HomeMapsTokyo 2099: Kaminarimon Company
Game Mode: ConvoyCyberpunk Tokyo

Tokyo 2099: Kaminarimon Company Map Guide – Marvel Rivals Convoy

Tokyo 2099: Kaminarimon Company is a neon-drenched cyberpunk convoy map set in a futuristic version of Tokyo's iconic Asakusa district, reimagined as a corporate megacity ruled by the Kaminarimon Company. Teams battle through elevated highways, cramped alleyways, and glowing market streets as attackers push a payload through three distinct checkpoint phases.

Updated May 25, 2026
🔗 View on Wiki

Overview

Tokyo 2099: Kaminarimon Company drops players into a densely layered cyberpunk cityscape where every street corner pulses with holographic advertisements, floating drone traffic, and the architectural chaos of old Tokyo retrofitted with towering corporate infrastructure. The map is set across multiple elevation levels, with the payload route winding through a lower street level, a mid-tier market district, and finally ascending toward the Kaminarimon Company's heavily fortified gateway checkpoint. This vertical complexity is one of the map's defining characteristics, rewarding heroes with mobility and punishing teams that ignore high-ground control.

The convoy route is divided into three major segments. The first stretch begins at the payload spawn in a wide, rain-slicked boulevard flanked by market stalls and low-rise storefronts, offering modest cover but relatively open sightlines. The second segment pushes through a tighter alley network beneath elevated train tracks and corporate billboards, dramatically narrowing the playspace and creating intense close-quarters skirmishes. The final stretch opens up slightly as the payload approaches the iconic Kaminarimon gate itself, but defenders gain access to powerful high-ground positions on elevated walkways and second-floor interiors that overlook the final push zone.

A key feature of this map is its interconnected flank routes. Side alleys and back passages run parallel to the main convoy route, allowing aggressive duelists and strategists to rotate around chokepoints and apply pressure from unexpected angles. These flanking corridors are narrower and harder to contest, making them extremely dangerous if left unmonitored by the defending team. Smart teams will always dedicate at least one hero to tracking enemy flankers using these side passages.

The atmosphere of Tokyo 2099 is more than cosmetic — the map's geometry actively shapes gameplay. Overhanging neon signs and elevated platforms create natural perches for snipers and dive heroes alike, while the rain-wet streets and tight corridors under the train tracks funnel fights into predictable but highly contested spaces. Understanding the map's three-dimensional layout, rather than simply following the payload path, is the key to mastering Kaminarimon Company.

⚔️ Attack Tips

When attacking on Kaminarimon Company, establishing early map presence outside your spawn is critical before committing to the payload. The initial boulevard section rewards aggressive forward positioning — send a duelist or mobile vanguard ahead to contest the first natural choke at the market district entrance and prevent defenders from setting up a deep hold. If defenders are allowed to anchor at the covered market stalls with full team support, breaking that hold becomes costly. Use the side alley to the left of the main road to create a two-pronged approach that forces defenders to split their attention.

The underpass section beneath the elevated train tracks is the most brutal chokepoint on the map for attacking teams. Never simply funnel the entire team through the main corridor — this is where defenders excel at funneling damage into a single kill zone. Instead, send flankers through the narrow back-right passage that loops behind the defender position, forcing them to either reposition or fight on two fronts simultaneously. High-mobility heroes like Spider-Man or Black Panther can use the ceiling supports and train track beams above the underpass to avoid the main sightline entirely and drop onto the defender backline. Coordinate this flank with a frontal push to maximize pressure.

For the final gate push, time is often the deciding factor, so tempo matters enormously. The Kaminarimon gate section has elevated walkways on both sides that defenders love to use as sniper and AoE positions. Prioritize clearing at least one of these elevated positions with a mobile hero before the main group pushes the payload into the final zone. A well-placed ultimate ability — particularly area-denial or displacement ultimates — used at the base of the gate ramp can crack open a stubborn final defense. Always ensure your strategist is positioned safely behind the payload's natural cover during the final push rather than in the open street.

🛡️ Defense Tips

Defenders on Kaminarimon Company have one of the most naturally advantaged first holds in Marvel Rivals' convoy pool. The market district entrance, where the first checkpoint transition occurs, gives defenders a covered position with multiple angles to poke from while the attacking team must advance through more open terrain. Place your vanguard at the center of the road to create a body-blocking presence, with flanking duelists watching the left side alley and a strategist anchoring safely behind market stall cover. Holding this position through the first phase forces attackers to burn ultimates early or eat significant cooldown damage.

The underpass choke beneath the elevated train tracks is your most powerful natural defensive position on the entire map. A single well-played vanguard or crowd-control duelist positioned at the narrow entrance can stall the payload for enormous amounts of time. Supplement this anchor with a ranged attacker on the elevated train platform above, accessible via a stairwell to the right of the underpass entrance. This two-level hold — ground anchor plus elevated ranged pressure — is extremely difficult for attackers to break without a coordinated flank or a strong ultimate. Always watch the back-right passage that loops behind this position, as experienced attackers will send flankers through there to break your hold.

At the final gate section, transition from a narrow hold mentality to an elevation-control mentality. Both raised walkways flanking the Kaminarimon gate ramp must be contested, ideally with heroes who can sustain or reposition quickly. Do not over-commit all defenders to one side of the gate — attackers who secure the opposite elevated walkway can rain damage down onto both the payload zone and your team simultaneously. Reserve at least one ultimate ability for the inevitable final push attempt, particularly abilities that can displace or stall the payload interaction. A single well-timed displacement or zone-denial ultimate at the gate base can cost attackers a full overtime window.

