Marvel Rivals: Scarlet Witch's rework in numbers — Chaos Mark, 120° cone, and Chaos Control at 75/s
Credit: Image officielle — NetEase Games / Marvel
Class

Marvel Rivals: Scarlet Witch's rework in numbers — Chaos Mark, 120° cone, and Chaos Control at 75/s

Follow us on

In brief

Scarlet Witch receives a complete rework in Season 10: introduction of a Chaos Mark that structures the entire kit, transformation of Chaos Control into a 120° cone instead of a cylinder, and major loss of hard control on Dark Seal offset by damage and continuous marking. Right-click accelerates, ultimate charges damage continuously, but Team-Ups with Jubilee and especially Magneto pay a heavy price.

Season 10 of Marvel Rivals, Butcher's Blasphemy, opens on Friday, September 11, 2026 at 09:00:00 UTC — that's 11 a.m. in Paris, this is our conversion, as NetEase only publishes the UTC time — with "estimated maintenance lasting 2 hours". Gorr the God Butcher headlines the season; the real gameplay shake-up lies elsewhere.

The patch notes devote three lines to the Scarlet Witch rework and point elsewhere: "please check out the full breakdown on our official website". Yet Wanda Maximoff's official hero page hasn't been updated, it still shows the kit from before September 11. The only document that quantifies the rework is therefore the Balance Post from September 8, 2026, nine lines in total — and the outdated page has one merit: it gives the starting values, and thus the exact differences.

Since the official website only exists in English, Japanese and Korean, none of Wanda's abilities have a published French name: we're keeping the English, just like the client. Only the roles are translated, and Scarlet Witch remains a Duelist.

Chaos Mark: the new mechanic that powers the entire kit

The rework hinges on a brand-new status, the Chaos Mark, and on two additions built around it. The first is a new ability, Scarlet Hex: "unleashes a magic shockwave in a 20m long, 8m wide rectangular area in front of her, dealing 40 damage to enemies caught inside and applying a Chaos Mark".

Forty damage is less than two Chthonian Burst missiles. That's not the point: Scarlet Hex is a mark applicator with a wide footprint, 160 m² on the ground, and the mark unlocks everything else. NetEase publishes neither the key bind, nor the cooldown, nor the duration of the Chaos Mark — three blanks on the most structural ability in the kit.

The second addition is a passive: when the target carries a Chaos Mark, "25% of the damage converts into Bonus Health for herself, up to a cap of 50". Wanda becomes self-sufficient in bonus health, which she wasn't before. Filling these 50 points requires 200 damage on marked targets, or less than 2.7 seconds of sustained Chaos Control. Our own arithmetic, not data from the publisher.

The kit before and after, value by value

ElementBefore September 11Since September 11
Scarlet Hexdid not exist40 damage, 20 m by 8 m rectangle, applies a Chaos Mark
Passivedid not exist25% of damage on marked target converts to bonus health, cap of 50
Chaos Control (left click)85/s, 3 m cylinder, locks onto the nearest enemy, damage drops off past 10 m75/s, identical damage on all marked targets, 20 m cone at 120°
Chthonian Burst (right click)0.5 s interval, 160 damage per second0.4 s interval, 200 damage per second
Dark Seal (E)0.5 s stun every 1.25 s over 4.5 s0.3 s on detonation only, then 20/s, −30% speed, continuous marking
Mystic Projection (Shift)+50% speed, 1.5 s, 2 charges+35% speed
Reality Erasure (Q)no damage listed during the charge"scaling up from 50 to 80 over 4s" within 15 m, plus a chance of immunity
Enhanced Hex Fireworks (Jubilee)42/s healing during Mystic Projection30/s
Health and speed250 HP, 6 m/sunchanged

Left column: hero card; right column: Balance Post. What the latter leaves out — 4 charges of Chthonian Burst, Dark Seal's 12s cooldown, Telekinesis — is presumed unchanged without confirmation.

Official render of Scarlet Witch, a sphere of red chaos magic in her right hand
The official render of Wanda Maximoff, on the not-yet-updated hero card. Credit: Official image — NetEase Games / Marvel

Chaos Control: the cylinder becomes a cone

On paper, the left click is nerfed: 85/s becomes 75/s, a −11.8% drop. It's the geometry that changes everything. The old version was a 3m-radius cylinder that attacked "the nearest enemy within range," with distance falloff; the new one deals "identical damage to all enemies bearing a Chaos Mark within a 20m, 120°" — a cone, with no falloff on marked targets. Against three marked targets, Wanda would go from 85 to 225 damage per second spread across them: our multiplication, which assumes no target cap, as the Balance Post mentions none.

There's a vocabulary trap in this falloff. The hero card states "Falloff begins at 10m, decreasing to 90% at 20m." If that 90% refers to the portion removed, as elsewhere with NetEase, Chaos Control would drop to 8.5/s at 20m and the gain is spectacular; if it refers to the portion remaining, it would drop to 76.5/s and the gain is marginal. We won't settle this. The notes also say nothing about what happens to unmarked targets.

Chthonian Burst and Dark Seal: control traded for damage

The right click's interval drops from 0.5s to 0.4s, "DPS to enemies increased from 160 to 200." Checking the math: 40 from the projectile plus 40 from the field make 80 per cast, divided by 0.5 then by 0.4, we get exactly 160 then 200. No missile hits harder, the +25% comes solely from the rate of fire. The 4 charges therefore empty in 1.6s instead of 2s, for a cooldown that Chaos Control fuels at 0.15 per landed hit — a figure the Balance Post doesn't republish even though it just touched Chaos Control.

