MultiVersus open beta begins July 26th, early access starts next week

Warner’s crazy crossover fighter MultiVersus is nearly here! MultiVersus will launch into open beta on July 26th, with early access starting a week early on July 19th for those who were in the closed alpha (and other lucky folks).

MultiVersus is a madcap platform fighting game featuring characters from across the Warner Bros. portfolio, with representatives from Game of Thrones, Scooby-Doo!, DC, Adventure Time, Looney Tunes, and many more making for one of the wildest fighting game rosters ever. Today, we finally got a date for the open beta that has until now just been down for ‘July’ — the MultiVersus open beta begins on July 26th, with early access coming next week for select players. Those who were in the closed alpha are apparently guaranteed early access slots, with others advised to keep an eye on the official site to find out how to get involved early.

MultiVersus open beta coming to Xbox on July 26th

Developer Player First Games’ Tony Huynh brought us the good news on Twitter, announcing the beta launch date as well as confirming that all progress and unlocks in the beta will carry over into the full launch of the game. This open beta feels almost like a soft launch for the game — much like how Halo Infinite’s multiplayer component rolled out early in beta — but it’s great to hear that we’ll be able to start unlocking characters, costumes, and more to keep as soon as next week. If you’re new to this kind of game and don’t know where to start, we’ve already got character guides up for the beginner-friendly Shaggy and a few others based on alpha data.

Shaggy is a melee fighter built around a chargeable Rage state, which powers up his special moves and gives them armour. He was listed as a ‘recommended’ character in the MultiVersus closed alpha test (along with Wonder Woman), and it’s easy to see why — his move set is pretty straightforward, his up and side specials serve as fantastic recovery tools, and he can even power up and heal his teammates. Here’s a breakdown of what his kit does…

Current data based on alpha build, and will be updated to reflect changes in later releases. Button references use default Xbox controls.

Shaggy MultiVersus character guide

Role: Bruiser
Horizontal/Vertical KO Bias: Hybrid
Universe Scooby-Doo
Unlocked: Starting roster

Shaggy’s passive abilities

It’s, Like, Off-The-Charts: This is Shaggy’s Rage mechanic. While in Rage state (triggered by fully charging Zoinks!), his special attacks hit harder (and sometimes multiple times) and cover more distance, while several change completely. Each also has armour during the special move, and on hit, it applies a full stack of the Weakened debuff to the enemy, but Rage is used up after any powered-up special attack. This also allows Shaggy to give his allies a lesser version of Rage upon entering the state himself, giving their next attack the same debuff effect but without the power and range boosts or added armour.

Shaggy’s normal attacks

Neutral X — That’s A Jab, Man: A single chargeable straight punch. Has armour while charging, and can be dodge or jump cancelled during the wind-up.
Side X — Ultra-Hungry Combo: A linear one-two punch combo followed by a headbutt. Generous window between each hit of the combo to delay each follow-up to mess with opponents’ dodge timings. Can be cancelled into anything (including special attacks) any time before the final hit.
Up X — Like, Overhead Swing!: An arcing 180-degree swipe above Shaggy. Can be charged, but not cancelled. Charged version has exceptional lift, even at low damage.
Down X — Power Stomp: Shaggy strides forward and performs an armoured stomp that also breaks through enemy armour. Can be charged and dodge/jump cancelled, and will maintain forward movement without striking if timed correctly. On hit, input the move again to follow up with a clap attack that applies a Slow debuff for a short time, although this will only combo at low damage.

Air Neutral X — Flurrious Feet: Shaggy runs in the air, striking multiple times beneath him. This attack breaks through armour and while not especially strong, its three quick hits can help in stacking an ally’s debuffs on opponents quickly.
Air Side X — Like, Knee Strike: A fast flying knee that deals good knockback even at low damage. Can be charged, and even if you start the charge late in a jump, Shaggy will hover just above the ground to complete the attack before landing. Cannot be cancelled.
Air Up X — Flying Swat: An aerial version of Like, Overhead Swing! that cannot be charged. Useful for confirming a top-screen KO, and can combo into it from Power Uppercut at low damage.
Air Down X — Get Down, Man: A somersaulting spike attack that launches foes downwards, bouncing them on ground or driving them down off the side of the stage for a bottom-screen KO. Quite long wind-up and recovery, but still a decent spike.

