The Marvel Rivals 20250314 patch notes cover a focused mid-Season 1.5 balance pass that went live March 13, 2025 with zero downtime. Human Torch, Iron Man, Cloak & Dagger. Those three and nothing else. NetEase basically looked at the meta after the Fantastic Four patch and said “this is fine, let’s not break it.” Rush comps, double-flyer setups, 3-1-2 Vanguard stacking, 2-2-2 classics: all viable. Adam Warlock Twitch Drops came with it, plus a Raw Input toggle and nine bug fixes that were long overdue.

Below is every change, what the numbers mean when you’re actually in a game, and which bug fixes matter.

Marvel Rivals 20250314 patch notes overview showing Human Torch, Iron Man and Cloak and Dagger balance changes in Season 1.5
Full breakdown of the Marvel Rivals Version 20250314 mid-season balance patch.

TL;DR: Version 20250314 at a Glance

Category Details
Patch Date March 13, 2025, 09:00 UTC (no downtime)
Season Season 1.5 (Eternal Night Falls)
Heroes Balanced Human Torch (buff), Iron Man (rebalance), Cloak & Dagger (buff)
Bug Fixes 9 hero fixes, terrain patches, 3 general fixes
New Content Adam Warlock Twitch Drops (Spray, Nameplate, Costume)
Settings Raw Input option for Mouse under Settings > Keyboard

Marvel Rivals 20250314 Patch Notes: All Hero Balance Changes

NetEase only touched three heroes in this mid-season patch. Their reasoning was pretty straightforward: the meta had diversified nicely since Season 1.5 launched with Human Torch and The Thing, and they didn’t want to wreck that. So instead of a big balance overhaul, we got targeted tweaks. Let me walk through each one.

Human Torch Patch Notes: Primary Attack and Ult Buffed

Human Torch had been underperforming since his Season 1.5 debut. I saw him in maybe one out of every ten ranked games before this patch, which is rough for a brand-new hero. NetEase clearly noticed the same thing and decided to push his damage output up across the board.

Here’s what changed on his kit:

  • Fire Cluster speed bumped from 120 m/s to 150 m/s
  • Fire Cluster projectile count went 12 to 14
  • Supernova now costs 4000 energy (was 3400)
  • Supernova activation wave hits for 80 (was 70)
  • Flame Tornado ticks at 120/s instead of 100/s

The Fire Cluster changes are the headline here. 12 to 14 pellets doesn’t look like much until you realize that’s 16.7% more damage per burst at point-blank. And then the speed. 120 to 150 m/s changes how many of those pellets actually connect on a moving target. Torch’s primary fans out like a shotgun, right? At the old speed, half your spread whiffs on anyone strafing at 10-15 meters. Faster pellets close that gap hard.

His ult got a trade-off deal. Costs 18% more energy now (3400 to 4000), so you’re sitting on it longer between fights. But the activation burst went from 70 to 80, and each Flame Tornado pumps 120 DPS instead of 100. Three tornados stacked (standard play for any Torch who knows what they’re doing), 8 seconds each, that’s an extra 480 damage per ult. Slower to get, hits harder when you pop it.

After this patch, Human Torch became a legit pick in ranked. The Storm and Human Torch double-flyer comp especially got a lot stronger with these numbers. If you were banning Storm in Diamond+ lobbies before this patch, you probably started banning her even more after it went live.

Iron Man Patch Notes: Repulsor Blast Shifted to Splash

Iron Man had been a headache since the Season 1.5 balance pass gave him that Unibeam buff. His Repulsor Blasts were hitting too hard on direct shots, making him feel like a hit-scan DPS in a game where most Duelists need combos to secure kills. This patch shifted damage away from direct hits and into spell field (splash) damage instead.

Ability Stat Before After
Repulsor Blast (Stage 1 & 2) Direct hit 55 40
Repulsor Blast (Stage 1 & 2) Spell field 35 50
Repulsor Blast (Stage 3) Direct hit 65 50
Repulsor Blast (Stage 3) Spell field 40 60
Repulsor Blast (Armor Overdrive) Direct hit 55 50
Repulsor Blast (Armor Overdrive) Spell field 55 65

The total damage per shot barely changed if you factor in both direct and splash. But the practical effect is huge. Before this patch, a good Iron Man player could beam people down with precise direct hits. After the patch, his damage spreads out more to the area around where shots land. That makes him better at poking into groups and worse at solo dueling.

