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Game Mode: ConvergenceSpider-Man

Spider-Islands Map Guide: Marvel Rivals Convergence Strategy

Spider-Islands is a vibrant, web-covered arena set in the heart of the Spider-Verse, where towering island platforms connected by webs and narrow bridges create a vertical, multi-lane battlefield. As a Convergence mode map, two teams clash over a central payload zone that shifts and locks across distinct capture points. Mastering the verticality and tight choke points of Spider-Islands is essential for climbing ranked play.

Updated May 25, 2026
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Overview

Spider-Islands immerses players in a chaotic, colorful collision of Spider-Man mythology, featuring neon-drenched cityscapes suspended over an endless void, laced together with massive web cables acting as pathways and flanking routes. The map is heavily vertical by design, with elevated catwalks, rooftop platforms, and web-slung bridges offering high ground advantages that can completely shift the momentum of a fight. Buildings styled after the classic New York skyline — but twisted into a fantastical island cluster — give the map both a grounded and surreal visual identity that reinforces the Spider-Verse theme.

The layout is divided into three primary zones: the attacker spawn-side approach corridor, the highly contested central convergence platform, and the defender-side final position near the opposing spawn. Each zone transitions through a bottleneck choke, meaning positional control and ultimate timing around those transitions are critical. The central platform itself is raised slightly above the surrounding terrain, giving the team holding it a natural line-of-sight advantage over approaching enemies below.

Flank routes run along the outer edges of the map through lower web-bridge pathways and through interior building corridors that cut beneath the main combat lane. These flanks are narrow enough that a single well-placed area-denial ability — such as a Spider-Man web barrage or a well-timed Winter Soldier suppression — can shut them down entirely. However, mobile heroes who excel at vertical movement can exploit these side routes to bypass the main choke and apply pressure from unexpected angles.

The map's atmosphere is further defined by environmental hazards and structural elements that funnel combat inward. Drop-offs on either side of the web bridges mean positioning errors can be fatal, and abilities that displace enemies — knockbacks, pulls, and launches — become especially powerful here. Teams that understand the geometry of Spider-Islands and respect its vertical dimension will consistently outperform those who try to play it as a flat, linear map.

⚔️ Attack Tips

As the attacking team on Spider-Islands, your primary objective is to break through the first major choke point — the web-bridge crossing just outside the attacker spawn — before the defenders can establish a fortified line. This crossing is exposed and narrow, making it a kill zone if defenders are allowed to stack heavy hitters in the center platform. Use Strategists to establish a mobile sustain line close to the crossing rather than falling back to spawn, and send one mobile Duelist along the lower web-bridge flank simultaneously to split the defender's attention. Coordinated two-pronged pressure is far more effective here than a single-lane push.

Once you've broken through the first choke and secured the initial convergence point lock, maintain forward momentum by contesting the high-ground catwalks above the central platform. Heroes like Spider-Man, Iron Fist, or Black Panther can use wall-climbing and leap abilities to immediately contest these elevated positions, denying defenders the line-of-sight advantage that the upper level provides. Do not allow the defending team to reset and re-establish a high-ground hold after you've taken the first point — use the momentum window aggressively and push before ultimates recharge.

For the final push into the defender-side capture zone, be mindful that defenders will often rotate through interior building corridors to reinforce their last position quickly. Assign a flanker to monitor and contest these rotation paths, cutting off reinforcements while your main squad advances on the payload zone. Ultimate abilities with large area denial — such as Scarlet Witch's Chaos Zone or Magneto's Metal Curtain — are best saved for this final stage to prevent the inevitable last-stand defensive cooldown dump that defenders will attempt to hold the final convergence lock.

🛡️ Defense Tips

Defenders on Spider-Islands have a natural advantage in the first phase due to the chokepoint nature of the web-bridge crossing from attacker spawn. Stack your Vanguard at the near edge of the central platform and position at least one Duelist on the elevated catwalk directly above the crossing to establish a crossfire. This two-level defensive formation is extremely difficult for attackers to push through without burning multiple ultimates, and it forces them to commit resources before they've reached the first lock point. Prioritize holding this position for as long as possible — every second spent here is time off the attacker's clock.

