


Hello, Guys, It’s Librarian Husky, today we are running over all the hero changes in season 2.5!
Season 2.5 Early Access Overview
Thanks to M Rivals providing early access to season 2.5, a comprehensive insight into all buffs and nerfs, along with comparisons, Ultron’s abilities, and new team-up abilities is presented. For those interested in the evolving meta upon the launch of season 2.5 on May 30, this article is a must-read.
Starting with Captain America, several adjustments have been made. His base health now stands at 575, indicating a slight nerf. Furthermore, the shield recovery time has been extended from 2 to 4 seconds on his living legend shield. Additionally, his ultimate ability now demands more energy cost before activation.
Doctor Strange has experienced a buff, specifically in his primary attack’s damage fall-off. This alteration translates to increased damage over longer distances, with damage at 20 m now at 80% compared to the previous 62.5%. The damage fall-off on the Maelstrom of Madness burst ability has been entirely removed.
Emma Frost has undergone changes as well. The range of her telepathic pulse has been extended from 15.5 m to 18 m, enabling damage from a greater distance. However, the shield value of her shield ability has been reduced to 400 health from 500. Other changes include an increase in the carbon crush ability cooldown to 6 seconds from 5 seconds and a damage reduction in the crystal kick ability.
A notable nerf has been applied to Brute. Vanguards, including Brute, have faced adjustments this season. The ironwood wall cooldown has increased to 12 seconds from 8 seconds. Moreover, the Vine Strike’s damage has been decreased from 70 to 65, emphasizing the need for strategic wall placement.
Stay tuned for the buff details on Magneto.
Thor Changes
It’s not a massive buff. His secondary, which uses the three rings, will now take quicker to recharge. It used to take 4 seconds for one stack and now it’s 3 seconds. So, a small change.
And we got Thor. Thor has changed in an interesting way that I think’s going to get a lot of Thor players a little bit frustrated, honestly. Basically, his hammer throw ability is no longer part of his Thor Force set of abilities. And it’s a separate standard ability of its own cooldown. And using it will give you Thor Force. The trouble is it’s on a 6-second cooldown, so you’re going to be able to use it less often than before. And the hammer throw to melee sort of animation console is just not going to be as viable anymore. And the throw damage has been reduced as well. It was 70 and now it’s 45. So that’s a massive nerf across the board. Sure, you’ll be able to go into his awakened state more often, but that’s only one part of his kit. The rest of it is now been reduced significantly. And now the overall values for how much health you get, whether it’s shield or bonus health from when you consume Thor Force has been decreased. So overall, you’re getting less health across the board. And he’s definitely been toned down a bit in terms of his tankiness.
Next, we’re moving on to the dualists where we’ve seen some pretty significant buffs, honestly, especially for the more traditional duelist role that has to, you know, fight players from a distance. We’re not talking about the dives here. The non-dive duelists are getting buffs. So, Hawkeye has had his base arrow damage increased from 32 to 44 damage. The projectile damage of blast arrow has gone to 16 and the spell field damage has gone up to 34.
So, overall more damage for that ability that I feel like not many people use it, but maybe this will give some people some reason to use it a bit more. The maximum focus. Now, I didn’t understand this part. I’m going to need some help from your Hawkeye mains. It says increase the maximum focus from 70 to 75. Now, I can see me messing around with both versions of the game here. And from some more testing, it does seem to be a nerf to how much focus he is remaining when he stops targeting an enemy. But the charging speed when aiming an enemy has increased from 100 a second to 108 a second.

Hawkeye Adjustments
And the charge falloff speed has been increased as well. So, overall, some nice fine-tuning and buffs for Hawkeye.
Hela’s Enhancement
And then we have Hela. Not much here. However, the change despite seeming quite small is really quite significant. Her Night Sword Thorn, her primary attack, now has 10 ammo per reload instead of eight, which is really quite a big deal when her shots do so much damage per hit. This is definitely going to allow Hela to be pretty meta again in my opinion.
Human Torch, on the other hand, did receive some nerfs to his stats. The Fire Cluster attack now does less damage. It’s six per fire cluster instead of seven. So overall, that’s quite a significant drop in damage. The charge speed of blazing blast has now gone to 3 seconds. So you’re going to have to wait longer for it to be available again after being on cooldown. And the shield value from using flaming meteor has gone to 50 now. It was 75. The cooldown for that has gone to 20 seconds. So really quite a big nerf for human torch across the board.
Ironfist has received some changes. So, the amount of bonus health you get from blocking damage from the block ability has been reduced. You’re going to get less bonus health for doing that. And the health converted from damage blocked can only max up to 175. Now, it was 200. And also, when you use the dash after blocking the sort of main attack, it will give you a little bit of a dash. When you’re not locked onto a target, that dash distance has been reduced a little bit. When you punch somebody when you don’t have the fast punch available, it will help reduce the cooldown of your block ability and now you’re going to get less cooldown reduction for each hit of that primary attack.
