Marvel Rivals Team Randomizer

The Marvel Rivals team randomizer generates a full random squad in one click. Set your team size, keep role-balanced on for a viable composition, and roll a six-hero line-up your whole group can play together.

Roles
53 in pool · Season 9.5

Press Randomize Team

or hit Space

Ban / include heroes

Banned heroes are removed from every roll. Settings are saved on this device.

What a balanced Marvel Rivals team looks like

Marvel Rivals teams are six players, and the healthiest default split is 2-2-2: two Vanguards to hold the front, two Duelists to deal damage, and two Strategists to keep everyone standing. The randomizer's role-balanced mode targets exactly that shape, so even a random comp has a tank line and a healer core instead of six damage picks with nobody to peel.

You can push the size down to three, four or five for smaller challenges. A random trio is a popular format for ranked flex practice, where each player has to make an unfamiliar hero work with limited support.

Ways to use a random team

  • Full-random team night: generate one comp and have the whole stack lock it in.
  • Tournament chaos bracket: roll a new team every round for an unpredictable event.
  • Flex training: force yourself to play whatever role you're handed.
  • Content mode: let stream chat vote to re-roll until a spicy comp appears.

Turn off balancing for maximum chaos

If you want true randomness, switch off role-balanced mode and the tool draws any 53 heroes at random — you might end up with five Duelists and a lone Strategist. It is rarely optimal, but it is exactly the kind of unhinged comp that makes for a memorable game. Pair it with the ban list to remove heroes nobody in the group wants to touch.

How role-balanced mode builds a viable squad vs pure chaos

It helps to know what the tool is actually doing under the hood, because the two modes produce very different games. In role-balanced mode the randomizer treats the current roster as three separate pools — the 14 Vanguards, the 26 Duelists and the 12 Strategists of Season 9.5— and it draws from each pool to hit the 2-2-2 target rather than dumping all 53 heroes into one hat. Deadpool is the wildcard: because he is a multi-role pick he can slot into whichever role the draw needs, so he never breaks the balance. The practical result is that every roll gives you a front line, a damage line and a support line before you have even looked at the names.

Pure chaos mode throws that structure out. It ignores roles entirely and draws heroes uniformly, which means the math genuinely allows a squad of six Duelists with zero healing. That is the point — chaos mode is for the story afterwards, not for the win rate. If your group cares about actually competing, leave balancing on. If your group cares about laughing at a comp with no tank and three snipers, turn it off. A good compromise for a long session is to alternate: play balanced rolls for the tryhard games and drop into chaos rolls whenever morale needs a reset.

Reading the 2-2-2 framework and the four comp archetypes

A balanced roll is not a single strategy — it is a starting point that usually falls into one of four recognisable archetypes. Learning to spot which one you rolled is the fastest way to turn a random line-up into a plan the whole team understands. Look at the heroes you were handed and ask which of these they most resemble:

  • Dive: mobile Vanguards and Duelists that leap the front line to reach a back-line healer or sniper. If your roll is full of divers, your win condition is collapsing on one target together and getting out, not slugging it out at range.
  • Poke: ranged damage and long sight-line heroes that chip health before a fight starts. A poke roll wants to hold distance, force the enemy to walk into damage, and only commit when someone on the other side is already low.
  • Brawl: durable heroes who want to stand on the point and trade in close range. If your comp is brawl-heavy, the golden rule is never split up — a brawl team that stays grouped beats a brawl team that trickles in one at a time.
  • Bunker: a defensive comp built around shields, area control and a fortified position. Bunker rolls win by making a choke or an objective miserable to approach, then punishing every enemy that overextends.

Most random 2-2-2 comps lean toward one of these even when you did not plan it, simply because of which heroes came out of the pools. The team that identifies its archetype in the first thirty seconds and commits to it will usually beat a stronger-looking comp that plays five different games at once.

How to actually play a weird comp you rolled

The single biggest mistake groups make with a randomizer is trying to force a strange comp to play like a hand-picked meta team. It will not, and fighting that is how you lose. The better instinct is to find the one thing your rolled comp is good at and build the whole game around it. Rolled a dive-heavy squad with only one real healer? Your plan is speed: pick a target, everybody commits at the same moment, and you retreat together rather than waiting for sustain you do not have. Rolled a slow, tanky front line with two burst healers? Your plan is attrition: hold a strong position, out-heal the poke, and let the enemy break themselves on your shields.

Then assign the obvious jobs out loud before the round starts. Someone calls the primary target, someone watches for flankers on the healers, and someone owns the ultimate economy so you do not blow three ults on the same kill. A random comp does not fail because the heroes are bad together — it fails because six players each assume someone else is doing the job nobody actually claimed. Ten seconds of role-calling turns a shaky roll into a functioning team. If a roll genuinely has a hole, such as no way to contest a flying hero, name it early and play cautiously around it instead of pretending it is not there.

