You’re mid-fight in Marvel Rivals. The chaos is absolute. Iron Man is raining down pulses from the stratosphere, Hela is pinning your tank to a wall with nightswords, and you? You’re stuck on the ground like a chump. This is usually the moment you realize that having a way to reposition your entire team isn't just a "nice to have"—it is the difference between a win and a salty "Defeat" screen. People keep asking how to get jump pad in rivals because they see high-level players bouncing across the map like they’re in a low-gravity trampoline park.
Honestly, it’s not as simple as picking up a power-up on the floor.
Marvel Rivals isn't Overwatch, and it definitely isn't Paladins, though it borrows the DNA of both. Movement in this game is king. If you can’t get vertical, you’re basically a sitting duck for every flying duelist in the roster. Getting that mobility often comes down to specific character utility, environmental interactions, or Team-Up abilities that most beginners just ignore during the hero select screen.
The Reality of the Jump Pad in Marvel Rivals
First off, let’s clear up the biggest misconception. There isn't a "Jump Pad" item sitting in your inventory that you can just equip. If you’re looking for a button in the settings to "unlock" a jump pad, you're going to be looking for a long time. In the current build of the game, the "jump pad" functionality is almost exclusively tied to Jeff the Baby Land Shark.
Yes, the adorable shark.
Jeff’s "Hide and Seek" ability allows him to dive into the ground, but it’s his Oblivious Surf and the way he interacts with the environment that creates that "jump pad" effect for the team. When Jeff uses his ultimate or specific mobility skills, he can create areas of movement that function exactly like the vertical boosters you’re looking for. But it goes deeper than just one character.
Why You Actually Need Verticality
Look at a map like Yggsgard. It’s vertical. It’s huge. It’s got layers that would make an onion jealous. If you’re playing a hero like The Punisher or Magneto, you’re naturally grounded. Without a way to get up to those high-ground ledges, you are giving the enemy team free reign to poke you down from safety.
Characters That Basically Give You a Jump Pad
If your goal is to provide your team with a way to leap into the air, you have to look at the roster through the lens of utility.
Groot is a sleeper hit here. Most people think of him as just a wall-builder. They’re wrong. Groot’s walls aren't just for blocking damage; they are platforms. If you’re coordinated, a Groot can place a wall horizontally or use his reach to create a stepping stone that acts as a makeshift jump pad for the less mobile heroes on your team.
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Then there’s Doctor Strange. He doesn't have a "pad," but his portals serve the exact same mechanical purpose. In fact, they’re better. A jump pad has a predictable arc. If you’re flying through the air in a fixed line, a good Hanzo—sorry, a good Mantis or Hela—will pluck you out of the sky before you even land. Strange’s portals are instantaneous.
The Jeff the Baby Land Shark Factor
Let’s talk about Jeff again. To get the "jump pad" feel, you need to understand his Team-Up abilities. Marvel Rivals uses a system where specific heroes buff each other when played together.
- Luna Snow and Jeff: This combo is lethal for mobility.
- Rocket Raccoon and Punisher: Not a jump pad, but changes the way you move and shoot.
Specifically, Jeff can create bubbles and water-based bursts that launch teammates. If you’re playing Jeff, your job isn't just healing; it's being the team’s tactical elevator. You drop your ability, your tank hits it, and suddenly a massive Peni Parker or Hulk is crashing down on the enemy backline from fifteen feet in the air. That’s the "jump pad" experience you’re actually looking for.
Environmental Jump Pads: Where to Find Them
Believe it or not, some maps actually have these built-in. NetEase designed these maps to be destructible and interactive.
In the Tokyo 2099 maps, keep an eye out for glowing blue vents or mechanical platforms. These aren't just set dressing. Standing on these or hitting them with a basic attack often triggers a vertical launch. It’s a classic arena shooter trope baked into a hero shooter.
Most players are so focused on the bright flashing lights of the abilities that they forget to look at the floor. Don’t be that guy. Use the map.
The Strategy of the Bounce
If you manage to get a jump pad effect going, don't just use it whenever. Timing is everything.
- The Engage: Use it to bypass the "choke point." Every map has a doorway where everyone dies. Go over it.
- The Escape: If a Black Panther is diving your backline, a Jeff bubble or a vertical boost is the only way your healers survive.
- The Ultimate Combo: Launching a Groot or a Magneto into the air before they pop their Ultimate makes it significantly harder for the enemy to hide behind cover.
Mastering the Technical Side of Mobility
Sometimes, getting a "jump pad" is just about mastering the movement tech of your specific hero.
Take Spider-Man. He doesn't need a pad. He is the pad. His ability to zip and swing means he should never be on the ground. But for someone like Iron Baron (Punisher), you have to be much more deliberate. You have to learn the "super jump" timings that some characters have.
There’s a nuance to the physics engine in Rivals. If you jump at the exact moment an explosion hits near your feet—and you’re shielded—you can actually gain significant height. It’s risky. It’s flashy. It’s probably going to get you killed the first five times you try it. But it works.
Why People Struggle to Find the "Jump Pad"
The reason there’s confusion about how to get jump pad in rivals is that the game doesn't explicitly label things that way. It’s a "hero synergy" or a "character utility."
We’ve been conditioned by games like Fortnite or Apex Legends to look for a physical trap or an item. Rivals is more organic. It’s about the team composition. If your team is complaining about mobility, and nobody is willing to swap to Jeff or Strange, you’ve already lost the mobility war.
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The Hidden Mechanics of Momentum
Wait, there’s more.
Momentum in this game carries. If you’re launched by an ability, you can often extend that distance by using a movement skill at the apex of your jump. If you’re playing Magik, for instance, and you get a vertical boost from a teammate, using your dash at the top of that arc allows you to clear half the map.
This is what separates the Gold players from the Celestials. It’s the ability to stack movement.
How to Get Jump Pad in Rivals: A Checklist for Success
Stop looking for a pickup item. It doesn't exist. Instead, follow this logic to get the verticality you need:
- Pick Jeff the Baby Land Shark: He is the most direct source of "launch" mechanics for teammates in the current meta.
- Look for Map Vents: Especially in futuristic or magical-themed maps, the floor often has interactive elements that boost you.
- Synergize with Doctor Strange: While not a "pad," his portals are the superior version of the same tactical goal.
- Communicate: If you’re playing a hero with a launch ability, tell your team. A jump pad is useless if your tank doesn't know it's there.
- Use the Walls: Heroes like Spider-Man and Black Panther can turn any vertical surface into a launching point.
Actionable Next Steps
To actually get better at using verticality in Marvel Rivals, go into the Practice Range with Jeff or Groot. Don't just shoot the bots. Practice placing Jeff’s abilities in high-traffic areas and see how the physics affect your movement. Then, load into a custom match on Yggsgard and hunt for the blue glowing floor tiles.
Once you stop thinking about "jump pads" as an item and start thinking about them as a "team-up utility," you’ll start winning more team fights. Position yourself where the enemy can't reach you, and you'll find that the game gets a whole lot easier. Focus on character synergy during the hero select phase—specifically looking for the Team-Up icons that indicate mobility boosts—and you'll never feel stuck on the ground again.