Iron Fist in Marvel Rivals

Iron Fist

Duelist roleMarvel Rivals Duelist · Season 10.5

Updated

Iron Fist is a Duelist hero in Marvel Rivals with 300 health and a 4/5 difficulty rating. Iron Fist joined the game in Season 0 on December 6, 2024. In Season 10.5 ranked, Iron Fist has a 50.7% win rate (B tier, #19 of 54) and is picked by 6.9% of teams. Iron Fist's team-ups are Kumiho Palm (with White Fox) and Iron & Stone (with The Thing). The ultimate is Living Chi.

Difficulty
4/5
Role
Duelist
Attack Type
Melee
Health
300
Movement Speed
6 m/s
Ultimate
Living Chi
Released
Season 0 (Dec 6, 2024)
Last Balance Change
Season 10 (Sep 11, 2026)

How to Play Iron Fist

  • Leverage Chi Absorption: Take advantage of Iron Fist's passive ability by securing takedowns or assists to regain health. This sustain allows you to stay in fights longer and maintain pressure on the enemy team.
  • Master Mobility and Positioning: Utilize Iron Fist's Wall Runner ability and triple jump to navigate the battlefield swiftly. Use high ground and flanking positions to surprise enemies and avoid being an easy target.
  • Chain Abilities for Maximum Damage: Learn to combo Iron Fist's abilities effectively. Start with Dragon's Defense to empower your attacks, then use K'un-Lun Kick to close the gap, followed by a barrage of empowered basic attacks.
  • Target Priority Enemies: Focus on eliminating squishy Strategists and low-health Duelists. Iron Fist excels at quickly taking down high-value targets, disrupting the enemy team's strategy.
  • Balance Aggression with Survival: While Iron Fist can deal massive damage, he's vulnerable if caught out of position. Use Harmony Recovery wisely and retreat when necessary to heal up before re-engaging.

Iron Fist Combos

  1. Block and punish: Dragon's Defense (Right Click) as the enemy bursts you, then Yat Jee Chung Kuen (Left Click) as soon as the block ends. Blocked damage becomes up to 175 bonus health, and the flurry chases a target up to 11 m away while he takes 30% less damage for 5 seconds.
  2. Finisher: punch with Jeet Kune Do (Left Click) until the target falls under half health, then K'un-Lun Kick (Shift). The second kick deals 70 instead of 35 below 50% health, and every punch before it took 1.2 seconds off Dragon's Defense.
  3. Ultimate cycle: Living Chi (Q) refreshes Dragon's Defense at once, so block (Right Click), flurry (Left Click) and block again. For 12 seconds the block cooldown is cut by 80% and Yat Jee Chung Kuen reaches twice as far.
  4. Reset: after a dive, break line of sight with Wall Runner and Crane Leap (Space), then sit in Harmony Recovery (E). Three seconds heal up to 300, his whole health bar, and anything extra becomes up to 100 bonus health.

Strengths

  • Dragon's Defense converts blocked damage into up to 175 bonus health and then gives him 30% damage reduction for 5 seconds, so a well-timed block turns an enemy's burst into his own survival.
  • Yat Jee Chung Kuen hits 7 times per second for 8 plus 3.1% of the target's max health, so its damage grows with the size of the target and it hurts tanks the most.
  • Strong self-sustain: Harmony Recovery heals 100 per second for up to 3 seconds on a 12-second cooldown, and Chi Absorption adds 50 bonus health for every takedown he helps with.
  • Hard to pin down: Crane Leap gives him three air jumps, Wall Runner carries him along walls at 9 m/s and refreshes those jumps, and K'un-Lun Kick dashes 12 m.

Weaknesses

  • His punches reach only 3 m, so he has to commit to close range: Peni Parker's webs and mines punish him on the way in, and flyers like Storm can stay out of his reach.
  • Most of his damage and survival run through Dragon's Defense, and a block wasted at the wrong moment leaves him with 300 health and a 15-second wait, cut by only 1.2 seconds per punch that lands.
  • Harmony Recovery has him sit still for up to 3 seconds, so using it in sight of the enemy makes him an easy target for focus fire.

Iron Fist Abilities

Jeet Kune Do ability icon

Jeet Kune Do

Jeet Kune Do input

His six-hit melee chain at 3 m: two 38-damage strikes, two quick 15s, another 38, then a 60-damage finisher that knocks the enemy upward. Every hit takes 1.2 seconds off Dragon's Defense, so keep punching to have the block ready.

