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Every Jeff Modification in the Season 2.5 Update of Marvel Rivals

The Land Shark is set to receive various modifications.

Players have likely encountered a Jeff character in their matches of Marvel Rivals, notorious for being a self-sustaining threat that can outlast and dismantle teams with ease.

The developers of Marvel Rivals have recognized the growing popularity of the DPS Jeff build and are implementing a rework to enhance his role as a support character rather than focusing on dueling.

Overview of Jeff’s Updates Following the 2.5 Rework in Marvel Rivals

The adjustments outlined by the developers will transform Jeff the Land Shark into a character with «enhanced support and combat capabilities but reduced survivability.» This aims to lessen his ability to sustain himself during matches, limiting his effectiveness if he strays from his team.

Here are the key alterations made to Jeff in the 2.5 update for Marvel Rivals:

– Jeff’s primary healing skill, Joyful Splash, now inflicts damage on opponents at a rate of 70 per second, while also healing allied characters indirectly through other teammates or enemies. This mechanic is particularly beneficial during team fights, as it simultaneously supports allies and damages foes. The damage reduction begins at 20 meters, decreasing by up to 65 percent at 40 meters, meaning players are encouraged to stay close to their allies. The healing output is also being lowered from 150 to 130 per second.

– Jeff’s shooting capability will no longer be unlimited. The Aqua Burst ability now requires charging. It has a maximum of three charges and takes three seconds for each charge to regenerate, restricting previous spamming tactics. A new feature will cause enemies hit directly to be launched upwards, adding a subtle crowd-control element to his toolkit. Additionally, the damage of the projectile is being slightly increased from 40 to 45.

– Jeff’s signature Healing Bubble is undergoing a significant overhaul as it transitions from a single-use heal to a healing-over-time effect. This makes it less effective for saving low-health duelists yet more advantageous for tank characters. The total healing will rise from an instantaneous 85 to 120 spread over four seconds, allowing for more healing opportunities within a broader timeframe. However, the maximum available charges will be reduced from six to three, and the launch-up effect for enemies will be eliminated.

– The main maneuverability tool, Hide and Seek, will now have an energy limit set at 120. Energy will deplete at 20 per second while submerged, but it will regenerate at a rate of 15 per second on the surface. This change complicates Jeff’s ability to escape from rapid threats targeting the backline.

– Jeff’s ultimate, It’s Jeff!, will now provide overflow healing for allies swallowed by Jeff, giving them 45 health per second as bonus health, up to a maximum of 150. This can be beneficial not just for launching enemies off ledges but also for protecting allies from opponent ultimates. Furthermore, the energy cost for activating this ultimate has increased from 4,000 to 4,500, while the damage reduction taken when receiving a critical hit has been boosted from 50 to 70 percent.

– Jeff will also gain two new team-up options with Venom and Storm. Venom will enable him to distribute healing during battles, while Storm enhances his ultimate, allowing for greater disruption on the enemy’s backline.

For further strategies, consider exploring guides on Ultron’s abilities and details on pre-registering for Marvel Mystic Mayhem.


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