Iron Man has seen some changes as well. Now, whilst he is no longer part of the Gamma Overdrive, he is now a teamup anchor from the Stark Protocol team up and we’ll get into the teamups later, but that’s quite a good thing for him overall. However, the repulsor blast, the secondary attack, has had its damage reduced. The third shot, which is the double shot, now has 45 damage instead of 50. And the spell field damage has been reduced by five as well. So 10 damage less overall if you get a direct hit. And the armor overdrive maximum bonus health that you get when activating it has gone to 50. Used to get an extra 100.
Neymar’s blessing of the deep ability has had its cooldown increased to 20 seconds. It was 15 seconds.
Champion Updates
However, the ultimate has had a buff. The overall size of it has increased now and the inner circle radius, which is where it does more damage, has increased a little bit as well. So, the inner circle is now 3.5 m and the whole radius is 9 m. Now, the damage on the outer radius part though is at 180 now. It was 200, but overall a larger alt and hopefully you’re going to be able to hit more sort of like high damage shots in the inner circle area. Now the monstro spawn damage fall-off has changed as well. At 40 m distance, you will now do 50% damage. In the past, they were doing 30% damage in total. So basically less damage fall-off.
Psylock has had a small actually I’d consider this quite a significant nerf to be honest. The invisibility duration of her invisibility ability has been reduced. It’s now 2 seconds instead of 3 seconds. That’s a whole second gone from this ability. And I personally think that’s quite a significant deal. That’s like 50% reduction, you know, that’s quite a quite a lot. And also, when you retrieve the wing shurikens, the damage per hit has gone to 12 from 14. So, small nerf to the damage there. Overall, quite a big nerf for Psylock.
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Squirrel has had some changes. Firstly, her ammo count for her primary has gone to 12. It was 10. The cooldown for mammal bond has gone to 10 seconds which is going to allow you to cycle through your ability cooldowns even more often. And this part I just didn’t quite understand once again. Squirrel girl mains will probably be able to figure out but they’ve optimized the user experience of squirrel blockade tail bounce and unbeatable squirrel tsunami. So basically her ability should feel more optimized whatever that means. Uh you know I’m not a squirrel girl player much and I’ve tried to test her in the firing range. can’t really see the differences, but I’m sure somebody with a keen eye will be able to figure it out.
Star-Lord has had his ultimate cost increased, so we won’t get his ultimate as often. However, the ultimate has been buffed. The maximum target range for auto-aim has now been boosted to 40 m. It was 30 m, so an additional 10 m is quite a lot. And the damage fall-off has changed.
Character Updates
You now do 75% damage up to 40 m. In the past, you would only do 60% damage.
Storm’s ultimate has had a damage boost. It will now do 160 damage per second. It used to do 150, just in time for Shark D. We’ll get into that in a minute.
The Punisher has had quite a significant buff. Firstly, the movement speed in his ultimate has been increased. He’s going to move faster now, both when he’s just walking and when he’s firing. The exact stats are on screen. A main assault rifle also has had quite a big buff. It now has 40 rounds per reload and the damage per shot has gone from 18 to 19 and the spread has been slightly reduced although there was hardly any spread anyway. This was yeah that’s quite a big buff for Punisher.
And now unfortunately we move on to perhaps the biggest slaughter of any character yet Jeff the Land Shark. He has changed a lot and a lot of Jeff mains aren’t happy. Now firstly let’s talk about one positive. I suppose the main primary attack that is for healing can now actually damage enemies and it can penetrate through enemies and heal players behind it. So no matter who’s in the line of this thing, it’s going to damage them or heal them, right? And that’s great. It’s uh 70 damage a second. However, the healing has been reduced. It’s now only 130 per second. Next big issue, Aqua Burst has been changed significantly. This was basically a secondary attack that you could also reload to deal damage to enemies. Now it’s changed. You only get three uses and it takes 3 seconds for each use to recharge. So kind of similar to Human Torch’s secondary ability, and that’s going to give you a lot less offensive power. Yes, you do get damage out of the primary now, so maybe that will make him a little bit better, but I think this is overall a bad change. Now, the spell field damage from Aqua Burst has been increased to 45, though, so that’s okay. And when you get a direct hit, they’ll get launched into the air. The healing bubble has changed as well. It was a one-time healing effect before, and now it will give you healing over time.
Health and Ability Changes
So, not instant health to keep you alive when you’re flanking and all that stuff. Uh, the health per bubble has gone to 120, but that will take 4 seconds to get that health. In the past, you could get 85 health instantly. And the max charges has gone down to three. it was six. There’s also a new effect added to hide and seek. It now has an energy cap and that drains by 20 seconds whilst you’re under the ground. And when you’re out of the ground, you have to wait for it to recharge again. And if he wasn’t completely butchered enough, it seems like he can’t jump out of his swimming animation anymore. He just sort of leaves the animation. Like the whole counterplay of him jumping around just seems completely completely removed from the game.