Casting
Melee
Damage
1st/2nd/5th Strike: 38 3rd/4th Strike: 15 6th Strike: 60
Range
3m
Max Lock-on Distance
6m
Dragon's Defense Cooldown Reduction
1.2s per hit
Yat Jee Chung Kuen ability icon

Yat Jee Chung Kuen

Yat Jee Chung Kuen input

The flurry he gets after Dragon's Defense: he chases a target up to 11 m away and hits 7 times per second for 8 plus 3.1% of their max health. It hurts tanks most, so aim it at the biggest target in reach.

Casting
Melee
Damage
8 + 3.1% Max Health
Attack Speed
7 strikes/s
Range
3m
Max Lock-on Distance
11m
Dash Distance
3m (without target)
Dash Speed
12m/s (without target)
Living Chi ability icon

Living Chi

Living Chi input

His 3,100-energy ultimate lasts 12 seconds and gives 30% more damage and 20% more speed. His kick and his flurry both reach twice as far, while Dragon's Defense comes back instantly and then recharges 80% faster, so he can block and counter almost nonstop.

Energy Cost
3100
Duration
12s
Damage Boost
30%
Movement Boost
20%
Dragon's Defense ability icon

Dragon's Defense

Dragon's Defense input

A 1.2-second block that turns blocked damage into bonus health, up to 175. When it ends he takes 30% less damage for 5 seconds and can use Yat Jee Chung Kuen, so time it against a burst and hit back. Cooldown is 15 seconds.

Cooldown
15s
Block Duration
1.2s
Damage Blocked-bonus Health Ratio
1.3
Max Bonus Health
175
Damage Reduction
30% (after block ends)
K'un-Lun Kick ability icon

K'un-Lun Kick

K'un-Lun Kick input

A 12 m dash into a flying kick for 40, followed by a second kick for 35 that rises to 70 on enemies under half health. Save it to finish a weakened target; cooldown is 10 seconds.

Casting
Movement-based damage ability
Cooldown
10s
Dash Distance
12m
Dash Speed
40m/s
Harmony Recovery ability icon

Harmony Recovery

Harmony Recovery input

He sits and meditates for up to 3 seconds, healing 100 per second, and anything past full health becomes bonus health up to 100. With a 12-second cooldown, use it behind cover between dives instead of retreating to a healer.

Energy Cost
Channeled
Cooldown
12s
Healing
100/s
Max Duration
3s
Max Bonus Health
100
Bonus Health Decay
Begins after 2s, decaying at 15/s
Crane Leap ability icon

Crane Leap

Crane Leap input

Gives Iron Fist up to three jumps in the air. It only recharges when he lands or starts running on a wall, so plan the last jump before he needs it.

Charges
1
Recharge Time
1s per charge
Wall Runner ability icon

Wall Runner

Wall Runner input

Lets him run sideways along walls at 9 m/s, which also restores Crane Leap. Use walls to approach from the side and keep his air jumps ready.

Wall-running Speed
9m/s
Chi Absorption ability icon

Chi Absorption

A passive that gives Iron Fist 50 bonus health whenever he helps take down an enemy, so each kill in a dive buys him a bit more time.

Bonus Health Gained
50 (upon landing KO)

Ability stats from the Marvel Rivals Wiki (Fandom), licensed under CC BY-SA 3.0.

Iron Fist crosshair code and settings

Iron Fist Team-Ups and Best Teammates

Iron Fist has 2 team-up loadouts. Pick one before the match: it always works, and its enhanced effect turns on when the partner hero is on your team.

Kumiho Palm team-up icon

Kumiho Palm

Partner: White Fox

A passive: every Yat Jee Chung Kuen hit heals allies within 6 m for 6, turning his counterattack flurry into group healing. With White Fox the heal rises to 7.5 per hit and the flurry locks on from 13 m, which suits a team that brawls together.

Ranked win rate with White Fox: 57.3% (+6.7 vs Iron Fist's 50.7% overall, 11,172 matches)

Healing
6 per hit
Healing Spell Field Range
6m spherical radius
Enhanced Effect
Healing
7.5 per hit
Yat Jee Chung Kuen Dash Speed
16m/s (without target)
Yat Jee Chung Kuen Max Lock-on Distance
13m
Iron & Stone team-up icon

Iron & Stone

Partner: The Thing

Iron & Stone input

Adds a C ability on a 12-second cooldown: a 5 m uppercut for 45 that launches enemies, then a sweeping kick for another 45. With The Thing on the team the kick hits for 50, a good pick for knocking a target out of position before a flurry.

