duelist
health: 275
move speed: 6
Namor is a Duelist in Marvel Rivals who’s all about controlling the battlefield with his aquatic powers. He’s got a mix of ranged attacks, summonable turrets, and a big ol’ sea monster to wreck enemies. If you like playing a hero who can deal damage from a distance while setting up traps for your opponents, Namor’s your guy.
throw the trident forward, reducing aquatic dominion's cooldown upon enemy impact. critical hits cause monstro spawn to enter a berserk state, gaining increased attack speed
ammo: infinite
damage: 70
casting: projectile with an arced trajectory
fire rate: 1.09 rounds per second
critical hit: yes
projectile speed: 120 m/s
aquatic dominion charge per hit: 0.084
summon giganto to leap atop enemies within range, disabling their mobility abilities
range: a cylindrical spell field with an inner circle radius of 3m, an outer circle radius of 8m, and a height of 3m
damage: inner circle damage: 500; outer circle damage: 200
casting: cylindrical spell field
hit delay: 1.5s
energy cost: 3100
maximum distance: 30m
immobilize duration: 1.5s
summon a protective barrier while flying upwards
cooldown: 15s
maximum duration: 3s
vertical moving distance: 7m
summon a monstro spawn that can autonomously attack enemies
casting: arced trajectory (summon monstro spawn), direct hit (monstro spawn)
charges: 2
duration: 2s
monstro spawn damage: 17
monstro spawn health: 100
default charging speed: 0.083/s
monstro spawn fire rate: 2 rounds per second
monstro spawn attack range: 40m
monstro spawn damage falloff: falloff begins at 20m, decreasing to 30% at 40m
monstro spawn maximum duration: 8s
monstro spawn maximum quantity: 2
monstro spawn damage (enhanced): 11
monstro spawn fire rate (enhanced): 5 rounds per second
monstro spawn damage falloff (enhanced): falloff begins at 20m, decreasing to 30% at 40m
projectile speed (summon monstro spawn): 30 m/s
launch the trident forward to damage nearby enemies, then direct all monstro spawn to perform an enhanced attack on the nearest hit enemy. when the trident hits an enemy, monstro spawn to enter a berserk state, gaining increased attack speed
range: 3m spherical radius
casting: arced projectile that generates a spell field upon impact
cooldown: 6s
projectile speed: 120 m/s
projectile damage: 40
spell field damage: 60
spell field damage falloff: 50% falloff at 3m
enhanced monstro spawn projectile speed: 120 m/s
enhanced monstro spawn projectile damage: 60
luna snow infuses ice energy into namor and jeff the land shark, who then can tap into the ice energy to power up abilities at will.
casting: arced trajectory (summon frozen spawn), direct hit (frozen spawn)
cooldown: 20s
duration: 2s
slow rate: -30%
slow duration: 1s
team-up target: luna snow
frozen spawn damage: 27
frozen spawn health: 200
frozen spawn fire rate: 2 rounds per second
frozen spawn attack range: 40m
frozen spawn damage falloff: falloff begins at 20m, decreasing to 30% at 40m
frozen spawn maximum duration: 10s
frozen spawn damage (enhanced): 18
frozen spawn fire rate (enhanced): 5 rounds per second
frozen spawn damage falloff (enhanced): falloff begins at 20m, decreasing to 30% at 40m
projectile speed (summon frozen spawn): 30 m/s
monstro spawn/frozen spawn maximum quantity: 2
Team Synergy: With Luna Snow on your team, his C (Frozen Spawn) upgrades his Monstro Spawns, making them stronger and slowing enemies. It’s a game-changer when paired with the right allies.
Ranged Damage: His left-click (Trident of Neptune) throws his trident, dealing solid damage and reducing the cooldown of his E (Aquatic Dominion). It’s great for poking enemies from afar.
Summon Turrets: His E (Aquatic Dominion) lets him summon up to two Monstro Spawns that automatically attack nearby enemies. These turrets are perfect for controlling choke points and adding extra damage.
Ultimate Power: His Q (Horn of Proteus) summons Giganto, a massive sea beast that stuns and damages enemies in a huge area. It’s perfect for turning the tide of a team fight.
Mobility and Defense: His L-Shift (Blessing of the Deep) lets him fly upward, making him invincible for a few seconds. It’s a great escape tool or a way to reposition during fights.
Low Mobility: Namor doesn’t have any movement abilities besides his L-Shift, so he’s pretty slow and can get caught out easily.
Ultimate Timing: His Q (Horn of Proteus) is powerful, but if you use it at the wrong time, it can feel wasted. You need to wait for enemies to group up to get the most out of it.
Turrets Are Fragile: His Monstro Spawns (E) have low health and can be destroyed quickly by enemies, leaving him without much backup.
Weak Against Flyers: Heroes like Iron Man or Hela can stay out of his range, making it hard for him to hit them with his trident.
Reliant on Positioning: If you place his turrets (E) in bad spots, they won’t do much, and you’ll waste their potential.