# Invisible Woman Guide: Abilities, Shield, Push/Pull & Team-Ups

> A complete Invisible Woman breakdown -- her orb-boomerang healing loop, Guardian Shield, Force Physics push/pull, Psionic Vortex, her ultimate, and a real MRC VOD review, with every number checked against the current wiki.

- **Game:** Marvel Rivals
- **Category:** Hero Guides
- **Author:** LongBeam (https://guides-factory.com/about)
- **Difficulty:** Beginner
- **Reading time:** 12 min
- **Published:** 2026-09-11
- **Updated:** 2026-09-11
- **Tags:** Hero Guide, Strategist, invisible-woman, support
- **Adapted from:** [Invisible Woman Guide | The BEST Comprehensive Guide to INVISIBLE WOMAN in Marvel Rivals](https://www.youtube.com/watch?v=mRt2zFGqrws)
- **Canonical URL:** https://guides-factory.com/guides/invisible-woman-guide-abilities-shield-push-pull-team-ups

---

## 🎯 The core idea

> Invisible Woman is one of the strongest Strategists in the game when played correctly, but her whole kit hinges on one habit: lining up as many targets as possible with every shot, both to heal your team and to charge her ultimate as fast as possible. This guide breaks down every one of her abilities, advanced positioning tips, the counters and synergies that actually matter, and a real competitive VOD where one player racked up 120,000 healing in a single map.

<p class="note">The source video is from April 2025 -- over a year old at the time of writing. Several of her numbers have changed since then (mostly buffs), and one team-up ability described in detail in the video has since been retired. Every correction is called out explicitly below rather than left for you to discover mid-fight.</p>

<ul class="legend"><li><span class="badge free">free</span> costs nothing</li>
<li><span class="badge cheap">cheap</span> small cost</li>
<li><span class="badge setup">setup</span> needs preparation</li>
<li><span class="badge grind">grind</span> pays off slowly</li>
<li><span class="badge skip">skip</span> the thing to stop doing</li></ul>

## The core loop: line up your shots

![Invisible Woman rendered translucent mid-invisibility, standing at full 275 health in front of a large white structure](https://api.guides-factory.com/media/uploads/2026/08/invisibility_passive.jpg)

Sue's primary fire throws orb projections that travel in a straight line and boomerang back to her -- so a single shot can hit the same target twice, once on the way out and once on the way back. Per the current wiki, each hit now deals **30 damage or 40 healing** (buffed from the 20 damage per hit described in the source video; healing was already 40 and hasn't changed), at 2 orbs per second with 10 orbs per reload and a 30-meter range. That means a shot that connects both ways can deal 60 damage or 80 healing, and every ally or enemy you line up in a single throw multiplies that value further -- charging her ultimate up to 15% per shot if you hit a full group.

<ol class="checklist">
<li class="ch cheap">
<label><input type="checkbox"><span class="body"><span class="name">Aim at the ground near your last target</span> <span class="badge cheap">cheap</span><br><span class="desc">Aiming at the ground near whoever's furthest from you triggers the orb's return bounce sooner, which speeds up both your healing rate and how fast the return hit lands on nearer allies or enemies.</span></span></label>
</li>
<li class="ch free">
<label><input type="checkbox"><span class="body"><span class="name">Play at range, not point-blank</span> <span class="badge free">free</span><br><span class="desc">Since the orb has to travel out and snap back, standing a bit further from your team actually makes the return-trip hit land more consistently than standing right on top of them -- though it's not the end of the world if you end up closer in a fight.</span></span></label>
</li>
</ol>

![Invisible Woman firing orb projections during a team fight, damage numbers visible on a nearby enemy](https://api.guides-factory.com/media/uploads/2026/08/orb_combat.jpg)

## Guardian Shield: a personal shield, not a wall

Sue's shield is placed instantly on whichever ally you're looking at (or directly in front of yourself), healing them over time and blocking projectiles until it breaks. **The current wiki lists 250 shield durability and a 40 HP/second heal rate -- both lower than the 300 max health and 50 HP/second the source video describes**, which reads as a numbers-down adjustment since the video was recorded. The wiki also flags one specific quality-of-life addition that postdates the video entirely: Sue previously could **not** deploy the shield directly in front of herself, only onto an ally -- that option has since been added, which the video (being older) never demonstrates.

![A "Shield" prompt icon floating above a teammate mid-fight, with the shield about to be placed](https://api.guides-factory.com/media/uploads/2026/08/shield_gameplay.jpg)

Think of this as a personal shield rather than a wide wall like Doctor Strange's or Magneto's -- it's best used to block one specific, high-value hit rather than sat in front of your whole team. Priority targets: a Doctor Strange ultimate, a Magneto ultimate about to land on your other support, a Hela dagger burst, or a Hawkeye arrow your team is ignoring. It also slows anyone walking through it by 30% for 3 seconds, which is a legitimate (if under-used) way to peel a diver like Spider-Man off a teammate. Recalling the shield early (default F) brings it back into your inventory and starts it regenerating faster than waiting for a full break -- useful when you need it back up sooner rather than at max health.

