Summary
Highlights
Magneto has good range but no mobility. He needs to stay close to his team, utilizing his shield and bubble for protection. He should maintain distance from enemies, leveraging his range, peaking from cover, and using his bubble to assist teammates from the front line during dives.
Positioning in Marvel Rivals, especially for tanks, can be complex. Tanks are often at the front, making it difficult to assess teammates' positions. The key is understanding 'space management,' where tanks expand their team's space and restrict the enemy's. Turning around frequently to check on teammates is crucial to avoid overextending and understand if you can help them effectively when they are dove.
Emma Frost has short-range but high damage potential in diamond form. She lacks mobility, so she must use cover to close distances with enemies and stay close to her team to offer support against dives.
Strange has decent range and strong burst damage, but his mobility is unreliable. He should generally stay close to his team, advancing with cover, and using his shield for protection. His ultimate allows for more aggressive positioning. He can help with dives using melee and burst or hold the front line.
Groot has good range and close-combat potential but no mobility. He must stay near his team and use cover to advance. His walls should be used to disrupt enemies, block sightlines, and trap tanks. He can assist with dives using grenades or ranged attacks but should primarily hold the front line with his body and walls.
Hulk is a mobile melee tank with no range but infinite jump cooldown. He should utilize his mobility to hop from cover to cover or neutral space, allowing his team to catch up. His role is to challenge enemies on high ground and in neutral spaces, without needing to constantly babysit his team.
Captain America is a highly mobile tank, excelling at harassing the enemy backline. He should focus on flanking and disrupting, rather than babysitting his team. While primarily offensive, his mobility allows him to quickly return to help teammates if close enough.
Penny has some mobility with her web pull, allowing her to challenge enemies on high ground or flank. She is most effective positioned near her team, as her mines, web, and nest can greatly assist during dives and lock down areas using cover. Cover usage and nest placement are key.
Venom has good mobility but no range or team protection. His strength lies in diving deep into the enemy backline, climbing walls, and using web swings to escape. He's usually too far forward to directly assist his team but can disrupt high-ground enemies.
The Thing has decent but unreliable mobility with his charge and leap, and no range. He should stay close to his team, using corners and cover to advance or let enemies approach. Pushing too far is risky due to his leap's limited range, but his charge allows him to quickly return and assist teammates under dive pressure, grounding enemies.
Thor has good mobility with his dash and decent close-range damage. He excels at clearing flankers and enemy DPS from high ground or off-angles. He can protect his team with hammer pushes and damage during dives, or use his mobility to flank the enemy backline. Moving from cover to cover, allowing his team to keep up, is recommended due to his short dash cooldown.