Reddit couldn’t decide if this was a nerf or a sidegrade. I think it depends on your aim. If you were the type of Iron Man who consistently nailed direct Repulsor shots at 55 damage, yeah, dropping to 40 felt bad. He got mushy in 1v1s. But if your aim was… average (no shame), and you were already leaning on splash to do your damage? You might not have even noticed. Honestly, Tony wasn’t running the Marvel Rivals tier list at this point anyway. Namor and Winter Soldier were eating his lunch. This patch just changed how he felt more than whether he was good.

Cloak & Dagger Patch Notes: Direct Healing Up 60%

Sleeper hit of the patch right here. Cloak & Dagger’s Lightforce Dagger healing on allies went from 10 to 16 per hit. Sixty percent more healing. Just like that. The spell field heal took a small cut (18 down to 16), about 11%, but come on. You’re trading 2 HP of splash healing for 6 HP of targeted healing. Any Cloak & Dagger main will take that deal.

It compounds too. Dagger’s light explosion slaps a 15% healing amp on allies for 4 seconds. Now every boosted hit heals for an extra point on top of the 6 you already gained. Doesn’t sound like much on paper but in a drawn-out fight where you’re pumping heals into your Vanguard, the difference between them living and dying comes down to exactly this kind of margin. Cloak & Dagger went from “fine, I guess” to genuinely keeping tanks alive through pressure they had no business surviving.

After this patch, their play rate and win rate both climbed. Some players started considering them a ban-worthy pick alongside Luna Snow, especially in comps that relied on sustained poke rather than burst damage. If you want to understand how different Marvel Rivals ranks value Strategist picks, this patch was a turning point for Cloak & Dagger at every tier.

Marvel Rivals 20250314 balance changes table with before and after values for Human Torch Iron Man and Cloak and Dagger
Every number change from the Version 20250314 balance patch at a glance.

This video from KarQ covers the mid-season 1.5 balance changes and what they mean for ranked play.

Patch 20250314 Damage Math: Real DPS Before and After

I looked around when the Marvel Rivals 20250314 patch notes came out and nobody was doing the actual math on these changes. Everyone just copy-pasted the official numbers. So here are the real DPS calculations.

Human Torch DPS in the 20250314 Patch Notes

Fire Cluster is a spread attack. Each pellet does 14 damage. Old burst: 12 pellets, 168 damage. New burst: 14 pellets, 196 damage. Clean 16.7% bump if everything hits.

Speed matters more than pellet count here though. Old speed: 120 m/s, strafing target at mid-range dodges a ton of your spread. New speed: 150 m/s, they eat way more pellets per burst. Actual DPS increase at 10-15 meters is somewhere around 25-30% when you account for hit rate, not the 16.7% you get on paper from just counting projectiles. That’s the difference between Torch being a throw pick and Torch being someone you actually have to respect in a duel. Before this patch he was getting outclassed by Spider-Man and Winter Soldier in every ranked game I played.

The ult math is simple. Activation wave: 70 to 80, whatever, small. Flame Tornado: 100 to 120 DPS per tornado, that’s the good stuff. Good Torch players stack three tornados every ult (8-second duration each). Old total: 300 DPS combined, 2,400 damage over 8 seconds. New total: 360 DPS, 2,880 damage. Extra 480 damage in exchange for 600 more energy cost on the charge. Easy trade.

Iron Man DPS in the 20250314 Patch Notes

Iron Man’s numbers barely move if you just look at totals. Stages 1 and 2? Both add up to 90 before and after. The split changed (55+35 became 40+50) but the sum stayed the same. Stage 3 actually gained 5 total: old was 65+40 for 105, new is 50+60 for 110. On paper Tony got a micro-buff. In reality it plays completely different.

But here’s the thing. Direct hits are guaranteed damage, you land the shot, you deal the number. Splash only works if enemies are standing near the impact. Solo duel? Iron Man lost 27% of his reliable burst. Team fight where everyone’s grouped on point? He actually gained damage since splash catches multiple targets. NetEase was telling Iron Man mains to stop trying to be a flanker and start playing him as a group poker. Clear enough message.