<p class="note">The shield isn't only for saving teammates -- it can heal you too, and it's a legitimate way to sustain yourself while walking to a fight if your other support is overloaded. Two situational but strong uses: shielding a Star-Lord mid-air-ulting turns him into an incredibly hard kill, and shielding any DPS taking an off-angle (Hela, Hawkeye, a turreted Punisher) both blocks their incoming damage and tops them back up.</p>

## Force Physics: the ability that actually carries games

![Invisible Woman using her push/pull ability during a real team fight, with Push and Pull prompts visible on screen](https://api.guides-factory.com/media/uploads/2026/08/pushpull_combat.jpg)

Force Physics is a push-or-pull choice (55 damage either way, 8-second cooldown, 30-meter range) that this guide's source calls the single biggest reason a good Invisible Woman outperforms an average one. A few concrete uses:

![In-game "New Chapter: Force Physics" title card introducing the ability](https://api.guides-factory.com/media/uploads/2026/08/force_physics_chapter.jpg)

<ol class="checklist">
<li class="ch free">
<label><input type="checkbox"><span class="body"><span class="name">Pull isolated flankers into your team</span> <span class="badge free">free</span><br><span class="desc">A diver caught on high ground or out of position can be pulled straight into your team's crosshairs for a free pick -- this is Sue's single most repeatable source of value.</span></span></label>
</li>
<li class="ch free">
<label><input type="checkbox"><span class="body"><span class="name">Push melee divers off your backline</span> <span class="badge free">free</span><br><span class="desc">Works against characters like Spider-Man, Black Panther, Iron Fist and Magik -- but only once they've burned their movement ability. Push them too early and they'll just power through it with mobility still in the bank.</span></span></label>
</li>
<li class="ch setup">
<label><input type="checkbox"><span class="body"><span class="name">Push a Doctor Strange out of his own ultimate</span> <span class="badge setup">setup</span><br><span class="desc">Keeping Push available whenever the enemy Strange has his ultimate charged means you can send him just far enough that his ultimate can't actually hit anyone -- a genuinely infuriating matchup for the Strange player.</span></span></label>
</li>
<li class="ch free">
<label><input type="checkbox"><span class="body"><span class="name">Pull a grabbed ally out of Wolverine's claws</span> <span class="badge free">free</span><br><span class="desc">Sue is one of the most efficient counters to Wolverine in the game specifically because she can pull an ally out of his grab -- worth remembering whenever he's in the enemy comp.</span></span></label>
</li>
</ol>

<p class="note">Two mistakes to avoid: don't pull an enemy into your own team when your team is already low (you'll just feed them a free kill), and don't push someone away right as your team is about to finish them off -- both throw away value you'd otherwise get for free.</p>

## Psionic Vortex: slow, pull, and set up picks

![Invisible Woman engaging an enemy Hela with a psionic vortex effect visible mid-fight](https://api.guides-factory.com/media/uploads/2026/08/vortex_combat.jpg)

Psionic Vortex is a thrown orb that bursts into a slowing field on contact -- 4-second duration, 12-second cooldown, dealing continuous damage (35 per second per the current wiki) while pulling enemies lightly toward its center. One interaction worth knowing: it fails to trigger at all if it contacts Magneto's shield, so get in the habit of manually detonating it with a second cast rather than relying on it to hit naturally.

Best uses: dropped on an enemy tank pushing into a brawl to slow their approach and build ultimate charge, thrown at an out-of-position DPS to set up a free pick for your own team, or used defensively under your own feet against a diver -- jump out of it, then push or pull the diver back into the field to buy yourself time.

## Veiled Step and Covert Advance: your actual survival tools

Sue's passive turns her invisible after roughly 7 seconds without attacking or taking damage, healing her for 20 per second while cloaked -- though her footsteps are still audible, so it isn't undetectable. Veiled Step (her double jump) grants instant invisibility on use, and this is the part most players underuse: treat it as a defensive panic button, not just mobility. If you're dove, jumping immediately can save you outright. If an enemy Magneto ultimate is about to land after you've already used your own ultimate, jumping to go invisible and then shielding your other support means there's rarely a good reason to actually die to it.

Her melee is a 3-hit combo (two punches, then a push-based finisher with knockback) -- useful as a panic button against someone about to dive you, or to knock a contesting enemy off the point in overtime.

## Invisible Boundary: her ultimate

Sue's ultimate places a cylindrical field that heals everyone inside and hides them from anyone outside it. **The current wiki lists 180 HP/second healing over its 8-second duration -- higher than the 165 HP/second described in the source video**, a straightforward buff since it was recorded. Enemies who enter or leave the field get hit with a heavy slow; the field disappears immediately if Sue dies while it's active, so don't cast it while critically low on health against a team with strong burst.

Place it on or near the objective so the enemy team either has to fight blind or give up the point -- and ideally position it so it splits the enemy supports from their tanks, since a team fighting without vision of what's happening to their frontline tends to make worse decisions. This ultimate charges unusually fast (a direct consequence of how much value her orb generates per hit), so treat it as a frequent tool rather than something to save for a specific moment -- use it to answer an enemy wipe ultimate, or to swing a fight when your tank is about to die.

