It’s almost time for Season 11 of Marvel Rivals, with it being over two months since the popular hero shooter added a new character to the roster. Thankfully, we’re back to normality, with Nightcrawler joining the ranks as a new Strategist.
However, the content doesn’t stop there, as a wave of buffs and nerfs is sweeping through the ranks. Once-meta characters could now be useless, whilst an unsung hero might help you rise to the top of the ranks.
Before heading into your first game of Season 11, be sure to check out the latest patch notes for Marvel Rivals.
Marvel Rivals Season 11 Patch Notes November 10
Here’s every buff and nerf coming to Marvel Rivals with Season 11. Check them all out below:
VANGUARD
Angela
We noticed that, compared to her aerial flexibility and the pressure she applies to enemies, Angela is relatively weak in her ground form, making it difficult to chain actions after engaging. Due to the loss of aerial mobility upon landing, her survivability on the ground is also rather fragile. In this adjustment, we will slightly buff the strength of her ground form, making it a more integral part of her gameplay loop.
– Increase Axes of Ichors damage for the first three strikes from 30 to 35.
– After casting Divine Judgement, Angela no longer needs to remain within the domain to receive the Movement Speed and Bonus Health buffs. Instead, she now gains both buffs for 6s. Using Wingblade Ascent during this time will remove the buffs.
– In dual-axe form, increase Bonus Health gained per Axes of Ichors hit from 50 to 55. Increase continuous damage dealt to enemies within Divine Judgement from 12.5/s to 15/s.
Deadpool (Vanguard)
In the current meta, Vanguard Deadpool often takes on the role of roaming and applying pressure to the enemy backline. We’ve observed that players tend to favor The Ban Hammer instead of dynamically switching between The Ban Hammer and The Big Test based on the battlefield situation. We re-evaluated the Ultimate Ability strength of both forms and decided to adjust The Big Test to make it competitive again, better aligning with his Vanguard playstyle.
– Remove the 50 Bonus Health granted to nearby allies when casting The Big Test. Increase the Bonus Health granted to self from 300 to 400. For The Big Test – Upgraded, remove the effect that grants Bonus Health to nearby allies on each strike. Increase the damage-to-Bonus Health conversion ratio for self from 1 to 1.5.
Devil Dinosaur
Ever since his buffs in Season 10, Devil Dinosaur has been a dominant force among Vanguards. His exceptional survivability, combined with the high healing output of current Strategists, has significantly mitigated his inherent weakness against sustained projectile attacks. Furthermore, his Savage Predation applies excessive pressure against opposing Vanguards. This adjustment aims to reduce his survivability to restore fair counterplay. Additionally, we are reducing his cc duration to lower his oppressive power.
– After Savage Predation hits an enemy, reduce the control duration from 0.8s to 0.6s. After the control ends, reduce the duration of the launch effect from 1.5s to 1.2s.
– Remove the 15% Slow effect applied to enemies within Buddy Barrier. Reduce the barrier duration from 6s to 4s, and reduce its shield value from 450 to 400.
– Reduce the Bonus Health granted by Apex Advantage from 150% of Bleed damage to 125%.
– When selecting the Team-Up with The Punisher, increase Primal Punishment cooldown from 12s to 18s.
Doctor Strange
We’ve noticed that after multiple rounds of buffs, Doctor Strange is currently overperforming in defending against projectile attacks, and his survivability relies too heavily on Shield of the Seraphim. Therefore, we are nerfing Shield of the Seraphim while buffing the survivability he gains from Psionic Vortex when the Invisible Woman Team-Up is selected. Furthermore, we observed that his Team-Up with Hulk is a bit more powerful than expected, so we will slightly nerf this Team-Up’s enhanced effect.
– Reduce the shield value of Shield of the Seraphim from 850 to 800, and reduce its recovery speed from 60/s to 50/s.
– When selecting the Team-Up with Invisible Woman, reduce the bonus shield value granted to Shield of the Seraphim from 150 to 100. Enhanced Effect: Remove the Bonus Health granted to allies when casting Psionic Vortex. Increase the damage-to-Bonus Health conversion ratio for self from 0.5 to 0.7.