🦸 Best Heroes

🦸
Spider-Man's web-swinging and wall-crawling mobility makes him the premier flanker on Kaminarimon Company. He can bypass the underpass chokepoint entirely by swinging across the elevated train beams, drop onto enemy strategists from above, and escape using vertical routes defenders cannot easily follow. His ability to contest elevated positions on both the train platform and the final gate walkways makes him invaluable on this map.
🦸
MagnetoVanguard
Magneto's ability to deploy Metal Bulwark shields and control space with projectile deflection makes him ideal for anchoring the underpass chokepoint as a defender. His shield barrier can block the main sightline at the underpass entrance, and his ultimate creates powerful area denial that is especially effective in the narrow corridors beneath the train tracks.
🦸
HelaDuelist
Hela excels on Kaminarimon Company due to the map's numerous elevated platforms and long sightlines in the opening boulevard and final gate sections. Her Nightsword Thrust and crown abilities reward precise aim at range, and she can perch on elevated train structures or gate walkways to punish poorly positioned enemies. Her ultimate provides enormous team fight value in the payload zone during the final push.
🦸
Luna SnowStrategist
Luna Snow's balance of healing output and self-sufficiency makes her the top strategist choice for this map's tight corridor fights. Her ice platform mobility lets her reposition quickly when flanked through the side alleys, and her ultimate's team-wide healing and damage buff is a game-changer during the contested gate final push. Her moderate range keeps her relevant in both open and closed sections of the map.
🦸
Black Panther's hyper-aggressive dive kit thrives in Kaminarimon Company's layered environment. His ability to scale walls and close gaps instantly allows him to reach enemy backlines via the flank corridors without being intercepted. He is particularly effective at eliminating isolated strategists who are pushed out of position in the market district or behind the underpass hold.
🦸
Doctor Strange's portal ability is uniquely powerful on Kaminarimon Company, allowing attacking teams to teleport past the underpass chokepoint entirely and create a second front behind the defending team's hold. His shield provides reliable frontline protection on the payload, and his ultimate is a devastating team fight tool in the narrow underpass and gate corridors.
🦸
Hawkeye's long-range precision damage is well-suited to the open boulevard first section and the elevated gate walkways in the final push zone. He can hold elevated positions on the train platform or gate walkways to punish payload pushers from a safe distance. His ability to quickly punish out-of-position enemies makes him a strong pick for defenders who want to delay the attacking team's momentum.
🦸
LokiStrategist
Loki's clone-based trickery and repositioning tools make him extremely difficult to pin down in Kaminarimon Company's complex geometry. His ability to place clones in alley flanks and the underpass area creates confusion for attackers trying to track him, and his healing portals provide sustained support across the map's multiple elevation levels. His ultimate can turn the tide of a final gate push fight when used in the tight gate funnel.

📍 Key Locations

Opening Boulevard
The wide rain-soaked street where attackers first escort the payload. Moderate cover from market stalls and parked vehicles lines both sides, but sightlines are long enough for ranged heroes to poke effectively. Defenders who set up too deep here are vulnerable to being bypassed via side alleys, while attackers who play too passively give defenders time to stack cooldowns before the first checkpoint.
Market District Entrance
The natural transition point between the open boulevard and the tighter mid-section of the map, marked by a cluster of covered market stalls and low canopies. This is the first major defensive hold position on the map, offering defenders strong cover and multiple angles while attackers must funnel in from a more exposed approach. Controlling this zone early determines the pace of the entire first half of the convoy.
Underpass Choke
The most contested location on the entire map, located beneath the elevated train tracks mid-route. The main passage narrows dramatically here, funneling both teams into a brutal corridor fight. A secondary back-right passage allows flankers to loop behind the defending position. Elevation access via a stairwell to the right of the entrance leads to the train platform above, which overlooks the entire choke and is critical for both attack and defense.
Elevated Train Platform
A raised walkway above the underpass choke accessible from a side stairwell. This position provides a dominant top-down sightline across the chokepoint below and into part of the market district. Ranged duelists and mobile heroes who hold this position can apply enormous pressure to both the payload and any heroes attempting to anchor the underpass. Denying or securing this position is a priority for both teams.
Side Alley Network
A series of narrow back passages that run parallel to the main convoy route, most notably one to the left of the opening boulevard and one to the right of the underpass. These routes allow flankers to bypass chokepoints and attack from behind defending positions. Both teams must always assign a hero to monitor these corridors, as an uncontested flanker using these alleys can collapse an entire team hold in seconds.
Kaminarimon Gate Ramp
The ascending ramp leading up to the iconic gate structure in the final checkpoint zone. The payload must be pushed up this incline to complete the convoy, and the ramp's slope creates a natural chokepoint where defenders can stack damage onto advancing attackers. The base of the ramp is one of the most valuable positions for area-denial ultimates, while attackers want to control both flanking walkways before committing a push up the center.
Gate Elevated Walkways
Twin raised platforms on either side of the Kaminarimon gate in the final push zone, accessible from side staircases. These walkways provide commanding overwatch of the payload zone and the ramp approach. Whichever team controls both walkways simultaneously has a near-insurmountable advantage in the final fight. Defenders default to holding at least one walkway, while attackers must prioritize clearing them before the final payload push.
Defender Spawn Side Rooms
Interior rooms and second-floor spaces adjacent to the defender spawn in the final zone, offering quick re-engagement angles to the gate area after respawning. Experienced defenders use these spaces to reposition and hold angles on the payload zone while attackers are occupied with pushing the cart. Attackers who push too far forward without vision on these spaces risk being taken by surprise from these reentry angles.
🛠 Team Builder for this Map
Build your team and see how it performs
+
+
+
+
+
+
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 Tokyo 2099: Kaminarimon Company
← Back to Maps