## Team-ups, counters and synergies

![Two competitive teams' HUDs visible during an MRC match VOD review, an Invisible Woman player mid-fight](https://api.guides-factory.com/media/uploads/2026/08/mrc_vod_review.jpg)

**Correction to the source video:** the video describes a valuable synergy where Invisible Woman's Fantasti-Force team-up -- her First Family bond with the rest of the Fantastic Four -- grants Mister Fantastic, The Thing or Human Torch bonus damage reduction and health regeneration. **The current wiki (checked against Season 9 balance) explicitly flags this team-up as unavailable in the current season** -- it's been retired since the video was recorded, so don't build a team comp around it expecting that specific bonus. What is still live: **Psionic Force**, a team-up with Doctor Strange that enhances his Maelstrom of Madness ultimate with psionic energy.

Beyond the retired team-up, Sue's general synergy read still holds up: she's strongest with brawl-oriented, front-to-back comps built around tanks like The Thing, Doctor Strange and Groot, since her pull can drag isolated targets into all of their effective ranges at once. She also pairs well with characters that want to get in close, like Wolverine or Magik, since she can drag targets to them. In terms of what she struggles against: any enemy comp that spreads out across off-angles rather than staying grouped denies her the multi-target value her whole kit is built around, and dive-heavy comps on her own team make it hard for her to build ultimate charge at all -- in both of those cases, Cloak & Dagger or Loki tend to be the better pick.

## How this guide was fact-checked

Every ability name, damage figure and cooldown in this guide was checked against Invisible Woman's current Marvel Rivals Wiki page and cross-referenced against the source video, which is from April 2025. Two numbers have gone up since the video was recorded: primary fire damage (20 to 30 per hit) and the ultimate's healing rate (165 to 180 per second). One has gone down: Guardian Shield's max durability (300 to 250) and its heal rate (50 to 40 per second) -- though the shield also gained a capability the video never shows, the ability to deploy directly in front of herself rather than only on an ally, confirmed by the wiki's own changelog note. The single most important correction is the Fantasti-Force team-up: the video describes it in detail as a strong, active synergy with Mister Fantastic, The Thing and Human Torch, but the current wiki explicitly marks it unavailable this season. Base health (275), Force Physics' damage and cooldown, and Psionic Vortex's duration and cooldown all matched the video with no changes.

## What this guide doesn't answer

This guide doesn't give a current tier-list ranking or claim Invisible Woman is universally the best pick -- her strength depends heavily on whether both teams are playing a stacked, front-to-back style, which shifts with the broader meta faster than a hero breakdown should try to track. It also doesn't cover crosshair or sensitivity settings specific to her, since the source video doesn't go into that level of input configuration -- see this catalogue's dedicated settings guides for general setup advice instead. And it doesn't provide exact numbers for the Psionic Force team-up with Doctor Strange, since neither the source video nor the current wiki page gives a specific damage or duration figure for how much the team-up enhances his ultimate -- only that it does.

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## FAQ

### How does Invisible Woman's primary fire actually work?

Her orbs travel out in a straight line and boomerang back to her, so a single throw can hit the same target twice -- once going out, once coming back. Per the current wiki each hit deals 30 damage or 40 healing, meaning a shot that connects both ways can deal up to 60 damage or 80 healing. Lining up as many allies or enemies as possible with each throw is the core of her whole kit, since it also charges her ultimate up to 15% per hit.

### Is the Fantasti-Force team-up still active for Invisible Woman?

No -- the current wiki explicitly marks Fantasti-Force (her team-up with Mister Fantastic, The Thing or Human Torch, which used to grant bonus damage reduction and health regen) as unavailable this season. Her Psionic Force team-up with Doctor Strange, which enhances his ultimate, is still active.

### What's the best way to use Invisible Woman's push and pull ability?

Pull isolated divers on high ground straight into your team for a free pick, and push melee attackers like Spider-Man or Black Panther off your backline -- but only once they've already used their movement ability, or they'll just power through the push. It's also the most efficient counter to a Doctor Strange ultimate, since pushing him mid-cast sends it just far enough to whiff, and it can pull an ally out of a Wolverine grab.

### How strong is Invisible Woman's Guardian Shield?

Per the current wiki it has 250 durability and heals 40 HP per second, both lower than the 300/50 numbers from older guides -- a genuine nerf. It did gain one new option since then: it can now be deployed directly in front of yourself rather than only on an ally. Think of it as a shield for blocking one specific big hit, not a wide wall to stand behind.

### What counters Invisible Woman?

Any enemy comp that refuses to stack and instead spreads out across off-angles denies her the multi-target value her whole kit depends on. She also struggles if her own team is dive-heavy, since she can't build ultimate charge quickly without grouped-up targets to hit -- in both cases, Cloak & Dagger or Loki tend to be the stronger pick instead.

