- 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
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:
≈ 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.
- 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.
of damage dealt becomes energy
100 damage → 55 energyof healing done becomes energy
100 healing → 65 energyof damage dealt becomes energy
100 damage → 50 energyTwo 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:
-
before 10 Jul 2026Seasons 0–8.5balance post
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10 Jul 2026Season 9 launchbalance post
-
11 Jul 2026Season 9 emergency postbalance post
-
11 Sep 2026Season 10 → todaybalance 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.
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.
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.
5,636 damage
6,727 damage
5,636 damage
5,636 damage
5,636 damage
5,636 damage
6,182 damage
6,923 healing or 9,000 damage
6,615 healing or 8,600 damage
6,615 healing or 8,600 damage
6,615 healing or 8,600 damage
6,615 healing or 8,600 damage
7,385 healing or 9,600 damage
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.
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:
- Who has it? Check the team HUD; ask in voice if you can't see it.
- Which one wins fights? One fight-winning ultimate beats two small ones.
- Who answers? Name the ultimate that cancels theirs, and keep it.
- What did they use last fight? Those heroes are low.
- Who didn't ult? Assume they're ready, especially Strategists.
- How long since? A long, even poke phase fills everyone.
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:
Their damage ultimate meets your defensive one and the fight goes on even, with your other ultimates still in hand.
Two players panic and answer the same threat. You may win the fight, but the next one starts a full ultimate behind.
Finishing a 6v2 you were winning, or diving into a 1v6 you'd lost. It changed nothing and it's gone.
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.
- NetEase, Marvel Rivals balance posts: Version 20261009, 6 October 2026 (Ruby Rage, team-ups) · Version 20260911, 8 September 2026 (Strategist rates 65% and 50%, Assassin's Focus, Living Chi) · Version 20260807, 4 August 2026 (Kumiho Unleashed) · Version 20260711, 11 July 2026 (Strategist healing 70%, three Strategist costs) · Version 20260710, 6 July 2026 (Season 9 rates, Hulk, Moon Knight, Rocket) · Version 20260612, 9 June 2026 (Rage of Ultron) · Version 20260515, 12 May 2026 (Brainiac Bounce, God of Mischief, C.Y.A.) · Version 20260417, 14 April 2026 (Psionic Seduction, Chain-CC Protection) · balance post index (no Season 11 post yet)
- NetEase, patch notes: Version 20261009, Season 10.5 · Version 20261029 and Version 20261105 (no balance changes)
- Season 11 date: NetEase's Season 10.5 roadmap, as recorded on our Season 11 guide. Work-to-fill figures are BoostPirate's arithmetic (cost ÷ rate). Checked 8 November 2026.
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Common questions
How is ultimate energy earned in Marvel Rivals?
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What is the most expensive ultimate in Marvel Rivals?
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Will ultimate costs change in Season 11?
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