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Spider-Man Guide in Marvel Rivals: Mobility, Tracers and Abilities

A fundamentals guide to Spider-Man in Marvel Rivals, covering mobility, Spider-Tracer, attacks, Spectacular Spin and documented balance updates.
WorldMarvel Rivals: Mobility, Tracers and Abilities Length3 min Posted Quest giverVGSources Team
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Spider-Man is a Duelist built around movement and surprise: use his swings, double jump and wall crawl to change position, then use Web-Cluster to mark an opponent. A Spider-Tracer changes Get Over Here! from a pull into a forward engage, giving you a way to close on the marked target. The mechanics below come from Marvel Rivals’ official hero page; the newer cooldown values are identified separately by their September 2026 balance note.

Spider-Man’s role and movement

The official hero page lists Spider-Man as a Duelist with 250 health and a movement speed of 6 m/s. His mobility is distributed across several tools rather than a single movement ability.

  • Web-Swing: Three charges, a maximum webbing length of 30 m, and a six-second recharge per charge.
  • Thwip and Flip: A double jump that becomes available again after landing.
  • Wall Crawl: 3 m/s crawl speed and 9 m/s sprinting speed while on a wall.

These values are from the hero page published November 23, 2024; later balance notes should take precedence when they explicitly change a value. Marvel Rivals official Spider-Man page

How Spider-Tracer works

Web-Cluster fires straight-flying projectiles. It has five charges, deals 30 damage per shot, and each shot recharges in two seconds. A hit applies Spider-Tracer for three seconds; the listed mark damage is 45. The page says damage falloff starts at 20 m and reaches 50% at 40 m.

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The important interaction is with Get Over Here!: against an unmarked enemy, the ability reels the target toward Spider-Man. Against a Spider-Tracer-marked enemy, Spider-Man instead moves toward the target and performs a 55-damage kick. The tracer therefore changes the direction of the engage, not merely the damage attached to it.

Get Over Here! is a straight projectile with a listed maximum distance of 20 m, 25 projectile damage, and an eight-second cooldown on the hero page. These figures are from the November 2024 page and should not be read as a claim that no later update has changed them. Official ability descriptions

Spider-Man’s attacks and area control

Spider-Power

Spider-Power alternates two punches dealing 25 damage each, followed by a 40-damage kick on the third hit. The page lists a 3 m punch range and 4 m kick range. Those short listed ranges make positioning central to using the basic melee string.

Amazing Combo

Amazing Combo launches an enemy, has two charges, and lists 70 damage with a 4 m spherical melee range. The September 8, 2026 balance post updates its cooldown from two seconds to one second. Use that dated patch value rather than the older hero-page cooldown when describing the updated cooldown. September 2026 balance post

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Spectacular Spin

Spider-Man’s ultimate is an area ability with an 8 m spherical radius and a 2.4-second duration. It deals 15 damage per hit and grants Spider-Man 250 bonus health. Repeated hits slow enemies by 3% for one second per hit; reaching 20 hits stuns them for 1.5 seconds. These are the figures listed on the official hero page. Spectacular Spin ability details

Putting the kit together

A practical way to read Spider-Man’s kit is as a movement-and-mark loop: use mobility to find an approach, apply Web-Cluster to create a three-second tracer window, then decide whether the marked-target kick from Get Over Here! is the engage you want. If the target is not marked, the ability instead pulls them toward you. That difference makes checking for a tracer before using Get Over Here! important.

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This describes the published ability interaction, not a guaranteed optimal combo. The official material establishes the abilities and their listed values, but it does not establish a best opening sequence, universal follow-up, winning matchup, counter list, or current meta ranking. In particular, ability ranges and cooldowns alone do not demonstrate that a sequence will secure an elimination.

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Team-Ups and dated balance changes

The official hero page lists Spider-Man Team-Ups with Human Torch (Inferno Blast), Peni Parker (Sticky Spider-Bomb/Parker Power-Up), and Venom (Symbiote Bond). The September 8, 2026 balance post specifically reduces Parker Power-Up’s cooldown while teamed with Spider-Man from 15 seconds to 10 seconds. That is a dated change to the Peni Team-Up; the older hero page may not reflect it. Check the live client for exact current details of the other Team-Ups rather than assuming the 2024 page is current. September 8, 2026 balance post

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A separate official post dated October 6 is titled for version 20261009, which is after October 8, 2026. It should not be treated as live on October 8. The Spider-Man change documented here is the one in the September post. October 6, 2026 balance post for version 20261009

What the published figures can—and cannot—tell you

The official sources provide ability descriptions and dated balance changes, but no Spider-Man-specific pick rate, win rate, or matchup statistics. Treat the numbers as a reference for understanding the kit, not proof of how strong Spider-Man is against a particular opponent or in a particular team composition.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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