EGS MFF Rating System

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EzzyGameStats — Marvel Future Fight Character Rating System Explained

Last Updated: June 2026
By: EzzyGameStats Team
Applies To: All character/uniform entries in the EzzyGameStats MFF Database


Table of Contents

  1. Introduction
  2. Rating Scale
  3. Rating Fields Overview
  4. Detailed Field Explanations
  5. How Ratings Are Calculated
  6. Rating Hierarchy & Derivation Rules
  7. Game Mode Benchmarks
  8. Real Example: Odin (Lord of Asgard)
  9. FAQ

Introduction

Every character uniform in the EzzyGameStats MFF Database is assigned a comprehensive set of performance ratings. These ratings evaluate how effective a character is across different game modes (PvE and PvP) and different team roles (DPS, Lead, Support).

Ratings are applied per-uniform, not per-character. A character's older uniform may be rated F, while their latest uniform could be S+. The current_meta tag on a character always reflects the highest-performing uniform's best rating.


Rating Scale

All ratings use the following tier scale, ordered from strongest to weakest:

Tier Meaning Description
S+ Supreme / Best-in-Class Top 1–3 characters in their role. Meta-defining. Game-breaking performance.
S Superb Top-tier. Can clear all content at the highest difficulty with ease.
A+ Excellent+ Near top-tier. Very strong but not quite the absolute best.
A Excellent Strong and highly recommended. Clears all content comfortably.
B+ Good+ Above average. Solid pick for most content but not dominant.
B Good Competent. Serviceable in most modes but not a first-choice pick.
C Average Middle-of-the-pack. Can work with heavy investment but outclassed.
D Below Average Struggles in most relevant content. Only useful if heavily built or niche.
E Poor Significantly underpowered. Not recommended for any serious play.
F Unviable Completely outclassed. Essentially unusable in the current meta.
N/A Not Rated Rating has not been assigned yet, or the character is too old/irrelevant to evaluate.

Rating Fields Overview

Each uniform in the database carries the following 10 rating fields:

# Field Name Scope What It Measures
1 current_meta Summary Headline rating — best grade + primary role (e.g., "S+ DPS")
2 overall_rating Aggregate The single highest rating across all modes and roles
3 overall_pve_rating PvE Aggregate Combined evaluation of Damage, Easy to Play, and Survivability in PvE
4 overall_pvp_rating PvP Aggregate Combined evaluation of Damage, Easy to Play, and Survivability in PvP
5 pve_dps PvE — DPS Damage-dealing effectiveness in PvE content
6 pve_lead PvE — Lead Leadership skill value in PvE team compositions
7 pve_support PvE — Support Buff/debuff/utility value in PvE team compositions
8 pvp_dps PvP — DPS Damage-dealing effectiveness in PvP content
9 pvp_lead PvP — Lead Leadership skill value in PvP team compositions
10 pvp_support PvP — Support Buff/debuff/utility value in PvP team compositions

Detailed Field Explanations

1. current_meta

Format: "[Grade] [Role]" — e.g., "S+ DPS", "A LEADER", "B SUPPORT"

This is the headline summary tag displayed on character cards and tier lists. It combines the character's highest overall grade with their primary role (DPS, LEADER, or SUPPORT).

How it's determined:

Examples from the database:

Note: current_meta is set to "N/A" for uniforms/characters that have not been evaluated or are entirely out of the meta.


2. overall_rating

Type: Single letter grade (S+, S, A+, A, B+, B, C, D, E, F, N/A)

The single overall character grade for this uniform. This is a holistic evaluation — not a simple MAX of sub-ratings. It answers the question: "If I build this character, how good are they overall?"

Core evaluation pillars:

Pillar Weight What It Means
Damage (DPS) High How much damage can this character deal? Raw numbers, burst, sustained DPS.
Easy to Play Medium–High How smooth and forgiving is the rotation? Is the character easy to pilot, or does it require perfect skill cancels and timing? Good AI behavior in auto-play also matters.
Survivability Medium–High Can the character stay alive? Iframes, heals, shields, revives, invincibility uptime, damage immunity.

PvE-first focus: The overall_rating weighs PvE performance more heavily than PvP. A character who dominates PvE but is mediocre in PvP can still earn a high overall rating. A character who only excels in PvP but is weak in PvE will have a lower overall rating.

Can be N/A with context: The overall_rating can be left as "N/A" if the character hasn't been fully evaluated or if the rating doesn't make sense in context (e.g., a pure support character where DPS is irrelevant).

