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Marvel Rivals Patch 20260612

Released 2026-06-09. 19 changes. Source: official patch notes

5 heroes buffed · 11 nerfed · 3 adjusted

// Labels are rule-based per sentence (lower cooldown/cost/charge time = buff; new mechanics, thresholds and mixed changes = adjust). Review recommended.

## Vanguard (4)

Angela

VanguardBUFFED

Asgard's Assassin is now swifter and sturdier than ever! Angela's survivability and mobility get a slight boost.

  • > Assassin's Charge cooldown: 6s ⇒ 4s
  • > In Shielded Stance, increase shield value: 300 ⇒ 350
  • > Upon canceling the shield, increase shield recovery rate: 50/s ⇒ 60/s
  • > interval between shield uses: 1.5s ⇒ 1s

Devil Dinosaur

VanguardNERFED

Looks like Moon Girl needs to put her big buddy on a slight diet! We're slightly reducing Devil Dinosaur's damage, survivability, and crowd control to balance the experience for other Vanguards facing him.

  • > Remove the knock-down effect from Impact Beam
  • > Buddy Barrier cooldown: 10s ⇒ 12s
  • > Percentage Damage per second of the Bleed effect: 3% ⇒ 1.5%

Magneto

VanguardBUFFED

The mutant revolution will not be stopped! We're increasing the functionality and threat level of Magneto's Ultimate Ability.

  • > Meteor M (Ultimate Ability) maximum duration: 4s ⇒ 5s; increase the damage dealt when fully charged from 300 to 350

Rogue

VanguardADJUSTED

Sugah, she's tougher than ever! Anna gets a slight increase in her mobility and survivability.

  • > cooldown of Fatal Attraction: 14s ⇒ 12s
  • > energy consumption when using Defensive Stance: 60/s ⇒ 50/s
  • > absorbed damage energy conversion ratio: 35% ⇒ 55%

## Duelist (9)

Black Cat

DuelistNERFED

Felicia's luck might have finally run out! We're increasing the Fortune cost to purchase relics, decreasing her Fortune acquisition efficiency, and lowering her survivability and damage.

  • > Cat's Cradle damage: 50 ⇒ 40; remove one charge, changing it to a cooldown, and reduce the cooldown from 10s to 8s
  • > Phantom Pursuit damage: 75 ⇒ 70
  • > Fortune cost for Chernobog's Crystal, Ring of Zona, and Mento-Fish: 200 ⇒ 300
  • > Fortune cost for Faltine Flame Orb: 100 ⇒ 300, and it can no longer Reveal enemies behind objects
  • > Calling Card (Ultimate Ability) dash targeting distance: 60m ⇒ 40m
  • > Participating in eliminations no longer refreshes the remaining duration; instead, it adds 3s to the current remaining time, up to a maximum of 10s
  • > Ultimate's second hit base damage: 30 ⇒ 70, but remove the Percentage Damage (for 250 Health enemies, total damage of 2 attacks is reduced from 110 to 100; for 600 Health enemies, total damage of 2 attacks is reduced from 180 to 100)
  • > Additionally, reduce the Fortune gained: this attack from 300 ⇒ 200

Blade

DuelistBUFFED

The Daywalker is ready to carve up the competition! We've slightly increased Blade's close-range combat capabilities.

  • > Unstoppable duration provided after each use of Scarlet Shroud: 0.4s ⇒ 1s
  • > While in sword stance, increase the initial hit damage of Daywalker Dash: 20 ⇒ 30, and increase the damage per spin from 8 to 10 (total damage increased from 52 to 70)

Daredevil

DuelistNERFED

The Man Without Fear will need to rely a bit more on his other senses now! We're reducing Daredevil's ability to scout enemy team positions while roaming the outskirts, and lowering his engagement distance and post-engagement survivability.

  • > Radar Sense's maximum detection range: 50m ⇒ 40m
  • > Sonic Pursuit's dash targeting distance: 20m ⇒ 12m
  • > "Objection!"'s duration: 1.5s ⇒ 1.2s

Elsa Bloodstone

DuelistNERFED

The Bloodstone legacy grows stronger! Elsa is getting an increase to her Instinct accumulation speed for a slight bump to her baseline performance.

  • > damage required to upgrade the passive skill Inherited Instinct: 1667 ⇒ 1111 (the damage-to-rating conversion multiplier is increased from 0.0006 to 0.0009)

Human Torch

DuelistADJUSTED

Flame on, Johnny! We are slightly increasing Human Torch's mobility.

