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Peni Parker stands out as the top choice due to her unmatched defensive strength and potent damage output, particularly from her mines. She excels in defensive roles such as halting payload advances or securing control points, primarily through her Bionic Spider-Nest. This device generates a Cyber-Web that provides area healing and produces Spider-Drones that automatically target enemies within the web. Additionally, Peni can conceal mines inside the web, making them invisible to opponents. Each mine deals 100 damage, and with four charges available, she can easily set up lethal traps.
Her toolkit also includes a Cyber-Web Snare, which can either create webbed zones in the environment or immobilize an enemy upon direct hit. Peni’s primary fire offers consistent damage, while her ultimate allows her to rapidly deploy additional webs, lay mines, and strike opponents. This ultimate significantly expands her area control and burst damage, reinforcing her role as a powerful Vanguard.

Groot stands out as a powerful Vanguard, offering high damage output, strong defensive utility, and effective enemy control. He can deploy two types of walls: Thornlash and Ironwood. These barriers block both enemy attacks and movement. The Thornlash walls retaliate when struck, dealing 60 damage per hit to nearby opponents. Meanwhile, the Ironwood wall grants Groot up to 250 bonus health whenever he or his allies deal damage near it.
Beyond his defensive structures, Groot possesses a Spore Bomb for area damage and a reliable primary attack. His ultimate ability groups and immobilizes enemies, creating opportunities for easy follow-up attacks. With such a versatile skill set, Groot excels as a tank who can adapt to various combat scenarios and support his team effectively.
Emma Frost earns a high ranking thanks to her specialized kit designed to counter dive compositions. Dive strategies, which involve high-mobility heroes aggressively targeting the backline, are prevalent and difficult to handle in Marvel Rivals. Emma Frost excels in this environment, providing a much-needed answer to these aggressive tactics. Her primary beam weapon gains damage over time when continuously hitting enemies, enabling her to melt through opponents. She can also project a shield to protect teammates from incoming attacks.
Her diamond form is the core of her anti-dive utility. Upon activation, Emma becomes unstoppable and immune to displacement effects. She can use a chokeslam to capture and hold mobile enemies such as Spider-Man or Black Panther, creating opportunities for her team to secure kills. Her kick not only pushes enemies back but also deals significant extra damage if they hit a wall, often enough to eliminate squishy targets. Finally, her Psionic Seduction ultimate continuously damages enemies and, after sufficient channeling, forces them to walk toward her. This ability is extremely effective for breaking enemy formations and interrupting ultimate abilities.

Doctor Strange stands out as a powerful defensive Vanguard in Marvel Rivals, capable of both protecting his team and dealing significant damage. His primary tool is a durable shield with 800 health and a fast recovery rate. This shield can block powerful ultimates from heroes like Iron Man and Hela, especially when Doctor Strange uses his ascension ability to position himself airborne for optimal coverage.
While his basic attacks deal moderate damage and cannot crit, they generate Dark Energy with each hit. Accumulating too much Dark Energy prevents him from receiving healing, but he can expend it using Maelstrom of Madness to unleash area damage around him. Furthermore, his ultimate ability, Eye of Agamotto, forcibly separates enemy souls from their bodies, stunning them and creating opportunities for his team to secure eliminations.
The Thing stands out as Marvel Rivals' premier brawler Vanguard, specializing in close-quarters combat. His passive resistance to knockbacks and crowd control allows him to withstand heroes like Wolverine, though he suffers from clear weaknesses. His defensive capability requires teammate proximity to function, and he possesses almost no independent sustainability beyond a small temporary shield.
Offensively, The Thing excels with high-damage melee attacks and a disruptive charge. His ultimate ability launches enemies into the air, setting up easy kills for his team, but its slow activation makes it interruptible. Furthermore, The Thing is completely countered by flying opponents, necessitating coordinated team composition to cover this vulnerability.
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