If the attackers successfully breach the first choke and begin contesting the central convergence point, do not panic-retreat to the final position. Instead, use the interior building corridors to rotate and attempt a flank counter on the attacking team's Strategists, who will typically be positioned slightly behind the main push near the first crossing. Disrupting the sustain line mid-push can cause a full team collapse even if the attackers appear to have positional control. Heroes like Winter Soldier, Hawkeye, or Psylocke excel at these counter-rotation strikes due to their mobility and burst damage.

At the final defensive position near the defender spawn, use the elevated back platform and doorway choke as your last anchor point. This area offers significant cover and a height advantage that makes healing and ability maintenance considerably easier. Place your most impactful area-denial ultimates — Hela's Goddess of Death, Luna Snow's Fate of Both Worlds, or Doctor Strange's Maelstrom of Madness — centrally in the payload zone rather than at its edges, maximizing coverage. Remember that displacement abilities such as Thor's Awakening or Hulk's Thunderclap are especially deadly here given the nearby drop-offs on the flank bridges, so position defenders away from ledge edges to avoid self-inflicted eliminations from pushback.

🦸 Best Heroes

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Spider-Man is thematically at home on this map and mechanically dominant due to its vertical architecture. His web-swing mobility allows him to reach elevated catwalks and high-ground positions faster than nearly any other hero, and his web-pull ability can drag enemies off the narrow bridges into the void below. His dive-and-reset playstyle thrives in the chaos of the central platform fights.
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MagnetoVanguard
Magneto's Metal Curtain ultimate provides one of the best point-denial tools on Spider-Islands, capable of completely blocking the web-bridge chokepoint or the final zone entrance. His shields and ranged damage let him anchor the central platform effectively, and his ability to magnetically launch projectiles makes him a consistent threat across the map's open mid-lane.
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Luna SnowStrategist
Luna Snow's dual-stance healing and sustained output make her invaluable for maintaining team health during the drawn-out choke fights that define Spider-Islands. Her Fate of Both Worlds ultimate is a full team heal and damage amp that turns the tide at final payload locks, and her ice slides give her escape options on the narrow bridges where other Strategists might be caught out.
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Winter Soldier's grapple hook and directional burst damage make him one of the strongest flank route predators on Spider-Islands. He can quickly traverse the lower web-bridge flanks, eliminate isolated Strategists, and escape through the same narrow corridors before defenders can respond. His arm cannon poke damage is also effective across the open central platform gap.
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Scarlet Witch's Chaos Zone ultimate is one of the single most powerful tools for contesting the central convergence platform or the final capture zone, denying large areas with persistent damage and disruption. Her flight ability lets her hover above the platform elevation changes for consistent line-of-sight, and her chaining chaos abilities punish tightly grouped defenders stacking in the choke.
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Doctor Strange's shields and Maelstrom of Madness ultimate make him an elite anchor for Spider-Islands' chokepoint defense and attack. His portal ability is particularly powerful here — portals can be placed to create instant rotation paths that bypass the narrow web-bridge chokes, giving his team unexpected flanking angles that the map's geometry otherwise limits.
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HelaDuelist
Hela's flight and sustained ranged damage output allow her to control the central platform's high ground without committing to dangerous melee range. Her Goddess of Death ultimate detonates with massive area damage perfectly suited for the clustered fights around the convergence lock zones. She is especially punishing against teams that clump in the narrow bridge chokes.
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Iron Fist's wall-run and vertical leap abilities let him reach elevated positions on Spider-Islands almost as efficiently as Spider-Man. He excels as an anti-Strategist diver who can climb building facades to reach backline heroes hiding on upper platforms, and his burst damage combo can eliminate targets before they can retreat into the corridor interiors.

