Storm takes a unique spot in Marvel Rivals as a duelist who leans heavily into support-style gameplay. Unlike other damage dealers in the game, her kit focuses on empowering teammates while dealing moderate damage from mid-range. The problem? This hybrid approach isn’t working out too well in the current state of the game. Her damage numbers fall flat compared to other duelists, and her support capabilities don’t make up for this weakness.
While she can contribute to team fights in the right situations, picking Storm means accepting that you’ll have to work harder than most other characters to make an impact. Let’s break down exactly how Storm works and what you can do to squeeze the most value out of her kit, even if she’s not in the best spot right now.
Storm takes on the role of a Duelist in Marvel Rivals, though her playstyle leans heavily toward supporting teammates rather than pure damage dealing. With relatively low health and average movement speed, she depends on proper positioning and team protection to survive encounters.
Storm | |
Role | Duelist |
Health | Low |
Difficulty | 3/5 stars |
Damage Type | Mid-range |
Storm’s gameplay revolves around her Weather Control system, which allows switching between Thunder and Tornado modes to provide different benefits to nearby allies. In Thunder mode, you’ll boost damage output for yourself and teammates, while Tornado mode grants movement speed advantages. The key to playing Storm effectively lies in knowing when to switch between these modes and positioning yourself properly to maximize their impact.
Starting each match, you should stick with Tornado mode to help your team reach objectives faster. This early mobility advantage can secure better positions before engagements begin. Once your team initiates combat, switching to Thunder mode becomes crucial for amplifying damage output. The Goddess Boost ability further enhances these effects but comes with a lengthy 15-second cooldown, so timing its use is essential.
Your primary attack, Wind Blade, deals 50 damage per hit and can pierce through enemies. While this might seem powerful, the damage falls off significantly at range, dropping to half effectiveness beyond 30 meters. This means you need to maintain a mid-range position – close enough to deal meaningful damage but far enough to stay safe from aggressive enemies.
Bolt Rush serves as your main burst damage ability, launching a lightning bolt that deals 70 damage on an 8-second cooldown. Save this ability for confirming kills on weakened targets or deterring flankers who get too close. Your ultimate ability, Omega Hurricane, should be used strategically to disrupt enemy positioning or secure objectives, rather than chasing single target kills.
When teamed up with Thor, you gain access to Charged Gale, which can chain lightning between multiple targets. This ability works best when enemies are grouped together, though finding such opportunities can be challenging against experienced players.
Storm’s effectiveness diminishes significantly when faced with certain strategies and heroes. Her relatively low health pool makes her extremely vulnerable to burst damage, while her reliance on staying near teammates can make her predictable. Smart opponents will take advantage of her poor escape options.
The most effective counters to Storm in Marvel Rivals include:
Hawkeye | Black Widow | Iron Fist | Psylocke | Punisher |
Ability | Description | Details |
Wind Blade | Launch forward-piercing Wind Blades that can pass through enemies | • Damage: 50 per round • Fire Rate: 2 rounds per second • Ammo: 12 • Damage Falloff: Starts at 15m, reduces to 50% at 30m • Type: Straight projectile • No critical hits |
Omega Hurricane (Ultimate) | Transform into a hurricane that pulls in and damages nearby enemies | • Selection Duration: 5s • Tornado Duration: 5s • Range: 8m spherical radius • Damage: 75 (2 hits per second) • Bonus Health: 350 • Energy Cost: 3100 • Special: Disables weather effects during ultimate |
Weather Control | Switch between Tornado (movement) and Thunder (damage) modes to empower allies | • Range: 15m spherical radius Tornado Mode: • Self Movement Boost: 16% • Ally Movement Boost: 8% Thunder Mode: • Self Damage Boost: 16% • Ally Damage Boost: 8% |
Goddess Boost | Enhanced version of current weather effect | • Range: 15m spherical radius • Duration: 8s • Cooldown: 15s Enhanced Tornado: • Self Movement: +40% • Ally Movement: +20% • Enemy Slow: -15% Enhanced Thunder: • Self Damage: +30% • Ally Damage: +12% • Lightning Strike: 35 damage every 2s |
Bolt Rush | Fire a lightning bolt straight ahead | • Damage: 70 • Range: 40m height, 1m radius cylinder • Cooldown: 8s |
Charged Gale (Team-Up) | Chain lightning ability gained when teamed with Thor | • Maximum Range: 60m • Bounce Range: 5m • Max Bounces: 3 • Damage: 50 per target • Cooldown: 20s • Special: Each enemy can only be hit once per cast |
Storm currently needs significant adjustments to become truly competitive in Marvel Rivals. While her support capabilities can be valuable in coordinated teams, her vulnerabilities and damage limitations make her a challenging pick in most situations. Until future balance changes arrive, playing Storm requires exceptional positioning and team coordination to achieve meaningful results.