A tier list is a starting point, not a prescription
Every week, dozens of "Marvel Rivals tier list" videos and posts go up. The good ones explain why heroes sit where they do. The bad ones just hand you a list of letters next to portraits and call it analysis. This post is the former — a framework you can use to read the meta on patch 6.67 and any patch that follows.
We're not going to fabricate win rates. There's enough bad statistics on the internet without us adding more. What we will do is walk through the framework of meta analysis (what makes a hero strong), apply it to the heroes who have shifted on this patch, and give you a defensible tier list that explains its own reasoning.
If you only read one section, read the framework. Letters next to portraits will not make you climb. Understanding what makes a hero strong will.
What "strong this patch" actually means
A hero is strong in a patch when they meet three or more of the following criteria. The more criteria they meet, the higher their tier.
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They scale with low practice cost. A hero who is good for players with 5 hours on them is more meta-impactful than one who is good only for players with 200 hours. The latter is technically strong; the former actually shifts your matchmaking pool.
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They cover for team composition gaps. Heroes who let you draft around their kit (e.g. a vanguard who's also a partial support, a duellist who provides crowd control) are meta-defining. Pure single-role specialists are less adaptable.
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They have favourable matchups against current meta picks. Meta is recursive — if Spider-Man is everywhere, the heroes who counter him rise. If Strange is everywhere, the heroes who poke through his shield rise.
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They benefit from this patch's mechanical changes. If a patch shipped an ability change that buffs a specific hero, or nerfed a hero that previously countered them, they rise.
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They scale well in ranked vs casual. A hero who needs three teammates to follow up is weaker in solo queue than a hero who self-completes. Solo-queue strength matters more than pro-play strength for the player reading a tier list to climb.
A hero in S-tier hits 4–5 of these. A-tier hits 3–4. B and below are increasingly situational.
Reading patch 6.67 specifically
The patch shipped a mix of balance changes affecting several heroes. We're not going to quote specific damage numbers or cooldowns — those are documented in the official patch notes and shift again between hot-fixes. What we can talk about is the direction of change: who got buffed, who got nerfed, and how those changes interact with what was already strong.
A few framing observations that hold this patch (and most patches since launch):
- Tanks remain mandatory. Zero-tank comps lose. Every patch reinforces this.
- The dive vs sustain axis is the dominant strategic tension. Comps lean either fast-and-mobile (Spider-Man, Iron Fist, Black Panther) or slow-and-durable (Strange, Magneto, Hulk).
- Solo healer is rarely viable. Two-support comps are the competitive default; one-support comps work in specific draft combinations.
With those frames in place, here's the tier list, with the reasoning for each tier — not just the letters.
Tier list — patch 6.67
S-tier — meta defining
The heroes who are warping draft decisions this patch.
- Vanguard staple — a tank with reliable engage, durable uptime, and the ability to self-sustain. Currently meeting 4–5 of the framework criteria. Worth first-pick on most maps.
- Support staple — a healer with both throughput and a utility ability that creates space (peel, cleanse, or positioning). Two-support comps lean on this hero as the primary; the other support flexes around them.
- A mobile duellist with a low-practice-cost kit and favourable matchups against the current vanguard meta. If you haven't seen this hero in your last five games, you'll see them in the next five.
We're keeping names vague intentionally. The framework above will let you identify these for yourself — and matters more than which specific hero is currently meta-defining, because the meta shifts every few patches.
A-tier — strong, with conditions
Heroes who are good this patch but require either a specific comp context or specific personal skill investment.
- A second-pick tank that pairs well with the S-tier vanguard. Strong in dual-tank comps; weaker as a solo-tank pick.
- A flex support with high skill expression — strong if you play them well, weak if you don't. Practice cost is meaningful.
- A precision duellist with a high damage ceiling but a punishing mechanical floor. Hawkeye is an example — our Hawkeye guide goes into the projectile mechanics in detail.
B-tier — situational
Heroes who slot into specific comps but aren't first-pick across the board.
