Lowest price The cheapest boosting of any established site we checked · 11 sites compared · found it lower? We match it See the comparison
BoostPirate logo BoostPirate
Become a booster
EN
Marvel Rivals · Mechanics · Ultimates

Marvel Rivals Ultimate Economy Guide (2026): Energy, Costs, Trades

How ultimate energy really builds in Marvel Rivals in Season 10.5: NetEase's damage and healing conversion rates, what every 2026 cost change did, how much work an ultimate takes, and how to count, trade and chain ultimates so your team walks into fights ahead.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • Damage → energy at 55% (Vanguard, Duelist)
  • Strategist healing → energy at 65%
  • Ruby Rage 3,700 → 3,400 on 9 Oct
  • 14 ultimate costs changed in 2026
Energy reactor · Season 10.5

Every hit is a fraction of an ultimate.

NetEase sets how much of your damage and healing turns into ultimate energy. Today's rates, from NetEase's 2026 balance posts, and what they mean for one ultimate:

55%Damage → energyVanguards & Duelists
65%Healing → energyStrategists
50%Damage → energyStrategists
Cyclops portrait
Ruby Rage · cost cut on 6 Oct 2026 3,400 energy

≈ 6,182 damage from an empty bar at 55%

Our arithmetic on NetEase's published rates (cost ÷ rate). NetEase doesn't publish a passive trickle or other energy sources, so read these as the work a fight has to supply, checked 8 November 2026.

Marvel Rivals fights are won by the team that brings more ultimates and spends them better. Ultimates aren't random: each one costs a fixed amount of energy, and you earn that energy by dealing damage and, for Strategists, by healing. NetEase publishes both halves of that equation in its balance posts, and in 2026 it changed them repeatedly — the conversion rates were cut in Season 9 and again in Season 10, and fourteen ultimate costs moved. This guide explains how energy builds in Season 10.5, how much work each ultimate really takes, and how to count, trade, chain and save ultimates so you go into fights ahead.

Short answer: ultimate energy comes from damage and healing, converted at a rate NetEase sets per role. Since Season 10 (11 September 2026) Vanguards and Duelists convert damage at 55%, and Strategists convert healing at 65% and damage at 50%. Ultimates cost a fixed amount, for example 3,400 for Cyclops's Ruby Rage since 9 October. Win the ultimate economy by counting both teams' ultimates before each fight, trading one for one, and not spending ultimates in fights already won or lost.
Key takeaways
  • Damage and healing are the engine: a 3,100-cost Duelist ultimate takes about 5,636 damage from empty.
  • Strategists still charge fastest because healing converts at 65% and they heal all fight long.
  • Costs move every season: fourteen changed in NetEase's 2026 balance posts, from Emma Frost in April to Cyclops in October.
  • Count before you commit: "we have three, they have two" decides the fight before anyone peeks.
  • Recheck on 13 November: Season 11's balance post will change some of these numbers.

How ultimate energy builds

Every hero has an ultimate with a cost in energy points. The HUD shows your charge as a percentage, but underneath it's points, and you earn them by doing your job. NetEase describes the rule as a conversion: a share of the damage you deal to enemies, and for Strategists a share of the healing you do, becomes energy. The share depends on your role, and NetEase changes it in balance posts.

Vanguard · Duelist55%

of damage dealt becomes energy

100 damage → 55 energy
Strategist · healing65%

of healing done becomes energy

100 healing → 65 energy
Strategist · damage50%

of damage dealt becomes energy

100 damage → 50 energy

Two things follow. First, a hero who isn't shooting or healing isn't charging. Standing behind your Vanguard waiting for a perfect angle feels safe, but every second you aren't landing damage is energy you didn't earn. Second, Strategists have a structural head start: healing flows all fight, often faster than damage, and it converts at a higher rate. That's why the enemy Luna Snow or Invisible Woman often has an ultimate before your Duelists do, and why the Strategist ultimates are the ones to track first.

