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Marvel Tokon: Fighting Souls launches with 20 playable characters split into five preset teams of four each, and every team member can be pulled out and remixed into a squad of your own choosing. This guide covers every confirmed launch fighter, how the five official teams break down, the movement-based mechanics that actually decide who suits your playstyle, and what’s known so far about Year 1 DLC. The full release date and beta breakdown covers timing separately — this page is just the roster.
TL;DR
- 20 confirmed launch characters split across five teams of four: Unbreakable X-Men, Amazing Guardians, Fighting Avengers, Knights of Doom, Samurai Outriders
- Preset teams are a lore-based starting frame, not a gameplay restriction — you can build any four-character lineup
- Movement mechanics (web-zip, wind rider, glider, and similar traversal tools) matter more for who a character suits than their normal attacks do
- The open beta ran with 16 of the 20 characters; Hulk, Carnage, Loki, and Deadpool were held back for launch
- Phoenix Cyclops is the confirmed first Year 1 DLC fighter, with three more planned to round out four total
The Five Teams and Who's In Each One
Every launch character belongs to one of five lore-grouped teams, each built around a marquee point character. Fighting Avengers is led by Captain America alongside Iron Man, Hulk, and Black Panther. Unbreakable X-Men centers on Storm, joined by Wolverine, Magik, and Danger. Amazing Guardians runs through Spider-Man, with Star-Lord, Ms. Marvel, and Peni Parker filling out the squad. Knights of Doom is the villain-leaning team, fronted by Doctor Doom with Magneto, Green Goblin, and Carnage. Samurai Outriders closes out the roster with Ghost Rider as the anchor, backed by Blade, Loki, and Deadpool.
| Team | Point Character | Full Lineup | General Focus |
|---|---|---|---|
| Fighting Avengers | Captain America | Captain America, Iron Man, Hulk, Black Panther | Frontline pressure, heavy hits |
| Unbreakable X-Men | Storm | Storm, Wolverine, Magik, Danger | Zoning, portals, aggression |
| Amazing Guardians | Spider-Man | Spider-Man, Star-Lord, Ms. Marvel, Peni Parker | Aerial mobility, assist chains |
| Knights of Doom | Doctor Doom | Doctor Doom, Magneto, Green Goblin, Carnage | Zoning, control, chip damage |
| Samurai Outriders | Ghost Rider | Ghost Rider, Blade, Loki, Deadpool | Mixed range, unpredictability |
Preset Teams Are a Starting Frame, Not a Limit
This is the part screenshots and early team-reveal trailers don’t make obvious: the five squads above are a lore convenience, not a mechanical lock. Every one of the 20 launch fighters can slot into any of your four squad spots regardless of which official team they belong to. If you build a custom lineup, the game generates a cosmetic team name based on your point character and the rest of your picks — reported combinations so far include names built around Magik and Danger as the lead fighter. None of that changes stats, combos, or matchups; it’s flavor text for a squad you built yourself.
Tip
Pick your point character first, then fill the other three slots based on what mechanics you actually enjoy using — the lore team someone “belongs” to has zero bearing on how well they play alongside your other three picks.

Step-by-Step: Building a Custom Squad
Follow this sequence to get it done fast.
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1
Open the team select screen
every match starts here, with all 20 launch characters (plus any owned DLC fighters) available regardless of their preset team.
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2
Choose your point character
this is who starts the match on screen and determines the first word of your custom team name.
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3
Fill the remaining three slots
the roster is shared across a single life bar, so pick fighters that cover each other's weaknesses rather than four aggressive rushdown types.
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4
Set your call-in order
matches reportedly begin as a smaller engagement, with benched teammates rotating in through triggers like a Wall Break or a lost round.
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5
Check assist synergy
characters with strong assist tools pair well with a point character who needs cover during recovery windows.
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6
Test the lineup in training mode
confirm your custom squad's spacing and combo routes before taking it into ranked play.
Movement Mechanics: What Actually Defines Each Character
Normal attacks look similar across a lot of the cast, but the traversal tool attached to each character is what really decides who fits a given playstyle. A handful of these have been shown off directly:
- Spider-Man uses a web-zip to close distance and reposition quickly, favoring players who like constant pressure over slower footsies.