Human Torch and Iron Man effective DPS comparison chart showing damage before and after the Season 1.5 balance update
Calculated damage per second for Human Torch and Iron Man before and after the 20250314 balance update.

Where 20250314 Fits: Season 1.5 Patch Timeline

Version 20250314 was the third patch in Season 1.5. Here’s where it fits in the full timeline of updates during that half-season:

Version Date Type Key Changes
20250221 Feb 21, 2025 Major (Season 1.5 Launch) Human Torch + The Thing added, 15+ hero balance changes, Central Park map, Iron Man Unibeam buff, Doctor Strange nerf
20250307 Mar 6, 2025 Minor (Bug Fix + Content) Galacta’s Cosmic Adventure event, Clone Rumble mode, Raw Input prep, Human Torch proficiency avatar fix
20250314 Mar 13, 2025 Mid-Season Balance Human Torch buff, Iron Man rebalance, Cloak & Dagger heal buff, Adam Warlock Twitch Drops, 9 bug fixes
20250327 Mar 27, 2025 Minor (Bug Fix) April Fools Easter Egg, Wolverine ult precision fix, Human Torch primary attack accuracy fix

Notice how NetEase followed a pattern: big launch patch, QoL patch, balance pass, cleanup patch. That four-patch cadence per half-season became their standard approach through Season 2 and beyond. The Marvel Rivals 20250314 patch notes represent the only mid-season update that actually changed hero numbers, and they kept it deliberately small.

Community Reaction and Pro Player Takes

Reddit was mostly positive about this patch. The top post on r/marvelrivals after the Marvel Rivals 20250314 patch notes dropped was something like “Finally, Torch is playable” (paraphrasing). Players had been asking for a Torch buff since his release because he felt weaker than Storm in almost every situation despite filling a similar flying DPS role.

Iron Man opinions were all over the place. Diamond+ players said it was fair because Repulsor direct hits had been doing too much since the Unibeam buff two patches ago. Gold and Plat players shrugged because most of them were hitting splash more than directs to begin with. A Celestial player on MarvelRivals.gg wrote a whole analysis basically saying “who cares, nobody picks Iron Man in high elo anyway.” And yeah, he had a point. Namor, Spider-Man, and Winter Soldier were the Duelist picks that actually mattered in competitive. Tony was an afterthought.

The Cloak & Dagger change flew under the radar for most players, which is ironic because it was probably the strongest buff in the patch. A 60% increase to direct healing is enormous for a Strategist. Within a week, Cloak & Dagger climbed from a niche pick to one of the most-played healers in ranked. Some players on Reddit started calling for a ban on them alongside Luna Snow.

The auto-aim on Dagger’s healing shots was already controversial before this patch. Making those auto-aim heals 60% stronger just added fuel to the “Cloak & Dagger is too easy” argument that kept popping up through Season 2 and 3. If you played Strategist Jeff the Land Shark during this period, you know the frustration of competing against a healer whose shots literally can’t miss.

How the 20250314 Patch Notes Changed the Season 1.5 Meta

NetEase specifically mentioned multiple comp archetypes they wanted to preserve: rush comps built around mobile Vanguards and Duelists, double-flyer setups with Storm and Human Torch, 3-1-2 triple Vanguard lineups, and the standard 2-2-2 compositions. The fact that the Marvel Rivals 20250314 patch notes only listed three hero changes tells you the meta was working.

The Human Torch buff did exactly what it was designed to do. His pick rate jumped after this patch, and the Storm/Torch double-flyer comp became a real threat in Diamond and above. If you weren’t running hitscan to deal with them, you had problems.

Iron Man settled into more of a team-fight poke role than a solo carry. And Cloak & Dagger quietly became one of the strongest Strategists in the game. The flying meta was clearly what NetEase was pushing toward, especially with both Iron Man and Human Torch receiving attention in consecutive patches.

