Entry

Jubilee

Jubilee is the Season 9 launch hero and is listed on the official hero page as Jubilation Lee, Strategist. Her base stats are 275 Health and 600 Movement Speed, and her kit is built around healing allies, damaging enemies, detonating Sparkle Marks, and using vampiric Team-Up effects.

The official page gives enough numbers to make a useful first guide without inventing rankings. Jubilee has a basic fire rate of 8 shots per second, 10 damage and 14 healing per hit on Energy Plasmoids, a 12-second Dazzling Detonation, and a 5500-energy ultimate called Firework Finale.

Official Jubilee full portrait from Marvel Rivals

Base Stats

Jubilee enters as a Strategist, but her numbers show a support-damage hybrid rather than a pure backline healer. Her normal attack both heals and damages, and Sparkle Mark turns later hits into team utility through bonus health, healing boost, enemy burst damage, and vulnerability. That makes target selection more important than raw aim alone.

Her 275 Health gives less room for mistakes than shield-heavy Vanguards. Sparking Sprint and orb positioning are therefore survival tools as much as pressure tools. The first-match goal is to learn when to create a mark, when to trigger it, and when to use the speed window to reposition instead of chasing a low-health enemy.

FieldOfficial value
RoleStrategist
Real nameJubilation Lee
Health275
Movement Speed600
Launch seasonSeason 9: The Mystery of Thebes

Ability Table

The abilities below come from the official hero page. Treat the table as a mechanical index, then test feel in-game once the patch is live. A value can be correct and still require timing practice because Jubilee’s strongest moments depend on marks, orb state, and whether allies are inside a field when damage begins.

AbilityKeyEffectOfficial numbers
Energy PlasmoidsLeft ClickFires lumikinetic blasts that heal allies and damage enemies, with Sparkle Mark triggers enabling faster, no-energy firing.8/s fire rate, 200m/s projectile speed, 10 damage per hit, 14 healing per hit, 48 energy.
Blooming BallRight ClickLaunches a tracking vampiric orb that damages enemies and heals allies in its radius.Orb can be charged by hits and manually recalled.
Sparking SprintShiftWraps Jubilee in vampiric energy for movement, jump, and attack-speed pressure.40% speed boost, 12 maximum energy, 4/s energy cost, 4s cooldown.
Dazzling DetonationEDetonates a firework orb for area damage and blind, or transfers energy to an ally for healing and speed.12s cooldown, 50 damage, 1.5s blind, 10% vulnerability for 3s, 65 one-time healing.
Sparkle MarkPassiveMarks from Dazzling Detonation and Firework Finale can be detonated by Energy Plasmoids.50 Bonus Health to allies, 20% healing boost for 3s, 25 one-time damage to enemies.
Firework FinaleQCreates outward-flying firework clusters, a damage/healing field, knockback, and launch-up pressure.5500 energy, 10s duration, 20/s field damage, 150/s field healing, 5 clusters.
Hellfire SparksPassive Team-UpAttack-speed boosts transform Energy Plasmoids into hitscan; The Hood enhanced effect sustains the form.5 damage per use, 6.5 healing per use, 2 self-heal per shot.
Vampiric KinC Team-UpDeploys a 12m Vampiric Field; Blade enhanced effect adds continuous healing.15s cooldown, 6s duration, 25% lifesteal, enhanced 25/s healing over time.

First Match Plan

Open with Energy Plasmoids as the baseline test. If you can keep allies in line of sight while tagging enemies, you are already getting value from the dual heal-damage profile. Do not spend Sparking Sprint only as a chase button; it is also the cleanest way to exit pressure before 275 Health becomes a liability.

Use Blooming Ball and Dazzling Detonation as setup pieces. The orb can build value around a fight area, while Dazzling Detonation supplies blind, vulnerability, healing, and speed when transferred correctly. The mark loop matters because Sparkle Mark adds bonus health and healing boost to allies while punishing enemies with burst damage.

Save Firework Finale for clustered fights where the 10-second field duration has space to work. The official numbers show heavy healing at 150 per second in the spell field, but a poorly timed ultimate away from allies wastes the part of the kit that justifies picking a Strategist slot.