- Hawkeye arrows now 140–210 m/s
- Banner's Gamma Ray Gun 80 → 120 m/s
- Heroes run about 6 m/s
- Per-hero crosshairs since Season 8
Aim where they'll be, not where they are.
Every projectile takes time to arrive. NetEase publishes the speeds when it changes them; the rest is arithmetic.
Speed from NetEase's 6 October 2026 balance post (raised from 80 to 120 m/s). Run speed: rivalsmeta lists 6 m/s for heroes such as Luna Snow and The Punisher. Our arithmetic; strafing targets change direction, so treat it as a starting point.
Aim in Marvel Rivals isn't one skill. A Punisher holding down an automatic rifle, a Hawkeye charging an arrow, a Banner throwing gamma bolts and a melee Duelist chasing a target all use the mouse differently, and the game is third-person, so the camera doesn't sit where the bullets come from. This guide splits aim into the parts you can actually train — hitscan, projectiles, tracking and crosshair placement — uses NetEase's published projectile speeds to show how far to lead, and finishes with the settings and a daily routine that carry over into Competitive.
- Know your weapon: hitscan, projectile, beam or melee each need a different kind of aim.
- Lead scales with distance: double the range, double the lead; faster projectiles need less.
- Speeds change: Banner's Gamma Ray Gun went 80 → 120 m/s and Hawkeye's arrows 130–195 → 140–210 m/s on 6 October 2026.
- Aim from the gun, not the camera: third person lets you see around corners you can't shoot around.
- Crosshair placement beats flicks: pre-aim where heads will appear, on every layer.
Four kinds of aim
Before training anything, sort your heroes by how their main weapon fires. BoostPirate's four buckets:
The shot lands the moment you fire. Wins on crosshair placement and the first accurate shot.
Train: placement, micro-flicks, burst controlThe shot travels. Speeds are published; arcs and charge times change where it lands.
Train: lead, prediction, hitting cornersDamage over time while you stay on target. Smooth tracking matters more than snap speed.
Train: tracking, strafe readingRange and timing replace precision; some abilities track targets for you.
Train: spacing, cooldown timingMany heroes mix buckets — a primary that's hitscan and an ability that's a projectile — so the bucket is per weapon, not per hero. The Duelist guide goes hero by hero; here we cover the skills.
Hitscan: placement first, flicks second
With hitscan the question is only whether your crosshair is on the target when you click. The community wiki's numbers for The Punisher's rifle show why consistency matters more than speed: 18 damage a round at 10 rounds a second, 30 rounds a magazine (read 8 November 2026). That's a weapon that rewards staying on target for a whole magazine, not one lucky flick.
The fastest hitscan players don't flick far; they already have the crosshair where the enemy appears, and the "flick" is a few millimetres. Three habits we coach:
- Pre-aim exits. Put your crosshair on the edge of the cover an enemy will step out of, at head height, before they arrive.
- Burst at range. Automatic weapons spread and fall off; short bursts at long range land more of the magazine. The wiki lists the Punisher rifle's damage falling from 20 m to 70% at 40 m.
- Scoped shots have their own rules. The wiki says Black Widow's scoped Straight Shooter isn't affected by damage falloff and takes 0.3 s to aim down sights — so scope early, not in the middle of a flick.
Projectiles: how far to lead
A projectile takes distance ÷ speed seconds to arrive, and in that time a moving target travels time × run speed. NetEase's 6 October 2026 balance post gave new speeds for three weapons; with a target running 6 m/s straight across your view, the lead works out like this:
Lead = distance ÷ speed × 6 m/s, BoostPirate's arithmetic on NetEase's speeds. Iron Man's Micro-Missile Barrage is auto-tracking per the same post, so it needs no manual lead; its row shows why NetEase raised the speed from 15 to 60 m/s. Hawkeye's arrow speed depends on charge, and arcs add drop at range.
Three practical rules come out of the table. Distance matters more than anything: doubling the range doubles the lead, so a shot that needed half a body-width at 10 metres needs a full body-width at 20. Fast projectiles forgive: a fully charged Hawkeye arrow at 210 m/s needs about half the lead of a 120 m/s bolt at the same range. And targets don't run in straight lines — they strafe, jump and dash — so at long range aim at where they're most likely to be, such as the middle of a strafe pattern or the edge of cover they're running to.
