vanguard
health: 650
move speed: 6
Doctor Strange is a mystical powerhouse in Marvel Rivals, blending defense, offense, and utility into one versatile kit. As a Vanguard, he’s all about protecting his team, controlling the battlefield, and dishing out magical damage. Whether he’s blocking attacks with his RMB or stunning enemies with his Q, Doctor Strange is a hero who rewards smart play and good timing.
cast daggers of denak forward
ammo: 8 (1 dagger per release)
damage: 18
casting: five-round delayed hit projectiles
fire rate: 5.56 rounds per second, with a 0.03-second interval between every two rounds
critical hit: no
damage falloff: falloff begins at 10m, decreasing to 62.5% at 20m
projectile speed: 60 m/s
separate nearby enemies' souls from their bodies. damage dealt to these souls is transferred to their physical bodies
range: 10m spherical radius
damage: 60
casting: single-cast spell field that surrounds the caster
energy cost: 3400
soul separation duration: 3s
ascend and then enter a brief state of sustained flight
casting: instant cast
cooldown: 15s
dash distance: 8m
free-flight duration: 6s
release dark magic to deal damage to nearby enemies
range: 8m spherical radius
damage: each point of dark magic deals 1.3 damage, falloff begins at 5m, decreasing to 70% at 8m
casting: single-cast spell field that surrounds the caster
cooldown: 8s
open portals between two locations, enabling all units to travel through them
casting: multi-segment release
cooldown: 180s
duration: 20s
create a protective barrier against damage
casting: channeled
recovery speed: 70/s
maximum shield value: 800
cooldown after destroyed: 3s
delayed recovery after release: 1s
dark magic accumulates with every hit on an enemy. if dark magic peaks for too long, doctor strange will be cursed with anti-heal
anti-heal duration: 2s
generate dark magic: daggers of denak: each hit generates 3.5 dark magic. when using the v key, every enemy hit generates 10 dark magic
anti-heal activation delay at peak dark magic: 3s
hulk charges doctor strange and iron man with gamma radiation. when doctor strange uses maelstrom of madness, he unleashes gamma maelstrom. when iron man uses armor overdrive, he will initiate a gamma upgrade
range: 10m spherical radius
damage: each point of dark magic deals 1.4 damage, falloff begins at 5m, decreasing to 70% at 8m
casting: single-cast spell field that surrounds the caster
cooldown: 8s
special effect: at peak dark magic, you will no longer be subject to anti-heal
Mobility: His L-Shift (Cloak of Levitation) lets him fly for a short time, helping him reposition or escape sticky situations.
Team Utility: His F (Pentagram of Farallah) creates portals that allies and enemies can use, allowing for creative plays and quick rotations.
Crowd Control: His Q (Eye of Agamotto) stuns enemies and separates their souls from their bodies, leaving them vulnerable to follow-up attacks.
Versatile Kit: Doctor Strange can adapt to any situation, whether it’s shielding allies with his RMB or dealing damage with his left-click (Daggers of Denak).
Strong Defense: His RMB (Shield of the Seraphim) blocks projectiles and even some Ultimates, making him a great protector for his team.
Slow Moves: He’s not the fastest hero, and his L-Shift has a long cooldown, making it hard to escape if caught out.
Weak to Melee: His RMB can’t block melee attacks, so heroes like Black Panther or Thor can easily take him down.
Skill-Dependent: His kit requires good timing and positioning to be effective, so he’s not the easiest hero to pick up and play.
Cooldown Reliant: His F has a huge cooldown (180 seconds), so you need to use it wisely or risk wasting it.
Dark Magic Management: If you don’t release his E (Maelstrom of Madness) in time, you’ll get hit with Anti-Heal, making it harder to survive.