– When selecting the Team-Up with the Hulk – Enhanced Effect: Reduce the minimum Gamma Maelstrom energy retained from 50 to 25.
Emma Frost
For a long time, the White Queen has possessed a natural mechanical advantage against Vanguards due to her unique percentage-based damage and the displacement control of her Diamond Form. As we believe her displacement control to be in a good place, we have decided to balance her strength against Vanguards by slightly nerfing her percentage damage as well as her ability to isolate enemy Vanguards, making the counterplay experience healthier and more reasonable.
– Reduce the shield value of Mind’s Aegis from 400 to 350, and reduce its recovery speed from 80/s to 65/s.
– After Psychic Spear extracts a sentience, adjust the damage dealt from 25% Maximum Health to 60 +10% Maximum Health.
– When selecting the Team-Up with Luna Snow, reduce Iced Out Diamond shield value from 350 to 300.
Groot
As one of the few Vanguards capable of going toe-to-toe with the dominant Devil Dinosaur, Groot has seen a rise in his Season 10 meta standing. However, as a frontline Vanguard, he lacks somewhat in offensive capabilities when facing heroes like Emma Frost or Devil Dinosaur. In this adjustment, we are slightly buffing Groot’s offensive power to make him more competitive. Aside from this, we’ve noticed that Ironwood Wall persists longer than expected in certain terrains, so we are slightly reducing its health value.
– When Thornlash Wall triggers the Flora Colossus effect, increase damage dealt from 60 to 65.
– Reduce the health of Ironwood Wall from 600 to 550.
– When selecting the Team-Up with Mantis, Wild Wall gains a new effect: It will also be affected by the Flora Colossus passive, identical to Thornlash Wall.
Peni Parker
Following the Attack Speed buff to her primary weapon, Peni Parker’s current damage output is slightly overperforming. Furthermore, the short detonation delay of Arachno-Mines makes them difficult to destroy before they explode. We are making minor adjustments to balance these two points.
– Reduce Cyber-Web Cluster explosion damage from 15 to 12.
– Increase the detonation delay of Arachno-Mine after triggering from 0.6s to 0.7s.
Rogue
We’ve observed that the strength difference between Rogue and Gambit’s Team-Up in its base and enhanced states is too drastic, making them overly reliant on each other. This contradicts the design intent of the new Team-Up system. We are closing the gap between the base and enhanced versions and slightly nerfing the Team-Up’s numbers, giving Rogue more diverse playstyle options. Additionally, Rogue has been absorbing more damage than intended in Defensive Stance due to its excessive detection radius.
– Increase the damage of the first two hits of Power Surge Punch from 35 to 40.
– When selecting the Team-Up with Gambit, reduce the cooldown of Mr. & Mrs. X from 30s to 15s. Adjust the single-hit damage of the kinetic explosion from 5+1% Maximum Health to 3+1% Maximum Health. Reduce the healing granted to allies within range from 15 to 10.
– When using Defensive Stance, reduce the damage absorption radius from 2m to 1.2m. While in Defensive Stance, increase the damage-to-Energy conversion ratio from 0.55 to 0.6.
Venom
For a long time, Venom’s primary attack, Dark Predation, has suffered from overly strict close-range hit detection. This issue is especially prominent against moving targets, where aiming and hit feedback feel misaligned. We will slightly improve its hit detection leniency and enhance the overall feel of his primary attack at close range. Additionally, we are slightly nerfing Venom’s survivability after engaging to balance the pressure he applies to the enemy backline.
– Slightly increase the detection radius of Dark Predation.
– Adjust the Damage Falloff of Frenzied Arrival: Changed from starting at 2m and reaching a max falloff of 40% at 6m, to starting at 3m and reaching a max falloff of 60% at 6m.
– Reduce the base Bonus Health granted by Symbiotic Resilience from 100 to 75, and reduce the Bonus Health gained based on lost Health from 110% to 100% (When cast at 300 Health remaining, the Bonus Health gained by Venom is reduced from 595 to 525).
