Home » Full Breakdown of Marvel Rivals Season 2 Buffs and Nerfs

Full Breakdown of Marvel Rivals Season 2 Buffs and Nerfs

The Marvel Rivals Season 2 Patch Notes have officially dropped, bringing a wide range of buffs, nerfs, and tweaks across the roster. From survivability changes to cooldown adjustments, nearly every class — Vanguard, Duelist, Strategist, and beyond — has received attention. Let’s break down the major updates by hero type and spotlight the most impactful changes.

Captain America, Hulk, and Thor: Vanguard Adjustments (Marvel Rivals Season 2 Patch Notes)

Captain America saw a reduction in both base health and shield values. His health dropped to 650, and the Living Legend shield value went from 400 to 350. Despite this, his overall resilience still seems reliable.

Hulk received buffs across the board. His movement speed increased from 600 to 650, the cooldown for Indestructible Guard dropped from 12 to 10 seconds, and the charge time for Incredible Leap was reduced to 0.5 seconds. These changes make Hulk noticeably more agile and survivable.

Thor’s base health increased from 525 to 600, and his movement speed improved from 600 to 650. These buffs enhance his durability and mobility significantly.

Marvel Rivals Patch Notes: Buffs for Penny Parker, Mr. Fantastic, and Moon Knight

Penny Parker received several key upgrades. Her movement speed penalty while firing Cyber Web Cluster dropped from 40% to 20%, and she now has a chance to crit. Her base health also increased from 650 to 750, making her much harder to take down.

Mr. Fantastic experienced substantial buffs. His base health rose to 375, and the damage from Stretch Punch increased both normally and in inflated state. Flexible Elongation now applies a 35% slow, and its cooldown dropped from 10 to 8 seconds. While the health bonus from his inflated state decreased from 450 to 400, he now gains that bonus immediately upon using his ultimate.

Moon Knight now moves faster and hits harder. His Crescent Dart projectile speed increased, and Moonblade now grants bonus health based on hits, up to 100. His grapple pull startup dropped from 0.4 to 0.15 seconds, his ultimate duration was extended, and Talons generated increased from 14 to 18. However, a damage falloff was introduced that significantly reduces effectiveness beyond 1.5 meters.

Damage Tweaks: Doctor Strange, Hawkeye, Human Torch, and More

Doctor Strange saw a minor damage nerf with Daggers of DaaC decreasing from 18 to 16 per projectile and a reduction in Maelstrom of Mad’s conversion ratio from 1.3 to 1.2. Hawkeye became more viable with a reduced bow charge slow, increased Hypersonic Arrow damage, and a faster draw speed. His ultimate now costs 3,100 instead of 3,700 energy.

Human Torch’s attack interval for Fire Cluster reduced from 0.6 to 0.5, and his primary attack launches faster. Flaming Meteor’s cooldown increased, but it now grants 75 bonus health that decays over time — a solid survivability boost.

Iron Man’s hitbox size was slightly reduced, and he now gains 100 bonus health for five seconds upon activating Armor Overdrive. Scarlet Witch lost her percentage damage in Chaos Control but gained more fixed damage, while other abilities received slight buffs and cooldown changes.

Strategist Reworks: Adam Warlock, Rocket Raccoon, and More

Adam Warlock’s Soul Bond cooldown increased to 40 seconds, and his ultimate now restores 30% of a fallen ally’s max health instead of a fixed 100 — a nerf for squishier characters but a buff for tanks.

Rocket Raccoon experienced numerous adjustments. His healing per second dropped from 70 to 50, but now includes a one-time healing burst of 55. The cooldown of his jetpack dash increased to 10 seconds, with a shorter dash distance. His ultimate damage boost fell from 40% to 25%, but now adds bonus health regeneration of up to 150.

Invisible Woman’s shield maxed out at 250 instead of 300. Loki’s Regeneration Domain cooldown went up by 5 seconds, and Mantis’s health dropped from 275 to 250. Healing flower and Allied Inspiration effects can now stack in duration, not potency.

Cloak and Dagger’s healing zones now last until the final zone expires, making timing clearer and more reliable during team fights.

Additional Hero Changes

  • Iron Fist: Reduced health bonus and fixed damage, but improved damage scaling and cooldowns.

  • Hela: Minor damage buffs and a slight nerf to movement ability cooldown.

  • Winter Soldier: Reduced damage and increased cooldowns, with a lower health trigger threshold.

  • Wolverine: Rage generation rebalanced, shifting focus to consistency over burst rage gain.

  • Starlord: Decreased Blaster Barrage damage and introduced a heavy damage falloff beyond 4 meters.

Written by
Cecil Sales is a gaming expert and writer for Gamer.org, where he explores the latest trends, reviews, and industry insights with a sharp eye for detail. With more than a decade of experience in the gaming world, Cecil has developed a reputation for blending thoughtful analysis with an accessible, player-focused perspective. He covers everything from blockbuster releases and indie standouts to esports and the future of interactive entertainment. Passionate about storytelling and game design, Cecil brings both expertise and enthusiasm to his work. Away from the keyboard, he enjoys strategy RPGs, competitive shooters, and experimenting with VR worlds.

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