Blood Hunt packs in a lot more than the Zombies mode that preceded it in Marvel Rivals, between the horde variety, the escalating Nightmare difficulties, and a build system that might take a few runs to fully wrap your head around. Once it starts making sense, though, it’s easily one of the most enjoyable PvE experiences any PvP-centric game has ever delivered.
Jeff the Land Shark is one of the more fun heroes to play in it. You’ll spot Moon Knight and Squirrel Girl (we have dedicated build guides for both here and here) near the top of the Blood Hunt leaderboard regularly, but there are plenty of Jeff players up there too, and this is the “ramming” build that puts most of them there.
Best Gear for Jeff the Land Shark in Marvel Rivals Blood Hunt
Stay underground. Chomp chomp. Repeat. | Credits: NetEase Games/FandomWireThis build is centered on keeping Jeff underground for as long as possible during Hide and Seek, ramming into vampires repeatedly to rack up kills, extend underground time, and deal massive damage in the process. Good gear rolls make this loop feel nearly unstoppable.
Here’s the recommended gear for this build:
| Weapon | Deep-Sea Propeller | • Hide and Seek ramming base damage +X |
| Armor | Runic Armor | • Health +X • Armor Value +X |
| Accessory | Alchemy Amulet | • Critical Hit Rate +X% • Block Rate +X% |
| Exclusive | West Coast Bionic Fin | • During Hide and Seek, unlocks Hyper Sprint: charge to dash forward, dealing damage to rammed enemies equal to +X% of Hide and Seek’s base collision damage |
For the Weapon, Accessory, and Exclusive, follow this priority order for the Extended Effects:
- Critical Hit Rate
- Critical Damage
- Precision Hit Rate
- Precision Damage
- Big Fish Frenzy Enhancement
- Forward Frenzy Enhancement
- Hyper Sprint Enhancement
- Bonus Damage against Close-Range Enemies
- Total Damage Bonus
- Bonus Damage against Bosses
For the Armor slot specifically, your priority order should be: Health% > Healing Rune Charge Slots > flat Health > Armor.
The “endgame” target here is, obviously, Level 60 Legendary-rarity gear across all four slots. After that, you can focus on getting your Jeff’s Critical Hit Rate to a comfortable number first (at least 50%), then stack as much Critical Damage as you can from there.
One thing worth noting, though: thanks to the Big Fish Frenzy ability trait, you can actually get away with a lower base HP stat than you might expect as long as your gear rolls include enhancements for it. More on this in the tips and tricks section below!
Best Traits for Jeff the Land Shark in Marvel Rivals Blood Hunt
Left tree only, no exceptions. | Credits: NetEase Games/FandomWireJeff’s Trait trees are Riding the Rapids on the left and Overflowing Waters on the right. For this build, you’re putting everything into the left tree and investing zero points into the right.
General Traits
Work toward maxing out these in order from top to bottom of the tree:
- Damage Bonus
- Output Amplification #1
- Critical Damage #1
- Cooldown Reduction
- Critical Hit Rate
- Output Amplification #2
- Ability DMG Bonus
- Critical Damage #2
That said, don’t treat this list as the be-all and end-all. For instance, if your gear is already giving you a strong Critical Hit Rate number, pulling a few points from that trait and putting them into Percentage Max Health or Damage Reduction is a perfectly reasonable call at higher Nightmare difficulties, especially if you’re dying more than you’d like.
Ability Traits: Riding the Rapids Tree
Here’s the exact allocation you want by max level, all from the left tree:
- Deep Breath [1/3]
- Forward Frenzy [3/3]
- Big Fish Frenzy [3/3]
- Land Shark Turbo [1/1]
- Un-Shark-Stoppable [3/3]
- Hangry [1/3]
- Bubble Bath [1/1]
- Bubbling Impact [1/3]
- Tsunami! [3/3]
- Churning Seas [1/3]
Best Arcana for Jeff the Land Shark in Marvel Rivals Blood Hunt
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Credits: NetEase Games/FandomWire
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Credits: NetEase Games/FandomWire
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Credits: NetEase Games/FandomWire
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Credits: NetEase Games/FandomWire
Max Scroll of Conquest and Scroll of Immortality to 5/5 before touching anything else in the Arcane Realm. Once those are capped, start working on Scroll of Blessing and Scroll of Midas since they improve gear quality and make finding better drops a bit less painful.
