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Do losing streaks make you lose more in Marvel Rivals?
Every ranked player knows the feeling. Two losses, then three, and the next game already feels lost before hero select. But does a losing streak actually make the next game harder to win? We checked 3,383 Competitive games played by 47 Lunar users, and the answer is more interesting than "yes".
How we measured it
Lunar records each user's matches in order, with start times and match length. For this article we took every Competitive game from December 2025 to November 2026 with a clear win or loss and no AI players. That gave 3,383 games from 47 players.
We split each player's games into sessions: if more than 30 minutes pass between one match ending and the next one starting, a new session begins. That's a little stricter than the 90-minute rule Lunar's dashboard uses, so a long break between games always starts a fresh session here. That gave 715 sessions. The typical (median) session was 4 games long, and 132 sessions went to 8 games or more.
Across all of these games, the players won 52.0% of the time. That's the baseline to compare everything else with. With a few hundred games in a group, a difference of about 4 to 5 points either way can happen by chance, so small gaps below aren't meaningful.
Win rate after a losing streak
Here's the win rate of the next game, depending on how many losses in a row came just before it in the same session.
| Losses in a row before the game | Games | Win rate of the next game |
|---|---|---|
| 0 (first game of the session) | 715 | 51.3% |
| 1 | 804 | 50.2% |
| 2 | 306 | 54.6% |
| 3 | 109 | 51.4% |
| 4 or more | 62 | 51.6% |
There is no clear drop. After three or four losses in a row, these players still won about half of their next games, just like any other game. The same is true of winning streaks: after two wins in a row the next game was won 54.9% of the time, and after four or more, 54.8%. Both are within chance of the 52% baseline.
In other words, a streak on its own doesn't predict the next result. Each game is close to a fresh coin flip weighted by your skill, and the matchmaker doesn't seem to "punish" you for a bad run.
Does a long session wear you down?
Next we looked at the position of each game in its session.
| Game in the session | Games | Win rate |
|---|---|---|
| 1st | 715 | 51.3% |
| 2nd | 600 | 50.7% |
| 3rd | 493 | 49.9% |
| 4th | 388 | 55.2% |
| 5th | 294 | 46.6% |
| 6th | 226 | 52.7% |
| 7th | 168 | 56.5% |
| 8th or later | 499 | 55.7% |
The numbers bounce around without a trend. If anything, the late games are won slightly more. That's probably not because playing longer makes you better. It's because of who is still playing. People on a good run keep queuing, and people having a bad night tend to log off. This is called survivorship bias, and it's a good reminder that averages over many players can hide what's happening to one person.
Queuing straight back in
We also checked the gap between one match ending and the next starting, within a session.
| Gap before the next game | Games | Win rate |
|---|---|---|
| Under 2 minutes | 513 | 53.2% |
| 2 to 5 minutes | 384 | 55.5% |
| 5 to 15 minutes | 1,358 | 50.8% |
| 15 to 30 minutes | 413 | 52.5% |
Again, no meaningful difference. Players who queued back in within two minutes did about as well as those who waited longer. (Most of the 5 to 15 minute gaps are simply queue time.)
So is tilt a myth?
Not quite. What this data shows is that the result of your last game doesn't decide your next one. That's worth remembering when a streak starts to feel like a curse. The odds reset every match.
What it can't show is how each player felt or played. Tilt isn't the losses themselves. It's what frustration does to your decisions: diving in alone, ignoring calls, forcing a hero that isn't working. Some players tilt hard, others don't at all, and an average of 47 people mixes both together. A player whose aim and positioning fall apart after two losses is genuinely less likely to win, even if the group average stays flat.
That's why Lunar's tilt check doesn't rely on the streak alone. It compares your recent games with your own normal numbers on the same hero, such as damage, deaths and accuracy, and only raises the alarm when your play has actually dropped. A losing streak where you're still playing well is bad luck. A streak where your numbers are falling is the time to take a break.
What to do with this
- Don't fear the streak. Three losses in a row doesn't mean the next game is lost. In our data it was won about half the time.
- Watch your play, not the scoreboard. If you're dying more than usual or making decisions you'd normally avoid, that's the real warning sign.
- Breaks are for your head, not your odds. Stepping away won't change the matchmaker, but it can stop frustration from turning into bad habits.
- Check your own pattern. Group averages can't tell you how you react. Lunar's session recaps show your own results by session so you can see if long nights cost you.
Limits of this analysis
These are 47 players who use Lunar, which isn't a random sample of everyone who plays Marvel Rivals. Their matches span several seasons and patches. The figures are aggregates of real matches, not official statistics from the game's developer. Groups with fewer than about 150 games, like the "4 or more losses" row, carry wide margins of error.
Related reading: team composition in 2,832 Competitive matches and what decides a Competitive match.