- Storm gets a wind rider movement tool that lets her hover and reposition in the air, which suits zoning-minded players who want to control neutral from a distance.
- Doctor Doom carries a mystic shield that doubles as a defensive option mid-movement, giving him a way to advance without fully committing.
- Magneto can jump off metallic triangle markers scattered through certain stages for extended aerial routes, rewarding players willing to learn stage-specific setups.
- Green Goblin rides a glider for sustained aerial movement, leaning into chip damage and hit-and-run spacing rather than close-range trading.
The wider cast almost certainly has its own version of this same idea — a signature way of moving that shapes the whole kit around it — but exact specifics for characters like Wolverine, Black Panther, Star-Lord, or the Samurai Outriders lineup weren’t fully detailed before launch, so treat anything beyond the five above as unconfirmed until release.
Team Archetypes: Which Squad Fits Your Playstyle
Fighting Avengers: straightforward power
Captain America, Iron Man, Hulk, and Black Panther read as the roster’s most conventional frontline fighters — high damage, direct pressure, less reliance on gimmicks. Good starting point for players who don’t want to learn a movement puzzle before they can compete.
Amazing Guardians: aerial and assist-heavy
Spider-Man, Star-Lord, Ms. Marvel, and Peni Parker skew toward mobility and combo extension through assists, which fits players coming from more traditional tag-fighters who want to chain characters in and out constantly.
Knights of Doom: control and chip damage
Doctor Doom, Magneto, Green Goblin, and Carnage form what’s been described as the roster’s dedicated villain-zoning team, leaning on projectiles, aerial spacing, and defensive tools over straight aggression.
Common Misconceptions About the Tokon Teams
“You have to play the official teams together”
The five lore squads are how the roster gets marketed and revealed, but nothing in the confirmed mechanics locks you to them. Mixing a point character from one team with assists from three others is the entire point of the custom-squad naming system.
“The beta roster is the full launch roster”
The open beta ran with 16 of the 20 confirmed characters — Hulk, Carnage, Loki, and Deadpool were held back and only became playable at launch. If your beta impressions of the Fighting Avengers or Samurai Outriders felt incomplete, that’s because they were.
“DLC characters will form their own team automatically”
It’s unclear whether the four Year 1 DLC fighters will be bundled into a sixth preset team the way the base 20 were. Phoenix Cyclops has been confirmed as the first of the four, but Arc System Works hasn’t confirmed a team structure for the DLC batch.
What's Known About Year 1 DLC
A Year 1 Character and Stage Pass is confirmed, adding four fighters and one new stage after launch. Phoenix Cyclops — Scott Summers reimagined through the Phoenix Force rather than his traditional leadership-focused kit — is the only DLC character confirmed by name so far, expected to arrive in the months following release. The other three DLC slots remain unannounced, and there’s no reliable word yet on whether they’ll form a matching fifth-member team or simply slot into the existing five. Treat any specific name beyond Phoenix Cyclops as speculation until Arc System Works confirms it directly.
Note
The game hasn’t launched yet as of this writing. Team compositions, movement mechanics, and DLC plans reflect what’s been officially confirmed through beta coverage and developer reveals, but balance and minor kit details can still shift before and after the August 6, 2026 release.
Our Take: Does the Team Split Actually Matter?
Our Take
The five-team framing is good marketing and a genuinely useful sorting tool, but it’s not a gameplay decision you’re locked into.
Grouping 20 characters into five digestible squads makes the roster easier to reveal, market, and remember — Unbreakable X-Men, Amazing Guardians, Fighting Avengers, Knights of Doom, and Samurai Outriders are catchier than a flat alphabetical list of 20 names. But treating those teams as the intended way to play misses what the movement mechanics are actually telling you: Storm’s wind rider and Spider-Man’s web-zip serve completely different playstyles despite both characters coming from official teams built around aerial mobility.
A base roster of 20 for a 4v4 tag-fighter is on the lean side compared to some genre veterans, which makes the confirmed Year 1 pass worth paying attention to rather than treating as a footnote. Four more fighters is a real bump to squad variety, but until Arc System Works names the remaining three, planning a team around them is guesswork.