


What’s up, guys, It’s Librarian Husky. Climbing Marvel Rivals has become increasingly challenging with the evolving dynamics introduced in season 2 and the upcoming mid-season patch. To navigate these changes effectively and ascend the ranks swiftly, understanding the eight unwritten rules is paramount.
Mastering Marvel Rivals Compositions
The foundation of successful gameplay begins with the first unwritten rule: mastering your matchups. To excel in this aspect, familiarize yourself with the three primary compositions prevalent in Marvel Rivals: Brawl, poke, and dive. Each composition possesses distinct characteristics and strategies tailored to its playstyle.
Brawl compositions excel in close-range combat, featuring characters like Mr. Fantastic and Groot, renowned for their lethal effectiveness in proximity engagements. Conversely, poke compositions, represented by characters such as Magneto, Storm, Adam Warlock, and Hela, prioritize long-distance damage output. These characters thrive in maintaining a distance from opponents while applying consistent pressure through ranged attacks. Understanding these composition archetypes is crucial as it dictates your approach to engagements and team dynamics.
In the context of gameplay scenarios, the interaction between brawl and poke compositions underscores the strategic depth of Marvel Rivals. Brawl compositions leverage close-range engagements to swiftly eliminate enemy threats, emphasizing the importance of positioning and coordinated assaults. In contrast, poke compositions rely on sustained ranged damage to weaken opponents before committing to decisive engagements. The delicate balance between maintaining distance and capitalizing on advantageous positions defines the ebb and flow of confrontations in Marvel Rivals. Whether navigating the intricacies of terrain utilization or exploiting strategic positioning, adapting your playstyle to suit the composition dynamics is key to securing victories.
A practical illustration of these dynamics can be observed in the matchup between Thing and Magneto. In this scenario, Magneto’s proficiency lies in leveraging his ranged capabilities to control engagements from a distance, while Thing excels in close-quarters combat. Understanding the inherent strengths and weaknesses of each character is essential in determining the optimal approach to engagements. By recognizing the nuances of composition interactions, players can anticipate and capitalize on strategic opportunities, propelling them towards success in Marvel Rivals.

Understanding Different Composition Types
The Magneto wants to constantly maintain his distance. And if he is poking the Thing or other people, he wants to do it from a range that the Thing cannot engage onto him unless the Thing is going to burst his cooldowns. Now, ideally, at some point, because you’re playing these ranges, you will create an advantage because brawl characters are not effective unless they’re close while you’re still effective from the further ranges. Once you have that advantage, we can close in and that’s how the fight and the matchup plays out.
But there’s still a third type of composition that you need to understand, and that’s dive. This type of composition is defined by hypermobility. So, you are a person that wants to go in and surgically attack specific things, whether it’s isolated DPS or it’s isolated supports, and you’re using your mobility to dive onto these people, go at them directly, and you’re surgically killing them, baiting their cooldowns, or trying to make a play on them. In general, dive is going to be more favored against poke than brawl.
And the reason is because the characters that are played in poke oftentimes have to take isolated angles or try to take angles at all in order to deal damage to the enemy team. But a dive composition is able to target and pick apart certain of these characters if it’s a Hela off angling or someone playing by themselves. The dive can target these players using their mobility and punish them for being alone or spread. And if a poke composition plays extremely close together to mitigate this, they are playing in a sort of brawl formation, but without the tools that a normal brawl composition would have.
Now, it’s not so easy to say it’s rock, paper, scissors, though, because actually dive can still be played against brawl and brawl can still be played against poke. And all these compositions can still work. You just have to find ways to minimize their best engagement and still find ways to get value. Like as an example, if you’re a dive comp and they’re playing brawl, there are going to be times where the brawl tanks or the brawl front line is pushed forward trying to make a play and their backline supports that don’t have brawling capabilities are isolated and that still can be a target that you capitalize on. And of course, there’s other hybrid compositions that make this really more complicated than it seems.
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But basically, I want you to understand these core types of compositions. Think about how your character fits in with what your tanks are trying to do because they are the building blocks for every composition. If you see a certain tank like a Captain America, you’re definitely not playing brawl. You’re definitely not playing poke. If you’re seeing something like a Thing, you pretty much have to be playing brawl or maybe dive.
So, by looking at what the composition’s trying to do, you can pick characters that fit into the strategy of the comp better. And by going with the grain instead of against the grain, trying to double down on the same play patterns and strategies that your team is trying to incorporate, you will get more value than if you’re trying to do something all by yourself.
For example, if you’re playing Black Panther in an all mobility dive composition where you have a Venom, a Cap going in baiting cooldowns, it makes your job way easier. But if you’re trying to play Black Panther when your whole team is playing Poke, Magneto, Dr. Strange, Hawkeye, Adam Warlock, and you’re just trying to dive, you have nothing to bait out these cool downs. No one is closing in the gap. They don’t want to close in the gap until they get an advantage. So, you’re just going to have to get isolated picks without any help or you’re not going to do anything until your team gets a pick without you, which is also just really inefficient.