  • > Flaming Meteor cooldown: 20s ⇒ 15s
  • > Plasma Body single charge energize time: 10s ⇒ 8s

Moon Knight

DuelistNERFED

Khonshu demands a bit more precision from his avatar! Marc is getting a reduction to his damage capabilities.

  • > Crescent Dart single-shot damage: 25 ⇒ 23
  • > Moon Blade damage: 80 ⇒ 70
  • > When Crescent Darts and Moon Blades bounce between enemies or Ankhs, adjust the damage attenuation per bounce: 80% ⇒ 70% (Moon Knight will now deal less damage when bouncing attacks among multiple targets or off Ankhs)

Namor

DuelistBUFFED

The King of Atlantis commands the tides with greater frequency! Namor's Monstro Spawns are getting a slight coverage increase.

  • > Aquatic Dominion cooldown reduction granted when Trident of Neptune hits enemies: 1s ⇒ 1.3s

Phoenix

DuelistNERFED

The cosmic flames are burning a little less brightly from afar. We're slightly reducing Jean's flanking sustain and mid-to-long-range damage capabilities.

  • > Healing Over Time provided after detonating Sparks: 10/s ⇒ 5/s
  • > Cosmic Flames Damage Falloff: Adjust maximum damage falloff at 30m: 75% ⇒ 65% (the distance to KO a 250 Health enemy with two critical hits is shortened from 18m to 16m; at maximum falloff, single hit damage is reduced from 45 to 39; the number of hits required to KO a 250 Health enemy is increased from 5 to 6)

Star-Lord

DuelistNERFED

Time to get a little closer for those legendary plays! Peter's baseline mid-to-long-range damage capabilities are getting toned down.

  • > Element Guns Damage Falloff: Adjust maximum damage falloff at 25m: 65% ⇒ 50% (this does not affect his Ultimate Ability)

## Strategist (6)

Adam Warlock

StrategistNERFED

The Golden Gladiator's cosmic karma flows more smoothly! We're slightly increasing Adam's damage-to-healing conversion efficiency.

  • > Avatar Life Stream charge time reduction when Cosmic Cluster hits enemies: 0.48s ⇒ 0.6s

Cloak & Dagger

StrategistADJUSTED

The divine duo brings even more light to the shadows! Cloak & Dagger are seeing an increase in baseline healing capabilities.

  • > When Lightforce Dagger directly hits allies, reduce the single-target healing: 16 ⇒ 12, and increase the spell field healing from 16 to 20 (for directly hit teammates, the healing remains the same, but the AoE healing is increased)
  • > healing boost ratio provided by Veil of Lightforce ability: 15% ⇒ 20%

Deadpool (Strategist)

StrategistBUFFED

The Merc with a Mouth is handing out even more band-aids! Wade is seeing a slight increase in his baseline healing capabilities.

  • > In gun form, increase Bouncing Bobblehead continuous healing provided by the spell field: 40/s ⇒ 50/s (standard); and from 50/s to 55/s (upgraded)

Gambit

StrategistNERFED

The Ragin' Cajun's biggest hand is losing a bit of its sting! We've reduced the offensive capabilities of Gambit's Ultimate.

  • > bonus damage multiplier provided by Ragin' Royal Flush (Ultimate Ability): 25% ⇒ 20%; reduce the movement speed bonus from 40% to 30%

Ultron

StrategistNERFED

The Age of Ultron is facing some minor technical difficulties! Ultron's drone coverage range is taking a hit to lower the buff capabilities provided to allies, and we're reducing his Ultimate Ability charge speed.

  • > Imperative: Patch maximum drone attach distance: 35m ⇒ 30m
  • > Imperative: Firewall cooldown: 10s ⇒ 12s
  • > energy cost of Rage of Ultron (Ultimate Ability): 4000 ⇒ 4300

White Fox

StrategistNERFED

Ami Han's mystical charms are a little more contained! White Fox's baseline crowd control capabilities are being slightly reduced.

  • > Charm and Invincibility spell field radius of Spectral Surge: 0.8m ⇒ 0.6m
  • > TEAM-UP ABILITIES
  • > ADJUSTED OR REMOVED
  • > Explosive Entanglement (Gambit - Magneto/Rogue)
  • > The mutant drama is cooling down just a bit!
  • > Reduce the healing and damage provided by Hearts As One (Rogue)
  • > percentage damage dealt per attack: 3% ⇒ 2%; reduce the spell field healing provided per attack from 55 to 25

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