- Counter-pick specialists — strong against the S-tier dive duellist but weak against everything else. Pick them when you see a dive comp drafted; otherwise skip.
- Map-dependent heroes — heroes whose kit is great on certain map archetypes (long sightlines, vertical maps, narrow choke points) and middling elsewhere.
- Comp-fillers — heroes who don't lead a draft but fit in as the third or fourth pick on most comps.
C-tier — playable but underperforming
Heroes who can win games in skilled hands but are under-performing the alternative picks in their role this patch. Not griefing to pick — but you have to play noticeably above your opponents to make them work.
D-tier — pick at your own risk
Heroes with kits that are out of step with the current meta. May be buffed in the next patch; for now, expect to lose draft priority and team-fight value.
Common tier list mistakes to avoid
Three patterns we see in how people read tier lists.
Mistake 1: locking S-tier without skill investment
S-tier on a tier list means "strong with skilled execution." First-picking an S-tier hero you've played 10 hours on is not the same as first-picking your most-practiced hero. The hero is strong given the practice. The practice is doing the work.
If your two-and-a-half (see the climb guide) isn't S-tier, stay on your two-and-a-half. Climbing on B-tier mains you actually know beats griefing S-tier picks you don't.
Mistake 2: ignoring counter-picks
A B-tier hero who counters the enemy comp is an S-tier pick for that game. The tier list is a population average, not a per-game recommendation. Always watch the enemy draft before locking.
Mistake 3: chasing the meta to your detriment
Patch 6.67 will be followed by patch 6.68. The meta will shift. The player who spent the patch grinding the patch-strong hero will start the next patch with a hero who's been nerfed and a neglected backup. The player who maintained their core two-and-a- half across patches stays consistent.
The exception: if your most-practiced hero is currently in D-tier and has been there for multiple patches, swapping mains might be necessary. But that's a months-long decision, not a weekly tier-list reaction.
How information ESP makes counter-picks easier
There's a piece of meta information that is hard to get without either a memorisation effort or a tool: what's available right now.
When you're playing against an Iron Fist, knowing whether his escape ability is on cooldown changes whether you push for the kill or wait. When you're against a Spider-Man, knowing whether his swing is up changes whether you can isolate him. When you're in a team fight and tracking the enemy support's ult charge — knowing it's about to be available changes when you press your counter.
A hero-aware overlay surfaces that information without you having to memorise ability timers across the roster. The cooldown and ult-charge ESP makes counter-picks easier to execute, because the gap between "I drafted the counter" and "I made the play that counter enables" is information you'd otherwise be guessing at.
If you want the full feature list, the Marvel Rivals product page has it. If you're comparing to alternatives, the compare table is upfront about who does what. The changelog shows how fast we ship patch fixes — which matters for a meta-shifting patch like this one.
A working framework, week by week
Tier lists go stale within a single patch cycle. A framework doesn't. Each week, ask yourself:
- What changed in the last patch? Read the official notes, not third-party recaps.
- Which of my mains was affected? Direct buffs and nerfs to your two-and-a-half matter more than indirect meta shifts.
- Which heroes I see in my games are showing up more often? That's a leading indicator of the new meta — players are responding to the patch.
- Which counter-picks am I leaving on the table? If you never play a counter pick against dive comps, you're losing games you could win in draft.
That's the framework. Run it after every patch. Your tier list intuition will be sharper than any 12-minute YouTube tier list recap.
Bottom line
The strongest tier-list reader is the one who understands the framework, not the one who memorises the letters. Patch 6.67 has its meta-defining heroes, its strong-with-conditions heroes, and its situational ones — but those tiers will be different on patch 6.68, and they'll be different again on 6.69.
Apply the framework. Stay on your two-and-a-half. Counter-pick when the draft demands it. Track what's changing without chasing every shift.
The players who climb across patches are the ones who do this. The players stuck at their current rank read the tier list, copy the S-tier portraits, and lose games on heroes they don't know yet. Don't be that player.
If you want more strategic depth, the climb guide covers the team-side decision-making. The Hawkeye guide is the per- hero version of this analysis for one of the more demanding duellists.

