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Marvel Rivals · Mode guide · Convergence

Marvel Rivals Convergence Guide (2026): Capture, Convoy, 6 Maps

Convergence in Marvel Rivals Season 10.5: the capture phase and its 33% steps, the switch to escorting a vehicle, all six Convergence maps, Lower Manhattan's drone scan and route, and the plans for both sides.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • Capture first, then escort
  • Progress locks at 33 / 66 / 100%
  • Six Convergence maps
  • Lower Manhattan added 3 Apr 2026
Marvel Rivals · Convergence · Season 10.5

Capture it, then escort it. Two modes, one attack.

Convergence starts like a point capture and ends like Convoy. The capture meter keeps its progress in steps of a third, so an attack that loses a fight at 80% doesn't start again from nothing.

Phase 1 · capture

Secure the checkpoint area. Progress locks at each step; defenders hold until the timer ends.

33%66%100%
Phase 2 · escort

Push the vehicle. From here the match plays like Convoy to the end of the route.

Rules: Wikipedia and Beebom's Season 10 mode explainer (updated 1 October 2026), read 8 November 2026. The meter is an example.

Convergence is the most complete of Marvel Rivals' three objective modes: it asks an attacking team to win a point fight and then a moving escort, and it asks the defence to switch from holding a circle to stopping a vehicle in the same match. This guide covers Convergence as it works in Season 10.5 "Butcher's Blasphemy" on 8 November 2026: both phases and how the capture steps work, all six Convergence maps, a stop-by-stop look at Lower Manhattan and its drone scan, and a plan for each side.

Short answer: Convergence is attack and defence in two phases. First the attackers must capture a checkpoint area while the defenders try to hold it until time runs out; Beebom's explainer says capture progress locks at 33%, 66% and 100%, so partial progress isn't all lost. Once the area falls the match becomes a Convoy escort for the rest of the route. The six Convergence maps are Shin-Shibuya, Hall of Djalia, Symbiotic Surface, Central Park, Heart of Heaven and Lower Manhattan (since 3 April 2026).
Key takeaways
  • Reach the next third. Progress between steps is lost; a capture that reaches 66% before the fight goes wrong keeps 66%.
  • The defence's best fight is in front of the point, where attackers must cross open ground to reach it.
  • Save one ultimate for phase two. The escort starts right after the capture, often with both teams low on resources.
  • Lower Manhattan scans everyone. A drone reveals positions and ultimate charge through walls, for both teams.
  • Six maps, two of them recent: Heart of Heaven (Season 4) and Lower Manhattan (Season 7).

What Convergence is

Wikipedia describes Convergence as a mode where teams are "randomly assigned offense or defense", and where the offence "must attack and secure a starting checkpoint" while the defence must "prevent the checkpoint from capture until the timer ends". If the capture succeeds, the match switches to Convoy rules. Beebom's Season 10 explainer calls it "similar to Convoy" with a play area of three regions.

The result is a mode with two very different halves. The first plays like a fight over a point: both teams know exactly where the fight will be, and the defence has time to set up around it. The second plays like a Convoy push: the fight moves with the vehicle, and the attackers choose when to engage. A team that is good at only one of those loses Convergence regularly, because the mode always asks for both.

Quick Match and Competitive use the same three objective types, by Beebom's explainer, so what you learn in Quick Match transfers to ranked. NetEase doesn't publish the capture timers or the vehicle speed in its patch notes, so this guide quotes none.

Phase 1: the capture and its 33% steps

The most useful rule in Convergence is the one fewest players know. Beebom's explainer says attackers secure the area in steps, at 33%, 66% and 100% progress. In practice that means progress isn't all-or-nothing: if the attackers are pushed off at 50%, they keep the 33% step, and the next attack starts from there. Anything above the last step is lost.

Pushed off atProgress keptWhat to do next
25%0%Nothing banked. Regroup fully before the next attempt.
50%33%A third is safe; the next fight only has to add the second third.
80%66%One short won fight finishes the capture; spend an ultimate.

For attackers, this turns the capture into a series of small goals. If a fight is going badly but you are close to the next step, staying on the point a few more seconds can be worth a death. For defenders it is the reverse: pushing the attackers off just before a step is a bigger win than pushing them off just after one, because they lose everything since the last step.

The steps are the rule as Beebom describes it; NetEase hasn't printed them in its notes. Check the capture bar in your client: the segments are on screen during the capture.

