Ruota di tutti gli eroi Marvel Rivals (S5).
This wheel holds 44 heroes and the game now has 53. SpinyWheel's All Marvel Rivals Heroes (S5) Wheel spins a Season 5 snapshot at 2.3 percent each, which is right for a period-accurate challenge and out of date for learning the current roster.
What the S5 label actually covers
Season 5, Love is a Battlefield, ran from November 2025 to January 2026 and brought Gambit at launch and Rogue at the mid-season update. Nine heroes have joined since, at roughly one per month:
| Season | Added |
|---|---|
| Roster total | 5.0 |
| Gambit | 44 |
| 5.5 | Rogue |
| 45 | 6 and 7 |
| Deadpool, Elsa Bloodstone, White Fox, Black Cat | 49 |
| 8 | Devil Dinosaur, Cyclops |
| 51 | 9 and 9.5 |
| Jubilee, The Hood | 53 |
That cadence is the important part. A hero arrives at each season launch and again at each mid-season update, so any roster wheel drifts out of date within weeks and is a full season behind within two months.
For a throwback run, a fixed snapshot is exactly what you want. For learning who you might face in a current match, it will miss nine heroes including a triple-role pick that behaves unlike anything else in the game.
Random picks ignore roles, and the game does not
Marvel Rivals is 6v6 across three roles, and a workable team generally wants coverage in all of them. A wheel has no concept of roles, so six random spins produce a composition by accident.
Duelists dominate the roster, making up roughly half of the current 53, with Vanguards and Strategists splitting the rest. Spin six times and the likeliest outcome by a wide margin is a damage-heavy team with no frontline and no healing, which is a losing composition regardless of individual skill.
Two ways around it. Split the entries into three wheels by role and spin each the right number of times, or spin freely and treat whatever you get as the challenge. The second is more fun and considerably worse for anyone else on your team, which is why it belongs in custom games rather than ranked.
Team-Ups mean picks are not independent
Team-Up abilities activate only when specific heroes are on the same team, which makes this roster unusual for randomization. In most games a random pick affects only you. Here it changes what your teammates can do.
A spun hero might unlock a Team-Up with someone already picked, or waste one that a different choice would have enabled. Neither outcome is visible from the wheel. Spinning the whole team at once at least keeps the synergies random rather than half-optimized, and checking which Team-Ups landed after the fact is a decent way to learn a system most players only half-know.
Why roster breadth is worth building
Hero bans in higher competitive ranks mean a player with one hero can be removed from their own game before it starts. A second and third pick per role is not optional at that level, and building them deliberately is faster than waiting until a ban forces it.
That is the real argument for spinning rather than choosing. Preference selects for what already feels comfortable, and comfort is precisely where you have stopped learning. Remove each hero from the list once you have put real games into them, and the wheel walks you through the roster instead of returning you to the same three names.
Weights suit a lighter version: entering 3, Groot favours a role you are trying to learn while leaving the rest reachable. For a different fighting-game roster, the ABA Character Spinwheel runs the same pattern, and browse the wheel library for other gaming wheels.
FAQ
Open the page, tweak the options if needed, then press Spin. SpinyWheel picks a result with crypto.getRandomValues() in your browser.
Yes. Rename slices, import CSV, adjust weights, and turn on elimination or avoid-repeat so winners do not return until you reset.
Yes. Spins are local and cryptographic, not Math.random(), and not chosen on a server.
Spin one, check the season it came from, and take it into a custom game first.