📍 Key Locations

Web-Bridge Crossing
The primary chokepoint connecting the attacker spawn zone to the central platform. This narrow web-and-cable bridge is the most contested early-game location on the map and the natural defensive line for the holding team. Drop-offs on both sides make displacement abilities extremely dangerous here, and teams that win the crossing battle typically win the first point lock.
Central Convergence Platform
The elevated central island platform where the payload lock point sits during the mid-phase of Convergence. Slightly raised above the surrounding terrain, this platform grants line-of-sight dominance to whoever controls it. The high-ground catwalk above this platform is a premium positioning spot for Duelists and Strategists who can reach it.
High-Ground Catwalk
A series of elevated walkways and web-strung platforms above the central convergence zone. Controlling the catwalk gives teams a significant vertical angle advantage over the payload platform below, enabling cleaner ability lines and safer Strategist positioning. Mobile heroes and those with vertical movement abilities contest this space most effectively.
Lower Flank Web Bridges
Narrow web pathways running along the outer edges of the map below the main combat lane. These flanking routes allow mobile heroes to bypass the central choke and attack from the sides, but their tight width makes them easy to shut down with area-denial abilities. Falls from these bridges are instant eliminations, making them high-risk high-reward paths.
Interior Building Corridors
Enclosed hallways running through the interior of the Spider-Islands' suspended buildings, cutting beneath the primary combat lane. These corridors serve as critical rotation paths for defenders repositioning to counter mid-push flanks and as surprise attack lanes for attackers looking to bypass the main choke. Vision and map awareness are crucial in these tight interior spaces.
Defender Final Position
The elevated back platform and doorway choke near the defender spawn side, representing the last defensive anchor point in the final convergence phase. This area offers the most natural cover on the entire map and a height advantage that makes it the strongest raw defensive position. Attackers must spend significant ultimate resources to crack this final hold.
Attacker High-Spawn Platform
The initial elevated spawn area on the attacker side, which provides a brief high-ground view of the first web-bridge crossing. Attackers can use this vantage point to scout defender positioning before committing to the crossing push, and mobile heroes can use it to launch diagonal web-swing or leap-based approaches to the central platform.
🛠 Team Builder for this Map
Build your team and see how it performs
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Adam WarlockA
Adam Warlock
AngelaA
Angela
Black CatA
Black Cat
Black PantherA
Black Panther
Black WidowB
Black Widow
BladeA
Blade
Captain AmericaA
Captain America
Cloak & DaggerA
Cloak & Dagger
DaredevilA
Daredevil
DeadpoolA
Deadpool
Devil DinosaurA
Devil Dinosaur
Doctor StrangeA
Doctor Strange
Elsa BloodstoneB
Elsa Bloodstone
Emma FrostS
Emma Frost
GambitB
Gambit
GrootA
Groot
HawkeyeA
Hawkeye
HelaS
Hela
HulkB
Hulk
Human TorchA
Human Torch
Invisible WomanA
Invisible Woman
Iron FistB
Iron Fist
Iron ManS
Iron Man
Jeff the Land SharkA
Jeff the Land Shark
LokiS
Loki
Luna SnowS
Luna Snow
MagikS
Magik
MagnetoS
Magneto
MantisA
Mantis
Mister FantasticA
Mister Fantastic
Moon KnightA
Moon Knight
NamorB
Namor
Peni ParkerA
Peni Parker
PhoenixS
Phoenix
PsylockeS
Psylocke
Rocket RaccoonS
Rocket Raccoon
RogueB
Rogue
Scarlet WitchS
Scarlet Witch
Spider-ManS
Spider-Man
Squirrel GirlB
Squirrel Girl
Star-LordA
Star-Lord
StormA
Storm
The PunisherA
The Punisher
The ThingB
The Thing
ThorA
Thor
UltronA
Ultron
VenomS
Venom
White FoxA
White Fox
Winter SoldierA
Winter Soldier
WolverineA
Wolverine
★ = Recommended for Spider-Islands
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