Use case: Quick at-a-glance comparison. "How good is this character overall if I invest in them?"


3. overall_pve_rating

Type: Single letter grade

A holistic grade for the character's overall PvE performance. It is a combined evaluation of Damage + Easy to Play + Survivability. This is NOT simply the highest of pve_dps, pve_lead, or pve_support — it's an independent assessment of how good the character feels to play across all PvE content.

Core evaluation pillars:

Pillar Weight What It Means
Damage High How much damage they deal in PvE modes (WBL, ABX, GBR, etc.)
Easy to Play Medium–High Smooth skill rotation, forgiving cooldowns, good auto-play AI, no clunky animations
Survivability Medium–High Can they survive boss mechanics? Iframe coverage, heals, shields, revives, damage immunity

What PvE covers:

Note: A character with pve_dps: S+ but terrible survivability and a clunky rotation might still get overall_pve_rating: A or A+ because the overall PvE experience factors in more than just raw damage.


4. overall_pvp_rating

Type: Single letter grade

A holistic grade for the character's overall PvP performance. It is a combined evaluation of Damage + Easy to Play + Survivability. Like the PvE overall, this is an independent assessment — not a simple MAX of sub-ratings.

Core evaluation pillars:

Pillar Weight What It Means
Damage High Burst damage, can they one-shot or quickly eliminate meta PvP opponents?
Easy to Play Medium–High Good AI behavior in auto Timeline, reliable skill priority, doesn't require manual babysitting
Survivability High Revive, invincibility, damage immunity, HP recovery — PvP is unforgiving, survival is critical

What PvP covers:

Note: A character with pvp_dps: S+ but no survivability (gets one-shot before dealing damage) might get overall_pvp_rating: B because they can't reliably win fights.


5. pve_dps

Type: Single letter grade

Measures the character's ability to deal damage in PvE content.

Evaluation criteria:

Factor Weight Description
Raw Damage Output High Total damage per rotation, chain hit damage, accumulation potential
Skill Rotation Efficiency Medium Smoothness of iframe chains, cooldown alignment, animation cancels
Content Versatility Medium Performance across WBL, ABX/ABL, GBR, Dispatch — not just one mode
Survivability (Self) Low–Medium Can they survive boss mechanics without dying? (iframes, heals, shields, revives)
Build Cost vs. Performance Low A native T2 char rated S+ is more impressive than a T4 rated S+

S+ benchmark: Can top-score ABX/ABL, clear WBL Stage 1-99 efficiently, and deal competitive GBR damage as the primary damage dealer.

F benchmark: Cannot clear mid-level WBU stages without heavy carry. Negligible damage output compared to modern characters.


6. pve_lead

Type: Single letter grade

Measures the value of the character's Leadership skill for PvE team compositions.

Evaluation criteria:

Factor Weight Description
Leadership Effect Strength High Raw stat increase (e.g., +50% Energy Attack vs. +15% Attack Speed)
Universality High Does the leadership apply to ALL allies, or only a specific type?
Conditional Activation Medium Is it always active, or only on certain triggers (e.g., "when debuffed")?
Synergy Medium Does it complement meta DPS characters? (e.g., Lightning Damage +50% for lightning-based DPS)
Secondary Utility Low Does the leader also bring passives, striker effects, or T2 buffs?

S+ benchmark: Leadership that universally boosts top DPS characters' primary damage stat by a massive margin. Example: A leadership that gives +60% All Attack to all allies.

F benchmark: Leadership provides a negligible or irrelevant stat boost (e.g., +10% Crowd Control Time).


7. pve_support

Type: Single letter grade

Measures the character's ability to buff allies or debuff enemies in PvE content, enhancing the team's total performance.

Evaluation criteria:

Factor Weight Description
Buff Potency High Magnitude of damage increases applied to allies (e.g., +50% All Attack)
Debuff Potency High Defense Down stacks, resistance reductions applied to enemies
Buff Uptime Medium Duration and cooldown of support effects — can they keep 100% uptime?
Stacking & Immunity Ignore Medium Do debuffs stack? Do they ignore enemy immunity to debuffs?
Passive Support Medium T2/T4 passives that give team-wide benefits without needing to be on the field
Self-Survivability Low Can the support character stay alive if they need to be on the field?