And then we have Luna Snow change. Luna Snow’s uh main attack now does 22 damage, whether that’s for healing or attacking enemies. And her absolute zero, the ice blast attack, which freezes people, will now give her 50 bonus health per enemy hit. And her ultimate now cost even more energy. It’s 5,000. It was 4,500.
And then Rucker Raccoon has had a change. Well, he is no longer part of the ammo overload team up. That’s gone forever. Well, it’s gone for now, but he does have a new teamup anchor bonus as you can see. And his repair mode, direct hit healing, has gone to 50. It was 55.
Now that we’ve looked at the buffs and nerfs, let’s look at the new teamups because there are a lot. Firstly, a few have gone offline this season. The symbiote team up has gone offline, the Hawkeye Black Widow, the Jeff Luna, and the Rocket Raccoon Punisher team up. But there are so many new team ups to take a look at. Let’s first start with Shark NATO. I mean, we have to give this one a go. You got to make sure your ultimate is available first and then once it is, you can combine your alt with hers. You turn into a giant shark and deal damage. It just seems like a bit of a meme. I I’m not sure how strong it’s going to be.
And then we have this team up.

New Teamups and Changes
[Content Continues Here]
Character Upgrades Overview
The Punisher upgrades Black Widow‘s arsenal, adding a pulse mode to her red room rifle. While the ability is active, using straight shooter fires a pulse boom that deals piercing damage. So, straight shooter is the ADS mode. It’s only active for a short time. So, if I shoot now, no collat damage, right? But then I activate it as a separate ability and bam. And it does full damage. Well, that’s pretty good. I think that could be good in some bottlenecks, but I still am suspicious about whether or not she’s going to be meta.
Enhanced Abilities
Chilling Assault brings a new dimension to Hawkeye‘s skills with the blessing of Luna Snow. He is imbued with ice energy, allowing him to fire ice arrows that pierce through enemies. If an ice arrow travels beyond a certain distance, it stuns any enemy it hits. If it strikes before reaching that distance, it instead slows the target. The further the ice arrow flies, the greater its damage. Ah, so we can shoot through this. Look at that. Can shoot through terrain with this. Quite a cool ability actually. That’s quite good.
The Jeff Venom team-up showcases Venom sharing a part of his symbiotes with Jeff the Landshark. When using the team-up ability in either his normal state or during hide-and-seek, Jeff extends symbiote tendrils to nearby allies, linking with them. Linked teammates receive continuous healing. When the ability reaches its maximum duration, linked allies gain a large burst of healing with excess healing being converted into bonus health. They realized they butchered Jeff, so they put him in a bunch of teamups to try and make up for it. It feels like that’s what’s going on, right? Let’s see it in action. Here’s the symbiote. I’m healing Venom. And if I go under, do it again.
The Rocket Raccoon and Penny Parker team-up reveals Rocket Raccoon’s upgrade to his BRB by integrating the bionic spider nest effect.
Beacon and Spider Allies
Now the beacon creates cyberwebs when placed and periodically spawns arachnomines and spider drones. Penny Parker can additionally deploy an armored spider nest that periodically drops armor packs that grant bonus health. So from Rockets POV, if we activate it, as you can see, it does have spider bots and mines, and it even connects with the original trap. Now, this will completely replace Rocket’s BRB with a new version. With Penny Parker, it’s a bit of a different story. You have one nest and then an additional BRB nest. Well, not a BRB nest. It drops armor packs. So you can have two nests down potentially. One’s obviously smaller, but that is a pretty significant team up for Penny. I mean, it’s a cool ability, but I don’t think it’s going to provide much viability really.
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And then we have the Ultron Iron Man team up. Iron Man uses nanotechnology to upgrade Ultron’s arsenal, enhancing its incilo ray to nanoray. During its active phase, Ultron fires an unstoppable nanoray straight ahead that pierces through all characters, delivering massive damage to enemy while simultaneously restoring health to allies. Okay, so this is uh Ironfist uh sorry, Ultron’s normal attacks, right? It doesn’t heal allies, which is important to note. And it’s got a reload. Now, if we activate the Iron Man, it will heal and damage. It’s basically an Iron Man beam that heals and damages, which is pretty cool. I actually think this is one of the best team ups so far.
Okay, now let’s take a look at Ultron’s abilities. So, he is a flying strategist and as you can see, his movement is quite similar to Johnny, right? Human torch. Now, if you activate the shift, you get a boost forwards and then enhance movement through the air. So, he’s got that as a sort of movement ability there. Now, of course, he’s a strategist, but his primary does not perform healing. To provide healing, what you need to do is send out the drone, which is on on your E. And when you send out a drone to an ally, it will create a radius, and anyone in that radius will be healed. So, I can send it here, send it here, whoever I want to, and anyone in that radius will be healed.
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Marvel Rivals Season 2.5 Patch Notes – ALL Hero Buffs, Nerfs & Changes