Updated August 14, 2026: Season 9.5 live build. Ability values were checked against The Hood's official hero profile and the August 13 patch.
The Hood is a close-range hitscan brawl Vanguard, not a tank who stands in one place holding a shield. He wins fights by shooting inside his effective range, laying Abyssal Veil across the lane his team wants to use, and timing his 100-energy Half-Demon transformation while an enemy is still exposed. If you remember one rule, make it this: prepare the angle before the meter fills.
This guide explains The Hood's current abilities, Demonic Energy breakpoints, practical fight sequences, Ultimate timing, selectable Team-Ups, positioning, weaknesses, and common mistakes. If you are new to the game rather than the hero, start with our Marvel Rivals beginner guide or review how classes and roles work.
The Hood quick facts
| Category | Current value | What it means |
|---|---|---|
| Role | Vanguard | A pressure-focused frontliner with brief protection tools |
| Health | 600 | Durable, but not built to absorb an entire team in the open |
| Best range | Close range | Pistol falloff begins at 8 meters |
| Resource | 100 Demonic Energy | Above 50 improves his pistols and barrier; 100 transforms him automatically |
| Release | August 7, 2026 | Added with Marvel Rivals Season 9.5 |
How The Hood plays
Think of The Hood as an off-angle brawler. He wants to stand beside the main frontline, not several steps behind it and not alone in the middle of the objective. From there he can threaten a different firing lane, keep an escape route nearby, and still place Mantle of Oblivion over allies when a burst is coming.
His neutral game has a simple rhythm: place Abyssal Veil where the fight is about to happen, land Accursed Pistol shots through it, react to focused fire with Mantle, and keep Void Walk available until you know whether the next move is an engage or an escape. The difficult part is controlling the last quarter of the energy bar. Demonic Energy does not wait for a convenient moment; at 100, Half-Demon State starts automatically.
What he does well
- Turns chokepoints into favorable trades with Abyssal Veil.
- Converts accurate pistol fire and well-timed blocks into a strong sustain window.
- Repositions vertically with Void Walk instead of taking the obvious route.
- Punishes grouped teams and barriers with Demon of the End.
Where he struggles
- Long sightlines force him to fight after his pistols have begun losing damage.
- Mantle lasts only one second, so early timing leaves him exposed.
- Void Walk has a 15-second cooldown; spending it casually invites a dive.
- An automatic transformation can be wasted if the enemy disengages at the right moment.
The Hood abilities and current stats
The values below come from the official The Hood profile and were rechecked after the August 13 patch. Default PC inputs are shown; controller layouts and custom binds differ.
Swipe or scroll horizontally to see every column on a small screen.
| Ability | Input | Key values | Best use |
|---|---|---|---|
| Accursed Pistols | Left Click | 26 damage, 0.2s interval, 40 ammo; falloff starts at 8m | Build energy while holding a short lane |
| Mantle of Oblivion | Right Click | 10s cooldown, 1s maximum duration, 2m radius | Catch a predictable burst and protect nearby allies |
| Abyssal Veil | E | 10s cooldown, 6s duration, 8m wide | Weaken enemy fire and improve Hood's next trade |
| Void Walk | Shift | 15s cooldown, up to 1.2s flight, +20 energy | Escape, take height, or deliberately finish the meter |
| Ruinous Pact | Passive | 100-energy cap; Half-Demon triggers automatically at full | Plan the timing of The Hood's regular power spike |
| Leaded Transformation | Automatic | Infinite ammo, 10% Lifesteal, up to 100 Bonus Health | Sustain pressure on a target you can keep hitting |
| Demon of the End | Q | 12s maximum, 1,000-health form, six piercing shots | Break a grouped frontline and reinforce nearby allies |
Accursed Pistols
The normal pistols deal 26 damage per round at a 0.2-second interval and hold 40 rounds. Once Demonic Energy is above 50, each round drops to 21 damage but the interval improves to 0.15 seconds. That works out to a small increase in listed damage per second, but the faster fire rate also empties the magazine sooner. Accuracy and reload timing still matter.
Falloff begins at eight meters and reaches 55% at 20 meters. The Hood can touch distant targets, but he does not meaningfully threaten them the way a true poke hero does. Use cover to walk the angle forward instead of settling for low-pressure damage.
Mantle of Oblivion
Mantle opens a spherical barrier for no more than one second. Its normal radius is two meters, expanding to three meters above 50 energy. The short window tells you how it should be used: react to a visible burst, save an ally from a finishing volley, or cover the moment your team crosses a dangerous gap. Pressing it before the enemy commits usually means the real damage arrives after it closes.
Abyssal Veil
Abyssal Veil lasts six seconds. Enemy projectiles that pass through it deal 35% less damage, while projectile-based healing is reduced by 20%. An enemy who physically crosses the veil takes 60 damage and is Blinded for one second. Your own pistol hits through it gain another 0.75 Demonic Energy, and Leaded Transformation receives a listed Lifesteal bonus.