And the second unwritten rule in Marvel Rivals is about ability advantage. Creating it equals winning fights. So, not everything is just about a kill. I think a lot of people get over obsessed with final blows and kills, but there are a lot of important stages in a fight that you need to do first if you want to have consistently favored engagements and you want to win fights and win team fights, most importantly, capture objectives. So, what does this actually mean?
Cooldown Management Strategy
This means that you’re not always going to be able to just run down and insta-kill the backline. Run it down, get two taps on the enemy DPS, instantly destroy their front line. You’re not going to be able to always do that cuz There‘s so many powerful cooldowns and they dictate how an entire fight is played. And if you can understand which of these cooldowns are actually important, then it can change everything about how you’re playing.
So, let me give you this example. Let’s say that you’re playing Venom and you dive into the enemy backline and they have a Loki and they have a Luna and then they also have a Magneto, right? And so you go in and you go in and you dive and engage and the Luna uses freeze on you and then the Loki pops his Totems and the Magneto bubbles one of them and you zip out, right? You leave, you don’t die, you zip out. Now, this was an extremely favorable engagement for you. You died, but you baited out three incredibly powerful cooldowns.
That means that when you re-engage, those cooldowns don’t exist. And the reason I say that is because most of the time people think, “Oh, I only made a mistake when I die.” But in reality, they all made a mistake. A lot of them made a mistake. Multiple mistakes and no one died. But if you look at that, if you look at that clip and you see the wasted cool downs and you see the fact that they got no kills, they didn’t kill the Venom. The Venom cycled out and he gets to cycle back in soon. You could make a very accurate prediction and say, “Yeah, they’re going to get completely destroyed this next engagement cycle. Completely demolished.”
And that almost happens 100% of the time where now the Venom goes in with whoever else and there’s no totem and there’s no freeze and there’s no bubble and everyone dies. And this is super super important because the better you get at Marvel Rivals, the more attuned you get with tracking these things.
Not only on the offensive side, which is I’m going to play not to get kills necessarily, but to bait these cool downs and I’m going to dive as Venom or I’m going to dive as Cap with the intent to bait out Totem. I’m not going to overextend. I’m not going to go really hard. I’m not even going to really try to kill him. I’m going in the second the cooldown is baited. I’m not staying longer. I’m dipping out instantly because that’s the objective. Cool down. Good out cuz I’m going to go back in when they don’t have the cool down.
But what this also means on the defensive side is that if you’re playing as, you know, Loki or if you’re playing as anyone, Bucky, anyone on your team, and you see important cool downs being used, your Adam popped his soul bond, your Luna popped their freeze, your Magneto wasted his bubble, you understand that y’all are very vulnerable in this moment. There’s a window of time until these cool downs come back that your team is very, very vulnerable. And there are things that you can do to make it so that you can still sustain the dive, right?
Understanding Cooldown Conservation in Team Fights
you can conserve your cool downs. You can position more defensively. You could be ready to try to make a counter play on the divers Because you know that There‘s going to be a window where they’re going to come in and if they don’t come in during that window and you get your cool downs back then you’re good. But recognizing that once the cool downs are wasted your team is weaker and once opponent’s cool downs are wasted they’re weaker. And understanding that that is a neutral state where no one has died but some teams have massive advantages and it basically tells you what is going to happen. It can give you a very strong prediction about the steps that are going to happen in the immediate next 5 to 10 seconds and that can help you make a better game plan.
Now, you can also learn really quickly when things are going wrong. So, let’s say you go in as a team, you all are jumping in and you know your Emma popped her diamond form, your Magneto popped his bubble, your freaking Psylock went in viz, and you use Soul Bond and Everyone‘s running in, right? Everyone’s running in and the fight goes on for 5, 10, 12 seconds and no one on the enemy team has died. So your whole team made a play. Your whole whole team pushed in. Y’all are in a fight. Y’all popped a ton of cool downs and no one’s dead. At a certain point in time, you recognize no one died on our team. We’re still 6v6.
But if this fight keeps going and we didn’t get anything with those abilities, we didn’t get any value. we didn’t get any marks on the table, we didn’t get any actual kills, then we’re going to very quickly lose this fight if we keep fighting. And so understanding that and being like, “Okay, we need to back up. We can’t we can’t keep fighting. We need to back up. We need to disengage. We need to reset. We need to slow down.” Because you understand that if you keep going, you’re going to lose this fight because the truth of the matter is you were kind of investing all of these cool downs in order to get something and it didn’t pay off. And there that means that there’s something you should do about it.
There’s a decision to be made there after the fact and it can change if you win, if you lose, if you reset, if you all just die and fall over. I know that this is a more advanced concept and I’m going to be doing a new series on this channel where I’m going to break down actual gameplay and show you ways that you can make better decisions so that you can consistently outthink and outplay others in every rank. So, smash that subscribe so you don’t miss out on that series.
