Marvel Rivals Season 9 Vanguard Team-Ups: The Complete Guide to the New Tank Meta

If you thought holding the frontline in Marvel Rivals was chaotic before, wait until you see what happens when Hulk starts throwing Wolverine across the map.

The old Team-Up system is dead and buried. You no longer have to wait for arbitrary seasonal rotations or beg your stubborn teammates to pick a specific partner hero just so you can use your kit. Season 9 hands every single hero exactly two Team-Up abilities. For the Vanguard roster, that means 26 brand new ways to ruin the enemy's day. NetEase is treating these like core kit components now, meaning they'll get balanced via regular patches instead of the calendar.

How the New Team-Up System Actually Works

Before you lock in an ability just because it sounds cool, you need to understand the new rules of engagement. You pick one ability to equip, and you can swap it freely in the spawn room.

The biggest game changer is that you don't need the partner hero on your team anymore. If you equip an ability, you get the base version of it no matter what. If your team happens to run the partner hero, you get an enhanced effect on top of it. Do not fall into the trap of picking an ability purely because someone locked in your partner hero. Pick the base ability that fits your immediate needs, and treat the enhanced effect as a lucky bonus. If you're solo queuing, you're better off relying on yourself anyway.

Every Vanguard Team-Up Ability in Season 9

There are 13 Vanguards in the game right now, which leaves you with a lot of reading to do if you want to know what's about to hit you in ranked. I consolidated every single base and enhanced effect into one place so you know exactly what you're dealing with.

Vanguard Partner Ability Name Effect Breakdown
Hulk Captain America Savage Slam Base: Leap high and smash the ground, dealing AoE damage and reducing cooldowns based on remaining health.

Enhanced: Ground slam applies Vulnerability to enemies hit.
Hulk Wolverine Gamma Fastball Base: Enter a Furious state gaining Speed Boost and Attack Speed, plus Crowd Control Immunity when health drops.

Enhanced: Unlocks Fastball Special to hurl Wolverine forward.
Doctor Strange Hulk Gamma Maelstrom Base: Upgrades Maelstrom of Madness, boosting charge rates and removing the Anti-Heal curse.

Enhanced: Releasing Maelstrom retains energy, and stored energy won't decay.
Doctor Strange Invisible Woman Psionic Vortex Base: Upgrades Maelstrom to launch enemies toward you, and increases Shield of the Seraphim value.

Enhanced: Damage dealt by the vortex provides proportional Bonus Health.
Captain America Winter Soldier Stars Aligned Base: Leap directly to a teammate, providing Bonus Health to both and redirecting their incoming damage to yourself.

Enhanced: Triggers a mutual rally charging together, granting Bonus Health and Speed to all nearby friends.
Captain America Thor Voltaic Union Base: Modifies Sentinel Strike into a Lightning Shield projectile that can be launched four times after landing two hits.

Enhanced: Lightning energy intensifies, causing extra AoE damage bursts on hits.
Groot Mantis Wild Wall Base: Summons a wall that provides Continuous Healing and Bonus Health to allies within range.

Enhanced: The wall evolves over time, increasing its healing output.
Groot Jeff the Land Shark Bubble Buddies Base: Retreat inside a Bubble Shield to become Invincible and get self-targeted Continuous Healing.

Enhanced: Healing inside the bubble is enhanced, and excess healing becomes Bonus Health.
Venom Blade Blood Leech Base: Cellular Corrosion now continuously siphons health from every tethered target to heal Venom.

Enhanced: Venom gets a burst of one-time healing when using specific abilities.
Venom Phoenix Abyssal Flames Base: Ignites the symbiote, replacing Dark Predation with a sweeping Phoenix Touch frontal slash.

Enhanced: Phoenix Touch applies Sparks that detonate upon reaching three stacks.
Magneto Emma Frost Magnetic Resonance Base: Casts a projection that perfectly mimics Magneto's movement and ability casts from the enemy perspective.

Enhanced: The projection gets a massive health bump and persists indefinitely until destroyed or recalled.
Magneto Scarlet Witch Metallic Chaos Base: Summons a Chaos Greatsword dealing frontal damage.

Enhanced: Magnetic Cannon charges up using passive energy to fire multiple Chaos Greatswords.
Thor Hela Ragnarok Rebirth Base: Fatal damage prevents defeat, granting decaying Bonus Health. Participating in a KO during this revives him.

Enhanced: If either Thor or Hela participates in a KO, Thor instantly revives with Continuous Healing.
Thor Angela Divine Armory Base: Hurls a Thunder Spear that restores Thorforce, letting him leap to the impact point for a second damage wave.

Enhanced: Leaping to the spear grants Bonus Health.
Peni Parker Black Panther Vibranium Mech Base: Briefly grants Cyber-Web Cluster an Attack Speed and Damage Boost.

Enhanced: Deploys a frontal Vibranium Shield and reduces the energy cost of Cyber-Web Cluster.
Peni Parker Rocket Raccoon Rocket Network Base: Deploys an Armored Spider-Nest dropping Spider-Drones and Armor Packs for Bonus Health.