Beams, automatics and tracking
Tracking is keeping your crosshair on a moving target for seconds at a time. It's the main skill for beams and high-fire-rate weapons — the wiki describes Star-Lord's Element Guns as having "the highest rate-of-fire in the game", and NetEase's 8 September post cut their damage to 60% by 20 m, which makes close-range tracking his whole game.
BoostPirate's tracking tips: move your arm and wrist together for smooth movement rather than flicking with the wrist; watch the target's body, not the crosshair; and mirror strafes — when an enemy changes direction, their hitbox pauses for an instant, and that's the moment to stay on rather than overshoot. Tracking improves with consistent sensitivity more than any other skill, which is why the settings section below matters.
Aiming in third person
Marvel Rivals is a third-person game, and that changes aim in ways first-person habits don't prepare you for:
- You see more than you can shoot. The camera can see past a corner that your weapon is still behind. If your shots hit the wall, step out further than the camera says you need to.
- Peek from the camera's side. With the camera over one shoulder, peeking that side shows you the enemy before they see much of you.
- Close range is the hardest. When a target is right next to you, the offset between camera and weapon is largest; aim slightly toward your hero's side of the screen.
Crosshair placement on three layers
In flat shooters crosshair placement means "head height, on the corner". Marvel Rivals adds two more heights: high ground and the air (our positioning guide calls them layers). The habits:
- Rest your crosshair at head height on the most likely exit — then check the ledge above it.
- Look up when you hear a flyer's ability; the next target is probably above you.
- Move your crosshair with your team's front line, ahead of where fights will start.
- Let your crosshair drift to the floor while you walk.
- Aim at the middle of a shield while waiting — aim at its edge, where heroes peek.
- Chase a diver with your whole screen and lose the rest of the fight.
Critical hits make head height worth the effort. The community wiki marks which weapons can crit — The Punisher's rifle and shotgun, Black Widow's rifle, Hawkeye's arrows — and also notes exceptions, such as Star-Lord being unable to crit during his ultimate. Learn your own hero's rules rather than assuming every shot rewards the head.
Sensitivity and settings
Nothing on this page works if your sensitivity changes every week. BoostPirate's method:
- Turn off mouse smoothing and mouse acceleration (Keyboard – Combat, added January 2025).
- Pick a 180° turn you can repeat with a comfortable arm movement, and set the sensitivity to match.
- Track a strafing bot for a minute: if you constantly overshoot, lower it; if you can't keep up, raise it slightly.
- Lock it in for at least two weeks. Per-hero values only for heroes that genuinely aim differently, such as a scoped rifle.
Since Season 8 you can copy a pro player's crosshairs per hero from their profile, and Season 10.5 added a custom targeting sensitivity for Gorr's Shadow Harvest. Our best settings guide covers the rest of the input menu, including the high-polling-rate option.
A ten-minute routine before you queue
Stay on a strafing target. Smooth arm movement, no clicking spam.
Pre-aim corners, then small flicks to targets that appear near them.
Your main's projectile at 10, 20 and 30 m. Say the lead out loud.
Full kit in the training mode: combos, cooldowns, reload timing.
Ten focused minutes beats an hour of unfocused games. The training mode is enough for all four blocks; the point is to warm up the exact movements you'll use, not to set high scores. Then judge your aim in matches by first-shot accuracy and time on target, not by kills — kills depend on your team. If your aim is fine and you still lose fights, the problem is usually ultimates or positioning, not your mouse.
Recheck in Season 11
Projectile speeds, falloff and damage change in balance posts — five of the numbers on this page changed in 2026 alone. When Season 11 arrives on 13 November 2026, read its balance post for "projectile speed" and "falloff" lines on your heroes and redo the lead maths if they moved.
- NetEase, balance posts: Version 20261009, 6 October 2026 (Gamma Ray Gun, Piercing Arrow and Micro-Missile Barrage speeds) · Version 20260911, 8 September 2026 (Star-Lord and Black Widow falloff)
- NetEase, patch notes: Version 20250110, Season 1 (mouse smoothing and acceleration) · Version 20260515, Season 8 (per-hero pro crosshairs) · Version 20261009, Season 10.5 (Gorr targeting sensitivity)
- rivalsmeta.com hero pages (read 8 November 2026): Luna Snow and The Punisher (6 m/s movement speed)
- Marvel Rivals fandom wiki (community, read 8 November 2026; it can lag a patch): The Punisher · Black Widow · Hawkeye · Star-Lord (crits, fire rate, falloff, aim-down-sights). The lead arithmetic, weapon buckets, sensitivity method and routine are BoostPirate's coaching advice.
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Common questions
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