Phase 2: the escort

Once the area is captured, the vehicle starts its route and Convergence plays like Convoy. Beebom notes that after securing a point the attackers can leave it, and that the vehicle won't roll back past what has been secured. Everything in our Convoy guide applies from here: the vehicle moves while attackers are next to it, faster with more of them, and stops while a defender is near.

The switch is where many matches turn. The attackers usually win the capture with a big fight and arrive at the vehicle with their ultimates spent; the defence, which just lost that fight, respawns with fresh ultimates and the walk to the next choke. A good attack saves one ultimate for the first escort fight. A good defence doesn't re-contest the vehicle one by one, it sets up at the first choke on the route.

Convergence in two phases: first the attackers must secure a checkpoint area while the defenders hold until the timer ends, then the match plays like Convoy; capture progress locks at 33, 66 and 100 percent, so attackers pushed off at 25 percent keep nothing, at 52 percent keep 33 percent and at 80 percent keep 66 percent; the six Convergence maps are Shin-Shibuya, Hall of Djalia, Symbiotic Surface, Central Park, Heart of Heaven and Lower Manhattan, the newest, from 3 April 2026
Capture, then escort. The capture steps with three examples, and the six maps that use the mode.Graphic: BoostPirate

The six Convergence maps

Wikipedia and Beebom's Season 10 list agree on six Convergence maps in Season 10.5:

Tokyo 2099

Shin-Shibuya

Launch · Dec 2024
Intergalactic Empire of Wakanda

Hall of Djalia

Launch · Dec 2024
Klyntar

Symbiotic Surface

Launch · Dec 2024
Empire of Eternal Night

Central Park

Season 1 · 2025
K'un-Lun

Heart of Heaven

Season 4 · Sep 2025

Collisions tuned 11 Sep 2026.

Standalone map

Lower Manhattan

Season 7 · 3 Apr 2026

Drone scan; Alchemax HQ crash site.

Shin-Shibuya (Tokyo 2099), Hall of Djalia (Wakanda) and Symbiotic Surface (Klyntar) are launch maps. Central Park joined in Season 1 with the Empire of Eternal Night, and Heart of Heaven in Season 4 with K'un-Lun; NetEase's Season 10 notes "optimized certain collisions on the K'un-Lun: Heart of Heaven map to better match the actual models", so if you got stuck on its scenery before 11 September 2026, that should be fixed. Lower Manhattan is the newest, released on 3 April 2026 according to Beebom's Season 7 roadmap.

A temple gate with curved golden roofs and stone lion statues, a glowing green emblem over the door and a fiery dragon coiling in the sky above
Every Convergence map starts with a point like this: a fixed place the defence can prepare, with gates, statues and roofs to fight around. Image: NetEase Games / Marvel

Lower Manhattan, stop by stop

Lower Manhattan is the newest Convergence map and the one with the most unusual mechanic. In Beebom's map guide (6 April 2026), Alchemax's 2099 headquarters has crashed into modern Manhattan, and the route runs through three areas:

  1. The CourtyardOutside the Empire State School: narrow lanes, two ways into the building, the Smile Deli as the attackers' flank. The capture happens here.
  2. Charging Jeff StatueA golden statue on a mostly straight road where the vehicle takes its first bend; Van Dyne's store is the flank into the backline.
  3. The Vault BridgeA narrow bridge from the guard posts to the Vault, with windows on both sides: the final stand.
A UAV triggers a "Scanned" effect that reveals enemy positions and ultimate charge through walls — and it hits both teams. Beebom, Lower Manhattan map guide, 6 April 2026 (paraphrased)

The scan changes how the map is played. Beebom notes that it makes dive heroes such as Spider-Man and Hulk much easier to track and ambush, and that a checkmark shows when an enemy's ultimate is ready, so a team that is waiting to use a big ultimate may find the other side prepared for it. Its advice is to poke from range, push from several directions so crowd control can't hit everyone at once, and pick mobile healers who can protect themselves. It also notes that some balconies and Courtyard walls break, though "not game-changing". Its sample six for the map:

VanguardsBeebom, 6 Apr 2026
Groot portraitGrootMagneto portraitMagneto
DuelistsBeebom, 6 Apr 2026
Iron Man portraitIron ManThe Punisher portraitThe Punisher
StrategistsBeebom, 6 Apr 2026
Luna Snow portraitLuna SnowRocket Raccoon portraitRocket Raccoon

How to attack Convergence

  1. Pick your anglesetup

    The point is fixed, so the defence knows where you are going. Choose the side it covers least, or split into two angles that meet at the point.

  2. Fight in front, then step onphase 1

    Win the fight around the point before you commit bodies to it; a capture with every defender alive rarely survives.