Twitch Drops: Adam Warlock’s Will of Galacta Cosmetics

Starting March 14 at 02:00 UTC, players could earn three Adam Warlock items by watching Marvel Rivals streams on Twitch:

  • Will of Galacta Spray
  • Will of Galacta Nameplate
  • Will of Galacta Costume

This was the second round of Season 1.5 Twitch Drops. The first round had awarded the “Two-in-One” spray and Hela’s “Great Galaxy” emote earlier in the season. Free cosmetics are free cosmetics, and the Adam Warlock costume was a solid pickup if you played him at all. Check our Marvel Rivals codes page for other ways to grab free skins and rewards.

New Settings: Raw Input for Mouse

One quality-of-life addition that PC players appreciated was the new Raw Input toggle under Settings > Keyboard. This bypasses Windows mouse processing and sends input directly from the hardware to the game. If you’ve ever felt like your mouse sensitivity was slightly off or inconsistent between Marvel Rivals and other shooters, Raw Input fixes that.

This change was especially relevant because the same patch also fixed a bug where frame rate affected mouse sensitivity. That bug was causing inconsistent aim feel depending on your FPS, which is a nightmare in a competitive shooter. The Raw Input option, combined with the sensitivity fix, made aiming feel noticeably cleaner after this update. If you were troubleshooting input issues around this time, our Marvel Rivals system requirements guide covers recommended hardware for smooth gameplay.

All Bug Fixes in the Marvel Rivals 20250314 Patch Notes

This patch shipped nine hero-specific bug fixes alongside general and map fixes. Some of these had been annoying players for weeks, so it was good to see them cleaned up.

General Fixes

  • Player names now display correctly in Competitive voice chat when “Hide Own Name” is enabled.
  • Frame rate no longer affects mouse sensitivity (this was a big one for anyone running variable FPS).
  • Messages with quotation marks no longer fail to send in chat.

Map Fixes

Several terrain spots where characters could get stuck or clip through geometry were patched. NetEase didn’t specify which maps, but these terrain fixes were a recurring item in almost every patch during Season 1.

Hero Bug Fixes in Patch 20250314

Hero Bug Fixed
Loki Camera angle glitch during Past Lives replays when Ultimate triggers a transformation.
The Thing Embattled Leap speed inconsistency between player views under poor network conditions.
Venom Getting stuck mid-air after Ultimate under unstable network. He now burrows underground properly.
Peni Parker Arachno-Mines turning invisible when crossing Cyber-Web boundaries without landing inside them.
Peni Parker Spider-Drones from Bionic Spider-Nest penetrating the floor to chase enemies when webs were stacked vertically.
Namor Ultimate dealing no damage when used mid-air after being spat out by Jeff the Land Shark’s Ultimate.
Winter Soldier Tainted Voltage auto-reload failing after firing and immediately using Trooper’s Fist.
Winter Soldier Arm model visual glitch after using Bionic Hook during slow-motion match-over sequence.
Wolverine Animation and effect mismatch when diving from high points with Ultimate.

The Venom and Peni Parker fixes were probably the most impactful for ranked play. Venom getting stuck mid-air after ulting was a death sentence in a team fight, and Peni’s invisible mines were causing unfair deaths that nobody could react to. The Namor/Jeff interaction fix was more of a rare edge case, but if you’ve ever landed a Namor ult that did zero damage, you know how tilting that felt. Overall, the Marvel Rivals 20250314 patch notes covered a solid range of issues that had been bothering players throughout Season 1.5.

Season 1.5 hero bug fixes for Loki The Thing Venom Peni Parker Namor Winter Soldier and Wolverine
Nine hero bug fixes and general improvements shipped in Version 20250314.

Version 20250314 vs the Season 1.5 Launch Balance Patch

For context, the Season 1.5 launch balance post (Version 20250221) was massive. It touched over a dozen heroes, reworked several Team-Up abilities, and introduced Human Torch and The Thing as new playable characters. That patch included the infamous Iron Man Unibeam buff that made him a must-ban in higher ranks, the Doctor Strange health nerf from 650 to 600, and a ton of ability reworks for characters like Captain America, Iron Fist, and Black Widow.

The 20250314 patch was deliberately small by comparison. The Marvel Rivals 20250314 patch notes reflect a team that was happy with the state of the game and just wanted to fine-tune three heroes who were either underperforming (Human Torch) or slightly overtuned (Iron Man’s direct hit numbers). That restraint was appreciated by most of the community, because big balance patches mid-season tend to cause chaos in ranked.