The real sacrifice is on Dark Seal. The old version stunned for 0.5s every 1.25s over a 4.5s field duration, i.e. 1.5 to 2 seconds of hard control depending on whether a detection triggers right at detonation or not. The new one "will now only apply a stun effect upon the initial detonation, lasting 0.3s." In exchange, the field deals 20/s, slows by 30%, and "constantly applies Chaos Marks": with unchanged duration, 90 damage where there was none before. More importantly, Dark Seal becomes the only continuous mark applicator — a Wanda who misses her E no longer has a kit.

Reality Erasure: the two numbers NetEase didn't write down

The ultimate keeps its 9,999 damage, its 4-second charge time, its 15m radius, its 3,400 energy cost, and its 100 bonus HP. The charge is no longer free for the opponent: "continuously deal damage to enemies within a 15m radius, scaling up from 50 to 80 over 4s," and "she has a small chance to be immune to incoming damage."

First ambiguity: are 50 and 80 damage per second or a total? NetEase consistently suffixes its rates in the same section ("20/s," "75/s," "30/s"); the absence of a suffix argues for a total, the verb "continuously" for the opposite. A ramp from 50 to 80 per second over 4s would amount to 260 damage — our integration — versus 80 under the other reading. Second ambiguity: "a small chance," with no percentage whatsoever, on the very channel that alone decides whether the ultimate goes through.

One point gained, however: the ultimate charge overhaul introduced by this patch only targets Strategists. As a Duelist, Wanda charges Reality Erasure at the same rate as before.

Jubilee and Magneto foot the bill

Of Scarlet Witch's three Team-Ups, only one comes out unscathed: Sorcerers Supreme, with Doctor Strange, doesn't appear once in the Balance Post. On Jubilee's side, Hex Fireworks keeps its base effect — the conversion of the Dark Seal field into Plasmoid Seal, 52 damage, 15% Vulnerability — but its enhanced effect drops from 42/s to 30/s of healing during Mystic Projection. Over the 1.5 s of a Projection, healing goes from 63 to 45 HP, 7% of a 250-HP heroine's bar. Our calculation. And no one explains how the new Dark Seal, which marks continuously, still converts into Plasmoid Seal.

The Wanda-Magneto duo takes the real hit, and it's Magneto's kit that spells it out. Metallic Chaos lasts 8 s for a cooldown raised from 12 to 18 s, that is +50% wait time for the same window. The Chaos Greatsword loses 5 area damage, 85 total versus 80, and the enhanced effect of the Mag-Cannon sees its full hit drop from 45 to 35, that is −22%. Magneto himself loses 50 base health points, 650 versus 600, and 50 shield value. A detail of official spelling: his kit names the weapon Mag-Cannon in the header and Magnetic Cannon three lines below.

What to remember

Wanda doesn't lose raw power, she changes her access conditions. Before, a locked left click was enough; since September 11th, every interesting number — the 75/s without falloff, the bonus health, the multi-target damage — goes through a Chaos Mark placed with Scarlet Hex or Dark Seal. She's now a sequence-based heroine where she used to be an aim-based one.

Two caveats. The hero kit still isn't up to date: neither cooldown nor key binding exist for Scarlet Hex, the first reliable readings will come from the client. And the two most decisive numbers, Reality Erasure's damage ramp-up and the immunity probability, remain officially unquantified. If you were playing Wanda with Magneto, the question is no longer how to play the rework, but whether the duo can hold up with a 600-HP Vanguard.

Share this article

Does this Scarlet Witch rework appeal to you or put you off?

Frequently asked questions

Is Wanda stronger or weaker after this patch?
Neither simply. She loses 10 DPS in single-target on Chaos Control and all her hard control, but gains massively in multi-target, in self-sufficiency (50 HP bonus), and in marking consistency. It's a positional rework: she shifts from a personal-space duelist to a field orchestrator.
How exactly does Chaos Mark work?
NetEase published neither duration nor cooldown. We only know that Scarlet Hex applies it on a 20×8 m rectangle, that Dark Seal renews it continuously, and that 25% of damage to marked targets becomes bonus life up to 50 points. The rest? Informed speculation.
Why is Magneto nerfed when this is Scarlet Witch's patch?
Metallic Chaos lasts 8 s instead of 6, cooldown goes from 12 to 18 s — NetEase compensates for the next-generation hypermarking from Dark Seal that makes the synergy too strong. It's an indirect nerf but a transparent one.
How does the 120° cone on Chaos Control change gameplay?
Everything. Old Chaos Control attacked the closest in 3 m with falloff: very punchy in tight 1v1, weak in groupfight. The cone lets you maintain three enemies at moderate range — 75/s per target, zero falloff if marked. It's a positional overhaul, not a tweak.
Does Dark Seal really lose all its usefulness?
No: 0.3 s stun remains useful for interrupts, and the new kit makes it the primary mark applicator. But 0.5 s over 4.5 s? That's hard control that no longer exists. Wanda becomes fragile against unmarked charges.

Key takeaways

  • Chaos Mark is the new central mechanic: all of Wanda's tools revolve around marking and exploiting it
  • Chaos Control drops from 85/s to 75/s in narrow cylinder, but becomes a 120° cone hitting all marked targets — potentially 225/s on three enemies
  • Dark Seal sacrifices its massive hard control (1.5–2 s stun) for 20/s damage and continuous marking, making this skill critical
  • Magneto takes a real nerf: Metallic Chaos cooldown +50%, Mag-Cannon buffed −22%, loss of 50 base HP
  • NetEase deliberately hides key numbers: Chaos Mark duration, target cap, immunity percentage on Reality Erasure

Comments

No comments yet. Be the first to react!

Leave a comment

Latest articles