Ranked win rate with The Thing: 53.2% (+2.5 vs Iron Fist's 50.7% overall, 4,519 matches)

Uppercut Damage
45
Uppercut Range
5m
Cooldown
12s
Roundhouse Kick Damage
45
Roundhouse Kick Range
5m
Enhanced Effect
Roundhouse Kick Damage
50
  • White Fox: with Kumiho Palm picked, each Yat Jee Chung Kuen hit heals allies within 6 m. White Fox on the team raises that heal and lets the flurry lock on from 13 m, so his counterattacks reach further and keep nearby teammates alive.
  • The Thing: Iron & Stone gives Iron Fist an uppercut (C) that launches enemies, followed by a sweeping kick, on a 12-second cooldown. With The Thing on the team the kick hits harder, and launching a target out of position sets up the rest of his combo.
  • Mantis: Allied Inspiration gives him 8% more damage and 1 m/s more speed for 8 seconds per orb, which helps a melee diver reach and finish targets, and Healing Flower keeps healing him over time after he jumps in.

Iron Fist Counters

Iron Fist has 300 health and only 3 m of reach, so don't pour damage into Dragon's Defense: hold fire during the 1.2-second block and pressure him while it sits on its 15-second cooldown. Heroes who keep him at a distance give him the most trouble: Peni Parker's webs and mines punish his approach, and Storm can fight from the air out of reach of his punches. When he sits down for Harmony Recovery, burst him right away, since he is standing still and the heal lasts only 3 seconds.

Iron Fist matchup stats against every hero

Is Iron Fist Good Right Now?

Tier (Season 10.5 ranked)B
Win rate50.66% (#19 of 54 heroes)
Pick rate6.9% of teams (#33 of 54)
Ban rate1.7% of teams (#23 most banned)
Win rate in Season 1050.72%
Ranked matches135,826

Full Marvel Rivals tier listWin, pick & ban rates for every hero

Iron Fist Patch History: Buffs and Nerfs

Iron Fist Win Rate by Season

Ranked, all ranks. A dot marks a season with an official balance change to Iron Fist.

Official Balance Changes (8)

  1. MixedSeason 10Harder Jeet Kune Do, cheaper ultimate; Thing team-up cooldown longer.v20260911
  2. BuffSeason 8More cooldown refund per hit and stronger first kick.v20260515
  3. BuffSeason 6Harder Jeet Kune Do strikes and longer Dragon's Defense.v20260116
  4. MixedSeason 4.5Lower flat Yat Jee damage, higher percentage-based damage.v20251010
  5. BuffSeason 3.5Harder combo and kick, more percentage damage, slower bonus-health decay.v20250808
  6. NerfSeason 2.5Dragon's Defense yields less bonus health; anchor damage bonus reduced.v20250530
  7. MixedSeason 2Less Harmony Recovery health; more percentage damage and shorter Kick cooldown.v20250411
  8. MixedSeason 1.5Lower strike damage, but more health and percentage-based Yat Jee damage.v20250221

Summaries of the official balance posts. Every patch is on the patch notes page.

Season 10

  • Buff1st, 2nd, & 5th strike damage increased from 35 to 38.
  • Buff6th strike damage increased from 55 to 60.
  • BuffThe Thing / Iron & Stone: Base effect now enables the roundhouse kick.
  • NerfThe Thing / Iron & Stone: Cooldown increased from 8s to 12s.
  • ChangeThe Thing / Iron & Stone: Enhanced effect now instead increases the roundhouse kick damage from 45 to 50.
  • BuffLiving Chi: Ultimate cost reduced from 3400 to 3100.

Season 9

  • NerfDamage to ultimate charge conversion reduced from 70% to 55%.
  • ChangeLunar Chi: Removed.
  • ChangeThe Thing / TEAM-UP (C): Iron & Stone: Launch enemies into the air with an uppercut.
  • ChangeThe Thing / TEAM-UP (C): Iron & Stone: Enhanced: Enable a follow-up roundhouse kick that knocks back enemies.
  • ChangeWhite Fox / TEAM-UP (PASSIVE): Kumiho Palm: Yat Jee Chung Kuen generates a pulse that heals nearby allies upon hit.
  • ChangeWhite Fox / TEAM-UP (PASSIVE): Kumiho Palm: Enhanced: Lock-on range for Yat Jee Chung Kuen is increased.

