASH DAMAGE

35

KNOCKDOWN DURATION

0.75s

BERSERK CLAW STRIKE DURATION

4s

BERSERK CLAW STRIKE BASE DAMAGE

6 damage per strike

BERSERK CLAW STRIKE PERCENTAGE DAMAGE

Deal damage equal to 1% of the target's Max Health, with an extra 0.035% damage for each point of Rage

BERSERK CLAW STRIKE MAXIMUM DISTANCE

3.5m

BERSERK CLAW STRIKE ATTACK INTERVAL

5.88 strikes per second

COOLDOWN

12s

Tips for Feral Leap

  • Understand the Hitbox
    • Proximity and Angle
      • The hitbox where Wolverine actually snatches his target is very small. The hitbox extends farther above and behind his body than it does below him.
        • If Logan is any height above his target, Feral Leap will miss.
  • Be EXTREMELY close
    • Even a couple of meters distance between Wolverine and his target will cause him to leap over them and not snatch them.
    • If his body collides with an enemy's body, Feral Leap will snatch the target by looking 180° away from them.
      • Works best on big-body Vanguards.
  • Snatch Into Your Own Team
    • Snatching into the enemy team will typically lead to the target surviving and Wolverine dying. Always snatch your target into your own team's controlled space.
  • Leap & Turn
    • Turning your mouse camera immediately after snatching a target allows Wolverine to quickly change and control the direction he and the snatched enemy travel.
      • When Feral Leaping straight into an enemy and their team, you can still quickly turn and bring them closer to your team or around a corner.

[Passive]: Berserker Rage

DESCRIPTION

Rage builds when Wolverine attacks or takes hits, boosting the damage of his Claw Strikes and the Bonus Health from his regenerative healing factor

KEY

Passive

MAX RAGE

100

RAGE PER SAVAGE CLAW HIT

7

RAGE PER VICIOUS RAMPAGE HIT

20

RAGE PER FERAL LEAP SNATCH

20

RAGE PER BERSERK CLAW STRIKE HIT

7

RAGE PER LAST STAND KNOCKBACK

25

RAGE PER HIT TAKEN

3

RAGE GAIN FROM TAKING HITS

2 per second

Tips for Berserker Rage

  • Higher Rage = Higher Damage
    • Rage increases Ultimate Damage as well as primary fire damage
    • High Rage makes Wolverine effective at eliminating Strategists and Duelists.
      • With low Rage, his damage is too low without the high HP percentage-based boost. When at low rage, typically avoid battling Duelists and Strategists. At high Rage, Wolverine’s damage is high enough to win these duels.
    • The fastest method of building rage is to combo abilities together.
      • Example: Vicious Rampage → Feral Leap → Last Stand Ultimate = Instant 65 Rage against a single target.
        • Hitting 3 enemies with the ult during this combo generates 100 Rage.

[E]: Undying Animal

DESCRIPTION

Unleash a fierce howl to briefly reduce incoming damage

KEY

E

DURATION

5s

DAMAGE BOOST

40%

COOLDOWN

16s

Tips for Undying Animal

  • Use at Full Health
    • Since the damage reduction is incoming damage percentage based, activating Undying Animal at full health has a much higher total damage mitigation potential.
  • Won’t keep you alive if you’re already at low health.
    • If you find yourself already at low health, it is better to try and escape without activating Undying Animal so you can return to the fight much quicker.
  • Activate right before engaging
    • Activating after leaping in typically means you’ll have already taken too much damage, and you’ll have to stop attacking during the animation.

[Secondary Fire]: Vicious Rampage

DESCRIPTION

Dash forward and unleash a Claw Strike

KEY

Right Click

CASTING

Movement-based damage ability

AVERAGE SPEED

44m/s

MAXIMUM DISTANCE

7.5m

RANGE

3m

BASE DAMAGE

15 damage per strike

PERCENTAGE DAMAGE

Deal damage equal to 1.5% of the target's Max Health, with an extra 0.045% damage for each point of Rage

COOLDOWN

3s

Tips for Vicious Rampage

  • Primarily used for Movement
    • The 3m range is rather short, but the equally short 3-second cooldown means you should basically always use Vicious Rampage immediately when available to quickly move around.
    • Use to access high ground during the staging phase.
  • Cancel Primary Fire Recovery Animation
    • The 4th swing of the standard primary fire can be animation-cancelled with Vicious Rampage then into another 4 claw strikes.

