Patchnoter
Gambit

Gambit

STRATEGIST
Health 275Movement speed 600 (no unit given)

What changed

10 changes, newest first

Tracked numbers for Gambit

additional enhanced damage additional ease enhanced explosive
  1. 2026-03-1620% → 25%BUFFnote ↗
base health
  1. 2026-02-15275 → 250NERFnote ↗
bonus movement speed bonus
  1. 2026-06-0940% → 30%NERFnote ↗
boost movement speed
  1. 2026-03-1650% → 40%NERFnote ↗
explosion healing big easy explosion impact
  1. 2026-01-1325 → 15NERFnote ↗
team area healing area magneto team-up conditional
  1. 2026-07-1150/s → 55/sBUFFnote ↗
CHANGE Season 10 - Sep 2026

Magneto Team-Up launch only triggers once

When selecting the Team-Up with Magneto, adjust the Favorable Odds ability effect: it now only triggers a Launch effect once upon exploding against the environment or a character, removing the previous persistent Launch effect while the spell field is active.

With Magneto, Favorable Odds now launches enemies once, on impact, instead of for as long as the field is up.

official notes ↗

BUFF Season 9 - Jul 2026

Healing boosted across abilities

After Healing HeartsE self-healing from 20/s to 30/s, Bridge BoostE healing per bounce from 50 to 65, Magneto team-up area healing from 50/s to 55/s.

Your support capacity jumps; you sustain pushes far more effectively.

official notes ↗

REWORK Season 9 - Jul 2026

Kinetic healing up, Anchor bonus removed

Kinetic CardsLMB single-hit healing from 28 to 30, Team-Up Anchor 5% healing bonus removed.

You heal more per card but lose the passive synergy; test new team-up options.

official notes ↗

NERF Season 8.5 - Jun 2026

Ultimate damage and movement speed reduced

Ragin' Royal FlushQ damage multiplier from 25% to 20%, movement speed bonus from 40% to 30%.

Your ultimate is less overwhelming; coordinate teamfights with allies instead of solo carrying.

official notes ↗

REWORK Season 7 - Mar 2026

Team ultimate charge down, personal damage up

Ragin' Royal FlushQ Ultimate Charge Acceleration to allies from 30% to 20%, movement boost from 50% to 40%, single-target explosive damage from 20% to 25%.

Allies ult slower but you deal more damage solo; shift to a self-reliant playstyle.

official notes ↗

NERF Season 7 - Mar 2026

Ultimate effect duration shortened

Ragin' Royal FlushQ effect duration from 10s to 8s.

Your ultimate window closes faster; time your window tight.

official notes ↗

NERF Season 6.5 - Feb 2026

Health and passive damage reduced

Base health from 275 to 250, Breaking SpadesF damage boost from 15% to 10%.

You're squishier with less passive output; play defensively.

official notes ↗

NERF Season 6 - Jan 2026

Healing output and bounce control reduced

Big Easy Impact healing per explosion from 25 to 15 (total from 75 to 45), Ragin' Royal FlushQ healing from 75/s to 55/s, Bridge BoostE max bounces on single target to 2.

Your sustained healing drops; coordinate with teammates rather than solo supporting.

official notes ↗

NERF Season 5.5 - Dec 2025

Ultimate energy cost increased

Ragin' Royal FlushQ energy cost from 4300 to 4500.

Your ultimate builds slower, requiring more setup time.

official notes ↗

NEW Season 5 - Nov 2025

Gambit joins the roster

Gambit joined Marvel Rivals in Season 5 as a Strategist.

Strategist (support). Matchup knowledge from before this hero arrived will not cover them.

