How Does the Random Option Work in Marvel Rivals
How does the random option work in Marvel Rivals? On the hero select screen there is a small dice-style button that instantly locks you into a completely random character from the entire roster of 51 heroes. Press it once and the game rolls for you: you might land on a Vanguard tank one round, a Duelist the next, and a Strategist healer after that. There is no filter, no preview, and no take-backs beyond swapping manually afterward. That single button is the whole feature, and while it is a fun way to shake up a stale queue, most players quickly discover its limits. You cannot tell it to only give you damage heroes, you cannot exclude the three characters you genuinely cannot play, and it happily hands you the same hero you were just forced onto two games in a row. This page breaks down exactly what the built-in random option does, what it deliberately does not let you control, and where it fits into a real match. Then it shows how our free Rivals Randomizer tool rebuilds the same idea with the guardrails the base game leaves out: role filters so you can stay in your lane, a ban list for heroes you want to skip, a no-repeat memory so your rolls feel fresh, and a team mode that hands a full squad six coordinated picks at once. By the end you will understand the mechanic well enough to use it deliberately rather than as a coin flip you regret.
Press Randomize
or hit Space
Ban / include heroes
Banned heroes are removed from every roll. Settings are saved on this device.
What the in-game random button actually does
The random option lives on the character selection screen, usually near the roster grid as a distinct icon separate from the individual hero portraits. When you click or press it, Marvel Rivals immediately assigns you one hero chosen from every playable character currently in your build of the game. In Season 8.5 that pool is 51 heroes, spanning all three roles, so a single press could produce Rogue the Vanguard, Gambit the Strategist, or the newest addition Cyclops.
The key word is immediate. There is no spinning animation you can cancel, no confirmation prompt, and no second roll built in. The moment you trigger it, that hero becomes your selection and your lock-in candidate. If you leave it there and ready up, you play whatever it landed on. This is what makes it feel like a genuine gamble rather than a suggestion tool.
What you can and cannot control
You can control almost nothing about the outcome, and that is by design. The button does not read your recent picks, your comfort heroes, or the composition your team already has. It treats every hero as an equally likely result regardless of whether your squad already has three healers or zero tanks.
What you can still do after the roll is override it. Because the random pick simply selects a hero the same way clicking a portrait would, you are free to click a different character afterward and change your mind. So the practical control you retain is binary: accept the roll, or manually pick something else. There is no middle ground like 'reroll but stay a Duelist' or 'anything except Jeff.' Once you understand that, the button stops feeling broken and starts feeling like what it is: a raw, unfiltered dice throw.
Role and duplicate behavior
Because the pool is the entire roster, the random option ignores role balance entirely. It can hand every player on a team a Duelist if the dice fall that way, leaving you with no frontline and no sustain. In casual lobbies that produces some of the funniest and most chaotic matches in the game, which is part of the appeal.
Duplicates are the other rough edge. The built-in button has no memory between presses. Roll it, dislike the result, manually reset, and roll again, and there is nothing stopping it from returning the exact hero you just rejected. Over a long session of random-only games you will notice certain heroes appear in clusters purely by chance. The game is not favoring them; it simply has no mechanism to spread results out or avoid repeats.
This is a normal property of true randomness rather than a bug. Genuine random selection produces streaks and gaps all the time, which is why lottery numbers repeat and coin flips land heads five times running. The in-game button faithfully reproduces that behavior, which is exactly why it can feel unfair over a session even though it is working correctly. If you want results that feel varied to a human, you actually need a system that deliberately steers away from recent picks, which is precisely what a no-repeat setting does.
Why players use it anyway
Despite the lack of control, the random option has a loyal following, and the reasons are genuinely good ones. It forces you out of your two or three comfort heroes and drops you onto characters you would never pick voluntarily. That is one of the fastest ways to widen your hero pool, which matters enormously in a game where flexibility wins matches.
It also removes decision paralysis. If you spend the first fifteen seconds of every hero select agonizing over the meta, the random button deletes that problem. And for content creators and friend groups, it is an instant self-imposed challenge that levels the playing field. When nobody chose their hero, nobody can blame their loss on a bad matchup. Those social and improvement benefits are exactly why we built a more flexible version of it.
