Rivals Tools

Focused guide

Marvel Rivals Team Comps: 6 Named Comps for Season 9

Six named Marvel Rivals team comps across dive, poke, and brawl, built from exact hero trios and official Team-Up data, each with a counter-play note for when the comp breaks.

Conclusion

Six named comps, split across dive, poke, and brawl

Two comps lean on official Season 9 Team-Up pairs (Primal Punishment and Iced Out Diamond), two are poke setups built around a Vanguard who can hold an angle without committing, and two are close-range brawl or dive trios that trade survivability for repeatable pressure. Each comp names the exact three-hero core, the job each hero does, and the specific pattern that beats it.

Primal Punishment Brawl

Brawl
HeroRoleJob
Devil Dinosaur Vanguard Anchor and space-claim
The Punisher Duelist Damage lane behind the anchor
Rocket Raccoon Strategist Mobile sustain and reset

Why it works. Devil Dinosaur and The Punisher share a confirmed Season 9 Team-Up, Primal Punishment, rebuilt under the season's Team-Up overhaul: every Team-Up now runs on a base effect either hero can use solo plus an enhanced effect that unlocks only when both heroes are in the same match. Devil Dinosaur forces the first engage and eats the enemy's opening cooldowns, then The Punisher holds a clean damage lane behind him instead of fighting for angles. Rocket Raccoon's higher Repair Mode charge count keeps both of them alive through the second and third engagement of a fight, not just the first. Check the in-game tooltip for the exact current base and enhanced effect numbers before repeating a specific figure elsewhere; the official patch summary confirms the pairing exists but does not publish every effect value.

Counter. Deny Devil Dinosaur a clean approach angle. Long sightlines and elevated positions punish his straight-line walk before he reaches Jaw Clamp range. Focus The Punisher the moment Devil Dinosaur commits: the enhanced effect needs both heroes together, so separating them removes its value even before you know the exact numbers.

Diamond Poke

Poke
HeroRoleJob
Emma Frost Vanguard Frontline absorb and reposition
Storm Duelist Sustained ranged pressure
Loki Strategist Illusion-based sustain

Why it works. Emma Frost's Diamond Form damage reduction lets her hold a forward position without needing a full peel rotation, buying Storm the time and space to land Wind Blade pressure from range instead of trading in the open. Loki's illusions add healing reliability without forcing the support to expose themselves, which matters against comps that punish overextended Strategists.

Counter. Force the fight to close distance. Dive picks like Magik or Iron Fist collapse this comp's advantage fast, since none of the three heroes here have a strong answer to being flanked directly. A hard engage before Emma Frost can reposition her shield timing wins the fight.

Frost and Snow Freeze

Dive
HeroRoleJob
Emma Frost Vanguard Barrier placement and follow-up tank
Iron Fist Duelist Combo opener and closer
Luna Snow Strategist Freeze control and healing

Why it works. Emma Frost and Luna Snow share a confirmed Season 9 Team-Up, Iced Out Diamond, rebuilt into the current base-and-enhanced structure between exactly those two heroes. Iron Fist is not part of that formal pairing under the Season 9 system — the old three-hero version of this Team-Up did not survive the overhaul — but he is the natural third pick here: his faster Dragon's Defense cooldown and stronger K'un-Lun Kick opener let him convert the moment Emma Frost and Luna Snow lock down space, without the comp depending on a third-hero Team-Up bonus that no longer exists.

Counter. This comp needs Emma Frost and Luna Snow grouped to trigger their Team-Up's enhanced effect. A fast flank or hard peel that separates Luna Snow from Emma Frost removes that bonus, and Iron Fist has no independent disengage if the freeze control never lands.

Wall Brawl

Brawl
HeroRoleJob
Groot Vanguard Choke control via walls
Wolverine Duelist Repeat close-range engage
White Fox Strategist Consistent aura healing

Why it works. Groot's wall control splits the enemy team before a fight starts, buying Wolverine free space to land a first strike. Wolverine's shorter Regenerative Healing Factor trigger cooldown lets him re-engage the same fight two or three times instead of one clean dive, and White Fox's stronger Fox Form aura healing keeps the whole trio topped up between wall resets even when she cannot safely land direct hits.

Counter. Long sightline maps neutralize Groot's wall value before the trio can close distance. Ranged poke comps that punish the walk-up phase, and hard CC that interrupts Wolverine before his healing factor triggers, both break this comp's rhythm.

