Let's keep this brief, since reading comprehension appears to be in short supply. Blood Hunt is Marvel Rivals' second major PvE mode, following Marvel Zombies from Halloween 2025. You pick one of six event heroes, fight through vampire-infested New York with up to three other players, and work your way through four boss battles. The story involves Dracula, a stolen Norn Stone, and a cascade of catastrophically poor decisions by Spider-Man and Black Cat. Typical Tuesday.
This is not casual content. The Blood Hunt Nightmare difficulty scales across 120 stages, with rewards locked behind kills, clears, and hero-specific challenges. If you came here expecting to coast on Normal and collect full rewards, you should close this tab and reconsider your relationship with effort.
"Dracula was locked up since Season 1. Spider-Man broke the vault. The resulting vampire apocalypse is, legally speaking, not Dracula's fault."
The mode supports 1 to 4 players. You can absolutely run it solo. Whether you survive solo on Nightmare difficulty is a different, more philosophical question. Each hero comes with a Traits system, equippable Gear across four slots, and an Arcana scaling layer that rewards pushing higher difficulties. Upgrades persist between runs. Progress compounds. Do not waste early runs on Normal when you could be building your hero on Hard.
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The Marvel Rivals Blood Hunt tier list is built around one principle: who survives long enough to matter. Pure damage burst is irrelevant when Nightmare difficulty delivers continuous chip damage that erodes even the cockiest health bars. Sustain, AoE clearing, and crowd control determine who actually clears Nightmare 70. Pick accordingly.
|
Tier |
Hero |
Why They Are Where They Are |
|
S |
Blade |
Lifesteal scaling makes him functionally immortal at high Nightmare stages. The most consistent top pick in the entire mode. If you are not playing Blade first, you are explaining yourself. |
|
S |
Thor |
Built for sustained fights. AoE pressure across waves, reliable damage in boss phases, and a kit that simply does not collapse under Nightmare's relentless scaling. Quietly excellent. |
|
S |
Moon Knight |
The Lunar Tide Trait makes Ankhs follow his movement and stun nearby enemies. Crowd control in a wave-clear mode is not a perk, it is a survival mechanism. His Nightmare 70 title is among the best in the event. |
|
A |
Squirrel Girl |
Elite wave clear. Entire packs of vampires evaporate in her general direction. Drops off in sustained boss fights, but getting through waves fast enough that bosses barely matter is a legitimate strategy. |
|
A |
The Punisher |
High damage output against swarms. A strong pick for anyone who wants to reach the 40,000-kill Blood Hunt Nameplate before the event ends. Not subtle. Not glamorous. Effective. |
|
B |
Jeff the Land Shark |
Do not dismiss him. At Nightmare 70 and above, Jeff's healing-over-time becomes mechanically necessary to counter the Vampiric Aura chip damage. He is not a damage dealer. He is a structural piece for endgame co-op compositions. Niche, correct, underestimated. |
NOTE: Tier placement assumes proper Gear investment and Trait selection. A fully upgraded Squirrel Girl beats a neglected Blade. Invest in one hero before spreading upgrades across all six.
Four bosses. Each one built to punish players who did not bother learning attack patterns. If you survived Marvel Zombies boss fights, the format is familiar. If you did not play Zombie Mode, congratulations on apparently having a life, and prepare to die to Capwolf several times before you understand the mechanic.
|
Boss |
Type / Appearance |
Notes |
|
Capwolf |
First Boss |
Your formal introduction to regret. |
|
Ratatoskr |
Mid-run |
Norse mythology's least anticipated entry. |
|
Dracula |
Main Antagonist |
Has a Norn Stone. Very upset about everything. |
|
Kingpin |
Hidden |
Extreme difficulty only. Worth hunting specifically. |
Kingpin deserves a separate mention. He does not appear on Normal, Hard, or even standard Nightmare runs. He is locked behind Extreme difficulty specifically and rewards players who find him with the Kingpin Dethroned Accessory and the Animal Instinct Gallery Card. If you are clearing Extreme and skipping the hidden boss fight, you are leaving the best cosmetics in the event on the table. Nobody is impressed by that.

The Blood Hunt difficulty levels represent a genuine escalation, not a marketing description of one. Normal exists to teach you the controls. Nightmare 70 exists to teach you humility. Everything between is a negotiation.
|
Difficulty |
Description |
Key Highlight |
|
NORMAL |
Learn the mode. |
Leave immediately. |
|
HARD |
Start here for real Gear drops. |
Better loot table. |
|
EXTREME |
Kingpin appears. |
Do not skip him. |
|
NIGHTMARE |
Stages 1–120. |
Most won't reach 50. |
Nightmare operates differently from the other three tiers. Clearing each stage increases difficulty further and extends the reward chain. The list runs to Nightmare 120. The Bane of all Evil Title requires clearing Nightmare 100. That is not a typo. Start on Hard, push to Extreme, transition to Nightmare as soon as your hero's Gear rating allows it. There is no benefit to grinding Normal past your first clear.
Blood Hunt introduces the most complex progression system the game has seen in a PvE mode. Three layers, each one meaningful in the Marvel Rivals Blood Hunt characters upgrade loop:
Upgrades persist between runs. This is the most important design decision in the mode. Every run you complete on Hard or above improves your hero permanently. Focus on one hero first, push them as high as your current Gear allows, then branch to others only for hero-specific title challenges. Spreading upgrades evenly across all six characters early is the fastest way to be mediocre at all of them.
"The Traits system rewards depth. A fully invested Blade is not the same hero as a Blade with three random Trait points scattered into the tree like breadcrumbs thrown by someone who was not paying attention."
The Blood Hunt rewards span difficulty clears, kill milestones, and hero-specific challenges. A selection of what you are working toward, ranked by effort required to obtain them and the visible contempt they signal toward anyone who settled for Normal clears:
|
Requirement |
Reward |
|
Clear Normal (first time) |
100 Units, King in Exile Gallery Card |
|
Clear Extreme (first time) |
100 Units, Hunting Season Gallery Card |
|
Defeat Kingpin (Extreme) |
Kingpin Dethroned Accessory + Animal Instinct Gallery Card |
|
Nightmare 5+ |
Bawling Bloodsucker Mood |
|
Nightmare 25+ |
Feral Fangs Mood |
|
Nightmare 40+ (as Blade) |
Blood and Thorns Emoji |
|
Nightmare 70+ (as Blade) |
Daywalking Duelist Title |
|
Nightmare 70+ (as Moon Knight) |
Midnight Mercenary Title |
|
Nightmare 100+ |
Bane of all Evil Title |
|
40,000 total kills |
Blood Hunt Nameplate |
The Blood Hunt Nameplate at 40,000 kills is the long-game flex. Nightmare runs generate kills at a rate that makes Normal look like a counting exercise. Get into Nightmare as fast as your build allows and the number accumulates without you having to think about it. Every reward listed above disappears permanently on July 30, 2026. No extensions have been confirmed.
The following tips are presented without sympathy, because the information was available before you made your initial errors:
Blade. Lifesteal scaling, consistent survivability, strong across all difficulties. No argument available.
Four: Normal, Hard, Extreme, and Nightmare. Nightmare alone scales from stage 1 to 120.
Run Extreme difficulty and find him. He is hidden, not announced. Drops the Kingpin Dethroned Accessory on defeat.
Limited-time. Runs April 23 to July 30, 2026. NetEase has not confirmed an extension. Treat July 30 as final.
Solo is fully supported. High Nightmare stages are significantly harder alone, but mechanically possible.