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Marvel Rivals · Mode guide · Convoy

Marvel Rivals Convoy Guide (2026): All 6 Maps, Attack and Defence

Convoy in Marvel Rivals Season 10.5: how the setup, the vehicle, contests and checkpoints work, all six Convoy maps from Yggdrasill Path to Thebes, a section-by-section Thebes walkthrough and the plans that win an attack and a hold.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • 30 s defender setup
  • Two checkpoints, no rollback past them
  • Six Convoy maps
  • Thebes added 24 Jul 2026
Marvel Rivals · Convoy · Season 10.5

Walk it in. Two checkpoints you never give back.

One team escorts a vehicle along a fixed route, the other team stands in its way. Six maps use the mode, and every one of them is won or lost at a few chokes.

The six Convoy maps

Yggdrasill PathSpider-IslandsMidtownArakkoMuseum of ContemplationThebes
  • Attackers next to it: the vehicle rolls, faster with more of you.
  • A defender close by: it stops; defenders holding it push it back.
  • Past a checkpoint: that ground is yours for the rest of the attack.

Rules: Wikipedia and Beebom's Season 10 mode explainer (updated 1 October 2026), read 8 November 2026. NetEase doesn't publish Convoy speeds or timers in its notes. The bar is an example.

Convoy is Marvel Rivals' take on the payload mode, and it is the mode where team discipline shows most clearly. The attacking team has to stay together around a slow vehicle, the defending team only has to stop it, and the map decides where every fight happens. This guide explains Convoy as it works in Season 10.5 "Butcher's Blasphemy" on 8 November 2026: the setup, how the vehicle moves and stops, why checkpoints matter more than anything else, all six Convoy maps including Thebes, and the attack and defence plans our boosters use.

Short answer: in Convoy one team attacks and one team defends. The defenders get a 30-second setup, then the attackers are released to escort a vehicle along the route. It moves while attackers are next to it (faster with more of them) and stops while a defender is near; defenders who hold it push it back. Each map has 2 checkpoints, and once the vehicle crosses one it can't be pushed back behind it. The six Convoy maps are Yggdrasill Path, Spider-Islands, Midtown, Arakko, Museum of Contemplation and Thebes.
Key takeaways
  • Checkpoints are the only progress you keep. Pushing hard toward the next one beats inching the vehicle forward a few metres.
  • A single defender stops the vehicle. Clearing the area around it matters more than standing on it.
  • Defenders win by delaying, not by killing. Every second the vehicle stands still is a second off the attackers' clock.
  • Thebes is the newest Convoy map (24 July 2026): an open start, then tight pyramid corridors with lots of high ground.
  • Same rules in Quick Match and Competitive, by Beebom's explainer, so practise the mode wherever you like.

How Convoy works

Wikipedia's summary of the mode is short: the two teams "are randomly assigned offense or defense", the attackers "escort a moving object through the map" and the defenders "must stop the object". Everything else in Convoy follows from that. The attackers want the vehicle to keep moving; the defenders want it standing still, and they win if the clock runs out before it reaches the end of the route.

Two things make Convoy feel different from the other two objective modes. First, the fight moves. A Domination round is always about the same circle, but a Convoy attack starts in one part of the map and ends in another, so the high ground, the flank routes and the health packs change every minute. Second, the attackers have to be in one place, next to the vehicle, while the defenders can choose where to fight. That gives the defence the first move in every fight, and it is why a disorganised attack loses Convoy faster than any other mode.

Beebom's Season 10 mode explainer (updated 1 October 2026) notes that Quick Play and Competitive share the same three objective types, so the Convoy you play in Quick Match is the Convoy you play in ranked. NetEase's own patch notes don't restate the rules, and they don't publish the vehicle's speed or the attack timers, so this guide doesn't quote any; where a number appears, its source is named next to it.

The 30-second setup

Every Convoy attack begins with the defenders' setup. Beebom describes it as a setup timer for the defence, with the attackers released after 30 seconds. Both teams use that half-minute very differently.