What NetEase's posts don't publish is just as important. There's no official figure for a passive trickle, for energy from damage blocked by shields, or for how much charge survives a hero swap, so this guide doesn't invent one. The maths below uses only the published conversion rates and costs, which makes it a good guide to the work a fight has to supply rather than a stopwatch.

The 2026 rate cuts, step by step

Before Season 9 every role converted at 70–75%. Season 9 changed the pace of the whole game, and NetEase has adjusted Strategist rates twice since:

  1. before 10 Jul 2026Seasons 0–8.5
    V/D damage 70% S healing 75% S damage 75%
    balance post
  2. 10 Jul 2026Season 9 launch
    V/D damage 55% S healing 60% S damage 55%
    balance post
  3. 11 Jul 2026Season 9 emergency post
    V/D damage 55% S healing 70% S damage 55%
    balance post
  4. 11 Sep 2026Season 10 → today
    V/D damage 55% S healing 65% S damage 50%
    balance post

The Season 9 post of 6 July cut Vanguard and Duelist damage conversion from 70% to 55% and Strategist healing from 75% to 60%. A day after launch, on 11 July, NetEase's emergency post raised Strategist healing back to 70% so Strategists could regain ultimate energy from healing, and cut three Strategist ultimate costs at the same time. Season 10 settled on today's numbers: healing 65%, Strategist damage 50%. The practical effect: ultimates arrive less often than they did a year ago, so each one is worth more, and wasting one costs more than it used to.

How Marvel Rivals ultimate energy builds in Season 10.5: Vanguards and Duelists convert 55% of damage dealt into energy, Strategists convert 65% of healing and 50% of damage. The rates fell from 70 to 75% before Season 9 (10 July 2026) to today’s values (11 September 2026). Example work to fill an ultimate from empty: a 3,100-cost Duelist ultimate needs about 5,636 damage; Ruby Rage at 3,400 about 6,182; Luna Snow’s 4,800-cost ultimate about 7,385 healing.
The energy equation. Today's rates, how they changed in 2026, and the work three real ultimates take from an empty bar.Graphic: BoostPirate

What each ultimate costs (the 2026 changes)

NetEase rarely lists every cost at once, but each balance post names the ultimates it changes. These are the fourteen costs changed in 2026, newest value first, with the value they replaced. Bars are to scale; an arrow up means the ultimate got more expensive.

Vanguard
Emma Frost portraitEmma FrostPsionic Seduction
3,100▼ from 3,40014 Apr 2026
Hulk portraitHulkHulk Smash!
3,700▲ from 3,4006 Jul 2026
Duelist
Mister Fantastic portraitMister FantasticBrainiac Bounce
3,100▼ from 3,40012 May 2026
Moon Knight portraitMoon KnightHand of Khonshu
3,100▲ from 2,8006 Jul 2026
Black Widow portraitBlack WidowAssassin's Focus
3,100▲ from 2,8008 Sep 2026
Iron Fist portraitIron FistLiving Chi
3,100▼ from 3,4008 Sep 2026
Cyclops portraitCyclopsRuby Rage
3,400▼ from 3,7006 Oct 2026
Strategist
Loki portraitLokiGod of Mischief
4,500▲ from 4,30012 May 2026
Ultron portraitUltronRage of Ultron
4,300▲ from 4,0009 Jun 2026
Rocket Raccoon portraitRocket RaccoonC.Y.A.
4,300▲ from 4,0006 Jul 2026
Invisible Woman portraitInvisible WomanInvisible Boundary
4,300▼ from 4,50011 Jul 2026
Jubilee portraitJubileeFirework Finale
4,300▼ from 4,50011 Jul 2026
Luna Snow portraitLuna SnowFate of Both Worlds
4,800▼ from 5,00011 Jul 2026
White Fox portraitWhite FoxKumiho Unleashed
4,300▼ from 4,8004 Aug 2026

Costs as last set in NetEase's balance posts from 14 April to 6 October 2026, read 8 November 2026. Rocket Raccoon's C.Y.A. went from 4,300 to 4,000 on 12 May and back to 4,300 on 6 July. Heroes not listed weren't changed in 2026 and keep their earlier costs; check the hero's ability details in the game.

