The Thing Marvel Rivals
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The Thing Marvel Rivals Abilities: The Official 2025 Guide

What’s up, everyone? Elias here, back with the intel you need at Rivalsector.com. For weeks, we’ve been speculating, analyzing grainy footage, and trying to piece together how our favorite heroes will play in Marvel Rivals. Well, the speculation is over. We now have the official, in-game ability list for Ben Grimm, the ever-lovin’ blue-eyed Thing, and I am here to tell you, it’s even better than we thought. Forget the old theories. It’s time to break down the real deal and explore what makes The Thing the ultimate unmovable anchor of the battlefield.

The True Anchor: The Thing’s Role and Playstyle

The Thing Marvel Rivals

Based on this official kit, The Thing’s role is crystal clear: he is the quintessential Anchor Vanguard. His entire design revolves around one central concept, holding his ground. Thanks to his passive, Unyielding Will, he is immune to nearly all forms of crowd control that would displace other tanks. Knock-backs, launch-ups, pulls, you name it, Ben Grimm isn’t moving unless he wants to.

This makes him the ultimate space-controller. His job is to plant himself on an objective or in a chokepoint and become a living wall that the enemy team cannot push through. But he’s not just a passive defender. His kit also includes powerful tools for protecting his allies and setting up massive team plays. Playing The Thing is about being the unshakeable center of your team, the rock upon which victory is built.

The Official Kit: Attacks and Abilities

Let’s get down to the bedrock and analyze each tool in Ben’s kit. It’s a powerful mix of personal defense, ally protection, and massive area-of-effect disruption.

Attacks

The Thing has two distinct basic attacks that form the foundation of his offense.

Rocky Jab 

This is your primary fire, a series of rapid forward punches. While each individual punch may not be a heavy hitter, their speed allows you to apply constant pressure to anyone who gets in your face. This is your reliable tool for brawling and finishing off low-health targets.

Stone Haymaker

This is a much slower, more devastating heavy blow. Its key feature is the ability to Knock Down flying enemies. This makes The Thing a direct counter to airborne threats like Iron Man and Storm. If you see an enemy hovering in the sky, a well-timed Stone Haymaker will bring them crashing back down to earth, making them vulnerable for your team to eliminate.

Abilities

These are the core skills that define his unique, protective playstyle.

Yancy Street Charge (LSHIFT)

The Thing Ability Charge

This is The Thing’s primary mobility and disruption tool. He charges forward continuously, launching any enemies he hits into the air. When the charge ends, he leaves behind a zone that prevents enemies from using mobility abilities. This is an incredibly powerful ability for breaking up an enemy formation. You can use it to charge through a defensive line and trap the enemy backline, cutting off their escape routes and setting them up for a team wipe.

Embattled Leap (E)

The Thing Ability Shield

This ability cements The Thing’s role as a protector. You jump directly toward a targeted ally and apply a significant damage reduction buff to both yourself and that teammate. This is your go-to peel ability. Is your support getting dived by an assassin? Leap to them. Is your main damage dealer being focused down? Leap to them. It provides an instant burst of survivability that can completely turn the tide of a small skirmish.

Battle Blitz (F)

The Thing Ability Jump

While Embattled Leap is for your allies, Battle Blitz is for your enemies. You jump toward a targeted enemy and grant yourself damage reduction. This is your engagement tool for singling out a specific threat. It allows you to close the distance safely, absorb initial damage, and start wailing on a key target with your Rocky Jab and Stone Haymaker.

Passive and Ultimate

Passive – Unyielding Will

As mentioned, this is arguably the most defining ability in his kit. Being immune to launch-up, knock-back, and other displacement effects makes you the most reliable anchor in the game. While other tanks can be pushed around, you are the one who decides where the frontline is.

Ultimate – Clobberin’ Time (Q)

Forget a self-buff, the real Clobberin’ Time is a massive, game-changing crowd control ultimate. The Thing unleashes his immense power to launch all enemies in front of him into the air. This is the ultimate wombo-combo starter. It’s a huge area-of-effect setup that leaves the entire enemy team helpless for your allies to follow up with their own damaging ultimates.

Team-Ups and Strategy

A huge part of Marvel Rivals is the Team-Up system, and The Thing has some fantastic synergies built right in.

  • Cosmic Fastball: He can team up with Wolverine, literally throwing him at the enemy like a fastball special.
  • Cooperative Comrades: When grouped with the Fantastic Four, they can grant damage resistance and generate Bonus Health for each other, making them incredibly durable.
  • Flying Thing: Human Torch can lift The Thing into the air for a devastating dive bomb attack that damages and disables mobility.

When playing The Thing, your strategy should be to control the flow of the game. Use your Unyielding Will to hold critical ground. Save Embattled Leap to peel for your supports and save them from dives. Use Yancy Street Charge to initiate a fight or cut off an escape. Finally, coordinate with your team to use Clobberin’ Time as the ultimate setup for a decisive team fight victory.

Final Thoughts

This official ability kit solidifies The Thing as one of the most unique and powerful Vanguards in Marvel Rivals. He is not a dive tank, he is a protector. He is not a brawler, he is an anchor. His ability to ignore crowd control, protect his allies, and set up huge plays with his ultimate will make him an indispensable part of any competitive team. He is the rock you can always rely on, the foundation of a winning strategy.I am more excited than ever to get my hands on Ben Grimm and start holding the line. What do you think of his official kit? Are you as excited about his role as a true anchor as I am? Let me know in the comments, and for more definitive guides and breakdowns, make sure you keep it locked on our Marvel Rivals category right here at Rivalsector.com.

Elias Daughtry is an expert on Marvel Rivals, specializing in meta-game analysis and the development of effective strategies. His articles are a valuable resource for anyone aiming to succeed in ranked matches and climb the ladder.

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