The First Family, or at least part of it, has finally made its way to Marvel Rivals. Enter Sue Storm, who’s better known as the Invisible Woman. She’s the latest strategist to enter the roster, and her kit has made her an instant favorite of mine due to the insane amount of utility it can provide.
As a flex player who gravitates towards support a lot, I’ve got some tips to get you started with her! I’ve already played as and with the hero in what are essentially diamond/GM ranked lobbies, and she’s been pretty good so far.

Invisible Woman’s Playstyle in a Nutshell
Invisible Woman is a healer who can also be a bit of a playmaker through constant use of her cooldown abilities. She’s almost the complete package as far as strategists go due to her piercing heals and damage, multi-target push/pull, a couple of slows, and a mass invisibility field that can also heal.
The main thing dragging her down is her range. Teammates being completely unfamiliar with her kit will also hurt her effectiveness quite a bit, as some people tend to overestimate how far her heals can reach. The latter is at least something that’ll likely stop being an issue over time.
She can be a slippery devil with her invisibility passive, which she can even trigger manually through her double jump that’s available every few seconds. Sure, she’s no Rocket Raccoon in that regard, but it’s infinitely more mobility than Adam Warlock ever had as of writing this.
My only gripe with her is that she absolutely needs to be within close to mid-range distance from her team, because her entire kit has limited reach. With that in mind, she’s still fantastic, so let’s take a closer look at her full kit…

Invisible Woman’s Abilities & Team-Ups
If you’re new here, I do these sections in list format to insert a few tips for each individual skill. Here’s her full ability list:
- Orb Projection (primary attack) – Sue fires a set of orbs that pierce everything, dealing damage to enemies and healing allies.
- These projectiles will return after reaching the max distance of 30m or when it hits a solid object, so it peaks at around mid-range.
- Each projectile can deal damage and/or heal twice. Once when fired, and then again as it returns.
- This heals around 40 HP per tick (80 total if it hits again), and the damage it deals is half of that value.
- This does not headshot, so don’t bother trying to hit enemies in the head with it. Aim for center mass, especially if everybody is clumped up on an objective or chokepoint.
- Think of this attack as a more basic version of Luna Snow‘s Ice Arts (Shift). You can heal a lot and still deal chip damage without really thinking about it.
- These projectiles will return after reaching the max distance of 30m or when it hits a solid object, so it peaks at around mid-range.
- Guardian Shield (secondary attack) – With her secondary, she can form a stationary barrier in front of the targeted ally, and any teammate close to it (including yourself) will heal a decent amount of HP per second.
- This has a decently large health pool (around a little over a typical strategist/duelist’s HP), and it will start recharging whenever it isn’t active.
- You can recall it by pressing F.
- If you recall it at full health, it has no cooldown. However, it has a scaling cooldown if it’s taken any bit of damage, up to a maximum of 6 seconds when destroyed.
- When cast on an ally, the barrier will face whichever direction they’re looking at.
- You can spam this ability to keep repositioning it, though it will not recharge until it’s broken or you manually recall it.
- You can pull off clutch plays with this, but this will also hinge on your target directly looking at whoever’s killing them. Personally, I prefer using it to proactively protect people so they can push up or fight on the spot.
- This has a decently large health pool (around a little over a typical strategist/duelist’s HP), and it will start recharging whenever it isn’t active.
- Psionic Vortex (Shift) – Invisible Woman fires an orb that will detonate upon hitting any enemy or object (or if it reaches a certain distance). On detonation, it forms a sphere that’ll deal continuous damage and pull enemies towards the center.
- The pulling effect will also slow enemies down. The strength of these effects will depend on how close they are to the center.
- You can detonate it manually by pressing it again before it hits anything.
- I’ve found that it’s great for dealing with divers, as it prevents them from disengaging or at least slows them down enough that your team can finish them off.
- It’s also great for engaging or helping allies secure kills from almost any range.
- Force Physics (E) – This ability lets Sue push or pull enemies, depending on whether you left or right click, respectively.
- This has the same range as her basic attack, and it fires a relatively thin line/cylinder.
- It pushes further than it pulls, but both variations deal the same amount of damage.
- Used in combination with Psionic Vortex, you can prevent people from running away during a fight. This combo can help secure picks for your team.
- Obviously, you can also use it to shove enemies away to save others or yourself. You’re probably going to see many clips of cheeky environmental kills within the next few days (I’m writing this on the day of her release).
- Covert Advance (Passive) – Whenever she’s out of combat, Sue will turn invisible and heal a small amount of HP per second.
- “Out of combat” implies that she hasn’t taken damage or attacked within a short period of time.
- On that note, getting hit or attacking/using abilities will uncloak her and reset the invisible (heh) “out of combat” timer.
- “Out of combat” implies that she hasn’t taken damage or attacked within a short period of time.
- Veiled Step (Space) – Invisible Woman can double jump, which instantly reactivates her invisibility passive. This has a cooldown of 6 seconds.
- Don’t rely on the invisibility too much if you’re being actively targeted. Even a single projectile grazing you mid-jump will cancel it immediately.
- No, seriously. If a flanker, for example, is wildly swinging at you, there’s a chance that you’ll get revealed again instantly.
- Don’t rely on the invisibility too much if you’re being actively targeted. Even a single projectile grazing you mid-jump will cancel it immediately.
- Invisible Boundary (Ultimate) – Sue’s ult creates a giant cylinder-shaped force field that will completely shroud your allies while also healing them a large amount per second.
- Enemies that touch the field are significantly slowed for a brief moment.
- Leaving it will slow them down again.
- Re-entering slows them down again too.
- Using this is purely situational, as it can be used both offensively and defensively.
- Its heal is somewhere between Mantis and Luna Snow’s ults, so it’s pretty potent and a nice way to quickly top allies up in dire situations.
- Enemies can see you if they’re inside, so they can potentially push people off. Those outside can also occasionally see their teammates’ silhouettes every now and then.
- Enemies that touch the field are significantly slowed for a brief moment.

