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Marvel RivalsV4mp Wiki
PC; standard 6v6 play; core abilities

Spend Mantis Life Orbs on the Right Heal or Boost

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Use Mantis’s Life Orbs to support the ally who needs them now, then make room for the next cast. In Marvel Rivals’ standard 6v6 matches on PC, her core healing and boosts draw from the same small resource pool.

Know which button spends an orb

Mantis has four Life Orb charges. Healing Flower, on right-click, spends one to give a selected ally an immediate heal followed by healing over time. Allied Inspiration uses E to boost an ally; Natural Anger uses F to boost Mantis’s own damage. Both also cost one orb. These are default PC bindings; use the matching ability names if you remap them. Mantis abilities

Before a fight, locate those abilities and the orb display. Practise one deliberate heal on an ally who needs health. Look at the remaining charge count, then look back at the recipient. Get used to checking both before pressing another support button.

When several allies are hurt, choose someone you can reach who is taking pressure now. After casting, glance at the others before committing the next orb. Repeatedly healing one full-health teammate can leave you empty when someone else takes damage.

Put boosts beside an actual attack

Allied Inspiration provides movement speed as well as a damage boost. Allied Inspiration effects Use it when an ally can make immediate use of that support: approaching an engagement, firing at an exposed opponent or moving away from pressure.

If you’re thinking about using Natural Anger, check injured teammates first. Spending your last orb on yourself may be worthwhile when you need to fight, but it leaves your next heal waiting. Choose the recipient before pressing the button instead of treating every available charge as something to spend immediately.

Natural Anger recasts refresh its duration. Spending orbs also starts Mantis’s self healing through Nature’s Favor. Mantis’s self support If both you and an ally are hurt, a useful Healing Flower can help that teammate while your passive works on you. Move toward cover as you do it.

Life Energy Blast critical hits restore one Life Orb, and natural recharge restores one every four seconds up to four charges. Spend one on Healing Flower to heal an ally, Allied Inspiration to boost an ally, or Natural Anger to boost Mantis. Spending an orb also starts self healing.
Each support choice spends the same resource; a critical hit and natural recharge can replenish it. Open the full image.

Refill without chasing a dangerous shot

Life Energy Blast, on left-click, restores one Life Orb after a critical hit. Life Energy Blast Between support casts, shoot a visible enemy when you have a safe firing opportunity. Watch for the critical-hit feedback and the change in your orb count.

An ordinary body hit doesn’t provide that critical-hit refund. Avoid stepping into an open lane just because you’re empty. Each orb takes four seconds to recharge naturally, so watch for the next available charge while using nearby cover. Life Orb recharge

In your next match, pay attention to the first moment you run out. Look back at the last few casts: an early boost, an unnecessary heal or too much time spent chasing an enemy. Change the decision that caused the shortage rather than trying to press every button faster.

For the teammate receiving your boosts, the Punisher weapons guide explains his firing choices. The Magneto shield guide covers temporary protection that can give an injured ally time to move.

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