Arakko: Marvel Rivals Convoy Map

Arakko map in Marvel Rivals
Mode
Convoy
Location
Hellfire Gala
Added
May 30, 2025
Competitive
Yes
Full name
Hellfire Gala: Arakko: Sister Island of Krakoa

Arakko is a Convoy map in Marvel Rivals, set in Hellfire Gala, added on May 30, 2025. In Convoy, attackers escort a payload through checkpoints to the end of the route while defenders try to stop it. It is part of the Quick Match and Competitive map pool. In ranked, the heroes that win most above their average here are Angela (54.3%), Wolverine (51.5%) and Gorr (57.1%).

Best Heroes on Arakko

Heroes that win most above their own average on Arakko in ranked (Season 10.5), from at least 1,000 matches each.

HeroWin rate hereAbove own average
Angela54.3%+3.3
Wolverine51.5%+2.4
Gorr57.1%+2.1
Daredevil55.8%+1.7
Elsa Bloodstone50.1%+0.8

Heroes that suit Arakko's layout

How to Play Arakko

The setup you need to know

Arakko has three sections separated by two checkpoints, with the final destination at the Great Ring. The first checkpoint is built around defense, with defenders holding the high ground for most of it. As you progress, the map shifts to favor attackers, who get the better angles later on. The first point also has a giant pit close to the payload path, so heroes with displacement abilities can rack up easy environmental kills there.

The portals are important: Orange and Green teleporters can only be used once, with Green TPs always leading to a health pack. Blue TPs work both ways. Arakko is also full of tunnels and flank routes hidden behind destructible walls along the payload path.

Playing as attacker

Out of spawn, your goal is to deal with the defender high ground at section one. Don't just w-key into the choke. Use focused dives onto the high ground, heroes with vertical mobility to access angles from unexpected directions, or long-range abilities to dislodge entrenched defenders. Send a flier or diver wide through a side route while your main group pressures the front, splitting their attention.

Watch for the pit on the first point. If you're playing a knockback hero, this is free value. If you're playing anyone squishy, don't stand near the edge.

The middle section is Ultron's drone factory and it's much tighter. It's a lot more closed in than the other two sections, making it trickier for fliers but better for divers. Swap your strategy here: if you committed hard to Iron Man early, he might struggle in the middle, but he'll shine again in the open final stretch.

Always have at least one body on the payload when nobody's contesting. If no defenders are contesting, the payload heals all attackers in its vicinity for 10HP per second. That free sustain adds up.

Playing as defender

You get a 40-second setup window before attackers leave spawn. Use it. Get your Peni nest down, place Groot walls, position your snipers, and call out which routes you're covering.

Only one defender on the payload is needed to completely halt its forward progress. Remember that when you're getting team-wiped. Sending one person back to body-block can buy your team enough time to respawn and rejoin.

The second checkpoint area has a bridge that gives defenders a powerful central high ground. Controlling this bridge gives you a massive view to take down enemies and is critical for an effective hold. If you lose the bridge, you've basically lost that hold, so prioritize keeping divers off your snipers there.

Once attackers capture a checkpoint, the payload can't be pushed back past that point. So if a checkpoint is about to fall, often it's better to fall back to the next natural chokepoint rather than overextending and staggering your spawns.

General things that matter

Stagger management is huge. If half your team dies and respawns while the other half is still alive but losing, you'll trickle in one by one and feed. Better to regroup at spawn and push together.

As attackers capture checkpoints, vegetation grows back on the map, which can subtly alter sightlines and create new cover or open up new angles. It's not a huge factor but worth being aware of late in a round.

Brawl comps struggle on Arakko because they take too much damage in the poke-heavy areas and lack the mobility to chase through the side paths. If you queue into this map, lean toward dive or poke rather than pure brawl. Hit-and-run wins here, not standing your ground in the open.

Last thing: walk the map in practice mode if you haven't already. The portals are confusing your first few games and knowing where each one drops you is the difference between a clutch flank and walking into the enemy spawn alone.

Key Locations on Arakko

Ultron Factory Entrance (1st Checkpoint) on Arakko in Marvel Rivals

Ultron Factory Entrance (1st Checkpoint)

The Great Ring Entrance (2nd Checkpoint) on Arakko in Marvel Rivals

The Great Ring Entrance (2nd Checkpoint)

Great Ring of Arakko (3rd Checkpoint) on Arakko in Marvel Rivals

Great Ring of Arakko (3rd Checkpoint)

Arakko Map Video

Arakko FAQ

What kind of map is Arakko in Marvel Rivals?

Arakko is a Convoy map set in Hellfire Gala. In Convoy, attackers escort a payload through checkpoints to the end of the route while defenders try to stop it.

When was Arakko added to Marvel Rivals?

Arakko was added on May 30, 2025.

Is Arakko in Marvel Rivals Competitive?

Yes. Arakko is in the Competitive and Quick Match map pool.

What are the best heroes on Arakko?

By ranked results, Angela (54.3%, +3.3 over their average), Wolverine (51.5%, +2.4 over their average) and Gorr (57.1%, +2.1 over their average) do best here. Strong picks for its layout include Magneto, Groot, Peni Parker, Iron Man and Storm.

What are the key locations on Arakko?

Arakko has 3 key areas: Ultron Factory Entrance (1st Checkpoint), The Great Ring Entrance (2nd Checkpoint) and Great Ring of Arakko (3rd Checkpoint).