Thor’s kit has shifted with this patch. Hammer Throw is no longer tied to the shared pool. It now works as a standalone ability and gives Lightning Energy when it hits. Before this patch, players needed to use melee or reach Thor Force to activate certain abilities. That’s no longer the case.

Now, players can rotate Awakening Rune, Hammer Throw, and Molonia Bash for quick energy generation. This change lets Thor enter awakened mode faster and stay in it longer. It also gives him more reliable damage from range, something he previously lacked.

Players can start a fight by repositioning with Storm Surge. From there, Hammer Throw and Awakening Rune allow for consistent ranged pressure. These changes make Thor feel faster and less restricted by melee-only limitations.

Marvel Rivals Jeff Getss Full Rework on Team Utility

Jeff’s role has shifted. His kit now supports a hybrid of healing and damage. Joyful Splash pierces through both enemies and allies. It heals and damages in a single beam, charging his ultimate faster in the process. This update gives him more value during team fights and choke point engagements.

The healing per second for Joyful Splash has dropped slightly—from 150 to 130. Still, the damage output is now 70 per second. It also hits multiple units at once. This adds efficiency in crowded areas. Damage falloff begins at 20 meters and hits 65% at 40 meters.

Aqua Burst has seen a bigger change. It no longer uses a reload system. Instead, Jeff gets three charges, which recharge over time. Each shot can knock enemies upward. That includes flying enemies. The damage increased slightly, from 40 to 45. These knock-ups help with crowd control and peeling for allies.

Changes to Healing Bubble and Underground Play

Jeff’s Healing Bubble no longer heals instantly. It now heals over four seconds for a total of 120 HP. He only has three charges now, down from six. The shift aims to reduce spam while making each bubble more meaningful.

Underground mode also has a cap now. While submerged, Jeff loses energy at 20 per second. When above ground, it recharges at 15 per second. Players must now manage his dive ability more carefully. He can no longer stay buried without limits.

Jeff’s Ultimate and Critical Hit Adjustments (Marvel Rivals Jeff Changes)

Jeff’s Swallow ultimate has improved. If he swallows an ally at full health, they leave with bonus HP. This change adds utility even in situations without immediate danger. It also helps teams recover faster after a dive or while defending an objective.

The update reduces critical hit damage taken. Jeff now receives only 30% of the damage instead of the previous 50%. He survives longer, especially under fire from burst-heavy enemies.

However, his ultimate costs more energy to use. That makes sense. Jeff can now build energy faster by hitting and healing multiple targets at once. The tradeoff adds balance and encourages smarter usage of his kit.

Patch 2.5 Gives Each Hero Clearer Roles

Thor now has more options to start or disengage from fights. His kit builds energy faster and gives him the flexibility to play at a distance. That helps him enter awakened mode often and stay active in fights.

Jeff moves away from flanking and toward healing and utility. His new beam mechanic helps both offense and support. Aqua Burst brings knock-ups and control. Joyful Splash allows damage and healing at the same time. These changes won’t please every player, but they push Jeff into a more defined strategist role.

Both reworks aim to sharpen each hero’s identity. Players who embrace the changes will find better results in coordinated matches.