You chose the one character in Blood Hunt who is incapable of being flashy about it. Marvel Rivals Blood Hunt Thor build guides will tell you he is "reliable" and "consistent," which are the exact words people use when they cannot think of a single exciting thing to say. And they are correct. Thor is the tank who does not die while everyone else is busy dying. He is the anchor. The wallpaper. The load-bearing wall of whatever team composition stumbles into Nightmare difficulty.
The build described in this guide is built entirely around one ability: Storm Surge. If you were hoping for something more sophisticated, perhaps a seventeen-step rotation requiring precise timing and three monitors, this is not it. It is one button, used repeatedly, aimed thoughtfully. The God of Thunder keeps things simple. Consider it humility. Consider it anything you like. It clears Nightmare 160 in under five minutes, so the argument against complexity has already been made.
Blood Hunt operates on a Blood Hunt gear progression system with four slots: Weapon, Armor, Accessory, and Exclusive. Every slot accepts drops from runs, and: pay attention here because apparently people keep getting this wrong: the number printed on the item is not the only thing that matters. A lower-level item with better Extended Effects for your specific traits will outperform a higher-rarity item with irrelevant bonuses. Do not simply equip whatever has the biggest number. That instinct is why Normal difficulty exists: to gently teach people that thought is required.
The target for every slot is Legendary rarity with a rating of 7,500, meaning all five Extended Effects are at S rank. You will not have this on day one. That is fine. The mode runs until July 30. There is time. What you should not do is farm Normal for gear, because that is a strategic error with no upside. Push to Hard immediately, then Extreme, then Nightmare, and let the better drop pools do the work for you.
|
Slot |
Recommended Item |
Base Effect |
Target Rating |
Priority |
|
Weapon |
Elderwood Haft |
Tied directly to Storm Surge |
7,500 (S x5) |
Highest |
|
Exclusive |
Cosmic Cape |
AoE explosion on Storm Surge contact |
7,500 (S x5) |
Very High |
|
Armor |
Runic Armor |
Defense and health bonuses |
As high as possible |
Secondary |
|
Accessory |
Alchemy Amulet |
Stat bonuses |
As high as possible |
Secondary |
The Cosmic Cape is the one item you cannot afford to ignore. It rolls Enhancement bonuses tied directly to your core traits: specifically Aegis of Thunder, Surprise Strike, and Rising Thunder Enhancements. Getting a good roll on this takes RNG patience, which is a polite way of saying you will open many disappointing drops before the correct one appears. This is not a problem with the game. This is the game. Treat it accordingly.
Keep your Critical Hit Rate above 40% minimum before chasing Critical Damage. A Thor who crits often for moderate damage will consistently outperform one who occasionally crits catastrophically while tickling everything else. Consistency is the word you are looking for. Thor would approve of the philosophy if he were capable of reading a guide without throwing it at something.

Thor's Thor Storm Surge trait tree splits into two directions. Thunder Formation on the left is built around Storm Surge. Rune Awakening on the right exists, presumably, for players who enjoy slower clear times and the sensation of making suboptimal decisions. Go left. All the way left. The trait tree is not a philosophical choice about personal identity. It is a mechanical question with a correct answer, and the correct answer is the one that makes bosses die faster.
The nine traits that form the core of this build are listed below in priority order. Every one of them feeds the Storm Surge loop in some fashion, and Rising Thunder is the keystone: it directly amplifies your next Storm Surge hit after a Hammer Throw or primary attack. Use one, then use the other. Repeat until the boss is dead. This is the entire gameplay loop, written out so there is no ambiguity about what "spam Storm Surge" actually means in practice.
Do not neglect Percentage Max Health in the trait tree simply because it sounds defensive and therefore boring. At higher Nightmare difficulty Blood Hunt stages, boss damage escalates to the point where an offensively overstacked Thor with no health investment becomes a liability. A dead Thor deals zero damage, which is mathematically worse than a slightly less powerful Thor who is still alive to keep dealing damage.
Also: if a gear drop offers a substantial Enhancement bonus for a trait outside this core nine, it can be worth picking up that single trait specifically to activate the bonus. The Enhancement system rewards flexibility up to a point. That point is immediately after you have maxed the core nine. Not before.
The Arcana Blood Hunt system is a power bonus layer that scales as you push into higher Nightmare stages. It operates through the Arcane Realm, a persistent progression system with four investment directions. Two of them matter immediately. Two of them can wait until you remember they exist.
|
Arcana Scroll |
Effect Type |
Priority |
Notes |
|
Scroll of Conquest |
Offensive scaling |
Max First |
Direct damage output. Non-negotiable first investment. |
|
Scroll of Immortality |
Survivability |
Max Second |
Keeps Thor alive long enough to matter at Nightmare 50+. |
|
Scroll of Blessing |
Gear quality improvement |
Third |
Helpful for loot quality but does not change run feel immediately. |
|
Scroll of Midas |
Drop bonuses |
Last |
Fine. Eventually. Not now. |
During runs, you will be offered Common Arcana cards to buy between phases. On the offensive red cards: Lethal Strike should be taken every single time it appears. No deliberation. No situational thinking. It is taken. Close Quarters is the second mandatory pickup for this build specifically because Storm Surge is an inherently close-range ability and the damage bonus stacks across extended horde phases in a manner that becomes quietly obscene by the time you reach later waves.
Not the highest damage, but the most likely to finish a solo run without dying midway through it.
Rising Thunder. It is the proc that powers every Storm Surge hit. Everything else is secondary to that one trait.
Lower gear works up to a point. Nightmare 160 specifically requires full investment. Start pushing early and let drops accumulate naturally.
No. Thunder Formation left side is the correct answer. Rune Awakening exists as a wrong choice wearing a convincing disguise.
It ends July 30, 2026. NetEase confirmed no extension. Stop assuming otherwise and complete your challenges now.