Shaggy’s special attacks

Neutral Y — Zoinks!: Hold Y to charge up Shaggy’s Rage. A full charge takes around two seconds, although you don’t need to do it all at once — partial charges are retained for a brief time, so you can use several shorter charges instead of one long one so long as you don’t let the build-up (denoted by Shaggy’s glowing chest) decay too much. Completing the charge puts Shaggy in his Rage state as explained above in It’s, Like, Off-The-Charts, as well as dropping a Scooby Snack that will heal whoever picks it up. Shaggy hovers in the air while charging, so you can fling yourself off the stage to try for a charge at a safe distance, or there’s a window for a free full charge after a double KO in 2v2 (or when you take a stock if your ally has the other opponent occupied). If already enraged, Zoinks! changes to be a powerful team defence tool, teleporting to your buddy and unleashing a shockwave that pushes enemies back to potentially prevent them completing a combo for a KO.
Side Y — Snacking-Instinct Kick: After a brief wind-up, Shaggy unleashes a fast-moving horizontal flying kick that deals considerable knockback at higher damage. Can be dodge/jump cancelled during the impact window, setting up combo opportunities at low damage. A solid horizontal recovery tool, too.
Up Y — Power Uppercut: A rising punch that will look familiar to Street Fighter fans, which carries opponents into the air along with Shaggy as he leaps. The enraged version adds multiple additional hits during startup, useful for stacking debuffs as well as the extra lift. Minimal recovery time after hit so easy to follow up with further attacks, but leaves you very open if whiffed — use the first two hits of Ultra-Hungry Combo to hit-confirm the uppercut if you want to play safe. Alternatively, you can use quick fall (hold down on the stick during startup) to all but eliminate Shaggy’s vertical movement from a ground Power Uppercut, or to land much faster after an air one.
Down Y: — Like, Feed The Hunger: Shaggy pulls a sandwich out of the ground, as you do. Repeat the input to toss the sandwich as a projectile, healing any allies it passes through before damaging and knocking back any enemy it strikes. During Rage, this move changes based on whether or not Shaggy already has a sandwich. If he does, this attack will toss a larger, more powerful projectile. If not, he instead performs a ground slam that sends out a shockwave which does big damage. If used in the air without a held snack, this move becomes Like, C’mere Man!, a powerful ground pound attack with a really strong launching effect. During Rage, a multi-hit shockwave with great range is added to the slam, letting you do great damage from a safer distance.

Shaggy’s signature perks

One Last Zoinks: Upon reaching 100 damage taken in one life, Shaggy automatically enters Rage a single time. Potentially a handy comeback mechanic in a close fight, and the first of the two special perks you unlock so it’ll be your only option until level ten, but the alternative just seems more reliable. Does combo well with the Last Stand perk (which unlocks just before it), though, offering a guaranteed 10% damage boost on your free Rage attack.
Hangry Man: While holding a sandwich, the charge time for Zoinks! is significantly reduced (roughly halved) in exchange for consuming the snack. This both sets up mind games where your opponents need to worry about whether you toss the sandwich or chow down to get mad, and make getting into Rage mode that much more convenient. You do lose access to the Rage sandwich toss, though, if that’s a concern.