The veil is a filter, not a wall. Place it across a doorway, payload lane, corner, or shared firing angle. Throwing it directly at one enemy in open ground lets everyone else step around it and removes the reason the ability is strong.
Void Walk
Void Walk provides up to 1.2 seconds of free-flight and a 40% movement boost. Reappearing deals 40 damage in a 4.5-meter radius and grants 20 Demonic Energy; the movement bonus then fades over two seconds. Its best use is usually positional: leave a collapsing angle, reach a ledge, or cross a lane without following the route the enemy is already watching.
The tempting play is to press Shift at 80 energy and force Half-Demon immediately. Do that only when you already have a target and a safe landing. Otherwise, you have traded your escape for a transformation the enemy can simply avoid.
Demonic Energy and Half-Demon timing
Ruinous Pact turns nearly every useful defensive or offensive action into energy. Accursed Pistols grant two energy per hit, pistol hits through Abyssal Veil gain an additional 0.75, Void Walk grants 20, and Mantle converts blocked damage at a listed 3.75% rate. Two breakpoints change how the next fight should be played:
- Above 50 energy: the pistols fire faster and Mantle's radius grows from two to three meters.
- At 100 energy: Leaded Transformation starts automatically. You cannot hold a full meter for later.
The practical skill is not filling the bar as fast as possible. It is arriving around 80 to 95 energy with cover nearby, Abyssal Veil ready or already placed, and a target who cannot instantly disappear. Then one short pistol sequence—or a deliberate Void Walk—starts the form on your terms.
During Leaded Transformation, the demonic rifles have infinite ammunition, fire every 0.05 seconds, and provide 10% Lifesteal. Forty percent of dealt damage converts to Bonus Health, up to 100. Continuous hits are more important than chasing the theoretically perfect target. An exposed Vanguard can be a better source of sustain than a Strategist who has already escaped around a corner.
Practical The Hood combos and fight sequences
The Hood is more about sequencing than animation-heavy combos. These three patterns cover most fights without asking you to burn every cooldown at once.
1. Safe lane trade
- Place Abyssal Veil across the angle both teams are about to contest.
- Fire through it from cover and watch the enemy's response.
- Use Mantle only as the return burst arrives.
- Continue the trade if your team has space; keep Void Walk for the exit.
2. Controlled Half-Demon entry
- Slow down once the meter enters the final quarter.
- Confirm a target, a firing lane, and a place to stand after the form ends.
- Set Abyssal Veil before crossing 100.
- Use the last pistol hits—or Void Walk at 80 or more energy—to trigger the form.
- Track the easiest valuable target you can keep hitting; do not spend the whole window chasing.
3. Defensive peel and reset
- Stay close enough for Mantle to cover the teammate being pressured.
- Block the predictable burst rather than the diver's first harmless poke.
- Return fire at close range while the enemy's cooldown is spent.
- Void Walk toward your team or higher ground if the diver keeps the advantage.
How to use Demon of the End
Demon of the End is The Hood's actual Ultimate, separate from his automatic Half-Demon form. It gives Full Demon State up to 12 seconds and a 1,000-health form with six shots that pierce enemies and barriers. The first five deal 90 damage plus 10% of the target's maximum health. The last deals 140 plus 15%, so throwing the final round at a bad angle wastes the most valuable shot.
Each firing grants 50 Bonus Health, and damage contributes further Bonus Health to The Hood and allies within eight meters, up to 200. That makes the Ultimate more than an elimination tool: when used near a committed team, it adds durability while forcing the opposing frontline to spread or give up space.
Find the lane first
The ideal view places an enemy Vanguard or barrier in front of at least one second target. Doorways, payload paths, staircases, and narrow objective entrances produce better shots than a wide-open arena. If the enemy has already fanned out, hold the Ultimate or use it for the survivability and space rather than pretending every shot will hit multiple heroes.
Do not rush all six shots
You have time to correct between rounds. Watch where the frontline moves, let crowd control finish, and preserve the last shot for the clearest high-health target or multi-hit lane. Barriers do not stop the projectiles, but ordinary map cover still breaks the angle.
Best Team-Up choice and useful teammates
Under the Season 9 Team-Up system, The Hood selects either Chaos Collision or New Moon's Shadow. The base ability works without the matching hero; Scarlet Witch or Moon Knight adds its enhanced effect. You cannot equip both choices at once, so decide what the map and enemy composition demand.
| Choice | Base effect | Partner upgrade | Choose it when... |
|---|---|---|---|
| Chaos Collision | Creates a damaging 5m field for 4s that stacks damage and healing reduction; reactivate to teleport | Scarlet Witch: teleport adds a 60-damage shockwave that pulls enemies toward The Hood | Your team wants to engage, brawl, or punish a grouped backline |
| New Moon's Shadow | Turns Abyssal Veil into a 200-health projectile-blocking Lunar Barrier that explodes | Moon Knight: barrier health rises to 300 and Hood's shots through it bounce up to three times | You are holding a choke or facing concentrated projectile pressure |
Teammates who solve a real problem
Avoid building a lineup only because every hero has a related Team-Up. Start with what The Hood lacks. A persistent frontline from Doctor Strange or Magneto gives him room to take a second angle. Mantis or Cloak & Dagger can support his sustained brawl and transformation windows. Magik can follow an aggressive Chaos Collision engage, while Jubilee adds ranged pressure and receives her own enhancement when The Hood is present.
