Cloak and Dagger are a single Strategist who can switch between two forms: use Dagger to heal and sustain allies, and Cloak to damage, disrupt, or help the team escape danger. The key is to watch what your team needs and where it is positioned, rather than staying in one form by default.
What do Cloak and Dagger do?
Tyrone Johnson and Tandy Bowen make up one playable Strategist duo. Marvel Rivals describes them as “nearly inseparable, like two sides of the same coin.” In a match, Dagger specializes in healing while Cloak adds damage, enemy disruption, and a brief team repositioning tool. You switch forms to use their separate abilities; their shared Dark Teleportation and ultimate give the pair additional ways to support a fight.
The official Cloak & Dagger hero page displays ability values, but some can become outdated after balance patches. The September 2026 patch changed two important values, so check current in-game ability descriptions if a displayed number differs.
How to choose between Dagger and Cloak
This is a practical decision framework based on the abilities’ published functions, not a tested ranking or a developer-prescribed rotation.
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| Form | Choose it when… | What it offers |
|---|---|---|
| Dagger | Allies need healing or your team can benefit from a healing boost. | Healing projectiles, a moving healing veil, and a healing-over-time field. |
| Cloak | Your team needs additional damage, an opening to disrupt enemies, or help escaping a dangerous position. | Continuous damage, a blinding veil that applies Vulnerability, and brief phasing for nearby allies. |
Before switching, consider the immediate fight: where your allies are, whether they can make use of a healing field or veil, and whether Cloak’s disruption or escape utility would matter more. Dagger’s abilities depend on timing and placement; Cloak’s tools are most relevant when enemies are in range or allies are close enough to benefit from the shared escape ability.
How to use Dagger’s healing abilities
Lightforce Dagger
Dagger’s primary projectile can bounce, damage enemies, and heal nearby allies. The official page lists 15 healing for a direct hit and 20 area healing per hit within an 8-meter spherical radius. The September 2026 balance post reduced area healing from 25 to 20; those figures are Marvel Rivals / NetEase game values, not a measure of match performance.
Use the projectile with your allies’ positions in mind: its healing can reach nearby teammates, while the bouncing projectile can also damage enemies. The published description does not establish that every ally will receive healing in every situation, so pay attention to who is actually in range.
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Veil of Lightforce
This advancing veil heals allies and boosts healing. The hero page lists 50 healing, a 20% healing boost, and a 4-second duration. Veil of Lightforce shares a charge system with Cloak’s Terror Cape, making charge availability part of the choice between supporting allies and disrupting enemies.
Dagger Storm
Dagger Storm creates a healing-over-time field where it lands. The official page lists 50 healing per second for 6 seconds, plus a one-time 60 healing when the field appears. The July 2026 balance post raised its healing from 45 to 50 per second and Veil of Lightforce’s one-time healing from 45 to 50; these are publisher-listed game values from 2026.
Place the field where allies can benefit from it, rather than treating it as a heal that automatically follows them. Its limited duration makes timing and positioning important.
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How to use Cloak’s damage and disruption
Darkforce Cloak
Darkforce Cloak deals continuous damage. The hero page lists 80 damage per second and a 20-meter range. Use it when damage is the more immediate contribution your team needs, while staying aware of your position and the enemies you can reach.
Terror Cape
Terror Cape sends a Darkforce veil forward to damage and blind enemies and apply Vulnerability. The current official hero page lists a 1.5-second blind and 20% Vulnerability for 3 seconds. Marvel Rivals / NetEase’s September 8, 2026 balance post says Vulnerability was reduced from 28% to 20%; the older 28% value should not be treated as current.
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Because this ability shares charges with Veil of Lightforce, using Terror Cape means giving up that available charge for the moment. Choose the effect that best serves the current fight: enemy disruption or a healing veil for allies.
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When to use Dark Teleportation
Dark Teleportation is shared by both forms. It places nearby allies in a phased state that makes them untargetable and invisible while granting a movement boost. The official page lists a 2-second duration, a 10-meter radius, and a 12-second cooldown.
Use it as a short escape or repositioning tool when nearby teammates can move with you. Its listed effect is brief; it is not a long-duration defensive stance. Check ally proximity before activating it, since the ability’s radius limits who can benefit.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How Eternal Bond works
Eternal Bond sends Cloak and Dagger through four rapid dashes. Allies are healed and enemies damaged along the route. The official page lists a 4-meter-radius, 15-meter-long cylindrical field, 250 healing per second, 30 damage per second, and an energy cost of 4,500.
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The page gives different displayed durations by form: 11 seconds in Cloak form and 13 seconds in Dagger form. Because those figures come from a character page that may lag balance changes, confirm the current duration in-game before relying on it. Think about the route as well as the activation: the stated healing and damage occur along the dash path, so the value depends on where allies and enemies are in relation to it.
Balance changes and Team-Up details to know
Patch history matters when learning the duo from older guides or videos. Two official balance posts document relevant 2026 changes:
- Version 20260911: the September 8, 2026 post reduced Terror Cape Vulnerability from 28% to 20% and Lightforce Dagger area healing from 25 to 20. It also shortened the Frozen Haven ice shield duration in the Luna Snow Team-Up from 2.5 seconds to 2 seconds. Read the Version 20260911 balance post.
- Version 20260710: the July 6, 2026 post increased Lightforce Dagger direct-hit healing from 12 to 15 and lingering spell-field healing from 20 to 25, raised Veil of Lightforce’s one-time healing from 45 to 50, increased Dagger Storm from 45 to 50 healing per second, and removed the Team-Up Anchor 15% healing boost. Read the Version 20260710 balance post.
The hero page still displays a 15% Healing Boost for From Shadow to Light, the Hawkeye Team-Up, but the July 2026 balance post says the Team-Up Anchor 15% Healing Boost was removed. Without a newer official confirmation, do not count that displayed bonus as current. The page describes the Team-Up effect as Hawkeye’s Crescent Slash launching enemies and sending a wave that heals and boosts healing for allies while damaging and applying Vulnerability to enemies.
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