Read the board for patterns, not just numbers. The Duelist costs that moved all landed at 3,100–3,400, while every changed Strategist ultimate sits at 4,300 or more. That isn't an accident: Strategists earn energy from two sources and heal constantly, so their ultimates cost more to keep them from coming round every fight. When a Strategist ultimate gets cheaper — Luna Snow, Jubilee and Invisible Woman on 11 July, White Fox in August — expect to see it more often in the next fights you play.

How much work one ultimate takes

Divide the cost by your role's rate and you get the damage or healing an ultimate needs from an empty bar. It's the clearest way to see why some heroes feel like they always have their ultimate and others never do.

Emma Frost portrait
Emma FrostPsionic Seduction · 3,100

5,636 damage

Hulk portrait
HulkHulk Smash! · 3,700

6,727 damage

Mister Fantastic portrait
Mister FantasticBrainiac Bounce · 3,100

5,636 damage

Moon Knight portrait
Moon KnightHand of Khonshu · 3,100

5,636 damage

Black Widow portrait
Black WidowAssassin's Focus · 3,100

5,636 damage

Iron Fist portrait
Iron FistLiving Chi · 3,100

5,636 damage

Cyclops portrait
CyclopsRuby Rage · 3,400

6,182 damage

Loki portrait
LokiGod of Mischief · 4,500

6,923 healing or 9,000 damage

Ultron portrait
UltronRage of Ultron · 4,300

6,615 healing or 8,600 damage

Rocket Raccoon portrait
Rocket RaccoonC.Y.A. · 4,300

6,615 healing or 8,600 damage

Invisible Woman portrait
Invisible WomanInvisible Boundary · 4,300

6,615 healing or 8,600 damage

Jubilee portrait
JubileeFirework Finale · 4,300

6,615 healing or 8,600 damage

Luna Snow portrait
Luna SnowFate of Both Worlds · 4,800

7,385 healing or 9,600 damage

White Fox portrait
White FoxKumiho Unleashed · 4,300

6,615 healing or 8,600 damage

In a real fight a Strategist does both at once, so the true number sits between the two. Use the table as a sense of scale: a Duelist needs roughly 5,636–6,182 damage for a changed ultimate, and Luna Snow needs about 7,385 healing. That has two consequences we coach:

  • Damage charges you wherever it lands, but it also charges them. Damage that never kills anything gets healed, and that healing converts into energy for the enemy Strategists at 65%. Spread chip damage is a gift to their ultimates; focused damage that ends in a kill isn't.
  • A long poke phase is an ultimate race. Two teams trading shots for thirty seconds are both filling bars. If your team is losing that race — less damage out, more healing needed — engage before their ultimates arrive rather than after.
A hero in a blue and yellow suit firing a red optic beam across a jungle temple at an enemy standing on a glowing green spell circle
Optic beams into a spell circle. Cyclops's Ruby Rage dropped from 3,700 to 3,400 energy on 9 October, so it now arrives about 545 damage sooner. Image: NetEase Games / Marvel

Counting ultimates before every fight

Your own team's charge is easy: the HUD shows it, and your teammates can tell you. The enemy's is a guess, but an educated one. Our pre-fight count takes five seconds while you walk back from spawn:

Ours · read it
  1. Who has it? Check the team HUD; ask in voice if you can't see it.
  2. Which one wins fights? One fight-winning ultimate beats two small ones.
  3. Who answers? Name the ultimate that cancels theirs, and keep it.
Theirs · estimate it
  1. What did they use last fight? Those heroes are low.
  2. Who didn't ult? Assume they're ready, especially Strategists.
  3. How long since? A long, even poke phase fills everyone.
The call3 vs ~2

Ahead: take the fight now, before they recharge. Behind: stall, take a dry fight, or regroup.

The enemy Strategists are the most important part of the estimate. They charge fastest and their ultimates usually decide whether your damage ultimate works at all. If the enemy Luna Snow didn't use Fate of Both Worlds last fight, assume she has it. If she did, the next 20 or 30 seconds are your best window to fight — our team comps guide covers which compositions can take that window fastest.

