God Quarry: Marvel Rivals Domination Map

God Quarry map in Marvel Rivals
Mode
Domination
Location
–
Added
September 24, 2026
Competitive
Yes

God Quarry is a Domination map in Marvel Rivals, added on September 24, 2026. In Domination, both teams fight over one control point, round after round, until a team wins the majority. It is part of the Quick Match and Competitive map pool. In ranked, the heroes that win most above their average here are Rocket Raccoon (57.0%), Jeff The Land Shark (50.1%) and Star-Lord (50.8%).

Best Heroes on God Quarry

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

HeroWin rate hereAbove own average
Rocket Raccoon57.0%+2.4
Jeff The Land Shark50.1%+1.8
Star-Lord50.8%+1.7
Magik57.7%+1.4
Gorr55.2%+1.4

Heroes that suit God Quarry's layout

How to Play God Quarry

The setup you need to know

God Quarry is a Domination map built around three very different areas: Confessional Eternity, the Halls of All-Knowing and the House of Ideas. A match is played over rounds, each round takes place in one of these areas, and the first team to win two rounds takes the match. Because the areas play so differently, the composition that wins one round can struggle in the next, so be ready to swap between rounds.

Parts of the map react to damage. Some structures can be shot apart, and others rebuild themselves into new shapes during the fight, so cover that protected you a minute ago may not be there now. Never trust a single piece of cover to hold for a whole round.

Confessional Eternity

This is the most open and vertical of the three areas. The point sits in a large central space with routes leading in from the middle path, an outdoor area and an altar on the side. The outdoor path passes statues and several health packs, then opens up around a pool with a cliff edge. The altar side is narrower, with raised platforms and another opening onto a drop, and it is the favourite route for flankers.

A large orb near the point works as cover, but it can be destroyed, so don't build your whole defense behind it. Stairs near spawn lead up to a perch with a clear view of the point, which makes it a strong spot for sharpshooters.

On defense, standing everyone on the point invites flanks from every side. Keep one Vanguard on the point and spread the rest across the outdoor door and the raised altar platform. On attack, split your entry between the outdoor path and the altar so the defenders can't cover both, and use knockbacks near the cliff edges.

Halls of All-Knowing

A ruined library with tall archways and several floors. The point is straight ahead from spawn, wide and full of raised platforms and cover, with a large wooden structure hanging above it that players can reach from several directions. Heroes who can fly or teleport get the most out of this area, because the high ground changes hands constantly.

One side passes a large serpent statue through enclosed rooms with health packs close together, ending on a platform over the point and an open drop. The other side is open and uses jump boosters to reach a tall tower overlooking the area, which suits long-range heroes. The rooms behind the point give whoever holds it a safe place to fall back and regroup.

Win this area by taking the high ground before you stand on the point. A team on the point with enemies above it loses the fight even when it wins the first trade.

House of Ideas

The tightest of the three areas: a large but narrow building of hallways, side rooms and staircases. A red-carpet route leads from spawn to a small, square point with a high ceiling. Only the upper floor counts toward the capture, and a gap in the middle drops to a lower level that does not.

Solid walls at the hallway chokes block long sightlines and pull fights into close range, so melee and mid-range heroes do best here. A balcony connects to the point from the side, offering high ground and another cliff edge, and a small library off the outer balcony gives flankers a quiet way around. With so little cover on the point itself, fight from the doorways and side entrances instead of standing in the open.

Hero picks

Mobile and flying heroes such as Gorr, Angela and Phoenix are at home in the Halls of All-Knowing and Confessional Eternity. Burst damage dealers like Hela and Elsa Bloodstone punish anyone holding exposed high ground, while Invisible Woman and Emma Frost can push enemies off the many cliff edges. In ranked results, Rocket Raccoon, Jeff the Land Shark and Wolverine do better on God Quarry than they usually do.

Key Locations on God Quarry

Confessional Eternity (Mission Area) on God Quarry in Marvel Rivals

Confessional Eternity (Mission Area)

Halls of All-Knowing (Mission Area) on God Quarry in Marvel Rivals

Halls of All-Knowing (Mission Area)

House of Ideas (Mission Area) on God Quarry in Marvel Rivals

House of Ideas (Mission Area)

God Quarry Map Video

God Quarry FAQ

What kind of map is God Quarry in Marvel Rivals?

God Quarry is a Domination map. In Domination, both teams fight over one control point, round after round, until a team wins the majority.

When was God Quarry added to Marvel Rivals?

God Quarry was added on September 24, 2026.

Is God Quarry in Marvel Rivals Competitive?

Yes. God Quarry is in the Competitive and Quick Match map pool.

What are the best heroes on God Quarry?

By ranked results, Rocket Raccoon (57.0%, +2.4 over their average), Jeff The Land Shark (50.1%, +1.8 over their average) and Star-Lord (50.8%, +1.7 over their average) do best here. Strong picks for its layout include Gorr, Angela, Hela and Elsa Bloodstone.

What are the key locations on God Quarry?

God Quarry has 3 key areas: Confessional Eternity (Mission Area), Halls of All-Knowing (Mission Area) and House of Ideas (Mission Area).