Shaggy tips and tricks

  • Mix up your timings with Ultra-Hungry Combo to force opponents into burning dodges or dodging into the delayed follow-ups. The less predictable you can be with timings, the more opportunities you’ll have to hit-confirm into your powerful specials — enraged ones in particular, since you waste your entire charge if you don’t land them.
  • Power Uppercut combos are nuts against opponents who don’t (or can’t) dodge, and it’s possible to string three together with a couple of other tricks to get a top-screen KO on an undamaged opponent on some stages. In reality, of course, players are likely to be wise to this and dodge one of the uppercuts if they can, so again, mix up your timing and dash directions a little if you’re going for these kinds of big juggles.
  • Fake out opponents by dodge cancelling your chargeable moves. This will allow you to change up into other attacks that hit either before or after the foe would have been expecting them to land (and when they would likely try to dodge). To fully sell this, use a few max-charge moves early in the match to lull enemies into expecting a full charge every time, then switch things up later to land some free big hits.
  • If you’re looking to train additional perks, consider Damage Boost On Debuff Hit to pile on the pain against anyone hit by your Rage specials, Vertical/Horizontal Damage Boost depending on whether you get most use out of Power Uppercut or Snacking-Instinct Kick, or Triple Jump is always useful for additional mobility. If you want to go for even riskier KOs, Refreshing Ringout gives you both you air specials back after an elimination, meaning you should easily be able to make it back to safety after even the craziest plays. The three elemental projectile ones may also serve you well if you’re a serial sandwich lobber, and/or if you’re paired with a ranged fighter who will get more use out of them when stacked.
  • Don’t sleep on Shaggy’s neutral X charged wind-up punch. It has armour so should tank a hit, it packs a wallop to help pile on early damage, and it has great knockback, especially at higher damage levels. All of that makes it also good for sniping opponents trying to return to the stage using horizontal recovery attacks, and you can always jump/dodge cancel the charge if they get wise to it and instead try for something else like a cheeky spike as they hang back from the wind-up punch.

Finn is an Assassin-class fighter built around resource management, earning cash for landing hits which can be spent mid-match on team-wide buffs and a potent single-use attack from BMO. Between this complication and the fact that all his normal attacks need to be charged while moving to get the best out of them, he’s not the easiest character to play, but he definitely has a lot going for him!

Current data based on alpha build, and will be updated to reflect changes in later releases. Button references use default Xbox controls.

Finn the Human MultiVersus character guide

Role: Assassin
Horizontal/Vertical KO Bias: Horizontal
Universe Adventure Time
Unlocked: Starting roster

Finn’s passive abilities

Fat Stacks!: Finn’s passive makes enemies drop money every time he lands a hit. Either Finn or an ally can collect this cash on the stage to add it to his reserves. Money is used for most of Finn’s special attacks and affects them in different ways — his backpack attacks, for instance, deal more damage and knockback with their final hit the more cash you have (but you drop a bunch if you land the hit), while Sweet Deals! is literally just a shop where you can spend your riches on buffs. Finn collects 100 gold for every coin picked up, and can carry a maximum of 10,000… not that you’ll ever get that much in an actual match!

Finn’s normal attacks

Neutral X — Chop!: To save repeating this four times, let’s start out by saying that all four of Finn’s grounded normal attacks can be charged, and he can move while charging them. However, they only get more powerful when Finn moves around, with a little gauge beneath him to show how much charge he has. All four can also be cancelled mid-charge with a dodge or jump. Chop! is pretty self-explanatory — it’s a pretty powerful single sword swing with decent diagonal knockback.
Side X — Swordwork!: MultiVersus’ typical three-hit string, which does serious damage when charged. Can be cancelled into other moves any time before the final blow. The last hit does significant knockback at higher damage levels, making it a decent horizontal KO tool in its own right later in a match, or when cash reserves are too low to be scoring backpack KOs.
Up X — Slasher!: Finn’s launcher sees him drag his sword along the ground then swing it forward with such force that he’s carried into the air with it. This makes it extremely easy to follow up at low damage, since Finn ends up at almost the exact height as the launched enemy, setting up a free backpack beatdown or whatever kind of air combo you like. Finn doesn’t get nearly as much height from the uncharged version.
Down X — Down-stab!: A plunging ground stab that emits a shockwave when charged. The attack itself breaks armour, while the projectile can hit multiple times and deals great damage. Can also be used as a spike to catch opponents climbing back onto the stage or around pits, and the forward leap at the start of the move might allow this to catch opponents off-guard.