Season 8

  • BuffJeet Kune Do: Dragon's Defense cooldown reduction increased from 1s to 1.2s per strike.
  • BuffK'un-Lun Kick: First kick damage increased from 35 to 40.
Show 8 older patches

Season 7

  • NerfDamage to ultimate charge conversion reduced from 90% to 70%.
  • NerfPassive ultimate charge gain reduced from 12/s to 11/s.

Season 6

  • BuffJeet Kune Do: 1st, 2nd, & 5th strike damage increased from 30 to 35.
  • BuffDragon's Defense: Duration increased from 1s to 1.2s.

Season 4.5

  • NerfYat Jee Chung Kuen: Flat damage decreased from 9 to 8 per strike.
  • BuffYat Jee Chung Kuen: Percentage damage increased from 2.7% to 3.1% of max health per strike.

Season 3.5

  • BuffJeet Kune Do: 6th strike damage increased from 50 to 55.
  • BuffYat Jee Chung Kuen: Percentage damage increased from 2.1% to 2.7% of max health per strike.
  • BuffK'un-Lun Kick: First kick damage increased from 30 to 35.
  • BuffHarmony Recovery: Bonus health time to decay increased from 1s to 2s.
  • ChangeDragon's Chill: Removed.
  • ChangeTEAM-UP (E): Lunar Chi: Luna Snow enhances Iron Fist's Harmony Recovery with ice to also heal nearby allies.

Season 2.5

  • NerfJeet Kune Do: Dragon's Defense cooldown reduction reduced from 1.5s to 1s per strike.
  • NerfYat Jee Chung Kuen: Dash distance slightly reduced in the z-axis when there is no target.
  • NerfDragon's Defense: Damage blocked to bonus health ratio reduced from 1.5 to 1.3.
  • NerfDragon's Defense: Max bonus health gained reduced from 200 to 175.
  • NerfDragon's Chill: Anchor damage boost reduced from 15% to 10%.

Season 2

  • NerfYat Jee Chung Kuen: Flat damage decreased from 10 to 9 per strike.
  • BuffYat Jee Chung Kuen: Percentage damage increased from 1.7% to 2.1% of max health per strike.
  • BuffK'un-Lun Kick: Cooldown reduced from 12s to 10s.
  • NerfHarmony Recovery: Max bonus health gained reduced from 150 to 100.
  • BuffHarmony Recovery: Bonus health decay rate reduced from 25 HP/s to 15 HP/s.

Season 1.5

  • BuffMax health increased from 250 to 300.
  • NerfJeet Kune Do: 1st, 2nd, & 5th strike damage decreased from 32 to 30.
  • NerfJeet Kune Do: 3rd & 4th strike damage decreased from 16 to 15.
  • NerfJeet Kune Do: 6th strike damage decreased from 55 to 50.
  • BuffJeet Kune Do: Dragon's Defense cooldown reduction increased from 1s to 1.5s per strike.
  • NerfYat Jee Chung Kuen: Damage decreased from 19 to 10 per strike.
  • BuffYat Jee Chung Kuen: Now deals damage equal to 1.7% of a target's max health per strike.
  • BuffDragon's Defense: Max damage blocked increased from 150 to 200.
  • BuffHarmony Recovery: Max bonus health gained increased from 50 to 150.
  • NerfHarmony Recovery: Bonus health now begins to decay after 1s at 25 HP/s.

