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Marvel Rivals Invisible Woman Guide (Season 3)

Written by Alec Blackwood

Invisible Woman remains a top-tier Strategist in Marvel Rivals, with recent Season 3 buffs enhancing her gameplay. Her Orb Projection now heals 45 HP and deals 25 damage on launch (up from 40/20), while return effects are slightly reduced to 35 healing and 15 damage. This change improves her burst support capabilities during team fights.

Core Role: Area Support & Crowd Control

As a close-range support hero, Invisible Woman excels at:

  • Group healing and shielding
  • Disrupting enemy formations with displacement
  • Countering dive-heavy compositions

Positioning is key: stay near the frontline, but never lead engagements.

Ability Breakdown

  • Orb Projection (Primary Fire): Dual-purpose healing/damage arc—optimal in clustered team fights.
  • Personal Shield (F): Protect allies with repositionable barriers that heal nearby teammates.
  • Force Push/Pull (E): 55-damage directional blast interrupting ultimates and repositioning foes.
  • Psionic Vortex (Secondary): Creates 4-second suction field (35 DPS) effective against deployables and aerial targets.
  • Passive – Invisibility: Grants stealth and 20 HP/s healing when avoiding combat or double-jumping.
  • Ultimate – Shielded Field: 8-second concealed zone providing rapid healing and enemy slowdown.

Pros and Cons

Strengths

  • Multi-target healing potential
  • Deployable-countering toolkit
  • Strong aerial ally support

Weaknesses

  • Limited single-target damage
  • Short effective range
  • Vulnerable to flanking when cooldowns are expended

Essential Strategies

  • Prioritize Psionic Vortex at fight initiation to disrupt enemy positioning
  • Use Force Push/Pull reactively to cancel enemy ultimates like Doctor Strange's cast
  • Shield flying allies to enable extended aerial pressure
  • Activate Invisibility defensively via backward double-jump escapes

Synergies & Counters

  • Best Allies: Grouped comps with Iron Man, Squirrel Girl, or Rocket Raccoon
  • Countered By: Snipers, overwhelming dive heroes (e.g., Black Panther), and flankers

FAQ

  • Orb Projection Range: Medium distance with boomerang-style travel—stay near team for maximum effect
  • Self-Shielding: Indirectly heal via ally shield placements
  • Ultimate Limitations: Provides concealment and healing, not damage immunity