Air Neutral X — Cracking Kick!: A simple airborne kick, although it also breaks armour so it certainly has its uses. Finn will automatically dash to chase kicked enemies, making this a viable combo extender, although the dash is on a short cooldown after use.
Air Side X — Flying Sword Moves!: A two-swing air combo with Finn’s sword. The second hit can be charged, and will automatically come out on hitting the ground.
Air Up X — Sky Punch!: A simple fist attack, but capable of decent knockback especially at higher damage. Good for confirming top-screen KOs.
Air Down X — Ground Chop!: Finn’s spike is quite quick to come out, but also very narrow, meaning you’ll need that much more precision to score bottom-screen KOs or big bounces.

Finn’s special attacks

Neutral Y — High Five, Dude!: Finn goes in for a huge projectile-reflecting high-five, dealing solid damage and a good amount of horizontal knockback. Can be charged (and the charge can be dodge/jump cancelled) but does not power up in the same way as other charged moves — it has its own meter that sits beneath Finn while he isn’t charging another move, which fills as he moves around and is emptied upon going for the high five. At higher charge levels, catching an ally with this move sets off a damaging projectile aura around Finn for some extra damage. The air version also pushes Finn back a little bit, so you can be a little more aggressive with it when chasing off-stage KOs.
Side Y — Skronking Tackle!: A short dash behind the safety of a projectile-blocking shield. Does moderate damage and knockback, but is more a tool for getting in on projectile-happy characters/players. The air version, Mathematical Air Dash!, is considerably more versatile. At first glance, it seems like a straight downgrade of the ground version as it loses the shield, but it comes into its own if Finn has a gem in play from either Throwin’ Stones! or his On The House! perk. When he does, this move changes to perform the air version even if used on the ground, with Finn instantly dashing to the gem before slashing. This allows for positional shenanigans, new combo opportunities, and extreme recoveries… it’s really good.
Up Y — Backpack 'Em Up!: Finn spins around, slapping opponents multiple times with his backpack. The final hit does extra damage and knockback proportional to his cash reserves, although it will cause Finn to drop some of that cash if it connects. It’s worth it, though, as this is one of his main KO tools and just a solid attack in general. In the air, it becomes Soaring Backpack!, which is basically the same but with more vertical lift — great for taking top-screen KOs and recovery alike.
Down Y: — Sweet Deals!: Most fighting games can’t say they boast a character who can go shopping mid-match, but MultiVersus is not most fighting games. By holding the input, Finn will call upon the services of Choose Goose and can use left and right to toggle between three purchasable items — boots, armour, and BMO. The boots are the cheapest option at 500 gold and give both Finn and his ally a decent lifelong speed boost that can be stacked by buying additional buffs at increasing costs. “Buns of steel,” meanwhile, costs 600 gold and gets you a projectile-blocking shield good for three deflections whenever you are charging an attack (which Finn does a lot). When charging, the shield is also applied to your teammate, and this one can also be stacked to protect against more projectiles. The final option is good ol’ BMO, who is a hefty 1,000 gold and follows Finn around, replacing Sweet Deals! with BMO Chop!, an extremely powerful single-use move that does ridiculous horizontal knockback. The move has armour, but BMO will leave your side whether it connects or not, so make sure you land it or you’re down a grand for nothing. Finally, since you can’t go shopping in the air, this move changes to Throwin’ Stones! while jumping, which spends a few coins to toss down a gem. As well as these being beacons for Mathematical Air Dash!, they can be picked up and thrown like regular items to deal modest damage.

Finn’s signature perks

Going Out Of Business: All items in Choose Goose’s shop when using Sweet Deals! are 200 gold cheaper for ten seconds after an ally is knocked out. The discount becomes permanent whenever Finn is at 100 damage or more. This can be a useful tool for reapplying buffs after losing a stock, but it gets worse the better you and your team are performing — if they’re not taking Ls and you’re not eating lots of damage, it does nothing. Feels like the weaker of the two current options, although can serve as a nice tech to switch to for assisting a struggling ally in a rematch.
On The House!: Connecting with a fully-charged ground attack generates a free gem identical to those bought with Throwin’ Stones!. Not only does this allow you to get a lot more use out of the gem-enhanced Mathematical Air Dash!, but it also sets up all kinds of new combo opportunities — a max charge launcher on a moderately injured opponent, for instance, launches the gem along with the victim, letting you dash right to them instantly and follow up with Sky Punch! to confirm the KO. Extremely strong, and just as cost-effective as Going Out Of Business (if not more so) as long as you’re landing those big hits, which Finn will usually be doing.