official notes ↗

Abilities

10 abilities · source ↗

Kinetic CardsLeft Clickprimary
Launch three kinetic-charged cards in an arc ahead. Each card detonates on impact, creating a single-target explosion that damages enemies and heals allies
Casting Projectile that fires in a straight trajectoryCards Launched Per Unleash 3 cards per unleashAngle Between the Side Cards and the Center Card 2°Card Damage 20 damage per roundCard Healing 30 health per roundFire Rate 0.45s per roundAmmo 21Critical Hit NoProjectile Speed 150 m/sMaximum Distance 60m
healing output single-hit
  1. 2026-07-0628 → 30BUFFnote ↗
Ragin' Royal FlushQ
Lock onto an ally within sight and unleash multiple Aces that heal and Purify. Both enter the Kinetic Transfer state, granting increased Movement Speed and Jump Boost, while enhancing attacks with additional single-target explosive damage and providing the ally with Ultimate Ability Charge Acceleration
Casting TargetedEnergy Cost 4500Range Cone shape spell field, angle range: 110°, length: 40mSpecial Effect Gambit and the targeted ally receive the Purify and Jump Boost effect.One-Time Healing 100Movement Speed Boost Ratio 30%Enhanced Damage Ratio 20%Damage Trigger Interval 0.5sHealing over time 55/sUltimate Abilities Charge Acceleration Ratio 20%Spell Field Duration 8s
bonus damage bonus multiplier provided
  1. 2026-06-0925% → 20%NERFnote ↗
healing
  1. 2026-01-1375/s → 55/sNERFnote ↗
ultimate charges acceleration allies
  1. 2026-03-1630% → 20%NERFnote ↗
ultimate duration effect
  1. 2026-03-1910s → 8sNERFnote ↗
ultimate energy cost
  1. 2025-12-094300 → 4500NERFnote ↗
Cajun ChargeShift
Side-step forward with bo staff in hand, dashing a short distance
Casting DashCooldown 2 charges, with each charge taking 12.5s to recharge.Dash Duration 8m
Healing HeartsE
Conjure a Heart card by consuming one stack of Sleight of Hand to Heal and switch to the Healing Hearts deck
Cooldown 4 charges, with each charge taking 8s to recharge.Self Healing Heal 30 health per second within durationMaximum Duration 6sSpecial Effect Within the duration, consume one stack of Sleight of Hand to use Bridge Boost and Purifying Pick-Up.
self healing activating after self-healing
  1. 2026-07-1120/s → 30/sBUFFnote ↗
Breaking SpadesF
Conjure a Spade card by consuming one stack of Sleight of Hand to gain Damage Boost and switch to the Breaking Spades deck
Cooldown 4 charges, with each charge taking 8s to rechargeSelf Damage Boost 10%Maximum Duration 6sSpecial Effect Within the duration, consume one stack of Sleight of Hand to use Explosive Trick and Bidding Barrage
Bayou BashRight Click
Channel kinetic energy into the bo staff, then slam it into the ground after a sweeping strike, creating a shockwave that damages nearby enemies and heals allies
Casting Single-cast spell field that surrounds the casterCooldown 2 charges, with each charge taking 8s to rechargeSpell Field Range 5m spherical radiusDamage 60Healing To allies: 60; self: 60Casting DashDash Distance 12mSpell Field Generation Quantity 3Spell Field Generation Interval 0.1Range 5m spherical radiusDamage 25 per fieldHealing To allies and self: 15/hit
Bridge BoostE
While Healing Hearts deck is active, trigger Flush Empowerment to card spring and fire a full deck forward. Cards bounce between allies on impact, granting Health and a Healing Boost
Casting Projectile that fires in a straight trajectory.Special Effect The projectile automatically tracks allies and will bounce between allies on impact. Bridge Boost bounces on a single target are set to a maximum of 2Projectile Speed 120m/sMax Number of Ricochets 6Healing 55 per roundHealing Boost Ratio 0.15Duration 4s
healing bounce
  1. 2026-07-1150 → 65BUFFnote ↗
Purifying Pick-UpF
While Healing Hearts deck is active, trigger Raise Empowerment to launch a cluster of cards in an arc ahead. Explosions heal nearby allies and Purify them
Casting Projectile that generates a spell field upon impact.Number of Generated Projectiles 10Projectile Speed 100 m/sMaximum Distance 15mSpell Field Range 5m spherical radiusSpell Field Healing 70 per fieldSpecial Effect The spell field applies Purify to allies upon impact. This can take effect on allies a maximum of 2 times and on himself once.
Explosive TrickF
While Breaking Spades deck is active, trigger Flush Empowerment to fire a full set of cards forward. Cards explode on impact, dealing damage while inflicting Reduced Healing
Casting Projectile that generates a spell field upon impactProjectile Speed 150 m/sSpell Field Range 5m spherical radiusDamage 70Reduced Healing Ratio 0.25Reduced Healing Duration 4s
Bidding BarrageE
While Breaking Spades deck is active, trigger Raise Empowerment to scattering cards in an arc in all directions. Explosions damage enemies and Launch them up
Casting Projectile that generates a spell field upon impactNumber of Projectiles 10Projectile Speed 100 m/sMaximum Distance 15mSpell Field Range 5m spherical radiusDamage 70Special Effect Launch enemies up on hit, which can take effect only once.

Team-ups

FAVORABLE ODDS
Base Effect: Throw two magnetic playing cards forward. Upon hitting the environment or a character, the two cards magnetically repel and unfurl, spinning in place for a duration. They heal allies they hit, while damaging and Launchingenemies. Enhanced Effect: When teaming up with Magneto, after the duration ends, the magnetic poles of the two cards reverse. They violently slam back together and explode, providing an extra burst of healing to allies and damage to enemies.
Key CCooldown 15sSpell Field Range 5m spherical radiusSpell Field Duration 5sHealing Amount 55/sDamage 50/s
SPARKLING STAFF
Base Effect: Twirl your firework-energy enhanced bo staff. The radiating firework sparks provide healing to nearby allies. Concurrently, the staff deals damage to close-range enemies, and the rapid spinning blocks incoming damage from most projectiles. Enhanced Effect: When teaming up with Jubilee, both Bayou Bashand Big Easy Impactgain an additional Continuous Healingaura.
Key CCooldown 12sDuration 1.5sDamage Spell Field Range 5m spherical radiusDamage 45/sHealing Spell Field Range 8m spherical radius spell fieldHealing Amount 70/s

Skins

10 costumes

Costume release notes

4 announced in the official notes

X-Men '97 Season 2
Alluring Ace
Will of Galacta
Thieves Guildmaster

Open Gambit in the patch review →

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