Duelist
Black Cat
Following adjustments to her counterplay fairness, we noticed that Black Cat’s Fortune acquisition rate after engaging is somewhat conservative, making it difficult to sustain her ability rotations. We hope to optimize this in the current adjustment. Additionally, we want to address her over-reliance on the Spider-Man Team-Up for chaining her rotations, ensuring her Team-Up with Black Panther is also competitive. Therefore, we are buffing her Black Panther Team-Up, giving Black Cat more playstyle possibilities.
– Increase the maximum Fortune gained per single cast of Feline Fury from 50 to 75.
– When selecting the Team-Up with Black Panther, increase the Bonus Health gained after casting Feline Alliance from 25 to 50. Increase the Fortune gained per enemy hit from 50 to 100, and increase the cap from 100 to 200.
Black Widow
With the buffs to other poke Duelists in Season 10, the newly optimized Black Widow has felt slightly underwhelming in matchups and in adapting to the new meta. We reviewed her kit and believe she lacks some survivability. Additionally, her Team-Up with Hawkeye hasn’t fully met our design expectations of giving both Team-Ups distinct functions. We are adjusting their Team-Up effect to grant her some survivability. Considering her Electro-Plasma Blast feels slightly weak when utilizing the Hawkeye Team-Up, we are slightly buffing this ability as well.
– Increase Electro-Plasma Blast damage from 50-70 to 55-75.
– When selecting the Team-Up with Phoenix, increase Electro-Plasma Blast damage from 70 to 75.
– When selecting the Team-Up with Hawkeye, Allied Agents gains a new effect: Black Widow now gets Bonus Health based on the damage dealt during Focused state at a 50% ratio, up to a cap of 75. Reduce the Focus stacks required to activate Focused state from 3 to 2.
Elsa Bloodstone
We reviewed Elsa Bloodstone’s current state and concluded that her long-range poke potential is too strong compared to her design intent, making her an overly versatile poke Duelist. In this adjustment, we are slightly nerfing her long-range poke capabilities to better align with her intended role of a close-to-mid range Duelist. Additionally, we believe her Team-Up with Devil Dinosaur (especially the enhanced effect) creates too negative an experience for high-mobility heroes, so we will be nerfing this Team-Up as well.
– Adjust the Damage Falloff distance of Double-Barrel Blaster from starting at 20m to starting at 10m.
– When selecting the Team-Up with Devil Dinosaur – Enhanced Effect: Remove one ability charge. The ability effect is adjusted to reduce the cooldown of Smoky Snare from 15s to 12s.
Human Torch
Due to the random spread mechanic of his primary attack and the uniqueness of his playstyle, Human Torch’s accuracy is lower than expected. In this patch, we will prioritize optimizing his primary attack by changing its projectile mechanic to a fixed spread.
– Adjust the projectile spread of Fire Cluster from random spread to fixed spread.
Phoenix
Following her Season 10 buffs, Phoenix currently possesses exceptional single-target and AoE damage. Furthermore, her Ultimate Ability buff improved her flanking playstyle far more than expected. Therefore, we have decided to roll back and nerf these two aspects in this adjustment.
– Upon detonating a Spark, reduce the direct damage dealt from 45 to 40, and reduce the area damage from 20 to 15.
– When the shockwave from Endsong Inferno (Ultimate Ability) hits enemies, reduce the number of Spark stacks applied from 2 to 1.
Squirrel Girl
Since her release, Squirrel Girl’s relaxed and simple gameplay loop has drawn the affection of many players. However, as the meta shifted and patches progressed, her difficult-to-control primary attack projectiles and over-reliance on her primary attack for damage have introduced too much randomness into her playstyle. Inconsistent KO efficiency and damage output have left her without a competitive edge as a Duelist in mid-to-high level competitive play. Additionally, we recognize that her high-damage primary attack often deals unintended damage off-screen, creating a poor experience for opponents. In this adjustment, we are making minor tweaks to her kit, preserving her unique playstyle while granting her more controllable damage and KO potential.
– Reduce Burst Acorn damage from 110 to 95. Adjust maximum Damage Falloff at 3m from 70% to 60%.
