
Spider-Islands
Webbed vertical convoy — flyers and swing heroes get a map that looks unfair until you look up.
Spider-Islands is Tokyo 2099 with more air. Spider-Man, Iron Man, Storm, and other vertical kits get real value. Ground-only teams still win if they play the cart and peel the backline. The mistake is treating every fight like a street brawl while three people are above you. Defense holds the next island/choke; attack groups after a wipe instead of trickling across the gap.
- Mode
- Convoy
- Vertical
- High — look up or lose
- Peel
- Strategists need a Vanguard who turns around
Key spots
Cart / bridges
Objective. Air heroes still have to contest it to win.
Overhead webs / ledges
Dive and flyer perch. One person should be assigned to look up.
Underpass
Ground dive. Cap and Venom still exist on this map.
Open gaps
Trickle graveyard. Group, then walk. Solo Magik across the gap is a free ult farm for them.
Last checkpoint
Stacked defensive ults. Bait one, then go.
Play notes
- If you cannot hit flyers, pick a hitscan or a projectile that actually reaches. Swinging into them as a third melee is not a plan.
- Supports: do not stand on the most open web. Cover still exists.
- Team-Ups with aerial partners are stronger here — only if both locked.