The next unwritten rule is incredibly important and it has to do with constantly changing positions. This is one of the most important concepts I can give you in this entire guide and it has to do with the fact that if you’re in a certain position, a certain area when a fight starts, you should never be there when the fight is ending or like you know 10 seconds, 12 seconds, 15 seconds into a fight.
I think it’s really important that you understand that when a fight starts, there are certain cool downs, certain people alive, certain threats that are there that mean that you’re playing in a certain position. And as certain threats die, certain people die, certain cool downs are used, you can play more or less aggressive depending on the situation. It’s incredibly important that you’re always thinking, am I in the right position?
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The Importance of Positional Awareness in Team Fights
your position, a certain area when a fight starts, you should never be there when the fight is ending or like you know 10 seconds, 12 seconds, 15 seconds into a fight. I think it’s really important that you understand that when a fight starts, there are certain cool downs, certain people alive, certain threats that are there that mean that you’re playing in a certain position. And as certain threats die, certain people die, certain cool downs are used, you can play more or less aggressive depending on the situation. It’s incredibly important that you’re always thinking, am I in the right position?
Optimizing Your Positioning Strategy
Is there a better position that I can be in? And I know that thinking about this all the time is too much, but this is when I would say to think about it. When someone on your team dies, when someone on the enemy team dies, or when a massive ultimate is used, something that was really impactful, you know, a powerful, a defensive, a super powerful offensive. When any of these things are used, I need you to re-evaluate.
Should I be pushed up here? Should I be pulled back here? Should I be resetting here? Should I be going someWhere else? What should I do? Where are the threats now? Is there a way that I can close in the gap? Is there a way that I can run it back?
Cuz one of the things I see a lot in low elo is that I’ll see these support players that you know people will get two kills on their team, three kills, and the support players will be sitting back, sitting in the backline just kind of sitting there spamming damage. And if you ask them, hey, why are you sitting here? They’ll say, well, this is the position I’m supposed to play. I’m supposed to play in the back, right? I’m I’m supposed to play safe so I don’t die. But if you go look at a higher ranked support, what happens when there’s two kills, three kills?
Everyone, no matter who you are, is pushing forward and collapsing on the people that are left. This means if you’re an Adam, you’re winging. This means if you’re a Jeff, you’re winging. This means if you’re a tank, you’re winging. Everyone is winging and closing out the fight. And it’s of course relative to your team’s position. So, you’re not like W king really hard if your tanks and everyone’s staying back. But if your team is pushing forward and closing out a fight and you don’t change their position relative to your advantage, you could actually create situations where your team gets isolated even though they were playing correctly, but you were staying in the same supposed positioning the whole time, but that’s actually not optimal because everything is different.
When people die, when ultimates are used, when people die on either side, it changes what is the most optimal position. Another time I see this a lot is when players are holding on defense. They’re holding a certain high ground or certain vantage point on defense where they’re like holding an objective whether it’s King of the Hill or in a situation where it’s like first capture point and they’re holding a certain strong position. The enemy team come, they have a good fight, they win that fight, but in the process they changed their position somehow.
Positioning and Retaking Strong Positions
They fell down to the low ground. They’re playing too far forward or up when they closed out the fight. You know, they pushed in, but now there’s a downtime. There’s a certain downtime now of like 10 to 20 seconds that no enemies are pushing and you need to go and reposition back to the strong positions, but a lot of players will just stay where they were and then the next fight they lose and they don’t know why. It’s because you had a good position before and you didn’t retake that good position after you won the fight.
The last example I’ll give about this is especially when players are trying to like cap a certain checkpoint and everyone’s sitting on point, but there’s plenty of time for a Strange to TP on and then someone comes out of the portal, everyone dies, you know, the Strange gets five people out of the portal because you didn’t position in the best possible place. If supports play off point, if DPS play off point, if only the tank is pushing it in and the second people come through, they’re being attacked from every angle, guess what? it’s impossible for them to win. The only time they could possibly win is because players are grouped together expecting no contestion and basically making a mistake.
So, think about the risk and the reward of certain positions as well, not just whether or not you’re playing in a good place because the risk there is that someone contests. The reward is maybe you cap before they get there. But I would air on the side of caution most of the time because keep in mind during a retake, enemies have a huge disadvantage or they should as long as you’re positioned in good ways because you already have the space but you’re giving up so much of it by just playing in one single spot.
And number four is why don’t high elo players and low elo players care about the same heroes? Lately, there’s been clip after clip of Black Panthers twotapping freaking supports and spiders flying around and killing people at Mach 10, and they’re terrorizing games, but in higher elo, players just think that these are some of the weaker characters in the game and just don’t care about them nearly as much, especially Black Panther. So, why is there a huge disconnect here? Is it just reaction time or mechanics?
I’m telling you, no, absolutely not. There’s only one core difference between a high elo player and a low elo player when it comes to perceptions about these heroes, and it just has to do with adapting and potentially swapping. You see, the reality is there are some matchups that are extremely hard to beat on certain characters. Like, if you’re playing, let’s say, an isolated Mantis, for example.
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