Marvel Rivals

Marvel Rivals

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A Quick Guide to Peni Parker
By Boötes
Peni Parker is a powerful Vanguard hero who can dish out high amounts of mid-range damage (unique for her hero category) and has great mobility and self-sustain to boot, making her good both on the point and on the flank. However, her abilities aren't entirely intuitive, so I've decided to share what I've learned about her mechanics as I've played as her.

The more experienced I get, the more I'll update the guide, but I'll always try to keep it as simple as possible. Please feel free to correct me if I get anything wrong. My goal here is to inform other new players about this character's powers in more detail without getting needlessly technical, since she's pretty weird and janky at times. Let's start with the least intuitive parts of her kit first.
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Spider-Sweeper
Peni Parker's special move, Spider-Sweeper, is comprised of three abilities: Spider Sweep, Arachno Mine, and Spider Drones, and also a 450 health boost and a big movement speed increase. Spider Drones will passively spawn as you run around during Spider-Sweeper and attack nearby enemies. Arachno Mine functions identically to the normal version outside of Spider-Sweeper, except that they are deployed behind you instead of lobbed forward. Finally, Spider Sweep is a melee attack that only hits heroes that the mech is physically looking at, which makes its targeting pretty janky, but it does quite a lot of damage and sends enemies flying. Spider-Sweeper is great for breaking up an enemy push, for running away, or for holding an objective a few seconds longer. Like Peni Parker herself, it is very versatile. However, it is important to keep in mind that you CANNOT USE YOUR NORMAL ABILITIES while in this mode, nor can you deactivate this mode manually, so you are locked in to it when you use it, so be careful!

As a small aside, it also drops webs behind you as well. This will be relevant later.
Arachno Mine
Arachno Mine is a lobbed projectile that, a few moments after landing on a surface, will arm itself to explode whenver an enemy comes close. It is the highest burst damage option in Peni's arsenal. Aiming your cross-hair upwards will cause it to travel higher further, allowing you to chuck it over enemy shields and walls and easily cover otherwise out-of-reach flank routes that you suspect an enemy will come through. Four well-placed Arachno Mines can one-shot practically any non-Vanguard in the game. They do not detonate immediately, however, so enemies can still move out of their range - unless they're held in place by the next ability!
Cyber-Web Snare
Cyber-Web Snare is a straight-firing projectile that serves two functions: being shot at enemies to completely immobilize them and prevent them from attacking for a moment, or being shot at the floor underneath yourself to rant yourself healing per second that, like the healing from Bionic Spider Nest, can heal you over time and convert excess healing into extra health, as well as giving you a movement speed increase, which isn't usually that impactful since it only applies while within the web but, hey, it's there! It also does a very tiny amount of damage that isn't usually enough to secure a killing blow but, again, it's there. The projectile travels much slower than your primary weapon, so you will have to lead your shot a little bit more to land it.
Cyber-Bond
Cyber-Bond can tether you to a nearby location you aim at with your cross-hair and is especially useful for vertical movement. Furthremore, it can keep you stuck inside a certain radius, pulling you back if you should ever stray too far. This is sometimes good and sometimes bad. For instance, if you're trying to run away but still have Cyber-Bond active, it can hinder your escape, but if you're trying to hold your ground against characters with lots of knockback, it can be incredibly useful.
Cyber-Web Cluster
While not as damaging as other Vanguard weapons, Cyber-Web Cluster makes up for its lower-than-average damage-per-second with its incredible range. Though a projectile weapon that requires leading your shots to land them, it has no damage fall-off and can hit enemies at any range, allowing for a very high skill ceiling with the added bonus of allowing Peni to deal damage at a distance, something many Vanguards struggle to do, which helps her keep enemies from advancing through chokepoints and dealing consistent damage to targets who other Vanguards simply would not be able to reach. However, it does slow her down while firing, leaving her especially vulnerable to other Vanguards that deal higher damage at close range, but it isn't a completely detrimental matchup so long as you have a Support or a Bionic Spider Nest nearby.
Bionic Spider Nest / Wall Climb
Finally, Bionic Spider Nest and Wall Climb are Peni's most intuitive abilities. Wall Climb is what it says on the tin: you can climb up walls, though you can't climb on ceilings like some other characters can. It's nothing special, but it can provide even more vertical mobility that you can combine with Cyber-Bond webs. Bionic Spider Nest heals you constantly while you stand within the large area of web it creates and it spawns spider drones to attack nearby enemies at a rate of two drones at a time per spawning. They do very little damage, but even that little bit is can still make the difference when versing other Vanguards. Furthermore, Bionic Spider Nest CAN give you extra health beyond your maximum, allowing you to very easily prepare for an oncoming assault. I find it is best placed behind a wall to hide it from enemy fire, but hidden close enough to the action that you can still benefit from its healing. It's terrible when placed in the open due to the tiny amount of damage that it does and the fact that it can be destroyed by enemies, effectively removing your self-sustain, but if you need to do so, you can always recall the Nest while it is active to remove it from the field and reduce its cool-down by an amount proportionate to how much health it had left. For example, if recalled at full health, it will have no cool-down whatsoever, allowing for instant repositioning.
Pssst! Team-Up Power!
(Sidenote: Peni Parker does get one more ability when teamed up with Venom called Armor Expulsion, which deals 50 damage to nearby enemies on use and then 50 damage per second for the rest of its duration, but the really awesome part is that it gives the user 50% damage reduction while channeling, effectively doubling your maximum health and the effectiveness of incoming healing! You can't always rely on having a Venom on your team, but don't forget to use this ability when you do!)
Hidden Mechanics
Now that we've gone over what all of Peni's abilities do, let's go into more detail about how they interact in a simple bulleted list. These interactions are not explicitly state in-game, so I hope that sharing them here will help everyone.