Trading ultimates: good, bad and wasted

Every big fight is an exchange of ultimates. The team that wins most of those exchanges usually wins the map, even if it loses a few fights. BoostPirate's three categories:

Good tradeOne of yours cancels one of theirs

Their damage ultimate meets your defensive one and the fight goes on even, with your other ultimates still in hand.

1for1
Bad tradeTwo of yours for one of theirs

Two players panic and answer the same threat. You may win the fight, but the next one starts a full ultimate behind.

2for1
WastedAn ultimate in a decided fight

Finishing a 6v2 you were winning, or diving into a 1v6 you'd lost. It changed nothing and it's gone.

1for0

BoostPirate's rule of thumb: an ultimate is worth using if the fight would go the other way without it. If you'd win anyway, keep it. If you'd lose anyway, keep it. Spend it in the close fights, and spend the cheaper, faster ultimates first so the expensive ones stay banked for the fight that matters — the last point, overtime, or the fight after the enemy burned theirs.

Chaining ultimates and team-ups

Ultimates are strongest in sequence, and the order matters more than the count. Three patterns we coach:

  • Enable, then execute. An ultimate that groups, holds or exposes enemies goes first; the damage ultimate follows while they're still caught. Two damage ultimates at the same moment usually overkill the same targets.
  • Defend second. Defensive Strategist ultimates are answers. Hold them until the enemy commits their damage ultimate, then cancel it — the good one-for-one trade.
  • Mind Chain-CC Protection. Since 17 April 2026 a hero who takes 5.5 seconds of crowd control, or 6 effects within 7 seconds, is cleansed and gains Tenacity. Stacking three stun ultimates on one target now wastes the last ones; spread them across the fight instead.

Team-ups add a second layer. Since Season 9 each hero has two team-up abilities whose base effect works alone and whose enhanced effect needs the partner, and NetEase retunes them every half-season — eleven in the Season 10.5 post. If your comp has a strong pair, plan the ultimate sequence around it. Our team-ups guide explains the system in full.

Swapping heroes and banking charge

NetEase's posts don't say how much charge you keep when you swap heroes, so we won't put a number on it. The safe habit is the same either way: swap right after you've used your ultimate, when you have nothing to lose, and avoid swapping at 80 or 90% unless the hero you're on can't do anything against the enemy comp. If a swap is clearly needed, make it in spawn after a lost fight, when you'd be walking back anyway. Our counter-picking guide covers when a swap is worth it.

Banking matters too. Holding a full ultimate costs nothing except the energy you could be earning on top of it — and since nothing tells you the energy overflows into the next one, a full bar is a reason to look for the right moment, not to wait forever. If you've held an ultimate through two fights, the next close fight is probably the one.

Dry fights and the two-fight plan

A dry fight is one where nobody uses an ultimate, and it's where the ultimate economy is built. Whoever wins a dry fight on positioning and cooldowns usually walks into the next fight with more ultimates. When both teams are low, take the dry fight instead of waiting — the positioning guide and the aim guide are the tools for that.

Then plan two fights at a time. Ahead on ultimates: play the next fight fast, before the enemy recharges. Behind: look for a cheap pick, stall on the objective, or, if the fight is clearly lost, regroup without ulting — the ultimates you keep now become the edge in the next fight. In Competitive this decides overtime more than anything else, and it's a habit that shows up in your rank points over a season.

What to recheck in Season 11

Season 11 starts on 13 November 2026. NetEase has published a balance post with every season and half-season in 2026, and every one of them changed at least one ultimate or a conversion rate. The patches since 9 October — up to Version 20261105 on 5 November — fixed bugs and added cosmetics but changed no ultimate costs, so the numbers above are current until then. When the Season 11 post lands, check three things: any line that says "energy cost", any line about "energy conversion", and the ultimates of the heroes you play most.

