A strong Marvel Rivals team needs more than six high-ranked heroes. The group must be able to hold an objective, survive focused attacks, pressure enemies at more than one distance, and deal with heroes diving onto the back line.
These Season 9 teams use a 2-2-2 setup with two Vanguards, two Duelists, and two Strategists. They are starting lineups, not rules. Keep the main job of each team and change one hero when the map, enemy picks, or your own comfort requires it.
How Season 9 Team-Ups Affect Team Building
Every hero now selects a Team-Up. The base effect works even when the named partner is missing, while the partner adds an enhanced effect. You do not need to fill the entire team with matching pairs. Two or three clear connections are enough if the six heroes still cover the normal roles.
Easy Objective Team
Groot, Peni Parker, Hela, Namor, Mantis, and Rocket Raccoon.
Groot and Mantis use Wild Wall to add healing and bonus health around Groot's wall. Peni and Rocket strengthen the nest through Rocket Network. Hela and Namor add Deep Wrath, which creates more turret pressure after eliminations.
Use this team on maps where both sides fight around one area. Groot and Peni make the objective difficult to enter, while Hela and Namor punish enemies who stay in sight. Mantis and Rocket can support from safer positions. If the enemy destroys deployables easily, replace Namor or Peni with a hero who can attack from another angle.

Brawl and Sustain Team
The Thing, Rogue, Human Torch, Punisher, Gambit, and Rocket Raccoon.
The Thing and Human Torch use Two-In-One for extra damage and a carry-and-slam attack. Rogue and Gambit use Mr. & Mrs. X, giving Rogue explosions and nearby healing. Punisher and Rocket use Ammo Overload for a direct fire-rate and ammunition advantage.
This group wants to fight at close and medium range. Let The Thing and Rogue start the fight while Punisher shoots from behind them. Human Torch can attack from above, and Gambit supports the same area where Rogue is fighting. Do not spread across the whole map; the healing and partner effects are easier to use when the team stays within reach.
Ranged Control Team
Doctor Strange, Hulk, Hela, Namor, Cloak & Dagger, and Luna Snow.
Doctor Strange and Hulk use Gamma Maelstrom, which helps Strange charge the ability and removes its normal anti-heal penalty. Hela and Namor bring Deep Wrath. Cloak & Dagger and Luna provide healing, control, and protection against an enemy push.
Choose this team for longer sight lines and narrow entrances. Strange's shield protects the damage heroes while Namor's turrets watch an angle. Hulk can leave the front line to stop a diver from reaching the Strategists. If the enemy keeps taking high ground, replace one Duelist with a more mobile option.

Dive Team
Venom, Captain America, Phoenix, Blade, Gambit, and Mantis.
Venom and Phoenix can use Abyssal Flames for extra damage during a dive. Blade and Gambit use Bleed For Battle, giving Blade a lifesteal area. Captain America helps the group reach a target and stay active after the first attack, while Mantis can boost damage and heal from farther back.
This is the hardest team on the list. Call one target before Venom enters. Phoenix and Blade should attack the same area instead of choosing separate enemies. If your team keeps dying one at a time, switch to the objective or brawl lineup. A simpler group that moves together will perform better than a dive team without communication.
Anti-Dive Team
Peni Parker, Doctor Strange, Punisher, Hela, Rocket Raccoon, and Luna Snow.
Peni protects the back line with her nest, webs, and mines. Strange blocks ranged pressure and can turn to help the Strategists. Punisher and Hela punish enemies who enter through predictable routes, while Rocket and Luna can heal through a fast attack.
Place the nest near cover, not in the open. Punisher should keep a clear angle on the Strategists instead of chasing damage at the other end of the objective. If one enemy diver is causing every problem, save a control ability for that hero rather than using every cooldown at the start of the fight.
How to Change a Team Without Breaking It
- Keep at least one Vanguard who can protect the objective or back line.
- Use one Duelist for steady damage and one for the range or movement missing from the first pick.
- Do not choose two Strategists who both struggle with the same type of attack.
- Preserve the team's main plan. A brawl team needs heroes who can stay close; a ranged team needs sight lines and protection.
- Choose heroes your players understand. A familiar A-tier hero is usually more useful than an unfamiliar top-ranked pick.
Which Team Is Best for Ranked?
Start with the easy objective team when your group has no clear plan. Its walls, nest, turrets, and steady healing give every role a simple job. Use the brawl team when your players communicate and like close fights. Save the dive team for a group that can call targets and enter together.
Season 9 balance can change these lineups. The July 30 patch focused on fixes instead of another large numerical update. Check the guide date after future balance notes, and make changes when an enemy pick is directly stopping the team.










