
In the vibrant world of Marvel Rivals, certain defensive abilities can pose significant challenges. These skills can render enemies invulnerable, enable them to execute powerful counterattacks, or allow for such formidable healing that players may need to expend all their resources just to keep up. In these situations, it is often wiser to switch targets, take cover, or retreat to heal rather than engage a resilient opponent head-on.
While many of these abilities result in direct damage immunity, players might still have the chance to inflict negative status effects such as *slowing* or *blinding* their rivals in rare instances. Effectiveness varies by matchup, so experimentation with different characters against these defensive tactics is essential. Additionally, collaborating with teammates can help neutralize overwhelming enemies, even if it necessitates using several cooldowns strategically.
Heroes You Should Avoid Attacking
You’re Just Helping Them By Shooting



Certain formidable abilities can temporarily shield characters, making direct attacks counterproductive and often detrimental. Fortunately, Marvel Rivals features distinct animations and audible cues that signify when an ability is activated, helping players strategize accordingly.
Below is a comprehensive list of abilities used by various heroes that should be avoided during matches due to their strategic advantages:
Ability | Character | Effect | Duration | Notes |
---|---|---|---|---|
Indestructible Shield | Hulk | Grants Hulk a 200-value Shield and gives allies within a 5m radius a 100-value Shield. | 2.5 Seconds | Taking 100% damage fills Hulk’s Ultimate meter; allies gain 10% damage towards theirs. Note: Monster Hulk cannot use this ability. |
Dragon’s Defense | Iron Fist | Provides a 30% damage reduction, 150 Max Health, and 1.5 Bonus Health for each hit. | 1 Second (can be canceled early) | Iron Fist cannot attack while in this stance. Cooldown is significantly reduced during Living Chi. |
Dark Teleportation | Cloak | Cloak and allies within a 10m radius gain invincibility. | 2 Seconds | Effect breaks when a character attacks. |
Blessing Of The Deep | Namor | Namor ascends 7m and becomes immune to damage. | 3 Seconds | Namor can descend early if desired. |
Astral Flock | Whole | Dash up to 18m at a speed of 15 m/s while becoming invincible during the dash. | Duration until dash ends (can be canceled early) | Hela’s invincibility lasts throughout the dash. |
Reflexive Rubber | Mr. Fantastic | Gains a 300-value Shield with 60% of damage taken reflected back as a projectile. | 3 Seconds | Mr. Fantastic incurs a -35% speed penalty while active. |
Freedom Charge | Captain America | Gains 150 Bonus Health and distributes 100 to allies within a 4m radius for 10 seconds. | 10 Seconds | Captain America gains an additional 100 Bonus Health every second, while allies receive 60. |
Regeneration Domain | Loki | Heals 100 per second and converts 30% of incoming damage into healing. | 5 Seconds | If used by doppelgangers, effects can potentially triple. |
How To Overcome These Defenses
They Can Be Beaten By Enough People



In some cases, the defenses afforded by certain characters in Marvel Rivals can be overcome with sheer firepower. Utilizing an ultimate attack or a concerted team effort to focus on a single enemy can lead to victory. However, players should be cautious, as successfully taking down a tough opponent may leave them vulnerable to reprisal from the enemy team.
Ability | Character | Effect | Duration | Notes |
---|---|---|---|---|
Metal Bulwark/Iron Bulwark | Magneto | Provides a 300-value shield to Magneto or an ally. | 2.5 Seconds | Each 100 damage absorbed boosts the damage from Magneto’s Mag-Cannon. |
Berserker Rage | Wolverine | Increased damage and 150-300 Bonus Health when attacked or after attacking. | Varies based on the Rage | Wolverine heals after 3 seconds of gaining Bonus Health, subsequently removing his Rage. |
Dagger Storm | Dagger | Heals 55 points per second within a 5m radius. | 6 Seconds | Dagger can either launch this ability or place it at her feet. |
Fate of Both Worlds | Luna Snow | Provides healing of 250 per second or a 40% damage boost. | 12 Seconds | Effects cannot overlap, and Luna cannot attack while this skill is active. |
Soul Resurgence | Mantis | Heals 100 per second within a 15m radius, turning 70% of excess healing into Bonus Health for allies. | 8 Seconds | All allies in the area receive a movement bonus of 3 m/s. |
Ironwood Wall | Big | Groot gains 40 Bonus Health on attacks, totaling up to 250. | Until destroyed | The wall has 700 health and is broken when the convoy collides with it. |
Cyber Web/Bionic Spider-Nest | Penny Parker | Heals 25 per second, providing up to 150 Bonus Health. | Indefinitely until destroyed | Peni can maintain a maximum of three Cyber Webs; the Bionic Spider-Nest has 350 health. |
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