S+ benchmark: Provides massive, stackable debuffs (e.g., -55% All Defense, ignores immunity) AND significant ally buffs. Essential for pushing high-end WBL and GBR scores.

F benchmark: No meaningful team buffs or enemy debuffs. Provides zero support value.


8. pvp_dps

Type: Single letter grade

Measures the character's ability to kill opponents in PvP modes (Timeline Battle, Alliance Conquest, etc.).

Evaluation criteria:

Factor Weight Description
Burst Damage High Can they one-shot or quickly eliminate meta PvP characters?
Penetration High Can they bypass Super Armor, Barrier, Shield, Invincibility, All Damage Immune?
Crowd Control High Stun, Silence, Paralysis, Guard Break — can they lock down opponents?
Survivability High Revive, Invincibility, Damage Immunity, HP Recovery — can they survive enemy burst?
AI Behavior (Auto TL) Medium How well does the AI use their skills in auto Timeline Battle?
Speed & Priority Medium Fast animations, high dodge/iframe uptime, first-move advantage

S+ benchmark: Dominates Timeline Battle at the highest leagues. Can beat nearly any opponent in auto or manual. Has penetration, crowd control, AND survivability.

F benchmark: Gets one-shot by all meta PvP characters. No meaningful PvP presence.


9. pvp_lead

Type: Single letter grade

Measures the value of the character's Leadership skill specifically for PvP team compositions.

Evaluation criteria:

Factor Weight Description
PvP-Relevant Stats High Does it boost survivability or burst? (e.g., HP, All Defense, Dodge, Ignore Dodge)
Anti-Meta Utility High Does it counter common PvP threats? (e.g., Debuff Immunity, CC Reduction)
Universality Medium Does it apply to all allies or only a specific type?
Leadership + Body Value Medium Can the leader also function as a DPS or support in PvP?

S+ benchmark: Leadership is considered essential for top-tier PvP teams. Provides critical survivability or offensive stats that meta PvP teams rely on.

F benchmark: Leadership provides no PvP-relevant benefit.


10. pvp_support

Type: Single letter grade

Measures the character's ability to support a PvP team through buffs, debuffs, passive effects, or utility.

Evaluation criteria:

Factor Weight Description
Passive Team Buffs High T2/T4 passives that give PvP-relevant bonuses to the team (e.g., +Dodge, +HP, Debuff Removal)
Active Debuffs Medium Does the support apply useful debuffs when switched in? (Silence, Stun, Defense Down)
Striker/Tag-in Value Medium Do they provide instant utility when swapped in briefly?
Survivability Low Not critical — supports in PvP are often used passively

S+ benchmark: Their mere presence on the team significantly increases the team's win rate through powerful passive effects.

F benchmark: Provides no PvP team utility whatsoever.


How Ratings Are Calculated

Methodology

Our ratings are determined through a combination of:

  1. In-Game Testing — Actual gameplay testing across all relevant game modes at competitive difficulty levels.
  2. Community Consensus — Cross-referencing with established content creators and community tier lists.
  3. Comparative Analysis — Rating characters relative to the current meta, not in a vacuum.
  4. Patch Context — Ratings are re-evaluated with each major game patch (every ~4–6 weeks).

Key Principles


Rating Hierarchy & Derivation Rules

The rating system has two layers: the 6 role-specific sub-ratings (source of truth for each role) and the 3 holistic overall ratings (independent assessments based on Damage + Ease of Play + Survivability).

   ┌──────────────────────────────────────────────────────────────────┐
   │                      overall_rating                             │
   │  Holistic: DPS + Easy to Play + Survivability (PvE-first bias) │
   └──────────────────────┬───────────────────────────────────────────┘
                ┌─────────┴──────────┐
   ┌────────────┴────────────┐  ┌────┴──────────────────┐
   │   overall_pve_rating    │  │   overall_pvp_rating   │
   │  Holistic: DPS + Easy   │  │  Holistic: DPS + Easy  │
   │  to Play + Survivability│  │  to Play + Survivability│
   └────────────┬────────────┘  └────┬──────────────────┘
        ┌───────┼────────┐      ┌────┼────────┐
   ┌────┴──┐ ┌─┴─────┐ ┌┴──────┐ ┌──┴────┐ ┌─┴─────┐ ┌┴──────┐
   │pve_dps│ │pve_   │ │pve_   │ │pvp_  │ │pvp_   │ │pvp_   │
   │       │ │lead   │ │support│ │dps   │ │lead   │ │support│
   └───────┘ └───────┘ └───────┘ └──────┘ └───────┘ └───────┘
      ▲          ▲          ▲       ▲          ▲          ▲
  (6 Role-specific sub-ratings — evaluated per-role independently)

