New Heroes Leaks In Marvel Rivals That You Should Know

Discover everything you need to know about all the new heroes released in Season 1.5, including their abilities and gameplay. 

Marvel Rivals just released two new heroes in the second half of season 1. The first half had the beautiful couple from the Fantastic Four, and with the second half, the developers released Human Torch and The Thing. Human Torch brings intense aerial mobility and fiery attacks to the battlefield. The Thing excels in close combat and defense, serving as a tanky vanguard. The Season 1.5 update introduces a new map in addition to these new characters. The Thing skill set features powerful melee attacks, charging into enemies to disrupt their formations. Human Torch’s ultimate ability, Supernova, unleashes shockwaves and conjures a massive fire tornado. In this guide, we’ll discuss the new characters released in Season, along with a glimpse of their abilities. 

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Human Torch

Human Torch is a permanent flyer duelist. Moving around with him works the same way as playing Storm or Iron Man. He can fly a lot faster by holding down one of his abilities, Plasma Body. The ability to move is omnidirectional, where you’re faster in any way that you’re moving and keeping these active burns through stamina visible on the screen. Human Torch primary fire shoots a projectile burst of flames in a scattershot pattern, much like a shotgun. This means that you do deal more damage the closer you are to a target. Each projectile deals the same amount of damage no matter their range. 

Human touch character in marvel rivals

The primary fire can be a headshot, and if you get a full headshot, you deal about 170 damage or so. Human Torch only has access to a few of these scatter shots at a time, visible with the burn icons under the crosshair. His secondary fire shoots a big projectile of flames that deals a little bit of damage to any enemies that it hits. If the projectile hits the then it sets that ground in fire for the next five or so seconds. Enemies that touch this fire will keep taking damage for as long as they stay within its range. 

All Abilities of Human Torch in Marvel Rivals

Here’s a full breakdown of the Human Torch abilities:

AbilitiesEffect
Fire ClusterLaunch forward a cluster of splitting fireballs.
Blazing Blast Launch a fireball to deal damage or create a Flame Field at the targeted area, dealing damage to enemies within.
Plasma BodyHold the LSHIFT button to enter a state of accelerated ascent.
Flaming MeteorDive towards the ground, dealing damage to enemies and detonating any Flame Fields hit.
Pyro-PrisonWhen two or more Flame Fields exist, connect them to form a firewall that deals one-off high damage to enemies that pass through the wall or continuous burning damage if the wall exists in an enclosed area.
SupernovaExplode with cosmic fire to deal damage to enemies with range and enter a Supernova state. Blazing Blast will transform into Flame Tornado, and the Plasma Body can be activated.
Storming IgnitionWhen the Human Torch activates Supernova, Storm can summon an Omega Fire by selecting a Flame Tornado with Omega Hurricane. The Human Torch can transform it into a Burning Hurricane with Supernova. Any Flame Tornado caught in a Burning Hurricane will grow in size and damage.
United SiblingsA special team-up ability for all the Fantastic Four team. Once activated, they can continuously generate Bonus Health, making up for lost health with each passing moment.

Human Torch has only 250 HP, which makes him incredibly fragile on the battlefield. There is no way of getting bonus health other than the United Siblings team-up ability. Human Torch relies on healers and health packs to sustain itself. All of these things make him a very vulnerable hero amid a battle. We recommend positioning him near the healers to guard them from the divers.

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The Thing

His primary fires let him do two quick jabs forward as he keeps holding it, followed by a small delay before her jabs forward again. His secondary lets him charge up a big punch that deals heavy damage. Once you hit full charge, your hand the cool flash animation, and then you hit. If you keep holding the key, then you can hold on to the hit for a little bit longer if you want to hold off on the timing a little bit. Like his primary fire, the secondary fire has a pretty good range, and he can hit enemies that are up to 10 m away with it. 

The secondary fire also instantly grants the thing additional bonus health for as long as he holds the secondary fire up. The hit from the secondary fire pierces enemies and will deal equal amounts of damage to any enemies that are within range. Something that’s really cool with the thing is that he is completely immune to knock-ups, knockbacks, or any other displacement effects. He’s not immune to any type of stuns, but anything that would move him just won’t he won’t fudge. 

Speaking of movement, the Thing can also start at charge towards the Crosshair. You can still turn around during the charge, and once it is canceled or you hit max range, then you will slam down into the ground. This allows you to deal damage, too, and knock up enemies that are within the range. Additionally, it leaves a small Zone where you just slam, which stops enemies from using any movement abilities while they are inside of it.  

All Abilities of The Thing in Marvel Rivals

The Thing is all about durability and hard-hitting melee attacks. Here’s a full breakdown of The Thing’s abilities:

AbilitiesEffect
Rocky JabRapidly punch forward.
Clobberin’ TimeUses immense power to launch all enemies in front of you into the air.
Stone HaymakerDeliver a devastating Heavy Blow.
Yancy Street ChargeContinuously charge forward, launching up enemies and leaving behind a zone at the final position that prevents the use of mobility abilities.
Embattles LeapJump towards your ally and apply damage reduction to both of you.
Unyielding WillImmune to launch up, knockback, and other displacement effects.

The Thing Gameplay

Just like with your secondary fire, activating the charge gives you an additional 200 bonus health for the duration of the charge it does fall off pretty soon afterward. The Thing can also leap towards an ally. It can be far away, applying damage reduction to both the thing and his ally once he lands. For the entire duration of the damage reduction, the thing and his ally have these cool spinning things around them that show that they do take reduced damage. 

When you dash to an enemy, wherever you are looking, it matters. If you look upwards, it seems to place you on the other side of the enemies, and if you look downwards, it seems to place you more on your side of them. The more you look one way or the other, the more your direction seems to change. You don’t need to touch that to give them the shield. Just activating the ability and having the animation play and you land does the job.

Source: https://x.com/rivalsleaks?lang=en