– Increase Squirrel Blockade projectile speed from 20m/s-60m/s to 60m/s-90m/s. Upon hitting an enemy, reduce the Imprison Duration from 1.3s to 0.8s, and reduce the damage dealt from 50 to 25. New Mechanic: Upon hitting an enemy, Squirrel Blockade will generate an Acorn Rain with a 5m radius centered around the target’s current location. Acorn Rain deals 30/s damage to enemies within range for 2s and inflicts a 20% Slow effect.
– Mammal Bond New Mechanic: Upon casting Mammal Bond, Squirrel Girl gains an additional 100% Attack Speed bonus for 5s. During this state, her projectile speed increases from 80m/s to 150m/s, the damage of a single Burst Acorn is reduced to 65% of its normal value, and gravity is removed. (Note: This effect will persist even if the refreshed ability from Mammal Bond is used, until the duration ends).
– Gain 25 Bonus Health upon casting Tail Bounce.
Star-Lord
In the Season 8 patch, we buffed the magazine capacity of Star-Lord’s Element Guns in his normal state. Due to the auto-aim nature of his Ultimate Ability, we didn’t synchronize this adjustment during his Ultimate Ability. After two patches of observation, we believe this wasn’t the correct decision and currently, his Ultimate Ability is a bit weak. Therefore, we’ve decided to align his Element Guns magazine capacity during his Ultimate Ability to slightly increase his damage uptime, as simply increasing their damage would make it too difficult for enemies to counter due to the high fire rate of his Element Guns. Additionally, we feel his Team-Up with Adam Warlock is too restricted by its long cooldown, so we will slightly reduce it in this adjustment.
– During Galactic Legend (Ultimate Ability), increase Element Guns ammo capacity from 40 to 50.
– When selecting the Team-Up with Human Torch, reduce Cosmic Soul cooldown from 30s to 25s, and reduce the resurrection cooldown from 120s to 105s.
Winter Soldier
Winter Soldier’s issue is similar to Elsa’s: he currently excels at dealing damage across all ranges, which deviates from our intended positioning for him in the mid-range. In this adjustment, we are nerfing his primary weapon’s damage and falloff to compress his optimal combat range, making him better fit his design intent of close-to-mid range Duelist.
– Roterstern Damage Falloff: Adjust maximum Damage Falloff from 70% at 40m to 65% at 30m.
– Reduce Roterstern spell field damage from 45 to 40.
Wolverine
We believe that in the current meta, Wolverine’s ability to lock down enemies is somewhat overtuned. The relatively short cooldown of Feral Leap makes Wolverine’s engagement cost quite low, yet the payoff upon landing the ability is disproportionately high. In addition to this, Wolverine’s Ultimate Ability deals slightly too much damage while in a high Rage state, making it extremely difficult to counter. Therefore, in this update, we will be issuing a minor nerf to Wolverine to provide a more reasonable and balanced counter-play experience.
– Increase Feral Leap cooldown from 12s to 15s.
– Reduce the Rage-based bonus damage dealt to enemies upon impact during Last Stand (Ultimate Ability) from 0.3% of Max Health per point of Rage to 0.2%. (Against a 250-Health enemy, total impact damage at max Rage reduced from 150 to 125; against a 700-Health enemy, total impact damage at max Rage reduced from 330 to 260.)
STRATEGIST
This season, we’ll be making targeted adjustments to the kits of almost all Strategists. While ensuring their core gameplay experience remains intact, we are slightly reallocating their power distribution: we’ll be scaling back their overall survivability a bit, while simultaneously buffing their combat capabilities based on their individual playstyles.
Adam Warlock
We feel that the burst healing Adam Warlock provides to himself and a single ally is slightly high. However, when multiple allies need healing, he struggles significantly once Soul Bond is on cooldown. Given that his Team-Up with Ultron provides stable healing, we believe slightly adjusting the healing of Avatar Life Stream will improve his overall versatility. We also want his Team-Up with Storm to provide more consistent value in certain scenarios. Therefore, we are adjusting him accordingly:
– Reduce the initial healing of Avatar Life Stream from 95 to 55, and increase the number of bounces from 2 to 4 (Total healing per cast reduced from 285 to 275).
– When selecting the Team-Up with Storm, increase the speed boost of Soaring Surge from 67% to 100%. Enhanced Effect: Reduce the Damage Boost granted to allies when casting Soul Bond from 12% to 8%.