Key distinction: The overall ratings are NOT simply MAX() of sub-ratings. They are independent holistic assessments:

  1. overall_pve_rating = Holistic PvE grade based on Damage + Ease of Play + Survivability across PvE content. Informed by pve_dps, pve_lead, pve_support, but can differ from their MAX.
  2. overall_pvp_rating = Holistic PvP grade based on Damage + Ease of Play + Survivability across PvP content. Informed by pvp_dps, pvp_lead, pvp_support, but can differ from their MAX.
  3. overall_rating = Holistic character grade with PvE-weighted bias. Can be N/A if not yet assessed. Informed by both overall PvE and PvP ratings, but leans toward PvE performance.
  4. current_meta = [Highest individual sub-rating grade] [primary role name] — this one DOES use the highest individual grade, not the holistic overall.

Grade Comparison Order (highest → lowest):

S+ > S > A+ > A > B+ > B > C > D > E > F > N/A

Game Mode Benchmarks

PvE Modes & What They Test

Game Mode Tests For Key Factors
World Boss Legend (WBL) DPS + Survivability Damage output, iframe uptime, mechanics dodge, team composition
Alliance Battle Extreme (ABX) Pure DPS Damage ceiling in a timed solo scenario
Alliance Battle Legend (ABL) DPS + Versatility Multi-stage clear, type restrictions, score optimization
Giant Boss Raid (GBR) Team DPS + Support Cooperative damage, debuff stacking, support synergy
Dispatch Missions Auto-clear Speed AoE damage, fast animations, auto-AI behavior
Story Mode Ultimate DPS + Survivability Raw power level check against high-HP enemies

PvP Modes & What They Test

Game Mode Tests For Key Factors
Timeline Battle (Manual) Skill-based PvP Player skill + character kit: burst, CC, penetration, survivability
Timeline Battle (Auto) AI-based PvP AI skill priority, passive triggers, stat checks
Timeline Survival Endurance PvP Sustained PvP across multiple fights — HP recovery, revives matter more
Alliance Conquest Team PvP Multiple teams needed, niche picks become valuable

Real Example: Odin (Lord of Asgard)

Here's how the rating system looks for a fully rated character:

{
    "current_meta": "S+ DPS",
    "overall_rating": "S",
    "overall_pve_rating": "S",
    "overall_pvp_rating": "B",
    "pve_dps": "S+",
    "pve_lead": "B",
    "pve_support": "F",
    "pvp_dps": "S+",
    "pvp_lead": "B",
    "pvp_support": "F"
}

Breakdown:


FAQ

Q: Why is current_meta sometimes different from overall_rating?

A: current_meta uses the highest individual sub-rating grade paired with the role, while overall_rating is a holistic assessment factoring in Damage + Ease of Play + Survivability. For example, a character might have pve_dps: S+ (reflected in current_meta as "S+ DPS") but overall_rating: S because their survivability is shaky and their rotation is hard to execute — making the total experience less than S+ even though their raw DPS ceiling is S+.

Q: Can a character have high PvP ratings but low PvE ratings?

A: Absolutely. Many characters excel in one mode but struggle in the other. For example, a character with Revive + Penetration + CC might dominate Timeline Battle (pvp_dps: S+) but lack the raw sustained damage output needed for WBL (pve_dps: C).

Q: Why is a character's older uniform rated N/A?

A: We typically only rate the latest/most relevant uniform for each character. Older uniforms are marked N/A because they are completely outclassed by newer options and rating them provides little value to players.

Q: How often are ratings updated?

A: Ratings are reviewed and updated with each major game patch (approximately every 4–6 weeks). Between patches, ratings may be adjusted if community testing reveals new tech or if the meta shifts due to content changes.

Q: What's the difference between char_overall_meta and current_meta?

A:

Q: What does it take to move from one tier to the next?

A: The gap between tiers is not uniform. The jump from F → E → D → C is relatively small (minor improvements can shift you up). The jump from A → A+ → S → S+ is massive — these top tiers are reserved for only the very best characters, and each step up requires significant power advantages.


JSON Schema Reference

For the complete database schema including all rating fields, refer to:


This document is maintained by the EzzyGameStats team. For questions or rating disputes, contact us through the website.