These Marvel Rivals Defensive Abilities Will Punish You for Attacking!

Hulk is too tough to fight alone in Marvel Rivals

Some defensive abilities are just too much trouble to deal with in Marvel Rivals. These can either make the enemy fully invincible, allow them a powerful counter-attack, or healing so high that you will need to burn all of your abilities. In those cases, it is better to pick a different target, get behind cover, or heal up instead of trying to beat the toughest damage sponge in front of you.

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

Iron Fist has damage reduction in Marvel Rivals Hela in immune in bird form during Marvel Rivals Captain America is constantly healing during Freedom Charge in Marvel Rivals Iron Fist has damage reduction in Marvel Rivals Hela in immune in bird form during Marvel Rivals Captain America is constantly healing during Freedom Charge in Marvel Rivals

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.

The abilities below used by various characters can be quite a challenge to face. So, to make things easier, the table below lists all the abilities used by heroes in Marvel Rivals you should avoid during a match.

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

Damaging the Bulwark empowers Magneto in Marvel Rivals Wolverine is deadly when in Rage in Marvel Rivals Mantis can easily overheal in Marvel Rivals Damaging the Bulwark empowers Magneto in Marvel Rivals Wolverine is deadly when in Rage in Marvel Rivals Mantis can easily overheal in Marvel Rivals

There are other defensive abilities that can be overcome with a lot of firepower in Marvel RivalsThis 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.

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