Marvel Rivals Version 20260807 Balance Post

Marvel Rivals Version 20260807 Balance Post

TL;DR

Marvel Rivals’ Version 20260807 balance post updates multiple heroes across Vanguard, Duelist, and Strategist roles. The biggest supported changes include a major rework to Peni Parker’s Cyber-Web Snare, buffs to Wolverine’s Rage gain and decay, and several Team-Up adjustments that change damage, cooldowns, or utility.

What Changed

  • Peni Parker
  • Cyber-Web Snare no longer applies a direct Immobilize on hit.
  • It now applies a Web-Tracer stack and a 30% Slow for 1s; if the same enemy is hit again while marked, they are Immobilized for 0.7s.
  • Cyber-Web Snare is now charge-based, with a maximum of 2 charges.
  • Bonus Health cap from Cyber-Webs was reduced from 200 to 150.
  • Wolverine
  • Rage gained per hit taken increased from 5 to 8.
  • Rage decay now starts after 5s of no Rage gained, up from 4s.
  • At maximum Rage, decay rate was reduced from 15/s to 10/s.
  • Moon Knight
  • Crescent Dart and Moon Blade bounce damage decay was reduced from 30% to 20% per bounce.
  • Team-Up with Cloak & Dagger: Luminous Moon cooldown reduced from 15s to 12s.
  • Base Effect: dash duration increased from 0.3s to 0.35s and dash distance from 12m to 15m.
  • Enhanced Effect: Moon Knight gains a 3s healing effect of 20 Health/s after leaving the Phased state.
  • White Fox
  • Kumiho Unleashed energy cost reduced from 4800 to 4300.
  • After casting, Blessed by the Nine is automatically applied to allies within 10m for 3s.
  • Doctor Strange
  • Daggers of Denak single-hit damage increased from 16 to 18.
  • Projectile charges increased from 10 to 12.
  • Team-Up with Hulk: Gamma Maelstrom cooldown reduced from 8s to 6s.
  • Venom
  • Symbiotic Resilience bonus health reduced from 120% of lost health to 110%.
  • Venom Swing cooldown increased from 8s to 10s.
  • Rogue
  • Defensive Stance damage reduction multiplier increased from 55% to 60%.
  • Regenerative Shield capacity increased from 250 to 275.
  • Jubilee
  • Energy Plasmoids single-hit damage increased from 10 to 11.
  • Single-hit healing increased from 14 to 15.
  • Loki
  • Mystical Missile projectile speed increased from 100m/s to 120m/s.
  • Other Team-Up changes
  • Devil Dinosaur with Jeff the Land Shark: Surf & Turf duration increased from 4s to 5s, and ally healing increased from 40 to 60.
  • Magneto with Scarlet Witch: Metallic Chaos projectile hit now adds a minor Launch Up effect.
  • Black Panther with Storm: area damage reduced from 40 to 30, cooldown increased from 12s to 15s.
  • Cyclops with Gambit: cooldown reduction per Optic Blast hit increased from 0.15s to 0.25s; Concussive Beam Attack Frequency boost increased from 10% to 15%.
  • Elsa Bloodstone with Devil Dinosaur: Smoky Snare trap health reduced from 100 to 50, and Control duration from 1.5s to 1.2s.
  • Hela with Namor: Undead Monstro single-hit damage reduced from 15 to 10.
  • Phoenix with Rogue: Sparks detonation damage increased from 35 to 40, area damage from 12 to 15, and Telekinetic Beatdown damage from 45 to 55.
  • Scarlet Witch with Doctor Strange: Chthonian Burst is replaced with Mystic Burst, allowing magic missiles to be fired freely with no energy cost; the Team-Up is described as an 8s cooldown and 8s duration in its base effect.
  • Gambit with Magneto: Launch Up Frequency of the spell field changed from 0.5s to 1s.

Player Impact

Peni Parker’s control pattern is the clearest gameplay shift in this post: her snare now relies on a marked follow-up instead of an immediate Immobilize, and her bonus health cap is lower. That should change how opponents can respond to her pressure, while also making her control less frequent according to the developer note.

Wolverine’s Rage changes support longer and faster Rage buildup, which may make his maximum-Rage state easier to maintain in fights. Moon Knight’s bounce damage, movement, and Cloak & Dagger Team-Up all receive direct buffs, which should make that pairing and his projectile pressure more forgiving in supported situations.

Several Team-Up abilities were tuned in both directions. Some combinations gained more damage, healing, or utility, while others lost damage, duration, or cooldown efficiency. Players using those pairings will need to account for the updated numbers rather than relying on prior timing or output.

Sources

  • https://www.marvelrivals.com/balancepost/20260804/41667_1309952.html

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