Team Comps#
Your team comp decides a team’s ceiling. This page covers role ratios, common team archetypes, and when to adjust.
Core Principles#
- Full role coverage first: someone to soak damage, someone to heal, someone to deal damage
- Team-Ups are a bonus: fitting a Team-Up helps, but it is never worth sacrificing roles for
- Leave room to swap: at least one player willing to switch heroes when the match turns
- Fit the map: open maps favor ranged, corridor maps favor melee and crowd control
Role Ratios#
| Ratio | Vanguard | Duelist | Strategist | Notes |
|---|---|---|---|---|
| 2-2-2 | 2 | 2 | 2 | Most stable, fits the vast majority of matches |
| 3-2-1 | 3 | 2 | 1 | Thick frontline, but heavy healing pressure |
| 1-4-1 | 1 | 4 | 1 | Explosive damage, almost no margin for error |
| 2-1-3 | 2 | 1 | 3 | Extremely strong sustain, slow to close out fights |
| 2-3-1 | 2 | 3 | 1 | Balanced with an offensive lean |
There is no absolute right ratio. The test is: does your frontline hold, does healing keep up, and is there enough damage to finish kills.
Common Team Archetypes#
Balanced Push#
Two Vanguards hold the frontline, two Duelists split main and off-damage duty, two Strategists keep health bars up. Works on the vast majority of maps and is the first archetype new players should learn.
Heavy Frontline Push#
Three Vanguards forcibly squeeze the enemy off the objective and take the point through sheer numbers. The cost is that healing pressure concentrates on a single Strategist; once the healer gets picked, the whole archetype collapses.
Assassin Dive#
One or two highly mobile Duelists flank to take out the healers while the frontline draws attention. The assassin’s entry timing must sync with the frontal engage, otherwise they are just dying alone.
Ranged Siege#
Built around snipers and long-range pressure heroes, holding long corridors and high ground. The weakness: once melee divers close the distance there is almost no answer, so someone has to watch the flanks.
Team-Up Focused Comps#
Team-Up Abilities are a team-building dimension unique to Marvel Rivals. Because a Team-Up’s base effect works solo while its enhanced effect requires the partner present, a comp that fields both heroes of a pair gives both sides extra value.
| Team-Up | Members | Comp Value |
|---|---|---|
| Gamma Charge | Hulk, Black Panther, The Thing | Buffs frontline and diver at once, fits heavy-push comps |
| Planet X Pals | Groot, Rocket Raccoon, Jeff the Land Shark | Frontline gains extra healing, sturdier in sieges |
| Fastball Special | Hulk, The Thing, Wolverine | Hurls Wolverine straight into the enemy backline |
| Stellar Alignment | Captain America, Winter Soldier | The pair produces an area shockwave, good for pushes |
| Rocket Network | Rocket Raccoon, Peni Parker, Star-Lord | Summon-based comp, strong corridor control |
| First Steps | Invisible Woman, Mr. Fantastic, Human Torch, The Thing | Psionic shields reinforce each other, a complete four-hero package |
| Arcane Order | Doctor Strange, Scarlet Witch, Magik | Mutates both damage dealers’ abilities, stronger burst |
| Hive Mind | Gorr the God Butcher, Venom | Symbiote claws grab targets, strong lockdown |
When building around Team-Ups, remember: their value is usually lower than full role coverage. A comp with three damage dealers and no healer, made just to enable a Team-Up, loses almost every time.
Comp Counters#
| Your Comp | Countered By | Response |
|---|---|---|
| Thick-frontline heavy push | Mobile divers flanking to pick your healers | Keep one Vanguard back to protect the backline |
| All-ranged siege | Melee divers closing in | Swap in a self-sufficient Strategist and harden the flanks |
| Multiple assassin dives | Control-heavy defensive comps | Dive from two directions at once to split the crowd control |
| Double-healer sustain | Burst ultimate combos | Spread your positioning so one ultimate cannot cover everyone |
| Single frontline | The enemy forcing an engage | Add a Vanguard to share the pressure |
Map Fit#
| Map Type | Recommended Comp |
|---|---|
| Open escort maps | Ranged pressure plus one assassin for the flank |
| Narrow-point maps | Prioritize melee and crowd-control heroes |
| Multi-level vertical maps | Mobile heroes gain value, spread your positions |
| Tight objective points | Area-damage heroes are extremely efficient |
When to Adjust Your Comp#
| Signal | Adjustment |
|---|---|
| Frontline keeps getting melted instantly | Add a Strategist or swap to a tankier frontline |
| Damage never translates into kills | Switch to assassin types to collapse on the enemy backline |
| Backline repeatedly picked | Move Strategists to self-sufficient ones, or pull a Vanguard back |
| Objective never captured | Swap to area-damage heroes and force the point clear with ultimates |
| Two teamfights lost in a row | Whole team swaps heroes and changes the game plan |
Solo Queue Comp Strategy#
In solo queue you cannot control what teammates pick; only three things are in your hands:
- Fill the most-needed role, usually Strategist
- Choose Team-Ups that do not depend on teammates (ones whose base effect is strong on its own)
- Play steady and do not expect teammates to execute complex tactics
Recommended solo queue heroes: Hulk, Groot, The Punisher, Squirrel Girl, Mantis, Rocket Raccoon.
Common Mistakes#
- Six damage dealers: with no healing and no damage soak, any comp can break it
- Sacrificing roles for Team-Ups: the Team-Up gain is far smaller than missing a healer
- Everyone playing high-difficulty heroes: three Spider-Men are worth less than one proficient Punisher
- Swapping heroes five times a match: every swap resets your groove, so none of the five gets played well
- Chasing hero strength over fit: even a meta hero does nothing inside a comp that does not suit it
FAQ#
| Question | Answer |
|---|---|
| Is 2-2-2 mandatory | Not mandatory, but it has the highest margin for error |
| Do I have to run Team-Ups | Never force them; they are a bonus when they fit |
| Should I swap comps the moment things go wrong | First check whether it is an execution problem, then consider swapping |
| How do I raise my win rate in solo queue | Fill roles, play steady, do not blame teammates; do those three things and you are already above average |