If you want to see how these changes evolved over later seasons, our Marvel Rivals Vanguard tier list tracks how tank viability shifts with each balance pass.

Looking Back: How the 20250314 Changes Played Out Long-Term

Season 7 is here now, so let’s see how the balance decisions from the Marvel Rivals 20250314 patch notes actually played out. Short answer: NetEase got it mostly right.

Human Torch went from a borderline troll pick to a consistent meta presence after this buff. He stayed viable through Season 2 and 3 without needing major additional buffs. The double-flyer comp with Storm became one of the defining strategies of the Season 1.5 and Season 2 meta. Eventually, the flying meta got so dominant that NetEase had to address it with broader changes in Season 3, but that wasn’t Torch’s fault alone.

Iron Man’s story is more complicated. The 20250314 splash damage shift was the start of a long balancing journey for Tony. He got nerfed again in Season 2.5 (Repulsor Blast stage 3 direct hit dropped to 45, spell field to 55, and Armor Overdrive bonus HP cut in half). By Season 7, his kit has been reworked enough that the 20250314 numbers are ancient history. But the design philosophy from this patch (less burst, more area pressure) stuck with how NetEase approaches Iron Man to this day. His Armor Overdrive now extends by 2 seconds per kill and has faster startup, which reinforces the team-fight identity they started building in this patch.

Cloak & Dagger rode the 20250314 healing buff all the way through multiple seasons as a top-tier Strategist. They didn’t get significantly nerfed until Season 6.5, where the triple-support meta finally forced NetEase to reduce ultimate energy generation across all Strategists. That global change hit Cloak & Dagger harder than most because their play pattern relied on frequent ult cycling.

The Raw Input option that shipped with this patch became the standard recommendation for competitive PC players. If you’re still playing with default mouse settings, go turn it on. There’s no reason not to use it in any competitive shooter.

For a broader look at how the Marvel Rivals competitive ecosystem has evolved since these early patches, we cover platform availability and crossplay updates separately.

FAQ

What heroes were changed in the Marvel Rivals 20250314 patch?

Three heroes received balance changes: Human Torch got a primary attack and ultimate buff, Iron Man had his Repulsor Blast damage shifted from direct hits to spell field damage, and Cloak & Dagger received a 60% increase to direct healing from Lightforce Dagger.

Did Human Torch get buffed or nerfed in patch 20250314?

Human Torch received an overall buff. His Fire Cluster projectile speed increased from 120 m/s to 150 m/s, projectile count went from 12 to 14, and his Flame Tornado damage rose from 100/s to 120/s. The trade-off is a higher Supernova energy cost (3400 to 4000).

Was Iron Man nerfed in the Marvel Rivals 20250314 update?

Iron Man received a rebalance rather than a straight nerf. His Repulsor Blast direct hit damage dropped significantly (stage 1-2 from 55 to 40, stage 3 from 65 to 50), but his spell field (splash) damage increased to compensate. The result is less single-target burst but more area damage.

What did the Cloak and Dagger changes do in patch 20250314?

Cloak & Dagger’s Lightforce Dagger healing on ally hit increased from 10 to 16, a 60% boost to direct healing. The spell field healing dropped slightly from 18 to 16. Overall, targeted healing got way stronger while AoE took a minor cut.

When did Marvel Rivals patch 20250314 go live?

The patch went live on March 13, 2025, at 09:00 UTC. It was applied without server downtime, so players could update and jump back in immediately. You can read the official Marvel Rivals 20250314 patch notes on the game’s website.

What Twitch Drops were available with the 20250314 patch?

Starting March 14 at 02:00 UTC, players could earn Adam Warlock’s Will of Galacta Spray, Nameplate, and Costume by watching Marvel Rivals streams on Twitch.

How did the 20250314 balance changes affect the long-term meta?

Human Torch became a consistent meta pick through Season 2 and 3 after the buff. Iron Man’s shift toward splash damage set the design direction NetEase followed in later reworks. Cloak & Dagger became a top-tier Strategist and stayed there until global Strategist nerfs in Season 6.5.

For more Marvel Rivals guides, check out our maps guide for tips on every competitive map, or browse the full blog for tier lists, rank breakdowns, and meta analysis.

Last updated: April 2026

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