
While some of these defensive abilities make the enemy immune to direct damage, it might be possible to land a negative status effect in some rare cases. That can include detriments like slow or blindness in Marvel Rivals. Not every matchup works, so you will want to experiment with your main character against these moves. At other times, working with your team can possibly stop an overwhelming enemy, even if it means the use of several good cooldowns.
Heroes You Should Avoid Attacking
You’re Just Helping Them By Shooting






A few absolutely powerful abilities keep a character protected for a few seconds. Attacking them directly is even worse than simply ignoring them. Thankfully, Marvel Rivals has clear animations for moves and stances, plus some very audible lines when an ability is triggered.
Ability
Character
Effect
Duration
Notes
Indestructible Shield
Hero Hulk
Hulk gains a 200 value Shield, and his allies in 5m gain a 100 value one
2.5 Seconds
100% damage to Hulk fills his Ultimate meter; 10% to his allies also fills it. Monster Hulk cannot use this ability
Dragon’s Defense
Iron Fist
He gains a 30% damage reduction. Gains 150 Max Health and 1.5 Bonus Health per hit
1 Second, but you can cancel it early
He cannot attack while in this stance. Cooldown is significantly reduced during Living Chi
Dark Teleportation
Cloak
Cloak and all allies in 10m gain invincibility
2 Seconds
Breaks if a character attacks
Blessing Of The Deep
Namor
Namor flies up 7m and becomes immune to damage
3 Seconds
Namor can descend early
Astral Flock
Hela
Dash up to 18m at a speed of 15 m/s
Hela can end the dash early
Hela is invincible during the dash
Reflexive Rubber
Mr. Fantastic
He gains a 300-value Shield. 60% of damage taken is reflected back as a projectile
3 Seconds
Mr. Fantastic has gets a -35% speed penalty
Freedom Charge
Captain America
Captain America gains 150 Bonus Health and 100 to all allies in a 4m radius
10 Seconds
Every second, Captain American gains another 100 Bonus Health, and his allies 60
Regeneration Domain
Loki
Heals 100 per second and converts 30% of damage taken to healing
5 Seconds
Doppelgangers will use this move at the same time, possibly tripling the effect.
How To Overcome These Defenses
They Can Be Beaten By Enough People






There are other defensive abilities that can be overcome with a lot of firepower in Marvel Rivals. This can come in the form of your ultimate attack or everyone focusing on the same enemy. Still, destroying them might put you in a bad place if their team can just follow up the sacrifice.
Ability
Character
Effect
Duration
Notes
Metal Bulwark/Iron Bulwark
Magneto
Gives him or an ally a 300-value shield
2.5 Seconds
Every 100 damage absorbed empowers Magneto’s Mag-Cannon damage
Berserker Rage
Wolverine
When he attacks or is hit, he gains increased damage and 150-300 Bonus Health before dying
Depends on the amount of Rage
3 Seconds after gaining Bonus Health, Wolverine heals and his Rage is removed
Dagger Storm
Dagger
Heals 55 value each second within a 5m radius
6 Seconds
Dagger can launch this or place it at her feet
Fate of Both Worlds
Luna Snow
Heal 250 per second or give a 40% damage boost
12 Seconds
Both effects cannot overlap. Luna cannot attack while active
Soul Resurgence
Mantis
Heal 100 per second within a 15m radius, with 70% of excess healing turning into Bonus Health
8 Seconds
All allies in the sphere gain a 3 m/s movement bonus
Ironwood Wall
Groot
Groot gains 40 Bonus Health when he or his allies attack, up to a total of 250
Until destroyed
The wall has 700 health and breaks when the convoy hits it
Cyber Web/Bionic Spider-Nest
Peni Parker
Heals 25 per second and grants up to 150 Bonus Health
Indefinite/destroyed
Peni can only have three Cyber Webs. Bionic Spider-Nest has 350 health.