AGC COMP CALCULATORMARVEL RIVALS · TEAM DPM & HEALING COMPARISON
DPM/HPM/DTM stats last pulled from rivalsheroes.com: July 12, 2026
Character counters taken from Dexerto
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TEAM A
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Counter Team B
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DPM
0
HPM
0
DTM
0
VS
Total DPM
00
Total HPM
00
Total DTM
00
TEAM B
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Counter Team A
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DPM
0
HPM
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DTM
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How the skill modifier works
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How the Skill Modifier Works
Where the base numbers come from
DPM, HPM, and DTM for every hero are pulled from rivalsheroes.com's hero stats page, which the site describes as daily-updated — real Damage/min, Healing/min, and Damage Taken/min figures aggregated across actual matches, not made-up placeholders. Every hero comes from that same snapshot, so it's an apples-to-apples comparison rather than a mix of different patches.
What the modifier actually does
Each hero slot has a skill dropdown that multiplies only DPM and HPM by a percentage before adding that hero into the team total. Damage Taken (DTM) is left completely alone — a less experienced player doesn't reliably take more damage; sometimes they play too passively and take less, so there's no honest way to adjust that number.
LevelMultiplierWhat it means
Learning it70%Brand new to this hero
Improving85%Knows the kit, still inconsistent
Comfortable100%Default — matches the raw site average exactly
Practiced115%Reliable, above-average execution
Locked in130%Genuinely mastered this hero
Why going above 100% is reasonable, not made up
"Comfortable" (100%) is the average across a wide mix of real recorded games — which by definition includes plenty of below-average and above-average performances blended together. Being better than average doesn't mean a hero's kit is doing something it can't; it means someone is executing that same kit more consistently than the typical game in the dataset.

Real evidence for how wide that spread already is: on rivalstracker.com's leaderboard for Luna Snow, the average was listed as 849 Damage/min — but individual tracked players on that same leaderboard ranged from roughly 480 to over 1,700 Damage/min on her. That's more than a 3.5× spread already happening in real matches, just among players good enough to be leaderboard-tracked.

Against that backdrop, the 130% "Locked in" ceiling here is deliberately conservative — it assumes a skilled player does about 30% better than the average recorded game, when the real leaderboard data shows top performers landing 100%+ above average isn't unusual at all.
The honest caveat
There's no scientifically "correct" number for how much skill should swing these totals — nobody's precisely measured that for this game. These five presets are a reasonable, clearly-labeled starting point anchored to real observed variance, not a formula. If you and MrAngry find the gaps feel too big or too small once you've used it a while, they're just five numbers in the code — easy to hand back to Claude to retune.
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Who counters each hero, one row per character — type names separated by commas (e.g. Namor, Mister Fantastic). Unrecognized names are ignored automatically. This is what the "Counter Team A" button on Team B reads from, so editing here changes what it picks.

Default counter picks are sourced from Dexerto's Marvel Rivals counters guide. Coverage isn't complete for every hero — edit or add rows above wherever you know better.
DPM (Damage/min), HPM (Healing/min), and DTM (Damage Taken/min) are pre-filled with real, currently-updated figures from rivalsheroes.com — one consistent daily snapshot across the whole roster.
Edit any value in the library below if you find better numbers; "Restore real stats" brings back these defaults, and Export/Import JSON lets you save your own version.

The small dropdown next to each hero is a player skill modifier — it scales that hero's DPM/HPM contribution (not DTM) to account for who's actually playing them, since a raw hero average doesn't know if someone's on their 2nd game or their 200th. It's a rough dial, not a measured stat — tune the five presets to whatever feels right as you see it play out.

A green ⚡ badge means this hero's own kit is actively buffed by a Team-Up partner on the team — hover it to see who. A yellow ⚡ badge means this hero is the reason a teammate gets a Team-Up buff, without benefiting themselves — a lot of Team-Ups in Marvel Rivals are one-directional like that, so the two colors tell you who's actually getting the bonus. Worth knowing either way: the DPM/HPM numbers above are match averages that already blend together games where that pairing was on the field and games where it wasn't, so a real stacked Team-Up comp will likely outperform what the raw totals show.

A red badge means a hero on the opposing team is a known counter to that hero (from the same Dexerto counters data used by "Counter Team A") — a heads-up to play a little safer against them, and a good cue to hold your ultimate until after theirs is spent rather than trading it into a bad matchup. Tap the small ? next to it for an ultimate-shutdown tip — sourced from Kotaku's guide on the topic where it names a specific matchup (like Luna Snow freezing Scarlet Witch's ult), and general timing advice from that same article everywhere else.
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