Her only team-up at the moment is with Mr. Fantastic, Human Torch, and The Thing, as expected. When she’s in the team, They will get a bonus ability that lets them create armor with her force fields. While it’s active, they can generate up to 100 bonus health if they have missing HP.
Focus on Healing!
Sue is a fantastic healer due to her piercing projectiles, so you should be focusing on healing your team as much as possible. Stay at ground level if you can, as Sue can easily heal an entire group if they’re all close to one another.
You’ll likely deal chip damage while doing this too, so you don’t need to get out of your way to poke enemies. I’ve already seen way too many people playing Invisible Woman like she’s Adam Warlock, which is not what you want to be doing.
Don’t forget that your Guardian Shield can heal too. The casting animation locks you out of using basic attacks for around a second, so it isn’t necessarily a viable replacement if you’re spamming it. However, you can potentially use this to sustain yourself in a pinch. You just need to run close to a teammate first.
One thing I like to do to get closer is to shield an ally up ahead and then just leave it there so I can push up and reach the ideal distance for Sue’s heals. On that note…

Know Your Range
Finally, try not to stay too far in the backline, as Invisible Woman‘s entire kit has a very strict range. You need to be relatively close to your team in order to do anything, whether it be healing or crowd control. The only exception is your Psionic Vortex, which can travel hilariously far. Even your ultimate has a short casting range.
Since you’re gonna be pretty close to the action, you’ll likely need another healer on the team to keep tabs on you as well (and you should obviously do the same for them). If you get flanked, disengaging with Veiled Step and/or a Force Physics push/Psionic Vortex should be enough most of the time.
If you’re against a dive-heavy team, which is occasionally the case in my ranked games right now, you might need someone to peel even with all your escapes. The upside is that it’ll probably be easier to group heal and damage against teams like that, because everyone’s gonna keep clumping up.
That’s really all I have for now, as she’s still a fresh release! There’s also the fact that Human Torch and The Thing are very likely going to show up halfway through the season, and I’m pretty sure they’re gonna have additional team-ups with Sue & Reed. EDIT: They pretty much have the same bonus ability as Reed.
Even now as we push past the mid-season period since her release, my take is that Invisible Woman is a solid support character overall, and I’m a huge fan of how she can help secure eliminations without getting dangerously close to enemies.
Wanna learn more? I’ve got a guide on which strategist is right for you that covers pretty much the entire selection of support characters in the game, complete with links to more in-depth guides for each. Check it out if you want to start playing other strategists too!