For offensive (red cards) Common Arcana between phases, here’s the priority order:
- Lethal Strike: Total Damage Bonus +X%
- Close Quarters: 20% Damage Bonus against Close-Range Enemies
- Boss Hunter: X% Bonus Damage against Bosses
- Final Prey: Increases Ultimate Ability charge speed by 30%
For defensive (blue cards) picks:
- Iron Body: Gain X% Health Bonus
- Indomitable: Gain X% Damage Reduction
Close Quarters is a particularly strong fit here since every meaningful hit this build deals happens at close range by design. Take it whenever it shows up alongside Lethal Strike.
Jeff the Landshark Ramming Build: Tips & Tricks
The vampires never see it coming. | Credits: NetEase Games/FandomWireA couple of things to know before you dive underground and never come back:
- The whole build revolves around the Hyper Sprint ability from the West Coast Bionic Fin (exclusive gear). While underground in Hide and Seek mode, pressing the relevant ability button (right-click on PC) activates it and sends Jeff charging forward to deal a massive hit to anything in the way. That’s your main damage tool.
- The core loop: stay underground, spit out bubbles in a straight line ahead of you (the Bubble Bath trait lets you do this while underground), herd enemies into that line, then use Hyper Sprint to dash back and forth through it repeatedly. Each pass deals damage, and kills extend your underground time.
- Boss phases are a bit different since you won’t be racking up kills to keep the Hide and Seek energy going. Stack all your bubbles at the boss’s feet and keep sprinting through them, but watch the energy meter and surface before it runs out to avoid getting caught in the open unprepared.
- Use your ultimate whenever it’s available. The Big Fish Frenzy trait means that for every 10 enemies Jeff swallows, his size and Max Health increase and he gets free damage boost. With a couple of good gear rolls, this can stack into a very large, very angry land shark that hits notably harder.
Here’s our recommended Jeff the Landshark build for Marvel Rivals: Blood Hunt at a glance:
| Weapon | Deep-Sea Propeller (Crit Rate > Crit DMG > Precision Rate > Precision DMG) |
| Armor | Runic Armor (Health% > Healing Rune Slots > Health > Armor Value) |
| Accessory | Alchemy Amulet (Crit Rate > Crit DMG > Hyper Sprint Enhancement) |
| Exclusive | West Coast Bionic Fin (Big Fish Frenzy > Forward Frenzy > Hyper Sprint Enhancement) |
| Key Ability Traits | Forward Frenzy, Big Fish Frenzy, Un-Shark-Stoppable, Bubble Bath, Tsunami! |
| Arcana | Lethal Strike > Close Quarters > Boss Hunter > Final Prey / Iron Body > Indomitable |
by u/NoDmgRocket in marvelrivals
And finally, before you start trivializing your Nightmare runs too, here a few things worth clarifying about the build:
Is the West Coast Bionic Fin Exclusive mandatory for this build?
Yes. The “Hyper Sprint” ability that this Gear grants is the entire damage engine here, and without it the ramming loop doesn’t exist. Getting a Legendary one with a good Hyper Sprint or Big Fish Frenzy Enhancement on it is the single biggest upgrade you can make during a run.
Can Jeff survive higher Nightmare difficulties with a lower health pool?
Yes, provided you’re getting Big Fish Frenzy Enhancement rolls on your gear. The health boosts from swallowing enemies with the ultimate stack up meaningfully during horde phases, and the underground playstyle keeps Jeff out of most dangerous situations naturally. That said, if you’re consistently dying at a specific tier, Percentage Max Health traits are the first place to invest.
Does the bubble setup matter much for damage output?
More than it might look! Lining up bubbles and dashing through them repeatedly with Hyper Sprint multiplies the number of hits per pass significantly compared to just charging through open space. Taking a few seconds to lay the line before committing to a sprint pass is almost always worth it.
How does Jeff’s underground time work, and can you actually stay down there indefinitely?
With the right gear rolls and a solid Crit Rate, yes, you actually can. Kills extend your Hide and Seek duration, and in horde phases, you can chain enough of them through back-to-back Hyper Sprint passes to stay underground almost indefinitely. It’s where the build feels most absurd, and it only gets more consistent as you keep improving your gear.
Are you running Jeff in Blood Hunt, and has the Hyper Sprint playstyle clicked for you yet? Is there a different Exclusive or trait combination you’ve found that works even better? Let us know in the comments below!
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