
Live service games like Marvel Rivals often receive seasonal updates that bring changes such as nerfs and buffs to keep the gameplay balanced and engaging. As Marvel Rivals transitions from Season 0 to Season 1, significant adjustments have been made.
Recommended VideosOf the 33 characters in the base roster, 24 have undergone changes to their active and passive abilities, impacting both their individual performance and their roles in team compositions. This guide provides a detailed breakdown of all the buffs and nerfs introduced in Marvel Rivals Season 1.
Related: Marvel Rivals: Heroes Tier List
All Vanguard Buffs and Nerfs in Season 1 of Marvel Rivals
Screenshot by Prima Games CharacterChange Type Change DescriptionBetter Hero Than Season 0? Captain AmericaBuffThe cooldown time for shield restoration following the use of Living Legend has been shortened from 3 seconds to 2 seconds.Liberty Rush’s cooldown has been reduced, changing from 12 seconds to 10 seconds.
The character’s starting health has been increased from 650 to 675.
The energy requirement for activating Freedom Charge (ultimate ability) has been decreased from 3400 to 3100. However, the bonus health gained per second after activation has been lowered from 110 to 100.YesDoctor StrangeNerfBoth Maelstrom of Madness and Gamma Maelstrom will now include damage falloff, starting at 5 meters and tapering down to 70% by 8 meters.
The shield recovery rate following the activation of Shield of the Seraphim will be slightly reduced, going from 80 per second to 70 per second.Almost SameThorBuffThe base health has been raised from 500 to 525.
God of Thunder (ultimate ability) now grants immunity to control effects while active.YesHulkNerfThe gamma shield value for Hulk’s Indestructible Guard has been lowered from 250 to 200.Almost SameVenomBuffSymbiotic Resilience now provides more health as damage is taken, with the bonus health ratio increased from 1 to 1.2 per lost point.
Feast of the Abyss has received a boost, with its base damage increased from 40 to 50YesAll Buffs and Nerfs of Vanguard Characters in Marvel Rivals Season 1
In Marvel Rivals, Vanguards serve as the tanks and many of them performed well during Season 0, with the exception of mobile tanks like Venom and Captain America. These mobile tanks are designed to flank healers, take them down, and then retreat to safety. While Venom and Captain America were effective in Season 0, they’ve become even stronger in Season 1.
Doctor Strange, a shield tank, was overly powerful in the previous season but now feels much more balanced, offering fair gameplay.
Related: Marvel Rivals: Best Vanguard Heroes and How To Play Them
All Duelists Buffs and Nerfs in Season 1 of Marvel Rivals
Screenshot by Prima Games CharacterChange Type Change DescriptionBetter Hero Than Season 0? Black PantherNerfThe bonus health gained from refreshing Vibranium Marks using Spirit Rend has been lowered from 40 to 30 per mark, with the maximum possible health boost reduced from 120 to 75.NoBlack WidowBuffThe radius of the first effect for Edge Dancer has been expanded, growing from 3 meters to 5 meters.Fleet Foot now replenishes stamina significantly faster, reducing recovery time from 12 seconds to just 4 seconds.
The charge time for Electro-Plasma Explosion, her ultimate ability, has been shortened from 1 second to 0.6 seconds for quicker activation.YesHawkeyeNerfThe spread angle between consecutive Blast Arrows has been narrowed slightly for better precision.
The activation range for the passive ability Archer’s Focus has been shortened from 60 meters to 40 meters.
The maximum bonus damage granted by this passive has been adjusted, dropping from 80 to 70.NoHelaNerfHer base health has been lowered from 275 to 250, dialing back her resilience in combat.NoMagikBuffThe damage of Umbral Incursion while in Darkchild form has been boosted, going from 115 to 135.YesMoon KnightBuffThe number of talons produced by the Hand of Khonshu has been increased from 10 to 14.
Additionally, the explosion radius of each talon has been expanded, growing from 4 meters to 5 meters.YesNamorBuffBoth Monstro Spawn and Frozen Spawn now have improved throwing accuracy, allowing Namor to land them more precisely where intended.YesPsylockeNerfDance of the Butterfly (ultimate ability) will now be blocked by shields such as Magneto’s Metal Bulwark and Hulk’s Indestructible Guard.Almost SameThe PunisherBuffThe spread of Deliverance (Shotgun) has been slightly tightened for more precision.YesScarlet WitchBuffThe fixed damage of Chaos Control has been raised from 50 per second to 60 per second.
However, the percentage-based damage per second has been reduced from 5% to 3%.
Additionally, the damage of Chthonian Burst’s projectiles has been increased from 30 to 35.YesStormBuffThe speed of Wind Blade’s projectiles has been increased from 100m/s to 150m/s, and its left-click damage has been raised from 50 to 55.
Bolt Rush’s damage has been upgraded from 70 to 80.
After activating Omega Hurricane (ultimate ability), the bonus health granted to her has been increased from 350 to 450.
