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Marvel Rivals mid-season balance update revealed
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Hamza Rashid
Gamer
12 Mar 2025
Posted On
Marvel Rivals has constantly been in the spotlight thanks to its excellent take on familiar characters from the many Marvel Universes. From adding fan-favorite characters like Invisible Woman to introducing new skins that were only ever referenced in certain comics, Marvel Rivals has become every comic book fan’s dream game.
However, despite its rather relaxed approach on some things, Marvel Rivals is still a competitive game at heart. This means certain hero buffs and nerfs are to be expected, and that’s exactly what’s happening in the mid-season update announced for March 14, 2025 [1]. Fortunately, there won’t be any server downtime, so players can jump into the action instantly.
Here’s everything to expect from the upcoming mid-season Marvel Rivals update.
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Marvel Rivals adjusting Human Torch, Cloak & Dagger, and Iron Man
The upcoming update focuses on select adjustments rather than sweeping changes.
Human Torch
The latest changes increase the effectiveness of Human Torch’s primary attack and Ultimate Ability, reinforcing his role as a strong duelist with high burst damage potential.
Fire Cluster projectile speed increased from 120m/s to 150m/s.
Projectile count increased from 12 to 14.
Supernova (Ultimate Ability) adjustments:
Energy cost increased from 3400 to 4000.
Activation wave damage increased from 70 to 80.
Flame Tornado damage per second increased from 100 to 120.
These modifications enhance Human Torch’s ability to secure eliminations while requiring more strategic use of his Ultimate due to the increased energy cost.
Iron Man
Adjustments to Iron Man’s Repulsor Blast shift some of his damage away from direct hits and into his spell field, making mid-range engagements more balanced.
Repulsor Blast (Stage 1 and 2)
Direct hit damage reduced from 55 to 40.
Spell field damage increased from 35 to 50.
Repulsor Blast (Stage 3)
Direct hit damage reduced from 65 to 50.
Spell field damage increased from 40 to 60.
Repulsor Blast (Armor Overdrive)
Direct hit damage reduced from 55 to 50.
Spell field damage increased from 55 to 65.
These changes encourage players to rely more on area damage rather than just direct hits, maintaining Iron Man’s effectiveness in mid-range fights while reducing his burst potential.
Cloak & Dagger
Healing abilities have been improved, making Cloak & Dagger a more viable option for teams in need of sustained support.
Lightforce Dagger healing on ally hits increased from 10 to 16.
Spell field healing generated by hits reduced from 18 to 16.
By shifting more healing power to direct hits, this change rewards precision while maintaining overall healing balance.
Now that you have learned something new - it’s time you start playing and get better. Choose a game to purchase Eloking Boost for.
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