Attackers: plan the first fight

  • Agree on the first engage: who goes in, who follows, and which ultimate (if any) you spend.
  • Check your team-ups. Our team-ups guide explains how to pick and swap them.
  • Decide your flank. Most first sections have one route the defence watches less.
  • Walk out together. Five players arriving first and one arriving late is a five-versus-six fight.

Defenders: take the ground first

  • Set up in front of the first choke, not on the vehicle: you want them to fight uphill or through a doorway.
  • Put your Strategists where the attackers' poke can't reach them easily.
  • Have a fallback position ready before the fight starts, so a lost fight turns into a retreat, not a wipe.
  • Don't over-extend into their spawn. Early kills there are worth less than a clean hold at the choke.

The setup is also the moment to read the enemy composition. If the defence shows two heroes who fly, expect them on the high ground; if the attack shows dive heroes, keep your backline together. A short call, one sentence long, is worth more than a minute of debate.

Moving, stopping and pushing back

The vehicle's behaviour is the heart of Convoy, and both of our references describe it the same way. It moves while attackers are close to it, and Wikipedia and Beebom both say more attackers make it move faster. It stops while an opposing player is near it. And in Beebom's words, the defenders can stand near the vehicle "to recapture it and push it back", so a vehicle the defence controls rolls backward.

30s

Setup

The defenders' head start before the attackers are released.

+

More attackers

The vehicle moves faster with more attackers next to it.

0

One defender near

The vehicle stops; a held vehicle is pushed back.

2

Checkpoints

No rollback past one once the vehicle crosses it.

Three practical rules follow from that, and they are BoostPirate's coaching advice rather than published numbers:

  • Clear the vehicle before you push it. Standing on a contested vehicle does nothing; it doesn't move while a defender is near. Kill or displace the defender first, then step on.
  • Not everyone belongs on the vehicle. Extra attackers speed it up, but a Vanguard holding space in front and a Strategist healing from cover usually move it further than six players standing in a crowd.
  • Defenders only need to touch. A defender who survives next to the vehicle stops it. Heroes who can stay alive under fire, or come back to it quickly, are worth more on defence than a few extra eliminations.
A Convoy attack from start to finish: the defenders get a 30-second setup, then the attackers escort the vehicle past two checkpoints to the destination; the vehicle moves faster with more attackers next to it, stops while a defender is near and cannot be pushed back past a checkpoint it has crossed; the six Convoy maps are Yggdrasill Path, Spider-Islands, Midtown, Arakko, Museum of Contemplation and Thebes, the newest, from 24 July 2026
One route, two checkpoints, six maps. The rules as Wikipedia and Beebom describe them, and when each Convoy map arrived.Graphic: BoostPirate

Checkpoints: the only progress you keep

Every Convoy route is split by 2 checkpoints, and Beebom's explainer is clear about what they do: once the vehicle crosses a checkpoint, "it can no longer roll back". Everything the attackers gain between checkpoints can be taken away by a defence that holds the vehicle long enough. Everything up to the last checkpoint is banked.

That changes how an attack should spend its resources. A team that wins a fight near a checkpoint should push through it with everything it has, ultimates included, because that progress is permanent. A team that wins a fight just after a checkpoint has more freedom: it can take time, reset and walk the vehicle forward carefully. In our experience the worst Convoy attacks do the opposite, spending ultimates early in a section and then arriving at the checkpoint with nothing left.

For the defence the logic is mirrored. The most valuable place to hold is just before a checkpoint, where a stop forces the attackers to win one more fight before their progress is safe. And when a defence does lose a fight close to a checkpoint, it is often better to let the vehicle through and set up properly at the next choke than to trickle back one by one and feed the attackers' ultimates.

All six Convoy maps

Six maps use Convoy in Season 10.5, by Wikipedia's list and Beebom's Season 10 list, which agree. Four of them have been in the game since launch or 2025; two arrived in 2026.

Yggsgard

Yggdrasill Path

Launch · Dec 2024

Asgard at launch.

Tokyo 2099

Spider-Islands

Launch · Dec 2024
Empire of Eternal Night

Midtown

Season 1 · Jan 2025
Hellfire Gala

Arakko

Season 2 · Apr 2025
Standalone map

Museum of Contemplation

Season 6 · 30 Jan 2026

The Collector's Museum.