Want someone to count ultimates with you? A pro teammate (from $4.00 a game) calls the ledger out loud in your games, and coaching (from $17.90 an hour) reviews the fights you traded badly. Read next: the Strategist guide and hero bans.
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 is ultimate energy earned in Marvel Rivals?
Mostly from what you do in fights. NetEase's balance posts describe it as a conversion: since Season 10 Vanguards and Duelists turn damage into energy at 55%, and Strategists turn healing into energy at 65% and damage at 50%. Ultimates cost a fixed amount of energy, such as 3,400 for Cyclops's Ruby Rage.
Why do Strategists seem to have ultimates so often?
Because healing converts well and Strategists heal constantly. NetEase cut Strategist healing conversion from 75% to 60% in Season 9, raised it to 70% a day later and set it to 65% in Season 10, so it's still higher than the 55% damage rate Vanguards and Duelists get.
What is the most expensive ultimate in Marvel Rivals?
Among the costs NetEase changed in 2026, Luna Snow's Fate of Both Worlds is the highest at 4,800 energy (down from 5,000 on 11 July 2026), followed by Loki's God of Mischief at 4,500. The lowest in that group cost 3,100, such as Emma Frost, Black Widow, Moon Knight, Iron Fist and Mister Fantastic.
Should I use my ultimate as soon as it's ready?
Not by default. A ready ultimate is a resource for the next fight that matters. BoostPirate's rule is to spend it when it wins a fight you could lose, answers an enemy ultimate, or would otherwise be wasted, and to hold it when the fight is already won or already lost.
Will ultimate costs change in Season 11?
Probably for some heroes. NetEase publishes a balance post with each season and half-season, and every 2026 post so far has changed at least one ultimate. Season 11 starts on 13 November 2026, so check its balance post before trusting any number here.

Ready to climb?

More Marvel Rivals guides

Marvel Rivals Ranks Explained (2026): Bronze to One Above AllEvery Marvel Rivals rank in order with NetEase's icons: the seven tiers and 21 divisions from Bronze III to Celestial I, Eternity and the top-500 One Above All, how points move you, the rules that change as you climb and where most players sit. Marvel Rivals Placement Matches (2026): How Your Rank Is DecidedHow Marvel Rivals placement matches work: the ten games, the predicted rank three divisions below your last finish, the Celestial I cap, the performance adjustment, party and leaver rules and a checklist for Season 11. Marvel Rivals Season 11 (2026): Start Date, Rank Reset, What StaysWhen Marvel Rivals Season 11 starts, what the rank reset does to you, what you keep, the Season 10.5 reward to collect first, every season so far and how the reset has changed since launch. Marvel Rivals Party Rules (2026): Who Can Queue Ranked TogetherWho can queue Marvel Rivals Competitive together: party sizes by rank, the solo-or-duo rule from Celestial, the rank gap from Gold, parties with someone in placements, platforms, and what it means for a duo. Marvel Rivals Hero Bans Explained (2026): Rules and Ban RatesHow hero bans work in Marvel Rivals Competitive: Gold III and up, three per team, 15-second rounds, the turn-based vote since Season 10, every change since launch and the most-banned heroes. How to Unlock Competitive in Marvel Rivals (2026): Level 15What opens Marvel Rivals Competitive in 2026: account level 15, the ten placement matches that start new players from Silver III, the ban, party and leaver rules from your first ranked game, and what a first season can pay. Marvel Rivals Ranked Rewards (2026): Every Gold Costume So FarWhat every Marvel Rivals rank earns in 2026: the Gold costume each half-season and its two conditions, nameplate frames, Crests of Honor and the Top 500 crest, when they arrive, and every Gold costume NetEase has named so far. Marvel Rivals Rank Distribution (2026): What Percent Is Your Rank?Where Marvel Rivals players sit on the ladder in Season 10.5: every tier and division with the share of players at or above it, the median rank, why Silver III is crowded, and why these community figures are not an official census.

All Marvel Rivals guides →

Marvel Rivals is a trademark of Marvel and NetEase. BoostPirate isn't affiliated with or endorsed by NetEase Games or Marvel. Game images © MARVEL · © NetEase, Inc..