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Marvel Rivals Spider-Islands
Medium

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.