Standalone map

Thebes

Season 9 · 24 Jul 2026

Egypt; ends at the Temple of Khonshu.

Yggdrasill Path (Yggsgard) and Spider-Islands (Tokyo 2099) are launch maps. Midtown came with Season 1's Empire of Eternal Night, and Arakko with Season 2's Hellfire Gala. Museum of Contemplation, set in the Collector's Museum, arrived on 30 January 2026 according to Beebom's Season 6 roadmap, and Thebes followed on 24 July 2026, two weeks after Season 9 opened, as Beebom's Season 9 roadmap and roundup report. NetEase's Season 10 notes don't change any Convoy map.

Spider-Man in his red and blue suit fires a web at a dojo gate in a neon Tokyo-style street, with a Hulk and another hero fighting at the top of the stairs ahead
Convoy fights happen at doorways and stairs. The attackers have to go through the choke with the vehicle; the defenders pick where to stand. Image: NetEase Games / Marvel

Thebes, section by section

Thebes is the newest Convoy map and the one most players know least, so here it is in order. Beebom's map guide (23 July 2026) describes the attackers escorting the "Faith-Harvesting Engine" to the "Temple of Khonshu", through ancient Egyptian architecture mixed with retro-futuristic technology. It calls the map "very reminiscent of the Arakko map" and says it "features an unusually large amount of high ground".

  1. Open startSmall open spaces in front of the pyramid; the attackers' widest fight.
  2. Pyramid entranceTwo close-quarters corners, one in the start area and one just outside the entrance.
  3. Inside Apocalypse's PyramidA main lane with alternate routes above the choke, an abrupt turn and high ground; a slide route with bonus health packs.
  4. The sarcophagusThe vehicle passes Apocalypse's body, a nod to the Death of Apocalypse event.
  5. Temple of KhonshuA tight, straight doorway: the last choke, with windows and doors as flank routes.

Beebom's tips for Thebes fit the shape of the route: take the high ground with aerial heroes, use flankers and poke because the map favours them, bring brawler Vanguards for the close corners, and don't walk only the main lane when the pyramid offers alternate routes above the choke. The slide inside the pyramid, with its bonus health packs, is both a route and an escape. It also lists three sample sixes:

BalancedBeebom, 23 Jul 2026
Emma Frost portraitEmma FrostDoctor Strange portraitDoctor StrangeElsa Bloodstone portraitElsa BloodstoneHela portraitHelaMantis portraitMantisLuna Snow portraitLuna Snow
DiveBeebom, 23 Jul 2026
Venom portraitVenomHulk portraitHulkBlack Widow portraitBlack WidowDaredevil portraitDaredevilJubilee portraitJubileeCloak & Dagger portraitCloak & Dagger
Anti-diveBeebom, 23 Jul 2026
Peni Parker portraitPeni ParkerThe Thing portraitThe ThingNamor portraitNamorWinter Soldier portraitWinter SoldierRocket Raccoon portraitRocket RaccoonWhite Fox portraitWhite Fox

Team comps are Beebom's suggestions from July 2026, not a tier list; balance has changed since, so check your own rank's pick data before you copy one.

How to attack a Convoy

A good attack is a sequence of won fights, each one followed by a short, fast push. Our routine, the one our coaches teach:

  1. Group out of spawnsetup

    Leave together and arrive together. The defence has had 30 seconds to set up; don't give it a numbers advantage too.

  2. Take the space, then the vehiclefight

    Win the fight in front of the vehicle first. Stepping on it while defenders are near does nothing, because it doesn't move.

  3. Push hard after a won fightpush

    Every second after a pick is free distance. Put enough players on the vehicle to speed it up while the defence is respawning.

  4. Spend ultimates near checkpointsbank it

    Progress past a checkpoint can't be undone. That is where a big ultimate buys the most.

  5. Reset when you loseregroup

    If two are down, back off together. A trickle feeds the defence's ultimates and loses more time than waiting.