Ultimate: Last Stand

DESCRIPTION

Knock enemies ahead airborne and spiral through the air, sweeping up enemies along the path and delivering a devastating impact at the landing point

KEY

Q

KNOCKBACK RANGE

8m spherical radius

KNOCKBACK DAMAGE

50

SNATCHING DAMAGE OVER TIME

20/s

IMPACT RANGE

8m spherical radius

IMPACT BASE DAMAGE

50

IMPACT PERCENTAGE DAMAGE

Deal damage equal to 10% of the target's Max Health, with an extra 0.3% damage for each point of Rage

KNOCKDOWN TIME

1s

Tips for Last Stand

  • Damage Scales with Rage
    • Unless absolutely necessary to finish off a high priority target, don’t use Last Stand when at low Rage.
  • 25 Rage energy per enemy Knocked Back
    • When using at low Rage, hitting multiple enemies helps to quickly build Rage for higher follow-up damage from Berserk Claw.
  • Don’t Ignore Damage Overtime
    • Snatching Damage over time deals 20/s. While targets are airborne and while they are in the spiraling slam, they are taking damage over time.
      • Maximize Damage output on multiple targets by pausing while floating, and then choosing a distant slam location.
    • Impact Percentage Damage means against an 800HP Hulk, the impact deals 50 + 80 dmg, while against a 250HP Mantis, the impact deals 50 + 25 dmg, so calculate accordingly when going for finishes.

[Passive]: Regenerative Healing Factor

DESCRIPTION

Begin to heal and rise with a hefty Bonus Health, shaking off all debuffs. After a brief moment, any remaining Bonus Health morphs into a one-off heal, zeroing out his Rage. Assists in KOs reduce this cooldown

KEY

Passive

BONUS HEALTH

150 - 300 (Damage increases with Rage)

BONUS HEALTH DURATION

3s

BONUS HEALTH/HEALING CONVERSION

1

COOLDOWN REDUCTION PER KO ENGAGED

10s

COOLDOWN

90s

Tips for Regenerative Healing Factor

  • Extra Aggressive Plays
    • When Regenerative Healing Factor is available, Wolverine can go for extremely aggressive plays, considering he effectively has two lives to burn through.
  • Watch for Cooldown reduction
    • Remember, every elimination reduces the 90-second cooldown by 10 seconds. If you’ve participated in multiple KOs during this time, the passive will be available much sooner than expected.

Team-Up: Metal Cannonball

DESCRIPTION

Wolverine and Hulk can interact with each other. Once both parties confirm, Hulk can lift Wolverine and press the key to hurl him forward

KEY

C

MAXIMUM WAVING DURATION

5s

COOLDOWN

3s (when Wolverine is not hurled) and 15s (after hurling Wolverine)

TEAM-UP TARGET

Hulk

Tips for Metal Cannonball

  • Staging
    • On Defense or during the enemy team’s respawn phase, Hulk can throw Wolverine to a sneaky high-ground position before the enemy team arrives
  • Berserk Claw Strike
    • Good for extending the amount of time Wolverine has access to Berserk Claw Strike
  • Hulk Look Straight Up
    • Rather than trying to throw Logan straight at a target, Hulk can throw Logan straight into the sky and allow him to fly with some control over his trajectory.
      • Great for leaping over tall structures and surprising your true target.
      • Can be thrown into ceilings and still fly forward and control trajectory.
  • A Bit Niche
    • In reality, Wolverine might take a lot of damage while being held by the high HP Hulk, and during the throw animation. The throw can also be inconsistent to aim. Together, these two qualities make Metal Cannonball a niche ability rather than something you want to use every time it's available.

Synergies

Team Comp Synergies

An idealcomp built around Wolverine makes space for him to set up his sneak-and-snatch playstyle. Teams want to take up resources and attention before Wolverine initiates his engagement in order to maximize his chances for success.

High amounts of burst damage to follow up on a Vanguard snatch helps immensely to convert his Feral Leaps into KO’s. His movement and range are very poor, so Logan can’t help peel in most cases. Due to this limitation, Wolverine works best with self-sufficient backlines who don’t rely on their Duelists for peel.

Example of Team Comp Built Around Wolverine:

  • Vanguards: Magneto, Groot
  • Duelists: Wolverine, Hela
  • Strategists: Mantis, Luna Snow

Hero Synergies

Vanguards: Magneto

Magneto’s Metal Bulwark ally bubble is unmatched as a tool to enable Wolverine’s hyper-aggressive playstyle. The only thing that can stop a Wolverine from running over a team is counterplay through crowd control.

Simply throwing a bubble on Logan practically guarantees he’ll be able to get into position and snatch the enemy Vanguard. When caught out of position, Magneto’s Ult can be used defensively to soak up any projectiles that would’ve taken out his adamantium ally.

Duelists: Hela

The primary weaknesses of Logan’s tank busting kit is exploitability against flyers and inconsistent damage output. Hela excels at making up for both of these weaknesses with her ranged hitscan kit.

The stun of Feral Leap also gives Hela easy follow-up headshots to help convert those sweet elims. The pressure exerted from Hela also creates opportunities for Wolverine to go unnoticed while staging for his next engagement.

Strategists: Mantis

Wolverine needs aggression from his Strategists. He doesn’t need insane healing output. Instead, he benefits most from receiving quick and sudden assistance to capitalize on his small windows of opportunity.

Mantis throws damage boost and passive healing on Wolverine as he engages, increasing his lethality and survivability. Moreover, her own high amounts of ranged damage further complement Wolverine’s game plan.