
Counters and synergies
Higher is stronger on every card. Ratings show how lopsided the matchup is, from 7 to 10 for a hard counter and 3 to 6 for a soft one.
Beats The Thing
PhoenixDuelistour note
She stacks Sparks from the air onto the second largest body in the game, and her Slow keeps his charge short. Note The Thing's Unyielding Will ignores displacement, so nothing here launches him.
The PunisherDuelist
The Punisher fights at long range and The Thing has to get to melee to answer, so The Thing takes damage for the whole approach.
Peni ParkerVanguard
The Thing has to walk into Peni Parker's zone to do anything at all, and pays for the approach.
Iron ManDuelist
The Thing is ground-bound and has no way to reach Iron Man in the air.
Squirrel GirlDuelist
The Thing has to walk into Squirrel Girl's zone to do anything at all, and pays for the approach.
The Thing beats these
DaredevilDuelistour note
The zone denies mobility abilities, and Daredevil's defence is movement.
Doctor StrangeVanguardour note
Every Heavy Blow bills a tenth of maximum health, and Strange has one of the biggest to lose it from.
Gorr the God ButcherDuelistour note
The Thing's Yancy Street Charge leaves an 8m zone that prevents mobility abilities, and Gorr's only ways out of a melee are the Shadow Harvest warp and the Living Abyss surge, while Unyielding Will ignores the Launch Up his Berserkers land.
MagikDuelistour note
That zone disables mobility abilities, so there is no portalling out of it.
MagnetoVanguardour note
Heavy Blow takes a tenth of maximum health per swing, so Magneto's large pool is the reason it hurts.
Playstyle synergy, not win rate
No duo notes for The Thing yet.
See all duos for The ThingThe Thing has 50 mapped matchups on this page, 5 of them heroes who counter The Thing hard.
The figures in the header: tier, win rate, pick rate and match count are drawn from community match data, across 36,720 recorded matches, and the tier letter is that data's call rather than ours. Pick rate is the share of matches featuring The Thing. Rank is our ordering of those win rates across the 54 heroes in the snapshot, not a rating we measured. Ban share is the percentage of every ban cast that named The Thing, in the ranked divisions where the ban phase runs. It is our own figure and not the same as a published ban rate. These win rates are shrunk toward 50% in proportion to sample size at the source, so a rarely played hero reads closer to even than it actually played. A sample, not a census, and not split by rank or mode. The matchup counts above are ours, and the 0 to 10 ratings on every card are matchup lopsidedness rather than a win rate, because we measure nothing ourselves. Statistical data is based on external APIs and publicly available information. It may differ from official data.
Highest win rate alongside The Thing, whether or not they share a Team-Up.
Put The Thing on a team with any of these and the pair unlocks an extra ability. That is a game mechanic rather than a reading of the numbers.
Invisible WomanStrategist
Ability name not published yet
48%across 14,357 matches
Iron FistDuelist
Ability name not published yet
52.9%across 5,251 matches
Mister FantasticDuelist
Ability name not published yet
52.3%across 3,305 matches
Human TorchDuelist
TWO IN ONE
When teaming up with Human Torch, Human Torch can lift The Thing into the air and slam him down, dealing damage and Stun to enemies. The Thing then automatically enters his flaming enhanced state upon landing.
53.5%across 2,854 matches
Best allies per hero, ranked by how often teams won with both on the field. Win rates are shrunk toward 50% by sample size at the source, because duo samples are far thinner than solo ones. This is not the same as a Team-Up, which is a specific ability a pair unlocks. A Team-Up is a game mechanic: these two heroes on one team unlock an extra ability. The win rate is how often teams containing both won, which is not the same as how much the Team-Up itself contributed. Match data as of Nov 2, 2026. Which heroes pair, and what the ability is called, come from the game itself. Team-Ups are reshuffled between seasons, so this list is refreshed rather than written once.
Ban suggestions
Highest expected impact: heroes that beat The Thing hard and that the ladder already spends its bans on, so you are not the only person treating them as a problem.
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Counter rating is how lopsided that hero is against The Thing, 7 to 10 for a hard counter and 3 to 6 for a soft one. It comes from this site's matchup data.
Ban share is the percentage of every ban that named that hero, counted across the ranked divisions where the ban phase runs, so it does not describe lower divisions or Quick Play. Ban counts are drawn from community match data, as of Nov 2, 2026. It sums to 100% across the roster, so 9% means roughly one ban in eleven. Declined bans are not counted. Combined multiplies the counter rating by the ban share, after damping the share so the most banned hero on the roster cannot swamp a genuinely bad matchup. A hero has to both answer The Thing and be someone the ladder already treats as a problem.
Why bans and not pick rate: a ban is chosen before the match and on purpose, which makes it the cleanest signal that a hero is considered a problem. It is also the same question this panel is asking. This is our own figure, not the same as a published ban rate, so the two will not match.
Where The Thing actually performs. Bars above the average line are green, below it red.
18 maps with enough recorded matches, which is not necessarily every map in the game. One row per map, averaged across its modes by match volume. The scale is zoomed to the data, so read the axis. Win rates are shrunk toward 50% by sample size at the source, so a thinly played map reads closer to even than it played., as of Nov 2, 2026.
How The Thing holds up as lobbies get better. They gain 1.2 points from Bronze to Celestial+.
Bars above the 50% line are green, below it red. The scale is zoomed to the data, so read the axis. Divisions marked with an asterisk are faded because the sample is thin, and their win rate can swing on a handful of matches. Higher divisions always have far fewer matches than Bronze, and win rates are shrunk toward 50% by sample size at the source, which flattens the thinnest divisions further., as of Nov 2, 2026.
The boxes above show the top three per role. This is the full picture for The Thing, strongest first.
Phoenix is the strongest answer to The Thing right now, rated 8 out of 10. She stacks Sparks from the air onto the second largest body in the game, and her Slow keeps his charge short. Note The Thing's Unyielding Will ignores displacement, so nothing here launches him.
The Thing punishes Daredevil hardest, rated 8 out of 10. The zone denies mobility abilities, and Daredevil's defence is movement.
The Thing sits at a 47.5% win rate and shows up in 7.8% of matches. Read that as a shape rather than a verdict: 5 heroes counter them hard, and 24 matchups go their way. The win rate is community match data. These win rates are shrunk toward 50% in proportion to sample size at the source, so a rarely played hero reads closer to even than it actually played. The D tier letter is that data's call, not ours, and the rank is our ordering of those win rates rather than a rating we measured. Statistical data is based on external APIs and publicly available information. It may differ from official data.