Portal Burst

Dive
HeroRoleJob
Doctor Strange Vanguard Portal engage and space control
Magik Duelist Follow-up burst
Rocket Raccoon Strategist Mobile healing and reset

Why it works. Doctor Strange's portals let this trio pick the exact angle of engagement instead of walking the same line every fight, which is what makes Magik's dive threat repeatable instead of a one-time surprise. Rocket Raccoon's added Repair Mode charges and cheaper C.Y.A. ultimate give this squishier trio the sustain to survive a bad first read and try the dive again from a different angle.

Counter. Coordinated Strategist cooldowns punish this comp hard: a team that saves a hard peel or disengage for the exact moment Magik commits through the portal turns the dive into a lost trade. Grouped Strategists with independent survivability (Adam Warlock's resurrection window, for example) blunt the burst entirely.

Long Sightline Poke

Poke
HeroRoleJob
Magneto Vanguard Defensive angle control
Hela Duelist Long-range pressure
Cloak & Dagger Strategist Flexible sustain and utility

Why it works. Magneto's defensive utility lets this trio hold an open sightline without needing to commit to a brawl, which is exactly the kind of map Hela wants: her extended damage falloff range this patch means she keeps meaningful pressure well past what used to be safe distance. Cloak & Dagger's across-the-board healing buff this patch makes this trio noticeably harder to poke down than it was at the start of Season 9.

Counter. This comp is built for open maps and struggles once a fight moves into tight corridors. A fast-closing dive comp, or any composition that forces a brawl before Hela can find range, removes this trio's core advantage.

Comparison

Dive vs. poke vs. brawl, at a glance

Archetype Win condition Biggest weakness Comps above
Dive Isolate one target fast, before the enemy team can group cooldowns to save them. Coordinated peel and hard disengage tools that punish an overcommitted engage. Frost and Snow Freeze, Portal Burst
Poke Win the damage race at range before the fight ever closes to point-blank. Fast-closing dive comps that remove the range advantage entirely. Diamond Poke, Long Sightline Poke
Brawl Win repeated close-range trades through raw sustain and space control. Long sightline maps that punish the walk-up before the brawl can start. Primal Punishment Brawl, Wall Brawl

Recommended workflow

01

Identify the win condition

Know whether the team wins by dive, brawl, or poke before judging individual hero strength.

02

Check role coverage

Make sure frontline, damage pressure, and recovery jobs are covered by specific players, not assumed by the composition name.

03

Add counterplay

Ask which enemy pattern breaks the comp first: long sightlines, fast dive, shield denial, or support cooldown pressure.

04

Pick a fallback

Have one swap ready for the role that usually fails first so the team is not rebuilding the plan mid-match.

Comps are about jobs, not just six strong heroes

A strong comp is a set of jobs that fit together on the current map and rank pressure: someone claims space, someone converts that space into damage, and someone keeps both of them alive long enough to do it twice. The six comps below each name a specific trio and the exact job each hero does, instead of a vague 'these heroes are strong together' claim.

Where the Season 9 balance patch changes this

Several of these comps lean on specific Season 9 numbers: Cloak & Dagger's healing buff, Hela's extended falloff range, and Rocket Raccoon's higher Repair Mode charge count all come from the official Version 20260710 balance post. The Primal Punishment and Iced Out Diamond Team-Ups are confirmed to exist this season, but NetEase's patch summary does not publish every base and enhanced effect number, so verify those specific values in-game before repeating them as fact. If a future balance post trims any of these numbers, re-test the comp before trusting this page over your own match results.

Ranked caution

If your team cannot explain how it starts or ends a fight in one sentence, treat any of these comps as a test plan for a session, not a ranked guarantee. Named comps are a starting filter for coordination, not a substitute for reading the actual match.

Quick answers

Do I need the exact three heroes listed, or just the archetype?

The trio is the anchor of each comp's identity, but the other three roster slots should be filled based on your team's actual pool and the enemy comp, not forced to match a guide exactly.

Which of these comps is best for solo queue?

Wall Brawl and Diamond Poke ask less of team coordination than Frost and Snow Freeze or Portal Burst, since both rely less on a precisely timed multi-hero Team-Up trigger.

What should I check first when a comp is losing?

Engage timing first, then sustain, then whether the enemy comp has a hard counter to your win condition specifically (a dive comp facing long sightlines, or a poke comp facing a fast-closing dive trio).

How do Team-Up comps like Primal Punishment and Iced Out Diamond differ from a generic comp?

A Team-Up comp has a specific mechanical bonus tied to having exactly the two named heroes together (a base effect either can use alone, and an enhanced effect that only unlocks paired), so splitting that pair apart costs more than it would in a comp built on role synergy alone. The third hero in each trio above supports that pairing without being part of the formal Team-Up itself.