The Punisher
Judge. Jury. Executioner.Punisher is an easy-to-learn duelist in Marvel Rivals, specializing in consistent damage output and area control. With high health and a one-star difficulty rating, he excels at applying pressure from medium range while having tools to control space and reposition effectively. His kit includes both an assault rifle for sustained damage and a shotgun for close-range encounters, making him versatile in different engagement ranges. His ultimate ability, Final Judgement, unleashes devastating firepower with dual gatling guns and missiles, perfect for turning team fights or securing objectives.
Punisher thrives in poke-oriented team compositions. However, his large hitbox and relatively low mobility make him vulnerable to precision-based heroes like Hela and Namor, requiring careful positioning and awareness to stay effective.
How to play The Punisher in Marvel Rivals
To play Punisher effectively, focus on maintaining advantageous positions while applying consistent pressure with your weapons. Use Adjudication (assault rifle) for medium-range combat and switch to Deliverance (shotgun) when enemies get too close. The shotgun is particularly effective against aggressive flankers, capable of two-tapping squishier targets.
Positioning is critical for Punisher's success. Use Vantage Connection to reach high ground or better vantage points, especially against teams that struggle to contest elevated positions. When deploying your Culling Turret, consider its vulnerability from behind — place it strategically where enemies can't easily flank you.
When using your ultimate ability, Final Judgement, be mindful of the movement speed penalty and your increased hitbox size. Activate it when you're already in position to maximize damage output, as the slow movement can make you an easy target while repositioning.
The Punisher Counters and Synergies
The Punisher Abilities
Final Judgement
Unleash two gatling guns and missiles to attack enemies. The guns fire at 33RPM (264 damage per second) and have infinite ammo, while missiles autofire and lock onto enemies. During Final Judgement, The Punisher is immune to stuns, slows, and immobilizing effects.
Adjudication
Fire at enemies with Adjudication, his automatic rifle.
Deliverance
Fire at enemies with Deliverance, his shotgun. Each shot fires 14 pellets in a tight cone.
Scourge Grenade
Shoot a smoke grenade forward to obscure vision while leaping backward.
Vantage Connection
Launch a hook to generate a cable up to 35m long which the Punisher can quickly zipline along.
Culling Turret
Deploy and sit atop a culling turret, which blocks damage from the front while dealing massive damage.
Warrior's Gaze
Retain vision of enemies that disappear from view for 3 seconds.