Cloak & Dagger
In the current patch, Cloak & Dagger boast stable healing and self-peel, with a relatively simple rotation. We want them to use their distinct capabilities more flexibly across different combat scenarios. Thus, we are slightly nerfing Dagger’s survivability and introducing a new rotation mechanic to raise their power ceiling. This adjustment also slightly buffs Cloak’s damage to align with our goals.
– Increase Dagger Storm cooldown from 12s to 15s. Reduce the self-healing granted by Dagger Storm from 50/s to 35/s.
– Increase Darkforce Cloak damage from 80/s to 85/s.
– Reduce the Blind duration after Terror Cape hits an enemy from 1.5s to 1s.
– Increase movement speed of Veil of Lightforce and Terror Cape from 20m/s to 35m/s. New Effect: Each ally or enemy hit will reduce the cooldown of Dagger Storm by 0.6s.
– When selecting the Team-Up with The Hood, Twilight Veil and Void Veil gain a new effect: Launches back enemies hit along the path.
Gambit
For several patches, Gambit has maintained strong utility and stable healing. His flexible mobility and forgiving primary attack allow him to safely buff allies and pressure enemies from a distance. We want to preserve his core gameplay loop of allocating resources across different scenarios, but appropriately increase the risks he faces in combat. In this balance update, we are slightly nerfing his primary attack spread and survivability to compress his combat range.
– Increase the spread angle of the outer cards in Kinetic Cards from 2° to 3°. (Developer’s Note: Compared to before, Gambit now needs to be approximately 3-5m closer to an ally or enemy to land all of his Kinetic Cards.)
– After activating Healing Hearts, reduce self-healing from 30/s to 20/s.
Invisible Woman
Since adding true invisibility to Veiled Step last season, our data shows her survivability is slightly overperforming. We have decided to slightly reduce her frequency of entering stealth, offering enemies a fairer counterplay window. Additionally, we noticed that Psionic Vortex is underperforming in restricting enemies. We are adjusting its Slow effect to better fulfill its intended utility.
– Increase Veiled Step cooldown from 6s to 8s.
– Reduce the Slow ratio at the center of Psionic Vortex from 50% to 40%.
– Increase the Slow ratio at the edge from 0% to 20%.
Jubilee
In the current patch, Jubilee has solid baseline healing. After gaining self-sustain, her baseline survivability is now sufficient to handle the meta. However, the healing provided by her Ultimate Ability is somewhat inconsistent, and there’s a noticeable strength gap between her two Team-Ups in practical combat. In this adjustment, we are balancing her baseline healing and Ultimate Ability healing, while slightly buffing her Team-Up with Blade.
– Upon detonating a Sparkle Mark, remove the 20% Healing Boost applied to allies.
– After casting Firework Finale (Ultimate Ability), increase the healing provided within the spell field from 180/s to 190/s, and increase the rotation speed of the outer plasmoids from 20m/s to 25m/s.
– When selecting the Team-Up with Blade, increase the Lifesteal ratio granted to self and nearby allies when Vampiric Kin is active from 30% to 40%.
Loki
Regardless of meta shifts, Loki consistently performs well thanks to his high-ceiling healing and peeling capabilities as well as his tendency to copy the most dominant Ultimate ability at any given time. However, considering the unbalanced pick rates of his two Team-Ups (with the Mantis Team-Up providing overly stable value), we are adjusting the effects of both. We will compensate his baseline value when selecting the Hela Team-Up, allowing both combinations to better fit diverse team comps.
– Increase Deception cooldown from 15s to 18s.
– When selecting the Team-Up with Hela, whenever an illusion is destroyed, gain 1s of cooldown for both Doppelganger and Devious Exchange.
– When selecting the Team-Up with Mantis, remove the Damage Boost granted to allies within Regeneration Domain.
Luna Snow
Boosted by her White Fox Team-Up, Luna Snow currently excels at controlling enemies. The overlapping of two control effects creates a frustrating experience for opponents. Therefore, we have decided to slightly nerf her baseline CC and rework her Team-Up with White Fox. We are also appropriately buffing her Team-Up with Adam Warlock, giving players a clearer strategic choice between the two in different combat environments.