Enhanced: The nest regenerates its own health. Rocket's B.R.B. spawns webs, drones, and mines.
The Thing Human Torch Two-In-One Base: Fists engulf in flames. Rocky Jab deals splash damage; Stone Haymaker creates a frontal cone explosion.

Enhanced: Human Torch lifts and slams The Thing for AoE damage and stun, auto-triggering the flaming state.
The Thing Invisible Woman Unbreakable Forces Base: Generates Psionic Armor granting Bonus Health scaled off missing health.

Enhanced: Armor is fortified. Taking damage pulses area healing for allies, and missing health conversion is increased.
Emma Frost Luna Snow Iced Out Diamond Base: Releases winter energy dealing damage and Slow. Diamond form condenses frost to block attacks and movement.

Enhanced: In Diamond Form, all ability damage and Soul Wave apply Slow.
Emma Frost Mantis Spirit Breaker Base: Deals damage to the Soul Crystal to convert it into personal Bonus Health.

Enhanced: Shattering the crystal grants one-time Bonus Health and reduces Mind Control's cooldown.
Angela Star-Lord Asgardians of the Galaxy Base: Grants Reveal in a targeted area. Activating again performs a slam that grounds enemies.

Enhanced: Gains Bonus Health scaling with the number of enemies hit by the slam.
Angela Loki Odin's Unacknowledged Base: Projects an illusion that uses Assassin's Charge. Enemies hit head-on are carried through the air.

Enhanced: The ability gains two charges.
Rogue Magneto Explosive Entanglement Base: Fortifies Defensive Stance with a magnetic field, converting absorbed damage directly into damage for Southern Brawl.

Enhanced: Southern Brawl knocks enemies back, dealing extra damage if they hit a wall.
Rogue Gambit Mr. & Mrs. X Base: Every attack triggers a kinetic explosion that deals area damage and heals nearby allies.

Enhanced: Rogue remains permanently locked in the "Hearts as One" state.
Devil Dinosaur Punisher Primal Punishment Base: Replaces Primal Bite. Gains two magnetic cannons firing detonating cannonballs.

Enhanced: Punisher rides Devil Dinosaur. Punisher gets Damage Reduction, and Devil Dino absorbs some of his incoming damage.
Devil Dinosaur Jeff the Land Shark Surf & Turf Base: Replaces Impact Beam with a water spray that damages enemies and heals teammates.

Enhanced: Jeff rides Devil Dino. Both gain Damage Reduction and Continuous Healing.

Which Vanguard Team-Ups Actually Matter?

Not all of these 26 abilities are created equal. After looking at the raw data, a few of these combinations are going to completely dictate the pace of your matches.

Thor's Ragnarok Rebirth is genuinely ridiculous on paper. A tank that refuses to go back to the lobby upon taking fatal damage and instead generates a massive pool of bonus health is going to stall out entire pushes. If you pair that with his Divine Armory option for mobility, you essentially have two completely distinct playstyles for one character. You get one ability built entirely around survivability, and another built for aggressive repositioning.

Magneto's Magnetic Resonance gives him a clone that perfectly mimics his movements and ability casts. If you're trying to hold a choke point, doubling your visual clutter and threat area is invaluable on maps where he already dominates. If you need raw damage instead, Metallic Chaos lets you fire off sweeping projectiles to clear space.

Then there's The Thing. His Unbreakable Forces ability turns missing health into regenerating psionic armor. If you're tired of getting focused down, that's your survival ticket in a dive-heavy meta. If you want to punch things with fire instead, Two-In-One is right there, adding massive sweeping damage to his kit.

Picking the Right Ability for Your Match

Before you waste a whole round struggling to make an ability work, look at your team composition. The choice between your two abilities usually boils down to whether you're playing a coordinated strategy or surviving on an island.

Support-heavy abilities like Groot's Wild Wall or Rogue's Mr. & Mrs. X rely on your team actually standing near you. If you're playing with randoms who scatter like roaches the second a fight starts, those abilities are useless. In those situations, you need self-sufficient picks. Hulk's Gamma Fastball gives you crowd control immunity, and Venom's Blood Leech drains enemy health to keep you alive. You don't need anyone else to make those work, and they reward individual skill over hoping your support line notices you.

Take Peni Parker as a prime example. You have to choose between Vibranium Mech, which buffs your personal defense, and Rocket Network, which drops shields for the team. If you're getting melted every time you step out of cover, take the mech. If your team is winning fights but bleeding out to chip damage between engagements, set up the network.

Vanguards naturally fall into two jobs: holding space or diving the backline. Anchor tanks like Doctor Strange and Magneto thrive with sustained value abilities like Maelstrom or clones. Dive tanks like Captain America and Angela need burst options to extend their threat windows, like Cap's lightning shield throws or Angela's spear dash. Hulk is the rare exception who can do both depending on whether you pick Savage Slam for the dive or Gamma Fastball for holding your ground.

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