Where the built-in option falls short
The gaps become obvious the moment you try to use the random option seriously rather than for pure comedy. There is no way to say 'randomize me a Strategist' when your team clearly needs a healer. There is no ban list for the handful of heroes whose kits you truly cannot pilot, so a bad roll can tank an otherwise winnable ranked game. And there is no shared roll, so a five-stack that wants everyone randomized has to trust each person to press the button honestly.
The absence of no-repeat logic is the subtlest issue. In a long custom-lobby session, repeats make the experience feel less varied than it should. None of these are complaints about the game being wrong; they are simply features a dedicated tool can add without touching the core client at all.
How the Rivals Randomizer improves the idea
Our hero randomizer keeps the spirit of the dice button and layers on the controls players keep asking for. Role filters let you restrict the roll to Vanguards, Duelists, or Strategists, so you can honor your team's needs while still surrendering the specific pick to chance. If your squad calls out 'we need a tank,' you roll within the 13 Vanguards and commit to whatever comes up.
The ban list removes heroes you never want to see, which is perfect for characters you are still learning or simply dislike. No-repeat memory tracks recent results and avoids handing you the same hero back-to-back, so a session of ten random games actually feels like ten different games. And team mode generates a coordinated set of picks for a full group at once, guaranteeing you do not accidentally end up with six Duelists unless you want to. It all runs in your browser alongside the game, so you alt-tab, roll, and lock in.
Using the randomizer during a real match
In practice the workflow is quick. During the hero select timer, glance at what your team is shaping up to be. If you are missing a role, set the filter to that role in the randomizer, hit the button, and pick the hero it names inside Marvel Rivals. If your team is balanced and you just want chaos, leave the filter open and roll from all 51.
Because the tool lives outside the game, it never interferes with your account or the client, and it works in quick play, competitive, or private custom lobbies. Many groups keep it open on a second monitor or phone and read out each player's roll before the timer expires. The result is the same thrill as the in-game button with the fairness and variety the base feature cannot offer on its own.
One last practical tip: decide your randomizer settings before the hero select timer starts, not during it. The select window is short, and fumbling with filters while the clock ticks down is how people end up locked in on the wrong hero. Set your role filter and ban list ahead of the match, keep the tab ready, and treat the actual roll as a single quick press. Done that way, the randomizer adds excitement without ever costing you the precious seconds you need to actually commit to your pick and get into position.
Frequently asked questions
Does the random option in Marvel Rivals give me any hero?
Yes. The built-in random button selects from the entire roster, which is 51 heroes in Season 8.5, with no role restriction. You could get a Vanguard, Duelist, or Strategist on any given press.
Can I reroll the in-game random button?
There is no dedicated reroll. You can manually click a different hero after the random pick, or reset and press random again, but nothing prevents the same hero from appearing twice in a row.
Does the random option avoid duplicate roles on a team?
No. It treats every hero as equally likely and ignores your team composition, so an entire team can end up on the same role if everyone uses it and the rolls line up that way.
Is the random button available in ranked?
The random selection works on the hero select screen in the modes where it appears. Using it in competitive is a personal choice, but be aware it can hand you a hero outside your comfort zone at a moment that matters.
How is your randomizer different from the in-game button?
Our tool adds role filters, a ban list for heroes you want to skip, no-repeat memory so results stay varied, and a team mode that rolls a full squad of six at once. The in-game button has none of those controls.
Will using the Rivals Randomizer affect my account?
No. It runs entirely in your browser next to the game and never touches the client, your login, or your files. You simply read the result and pick that hero yourself in Marvel Rivals.
Can I randomize only healers or only tanks?
Not with the built-in button, but yes with our randomizer. Set the role filter to Strategist for healers or Vanguard for tanks, then roll within just that group.
Why do I keep getting the same hero from the random option?
The in-game button has no memory, so repeats are pure chance and can cluster. Our no-repeat setting fixes this by remembering recent rolls and skipping heroes you just played.
Sources & references
Related guides
Written & edited by Sukie Gao, who keeps the roster in sync each season. Last updated 2026-07-01. Back to the Marvel Rivals randomizer.