How to defend a Convoy

The defending team doesn't need to win every fight. It needs the vehicle to stand still for long enough, and it needs to avoid losing fights at the worst moments. Our defensive rules:

  • Fight in front of the choke, where the attackers have to come to you.
  • Keep one durable hero ready to touch the vehicle: a single defender nearby stops it.
  • Hold hardest just before a checkpoint, where the attackers' progress isn't banked yet.
  • Fall back to the next choke as a team when a fight is lost; don't feed.
  • Watch the flanks on maps with lots of high ground, such as Thebes and Arakko.
  • Save one ultimate for the last section: the final fight decides the attack.

On high-ground maps such as Thebes, the defence's biggest risk is a flank from above. Beebom names the windows and doors at the Temple of Khonshu entrance as flank routes, so a final hold there needs at least one player watching them.

Picking heroes for Convoy

NetEase doesn't rank heroes by mode, and we won't invent a tier list. What we can give is the role logic our coaches use for Convoy:

  • Vanguards carry the attack. You want one who can stand next to the vehicle under fire and make space in front of it; brawlers shine in tight corridors, and heroes with barriers or crowd control help most at the doorways. Our Vanguard guide goes deeper.
  • Duelists decide where the fight starts. Poke and high-ground Duelists are strong on maps like Thebes; flankers punish defences that all look at the vehicle. See the Duelist guide.
  • Strategists keep the player on the vehicle alive. Self-peel matters, because a defence that can't kill the vehicle-holder will dive the healer instead. The Strategist guide covers positioning.

Remember that ranked has hero bans, so have a second pick ready for every role you play. Our hero bans guide explains how the ban phase works.

Common Convoy mistakes

Do
  • Win the space in front of the vehicle before you stand on it.
  • Push through checkpoints with your ultimates.
  • Fall back and regroup as a team after a lost fight.
  • Watch high ground and windows on Thebes and Arakko.
  • Keep a durable defender ready to touch the vehicle.
Don't
  • Stand six players on a contested vehicle that isn't moving.
  • Spend every ultimate in the first fight of a section.
  • Chase kills into the attackers' spawn on defence.
  • Walk only the main lane when the map offers routes above it.
  • Trickle back one by one while the enemy holds the vehicle.

Convoy in ranked and in Season 10.5

Because Quick Match and Competitive use the same objective types, everything above applies in ranked. The last patch before this guide was checked, Version 20261105 on 5 November 2026, changed no maps, and Season 11 begins on 13 November 2026 with no new map announced as of 8 November 2026 (Beebom, 6 November 2026). If Season 11 adds or reworks a Convoy map, this page will be updated.

Convoy is one of three objective modes. Our Convergence guide covers the mode that turns into a Convoy after a capture, the Domination guide the point-control mode, and the maps guide lists every map in the game. How breakable cover changes chokes is in the destruction guide, and if you are about to start a new season, read the Season 11 rank reset guide first.

Losing attacks you should win? A Celestial+ coach can review your Convoy attacks and holds, or join your party as a pro teammate who calls the push. If you'd rather have the climb done for you, the rank boost covers every division.
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

How does Convoy work in Marvel Rivals?
One team attacks and the other defends. Attackers escort a moving vehicle along a fixed route; it moves while attackers stand next to it and stops when a defender is close. The defenders win if the attackers run out of time before the vehicle reaches the end.
How many checkpoints does a Convoy map have?
Two, according to Beebom's mode explainer (updated 1 October 2026). Once the vehicle crosses a checkpoint it can't be pushed back behind it, so every checkpoint the attackers reach is permanent progress.
What are the Convoy maps in Marvel Rivals?
Six: Yggsgard: Yggdrasill Path, Tokyo 2099: Spider-Islands, Empire of Eternal Night: Midtown, Hellfire Gala: Arakko, Museum of Contemplation and Thebes. Thebes is the newest; NetEase added it on 24 July 2026.
Does the convoy go faster with more attackers?
Yes. Both Wikipedia and Beebom say more attackers near the vehicle make it move faster, and that it stops when an enemy is nearby. NetEase hasn't published the exact speeds, so this guide doesn't quote any.
What is the best team comp for Convoy?
There is no single answer, because every Convoy map has different chokes. Beebom's Thebes guide (23 July 2026) suggests a balanced, a dive and an anti-dive six; our advice is to bring one hero who can stand on the vehicle under fire and enough healing to keep that player alive.

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