– Reduce the freeze duration applied to enemies hit by Absolute Zero from 2.7s to 1.5s.
– When selecting the Team-Up with White Fox, remove the Charm effect applied to enemies by the Spirit Fox. When the Spirit Fox hits allies, increase the healing provided from 70 to 80; when it hits enemies, increase the damage dealt from 35 to 45.
– When selecting the Team-Up with Adam Warlock, increase the ratio of healing converted to self when healing allies linked by Duality Dance from 25% to 35%.
Mantis
Since receiving a new Team-Up in Season 9, Mantis broke free from relying on triple-Strategist comps and became viable in double-Strategist lineups. However, following the Season 10 nerf to her Star-Lord Team-Up, she now relies heavily on primary attack critical hits to restore Life Orbs for sustained healing. On the other hand, her buffs to allies and control against enemies remain quite strong. This leads to a somewhat lacking performance floor after healing adjustments, while her ceiling remains prominent. We are adjusting her abilities to add more ways for her to gain Life Orbs while slightly nerfing her utility, ensuring she stays competitive in the new meta.
– Life Energy Blast New Mechanic: Non-critical hits now also grant 0.3 Life Orbs.
– Reduce the sleep duration applied to enemies hit by Spore Slumber from 3.5s to 1.5s.
– Increase the Life Orb cost to cast Allied Inspiration from 1 to 2.
– When Nature’s Favor is active, reduce the self-healing provided from 12.5/s to 8/s.
Rocket Raccoon
We noticed that Rocket Raccoon’s secondary fire over-performs in both self-healing and ally-healing. We will slightly reduce the healing of Repair Mode. At the same time, we are adjusting the damage range and numbers of his primary weapon, while slightly buffing his abilities to preserve his survivability in critical moments, allowing him to bring more diverse value to the team.
– After passing through allies, reduce the healing provided by Repair Mode from 55 to 50. Reduce continuous self-healing from 30/s to 20/s.
– Adjust the damage falloff from starting at 10m and reducing to 40% at 20m to starting at 15m and reducing to 55% at 30m.
– Jetpack Dash New Effect: Each cast now grants 25 Bonus Health to self.
Ultron
In previous seasons, we granted Ultron the baseline ability to provide buffs to allies. In Season 9, his Team-Up with Peni Parker amplified this effect. We believe the resulting strength of this combination exceeds our original design intent. Therefore, we are recalibrating the numbers, slightly nerfing the buffs he provides to teammates.
– Reduce the Bonus Health granted to allies by Imperative: Firewall from 40 to 25. Reduce the Movement Speed boost granted to selected allies by Imperative: Firewall from 20% to 10%.
White Fox
We feel there is a slight imbalance between White Fox’s default form and her Awakened state. Her default form is overly versatile, and her high-frequency cc creates a frustrating counterplay experience. We have decided to slightly nerf her abilities in this form. Conversely, we are buffing her Awakened state to encourage using it to drive away enemies and protect teammates. Furthermore, her Ultimate Ability suffers from a low healing floor, failing to fulfill its role effectively whether used offensively or defensively. We are removing its restrictions to further solidify her tactical role in the meta.
– Reduce Spirit Sanctuary shield value from 200 to 100.
– Remove the Invincibility effect granted to allies by Spectral Surge, and reduce the Charm effect radius applied to enemies from 0.6m to 0.4m.
– Increase the base duration of Fox Form Awakening from 7s to 8s. Increase the bonus duration granted per Spirit Tail from 1s to 2s (Maximum duration increased from 9s to 12s).
– During Fox Form Awakening, increase the damage of a single Claw Strike from 35 to 40. Reduce the cooldown of Predatory Pounce from 6s to 4s.
– After casting Kumiho Unleashed (Ultimate Ability), White Fox can now receive healing from allies. Reduce her Health in this state from 1200 to 1000.
Will you be playing Marvel Rivals Season 11? Let us know your thoughts on the Insider Gaming Discord server.
For more Insider Gaming content, check out the best games to play whilst we wait for GTA 6, and don’t forget to sign up for our newsletter.




Comments