Marvel Rivals - Competitive - 6v6

Marvel Rivals
  • 0 Competitors
  • Points
  • Teams (6 vs 6)
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Marvel Rivals - 6v6 Competitive




Welcome!
This is a World Wide Ladder. There are no individual regions specified. Please feel free to join a team, or create one, and get into the competition!

Players are advised to include their PlayStation / Xbox / PC Display Name within their team profile to assist players finding each other.

To ensure both fairness and genuine activity, a Team may consist of up to 20 players. Of those members, only 6 players are required to play at a time. Both teams must field the same number of players for the match to be valid.

Display names are case sensitive. Please ensure you include the correct name within your team profile.

Setting Up a Custom Match
1. One player (the host) must create a Custom Game / Private Match.
2. Set the mode to Competitive or the standard 6v6 mode.
3. Set team size to 6v6.
4. Disable fill / random players so only invited players can join.
5. Invite all opposing players using the in-game invite system or party.
6. Once everyone has joined and is ready, the host starts the match.

Best of 3 Matches
The team that wins the majority of rounds / maps wins the match. The first team to win 2 out of 3 maps wins the series.

Mode & Maps
6v6 Competitive
All standard Competitive maps currently in the game are allowed. Both teams must agree on the map before starting, or use the game’s standard map veto / random selection if preferred.

MATCH SETTINGS
General Settings
Game Mode: 6v6 Competitive / Custom
Team Size: 6v6
Map: Mutually agreed or standard Competitive map pool
Fill: Disabled
Cross-Play: Allowed (unless both teams agree to disable it)

Match Format
Number of Games: Best of 3
Win Condition: First team to win 2 maps
Map Win Condition: Standard Competitive rules (push the payload, capture the point, or eliminate the enemy team depending on the map type)

SCORING SYSTEM
Standard Marvel Rivals Competitive scoring applies. The team that wins the map according to the mode rules wins that map.

Hero Restrictions
All heroes are allowed unless both teams agree to specific bans or a hero limit before the match.
Role queue rules (if enabled in custom) must be agreed upon beforehand.

In-Game Restrictions
Teaming: Strictly forbidden outside of the assigned 6-player team.
Stream Sniping: Not allowed. Players caught intentionally stream sniping will forfeit the map.
Exploits / Glitches: Use of known game-breaking exploits or glitches is not allowed. Matches involving exploits may be replayed or forfeited depending on severity.
Leaving Early: Leaving a match early without agreement will result in a map loss.

MATCHES & POINTS
Just for participating, you will receive 1 point for every successfully completed map. A win awards 3 points to the winning team. The goal is to accumulate more points than every other team on the ladder.

HOSTING
The hosting player is responsible for creating the Custom Game, selecting the correct settings, and ensuring everything is correct before starting. Hosting with incorrect settings will result in a forfeit of that map.

DELAY BETWEEN MAPS
Teams may not delay the match for more than 5 minutes between each map.

TIE GAME
If a map ends in a draw, the map will be replayed with the same settings.

LAG / CONNECTION ISSUES
If a player experiences severe lag or disconnects, the affected team must finish the map if possible. Proof (video showing high ping or disconnect) must be submitted via support ticket within 30 minutes of match completion for review. The ladder admin will make the final decision on whether the map is replayed or stands.

DISCONNECTIONS
If a player disconnects early in the match, the map may be restarted if both teams agree.
If a player disconnects later in the match, the remaining players must continue. The disconnected player may rejoin if possible.
If a team fully leaves the match without attempting to continue, they forfeit the map.

NO SHOWS
A team has 10 minutes from the scheduled match time to have all required players ready and in the Custom Game lobby. Failure to do so will result in a forfeit.

If a team does not show, the opposing team must submit a support ticket within 45 minutes of the scheduled time with proof (screenshot of empty lobby or chat) to claim the no-show win.
ResultMatch Date