Season 0

  • ChangeIron Fist plunges his fist through the battlefield, joining Marvel Rivals as a Duelist hero!
  • ChangeM1: Jeet Kune Do: Perform a flurry of melee strikes, reducing the cooldown of Dragon's Defense with each hit.
  • ChangeM1: Jeet Kune Do: The fifth strike deals more damage and knocks back.
  • ChangeM1: Yat Jee Chung Kuen: Lock onto targets and unleash a barrage of punches.
  • ChangeM2: Dragon's Defense: Enter a blocking stance and convert incoming damage into bonus health.
  • ChangeM2: Dragon's Defense: After exiting the stance, gain damage reduction and attack with Yat Jee Chung Kuen.
  • ChangeSHIFT: K'un-Lun Kick: Dash forward and perform a spinning kick at the end of the dash range.
  • ChangeSHIFT: K'un-Lun Kick: The spinning kick deals extra damage to enemies below half-health.
  • ChangeE: Harmony Recovery: Cross legs to rapidly restore health.
  • ChangeE: Harmony Recovery: Excess healing is converted into bonus health that does not decay.
  • ChangeSPACE: Crane Leap: Perform up to three short air jumps.
  • ChangeSPACE: Wall Runner: Run horizontally along walls.
  • ChangeQ: Living Chi: Harness chi to boost damage, movement speed, and attack range - using an enhanced version of Yat Jee Chung Kuen.
  • ChangeQ: Living Chi: Dragon's Defense cooldown is greatly reduced while active.
  • ChangePASSIVE: Chi Absorption: Gain bonus health when assisting in eliminations.
  • ChangeTEAM-UP (PASSIVE): Dragon's Chill: Iron Fist grants Luna Snow the ability to release a burst of ice that knocks back and slows enemies, whilst also healing nearby allies.
  • ChangeTEAM-UP (PASSIVE): Dragon's Chill: Anchor Bonus: +15% Damage Boost

Patch history from the Marvel Rivals Wiki (Fandom), licensed under CC BY-SA 3.0.

Iron Fist Video Guide

UPDATED Iron Fist Advanced Guide in Marvel Rivals · True Vanguard

Iron Fist Release Date and Voice Actor

Release date
December 6, 2024 (Season 0)
Voice actor
Stephen Fu
Gender
Male
Relatives
Lin Feng

Iron Fist FAQ

When was Iron Fist released in Marvel Rivals?

Iron Fist was released in Season 0 on December 6, 2024 and is playable now.

What role is Iron Fist in Marvel Rivals?

Iron Fist is a Duelist in Marvel Rivals with a difficulty rating of 4 out of 5. Iron Fist's main attack type is melee.

Is Iron Fist good right now?

In Season 10.5 ranked, Iron Fist has a 50.7% win rate (B tier, #19 of 54) across 135,826 matches. That is about the same as 50.7% in Season 10. Iron Fist is picked by 6.9% of teams (#33 of 54) and banned by 1.7% (#23).

Who counters Iron Fist in Marvel Rivals?

Iron Fist struggles against Angela, Venom and Captain America. Iron Fist has 300 health and only 3 m of reach, so don't pour damage into Dragon's Defense: hold fire during the 1.2-second block and pressure him while it sits on its 15-second cooldown. Heroes who keep him at a distance give him the most trouble: Peni Parker's webs and mines punish his approach, and Storm can fight from the air out of reach of his punches. When he sits down for Harmony Recovery, burst him right away, since he is standing still and the heal lasts only 3 seconds.

How much health does Iron Fist have in Marvel Rivals?

Iron Fist has 300 health in Season 10.5.

What is Iron Fist's ultimate ability?

Iron Fist's ultimate is Living Chi. His 3,100-energy ultimate lasts 12 seconds and gives 30% more damage and 20% more speed. His kick and his flurry both reach twice as far, while Dragon's Defense comes back instantly and then recharges 80% faster, so he can block and counter almost nonstop.

Who voices Iron Fist in Marvel Rivals?

Iron Fist is voiced by Stephen Fu.

What are Iron Fist's team-ups in Marvel Rivals?

Iron Fist has 2 team-up loadouts: Kumiho Palm (with White Fox) and Iron & Stone (with The Thing). Pick one before the match; its enhanced effect turns on when the partner hero is on your team. In ranked, Iron Fist wins 57.3% with White Fox on the team and 53.2% with The Thing on the team, against 50.7% overall.

When was Iron Fist last buffed or nerfed?

In Season 10 on September 11, 2026: 4 buffs and 1 nerf. Every change is listed in the patch history on this page.

When was Iron Fist last nerfed in Marvel Rivals?

In Season 2.5 (Version 20250530, May 30, 2025): Dragon's Defense yields less bonus health; anchor damage bonus reduced.

When was Iron Fist last buffed in Marvel Rivals?

In Season 8 (Version 20260515, May 15, 2026): More cooldown refund per hit and stronger first kick.

What was Iron Fist's best season in Marvel Rivals?

By ranked win rate, Season 7 at 51.2%. The lowest was Season 2.5 at 47.6%.

Other Duelist Heroes

All Marvel Rivals characters