Additionally, instead of instantly vanishing, the extra health will now decrease gradually at a rate of 100 per second once the ability ends.YesSquirrel GirlBuffA new effect has been added to Unbeatable Squirrel Tsunami (ultimate ability): after bouncing, the squirrels will now target the nearest enemy rather than bouncing unpredictably.
The health of the squirrel tsunami has been reduced from 600 to 300.YesWinter SoldierBuff and NerfThe bonus health granted by Bionic Hook and Tainted Voltage has been increased from 30 to 40.
The damage of Roterstern’s projectiles has been slightly increased from 70 to 75.
The area damage of Roterstern has been reduced from 70 to 65, with the damage decay now decreasing from 65% to 60% at 40 meters.
Bucky’s base health has been boosted from 250 to 275.Almost SameWolverineBuffHis base health has been raised from 300 to 350.
The damage reduction provided by Undying Animal has been slightly lowered, from 50% to 40%.YesAll Buffs and Nerfs of Duelist Characters in Marvel Rivals Season 1
Duelists, who make up the largest group of characters in Marvel Rivals, were often underrated due to unbalanced and underwhelming abilities. However, Season 1 has addressed these issues, making characters like Storm, Wolverine, Black Widow, and Namor more enjoyable and viable choices.
In Season 0, characters like Hela, Hawkeye, and Black Panther were too powerful, allowing skilled players to dominate and rack up impressive kill counts. These characters have been nerfed in Season 1 to create a more balanced experience. While they are still fun to play, achieving those excessively high kill counts will now require more effort.
Related: Marvel Rivals: Best Duelists and How To Play Them
All Strategists Buffs and Nerfs in Season 1 of Marvel Rivals
Screenshot by Prima Games CharacterChange Type Change DescriptionBetter Hero Than Season 0? Cloak & DaggerBuffThe cooldown for Dagger Storm has been reduced from 15 seconds to 12 seconds.The number of dashes in Eternal Bond (ultimate ability) has been increased from 3 to 4, enhancing its effectiveness.YesJeff the Land SharkBuff and NerfThe range of It’s Jeff! (ultimate ability) has been modified from a 10-meter sphere to a 10-meter radius with a 5-meter high cylindrical field.
The healing output of Joyful Splash has been increased from 140 per second to 150 per second.Almost SameLuna SnowNerfThe switching interval between healing and damage in Fate of Both Worlds has been extended from 0.1 seconds to 0.5 seconds.YesMantisNerfThe movement boost provided by Nature’s Favor (passive) has been decreased from 2.5m/s to 1.5m/s.YesRocket RaccoonBuffThe healing provided by Repair Mode has been increased from 60 per second to 70 per second.YesAll Buffs and Nerfs of Strategist Characters in Marvel Rivals Season 1
Strategists were relatively balanced overall, but a few, such as Jeff the Land Shark and Mantis, needed minor adjustments to their abilities, which have been addressed in Season 1.
Cloak & Dagger have received a much-needed fourth dash in their ultimate ability, making their ULT feel more heal and damage efficient.
Lastly, Loki, my personal favorite Strategist, remains unchanged from Season 0. His abilities were already well-balanced, and he continues to perform just as effectively in Season 1.
Related: Marvel Rivals: Best Strategists and How To Play Them
All Team-Up Abilities Buffs and Nerfs in Season 1 of Marvel Rivals
Screenshot by Prima Games Team Up HeroesChange Type Change DescriptionBetter Hero Than Season 0? Hawkeye – Black WidowNerfHawkeye’s season bonus has been reduced from 20% to 15%.NoHela – Thor – LokiNerfHela’s season bonus has been reduced from 20% to 15%.NoLuna Snow- NamorBuffThe damage dealt by Frozen Spawn has been slightly increased from 25 to 27.The slowing effect that Frozen Spawn applies to enemies has been increased from 25% to 30%.
During its berserk state, Frozen Spawn’s damage has been boosted from 16 to 18.YesRocket Raccoon – The Punisher – Winter SoldierBuffThe cooldown for Ammo Invention has been reduced from 45 seconds to 40 seconds.YesScarlet Witch – MagnetoBuffThe projectile damage of Metallic Fusion has been raised from 55 to 60.
The spell field damage of Metallic Fusion has been boosted from 30 to 35.YesThor – Storm – Captain AmericaBuffThe cooldown of Charged Gale has been reduced from 20 seconds to 15 seconds.
The damage dealt by Charged Gale has been increased from 50 to 55.YesAll Team Up Ability Buffs and Nerfs in Marvel Rivals Season 1
That is everything you need to know about all of the buffs and nerfs to characters in Season 1 of Marvel Rivals. For more tips about the game, consider checking out our How to Find and Talk to Bats the Ghost Dog, How to Get Invisible Woman Blood Shield Costume, and How to get Histrionic Perfection Achievement in Marvel Rivals guides.
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