Using lock-and-reroll strategically

Lock-and-reroll is what separates a party trick from a genuine drafting tool. Instead of re-rolling the entire squad every time you dislike one hero, you lock the slots you are happy with and re-roll only the rest. The smart sequence is to lock your support core first — a healthy team almost always wants its two Strategists settled before anything else — then lock a Vanguard you trust to anchor the front, and finally re-roll the damage slots until the Duelist line matches the archetype you want to play.

This also keeps a session fair. In a group draft, let each player lock the one hero they most want to play, then re-roll everything else so nobody feels railroaded into a pick they hate while the comp stays mostly random. For solo flex practice, do the opposite: lock the roles you are comfortable with and force yourself to re-roll into the roles you avoid, so the tool keeps handing you the exact heroes you need the most reps on. Used this way, lock-and-reroll is less about escaping randomness and more about steering it.

Team-randomizer formats for groups

The randomizer really comes alive with a full stack, and different formats create very different nights. Pick one to match the mood of your group:

  • Full-random team night: roll one balanced comp, everyone locks it, and you play a whole session with the hand you were dealt. Great for shaking a group out of one-trick habits.
  • Tournament chaos bracket: for events, roll a fresh comp for every round so no team can pre-plan a strategy. It rewards adaptability over practised set plays and keeps casters entertained.
  • One random per round: five players pick freely and a single slot is randomized each round, so the team always has one wildcard to build around without the comp collapsing into chaos.
  • Scrim warm-ups: serious teams use a couple of random rolls before scrims to loosen up, practise unfamiliar heroes in low-stakes games, and discover pairings they would never have drafted on purpose.
  • Re-roll until spicy: a content-friendly format where the group (or stream chat) keeps re-rolling until a genuinely cursed comp appears, then everyone has to make it work on camera.

Whatever the format, agreeing on the rules before the first roll matters more than the roll itself. Decide the team size, whether balancing is on, which heroes are banned, and how many re-rolls are allowed — then let the tool do its job and commit to the result.

The role-flex mindset when you get an unfamiliar hero

Randomizers are the best flex trainer in the game precisely because they take the choice away from you. When the roll hands you a role you never touch, resist the urge to trade it away. Instead, learn the floor of that role: for a Vanguard it is creating space and using your defensive cooldown before you are already dead; for a Strategist it is standing where you can see your team and keeping healing flowing rather than chasing kills; for a Duelist it is applying steady pressure and finishing low targets instead of over-diving.

You do not need to master an unfamiliar hero in one game — you need to not lose the game for the other five players. Pick the most forgiving option the roll allows, tell your team you are new to the role so they can cover for you, and focus on positioning over mechanics. Play the randomizer a few sessions a week and the roles you dreaded slowly become roles you can hold, which quietly makes you a better teammate in every ranked game you queue afterwards.

FAQ

How does the team randomizer build a squad?

With role-balanced mode on, it fills roughly two Vanguards, two Strategists and two Duelists so you get a playable composition rather than six of the same role. Turn it off for pure chaos.

Can I set the team size?

Yes — choose any size from three to six. Six matches a standard Marvel Rivals team; smaller sizes are handy for partial squads or duo/trio challenges.

Will it ever repeat a hero within one team?

No. Every hero in a generated team is unique. Deadpool can fill any role because he's multi-role, but he'll only appear once per team.

Can everyone in my group get the same team?

Roll once and share the result link or screenshot so the whole group plays the same generated comp. It's the backbone of full-random team nights.

What is lock-and-reroll and when should I use it?

Lock-and-reroll lets you keep the heroes you like and only re-roll the empty slots. It's ideal when a random comp is 80 percent there — lock the tank and healer core you're happy with, then re-roll the flex spots until the damage line clicks.

What if I get handed a role I never play?

Treat it as flex practice. Pick the most forgiving hero in that role, focus on the one job that role owes the team — space for Vanguards, healing uptime for Strategists, pick pressure for Duelists — and let your teammates cover the fancy stuff. Most losses on a random team come from panicking, not from the comp itself.

Can a random team actually win a real match?

Often, yes. Marvel Rivals is balanced enough that most role-balanced comps are viable if the team plays to the composition's identity. A random dive team wins by collapsing on one target; a random brawl team wins by never splitting up. The comp only loses when players fight its natural game plan.

How is this different from the single hero randomizer?

The hero randomizer gives one player one pick. The team randomizer builds an entire six-person line-up at once, balances the roles across the squad, and is designed for groups rolling a shared comp rather than individuals rolling a personal main.

Prefer a single pick? Use the hero randomizer. Want to learn strong pairings first? Read our best team comps guide.