  3. Play for the next step33 · 66 · 100

    Near a step, a few more seconds on the point are worth a risk; just past one, back off and reset.

  4. Keep an ultimate for the vehicleswitch

    The escort starts right away, and the defence respawns with its ultimates ready.

  5. Escort like Convoyphase 2

    Clear the space, then push; spend your resources where the route has its chokes.

How to defend Convergence

The defence's job in phase one is simple to say and hard to do: don't let the capture reach the next step. Our rules for it:

  • Hold the ground in front of the point; make attackers cross it under fire.
  • Watch the step: a push-off just before 33% or 66% erases the most progress.
  • Keep one durable hero ready to contest when the fight goes wrong.
  • When the point falls, fall back to the first choke on the route as a team.
  • On Lower Manhattan, expect to be scanned; don't rely on hiding for a flank.
  • Count ultimates: if they spent theirs on the capture, fight the vehicle early.
A neon-lit Tokyo-style building at night with cherry blossoms, lanterns, a glowing Japanese shop front and a dark road in front of it
After the capture, the fight moves into the streets. Phase two is a Convoy push through buildings like this one, with new high ground at every corner. Image: NetEase Games / Marvel

Convergence, Convoy and Domination compared

ModeSidesObjectiveProgress you keep
ConvergenceAttack / defenceCapture a checkpoint area, then escort a vehicleCapture steps at 33, 66 and 100%; no rollback past secured progress
ConvoyAttack / defenceEscort a vehicle from the start, with a 30-second defender setup2 checkpoints; no rollback past one
DominationBoth fight for the pointOwn the point until your score reaches 100%, best of 3Your score, 1% every 1.2 s, even after you lose the point

Sources for each row: Wikipedia and Beebom's Season 10 explainer. The Domination guide explains the point maths in full.

Common Convergence mistakes

Do
  • Push to the next 33% step before a fight turns.
  • Fight around the point before you stand on it.
  • Keep one ultimate for the first escort fight.
  • Defend in front of the point, then fall back as a team.
  • Assume you are scanned on Lower Manhattan.
Don't
  • Give up a capture at 60% when 66% is seconds away.
  • Spend everything on the capture and walk into phase two empty.
  • Re-contest the vehicle one by one after losing the point.
  • Rely on a hidden flank where the drone can see you.
  • Treat the capture and the escort as the same fight.

Convergence in ranked and in Season 10.5

The same rules apply in Quick Match and Competitive. No Convergence map changed in Season 10 beyond the Heart of Heaven collision fix, and the 5 November 2026 patch changed no maps. Season 11 starts on 13 November 2026; Beebom's preview of 6 November 2026 mentions no new map. Ranked also has hero bans, so read the hero bans guide and keep a second hero for each role you play; our team comps guide helps you build around a ban. The maps guide lists every map in the game, and the destruction guide covers the breakable cover and other map mechanics.

Your team keeps losing the switch? A pro teammate in your party can call the capture steps and the ultimate you save for phase two, and a Celestial+ coach can review your attacks. For the climb itself there is the rank boost.
Sources
Free: Marvel Rivals Placement Predictor Your final rank last season in — the rank your placements start from, the highest and lowest you can place, and what a 5–5 does, from NetEase's rules.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

What is Convergence in Marvel Rivals?
A two-phase attack-and-defence mode. The attackers first capture a checkpoint area while the defenders try to hold it until time runs out; once it falls, the match turns into a Convoy push for the rest of the map.
Does capture progress reset in Convergence?
Not all of it. Beebom's mode explainer says progress on the capture point locks at 33%, 66% and 100%, so if the attackers are pushed off at 50% they keep the 33% step. Anything between two steps is lost.
What are the Convergence maps?
Six: Tokyo 2099: Shin-Shibuya, Intergalactic Empire of Wakanda: Hall of Djalia, Klyntar: Symbiotic Surface, Empire of Eternal Night: Central Park, K'un-Lun: Heart of Heaven and Lower Manhattan, the newest, from 3 April 2026.
What does the drone do on Lower Manhattan?
Beebom's map guide (6 April 2026) describes a UAV that scans players automatically, showing enemy positions and ultimate charge through walls. It affects both teams, so dive heroes are easier to track there.
Is Convergence harder to defend than Convoy?
It asks more of the defence at the start, because the capture point is a single area the attackers can hit from several sides. In BoostPirate's experience the best Convergence defences fight in front of the point, not on it, and save one ultimate for the vehicle phase.

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