- Cloak & Dagger: The Hood enhances Oblivion Shroud, enlarging the veils and letting allies who cross them gain a temporary 15% damage boost.
- Magik: his presence improves the health and range of Limbo Demons created through Void Pentagram.
- Jubilee: he sustains the Void Magic Mark tied to her Hellfire Sparks loadout. Our Jubilee guide explains her side of that pairing.
These are practical pairings, not a universal tier ranking. Map geometry, bans, balance patches, and player comfort can change the better choice.
Where to position The Hood
Before the engage
Stand near cover at the edge of the frontline and look for an eight-meter fight, not a 20-meter poke duel. Keep a second route in mind for Void Walk. If the only exit is the doorway you are already contesting, a diver can force the cooldown and trap you on the return.
While attacking
Use the space your main Vanguard creates to take a slightly wider lane. You want the enemy to choose between looking at you and looking at the rest of your team. Do not widen so far that Mantle cannot help an ally or your Strategists must expose themselves to reach you.
While defending
Make the enemy cross Abyssal Veil to enter the objective. Corners are valuable because you can shoot through the veil, retreat during the return burst, and re-peek before it expires. Save Void Walk for the moment the choke collapses rather than using it to collect 20 energy in a fight your team already controls.
During a transformation
Half-Demon rewards uninterrupted tracking, so move toward stable sightlines instead of diving blindly into the backline. Full Demon wants a protected lane through several bodies or a barrier. In both forms, ordinary walls are still useful to the enemy; anticipate where targets will break line of sight before committing.
The Hood's weaknesses and how to answer them
The Hood has no single matchup that invalidates him on every map. His clearest counters are situations: range, split pressure, a baited defensive cooldown, and enemies who refuse to stand in the same lane for his Ultimate.
| Threat | Why it works | Adjustment |
|---|---|---|
| Long-range pressure | Pistol falloff starts at 8m, so heroes such as Hela, Hawkeye, or Black Widow can make the approach expensive | Rotate through cover, shorten the lane, or contest a different angle |
| Multi-angle dive | A one-second Mantle cannot comfortably answer pressure from every side | Play closer to peel, preserve Void Walk, and force the dive through one doorway |
| Disengage near 100 energy | The automatic form loses value when no target remains visible | Stop feeding the meter until your team can close distance |
| Spread formation | Demon of the End cannot multiply its piercing value across one line | Use Q for space and Bonus Health, or wait for the fight to compress |
If you are playing against The Hood, fight from beyond his preferred range, bait Mantle before committing burst, track the 15-second Void Walk cooldown, and break line of sight as he reaches full energy. During Demon of the End, spread across cover instead of stacking behind one barrier.
Six common The Hood mistakes
- Playing like a permanent shield tank. Mantle is a reaction window, not a frontline you can hold indefinitely.
- Forcing 100 energy with no target. Slow down near full and prepare the angle first.
- Placing Abyssal Veil in empty space. Put it across a lane both teams actually need.
- Using Void Walk only for energy. Twenty energy is not worth losing your escape before a dive.
- Chasing the perfect Half-Demon target. Lifesteal and Bonus Health need consistent hits; switch to the target you can see.
- Pressing Q before finding a lane. The Ultimate is strongest when the first shot already has a clear path through the frontline.
The Hood FAQ
Is The Hood a Vanguard?
Yes. The Hood is a 600-health Vanguard. His kit emphasizes close-range pressure, brief protection, and transformation timing rather than a persistent shield.
Does The Hood have two Ultimates?
No. Leaded Transformation is an automatic Half-Demon state triggered by 100 Demonic Energy. Demon of the End is the Q Ultimate that creates the six-shot Full Demon form.
What is The Hood's best range?
Usually within eight meters, where Accursed Pistols have not begun losing damage. That does not mean standing point-blank in the open; fight from cover at the edge of the frontline.
Which Team-Up should The Hood choose?
Choose Chaos Collision for engage mobility, a brawl, or Scarlet Witch's pull. Choose New Moon's Shadow for choke control, projectile defense, or Moon Knight's stronger barrier and bouncing shots.
Can Demon of the End shoot through shields?
Yes. The official description says its six shots pierce enemies and barriers. They do not pass through ordinary map geometry, so walls and corners still matter.
Is The Hood good for beginners?
His pistols and basic loop are approachable, but his meter is unforgiving. A new player can contribute quickly; consistent value comes from learning Mantle timing, short-range positioning, and when not to finish the last few points of energy.
Sources and accuracy note
Exact values were verified on August 14, 2026. The August 13 patch contained no numerical change to The Hood, so his launch-profile values remain current at the time of review. Balance updates can change damage, cooldowns, health, and Team-Up effects.











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