  • Any of Peni's webs will heal herself and grant extra HP. This includes webs from Cyber Bond, Spider-Sweeper, Bionic Spider Nest, and Cyber-Web Snare. Their healing rates also stack. You can have up to three webs and a Bionic Spider Nest out at once, which can make you pretty much unkillable unless subjected to team-wide focus-fire.
  • Arachno Mines placed within webbed areas will be hidden from enemy sight, though the webs themselves will not be hidden. More experienced players will know not to advance into your webbed areas, but if they're forced to use close-range weaponry, they may have no choice but to walk into your field of invisible mines or use their less-powerful ranged attacks.
  • Peni's primary weapon cannot land headshots, but it also has no damage falloff, allowing you to be 100% effective at any range with it so long as you hit your shots.
  • Though not explicitly stated anywhere in the game, every character's default melee attack (V on Keyboards) will go through some shields, most importantly Doctor Strange's shield. Strange's shield can block a ton of incoming fire and recharges quickly, so damaging the man himself with Melee can be a great way to get him to retreat so you can return to using your primary weapon. However, melee attacks do NOT go through Hyper Shields generated by Hulk or Magneto, and also do not go through Captain America's shield, though his has a lot less total HP and doesn't recharge as quickly as Strange's.
  • Similarly to the last point, and projected shields on the enemy team will NOT block Arachno Mines, allowing you to still toss them behind enemy lines, force them to drop their shield and retreat, and then let the Mines wreck their health bars. The only exception to this is Groot, whose walls completely block all allied and enemy fire no matter what and have collision, causing your Arachno Mines to stick to its surface.
Is There Anything I Missed?
Let me know in the comments below!
7 Comments
Boötes  [author] 12 Feb @ 1:30pm 
You can recall the Spider Nest be pressing the same button you used to deploy it, simple as.
Juan Dink 11 Feb @ 9:18pm 
How do I recall the spider nest.
cooper 2 Feb @ 9:00am 
how to see venoms cheeks
catsnake 16 Jan @ 10:45am 
You can melee through certain shields such as Dr. Strange. I have killed lots of Stranges by chasing them down and meleeing them through their shield. I don't know if this applies to Magneto, but it does NOT apply to Captain America or Hulk.
✪ Señor Lux 16 Jan @ 9:10am 
Is there any use in ever using her melee attack? I don't mean spider-sweep in her ult, just her regular melee attack. I find myself just holding primary fire basically the entire game and see no need in changing strategies.
WesTheMess 11 Dec, 2024 @ 8:26am 
im pretty sure peni's webs also heal her teamates
Tyas 8 Dec, 2024 @ 1:56pm 
I think there's only one thing missing for Peni's moves and that's that Cyber-Bond can also be used to pull you back onto the map if someone tries to launch you off