Finn tips and tricks

  • Finn’s charged normals can be powered up while barely moving, simply by quickly alternating between left and right on the stick to wiggle in place. Playing him like this can be very input-heavy, but it’s the best way to get his heavy-hitting moves powered up without leaving yourself too open in the process.
  • Interestingly, Finn cannot walk off ledges while charging an attack, so that’s one less thing to worry about!
  • Observant players will be able to tell which attack you’re charging from the position of Finn’s sword, but that doesn’t mean you can’t keep them on their toes. Mix things up by cancelling the charge with a dodge or jump at the last second to smack them with a different attack to the one they saw coming!
  • In terms of additional perks to train, there are a lot of potentially strong options for Finn. If you like your juggle combos, Lumpy Space Punch will add a little more damage to your airborne hits, while Snowball Effect will be very effective if you like to gang up on opposing fighters. Painted Target can also be a nice damage boost, since Finn has several strong moves and strings that are natural combos. Horizontal Damage Boost is a no-brainer for a character like this whose focus is on linear attacks, and Triple Jump is never a bad pick. If you use Going Out Of Business, it synergises well with both Last Stand and The Purest Of Motivations to get more value out of those discounted buffs with additional benefits.

Wonder Woman is a tanky melee fighter with the ability to shield herself and allies while engaging in stage control using the Lasso of Truth and her well-rounded kit and strong defensive tools certainly make Diana a great pick, especially for new players. Here’s everything she can do…

Current data based on alpha build, and will be updated to reflect changes in later releases. Button references use default Xbox controls.

Wonder Woman MultiVersus character guide

Role: Tank
Horizontal/Vertical KO Bias: Horizontal
Universe DC
Unlocked: Complete tutorial

Wonder Woman’s passive abilities

Bracer Meter: Beneath Wonder Woman, you’ll see a small gauge. This can be filled by either blocking projectiles with her shield (by holding Y after performing Warrior’s Charge) or getting hit while armoured. While charged, your next Amazon Shout will be powered up significantly based on how full the Bracer Meter is, but the gauge will also be emptied. The max power version does excellent damage and massive knockback, so you’re very much encouraged to be blocking shots and taking one for the team as much as you can.

Wonder Woman’s normal attacks

Neutral X — Sword of Ares: A single chargeable sword swipe. Wonder Woman takes a step forward as she swings, making this a decent gap-closer, plus you can cancel out of the charge with either a jump or dodge. Doing so at the last possible moment will also preserve some of the move’s forward momentum.
Side X — Amazon Combo: A spinning flurry of three individual hits — sword swing, sweep, and a shield bash finisher. Each hit of the combo can be delayed, seemingly a universal thing across most if not all characters, but worth mentioning in case other characters do not have this ability. Can be cancelled into anything (including special attacks) any time before the final hit.
Up X — Shield Bash: A short-range overhead shield swing. Can be charged, but not cancelled. Charged version has excellent lift, even at fairly low damage.
Down X — Amazon Shout: A charged area ‘projectile’ that summons a damaging field around Wonder Woman. Charging increases the size of the blast, while her Bracer Meter boosts its power and knockback depending on how full it is. Wonder Woman has a brief window of armour towards the end of a full charge, while any allies caught in the blast will gain armour for their own for a length of time relative to how long you charged Amazon Shout.

Air Neutral X — Whirling Sword: Diana twirls in the air with her sword extended. Can hit up to twice when used right on top of an opponent (risky if not part of a combo), and with break through armoured characters or attacks.
Air Side X — Flying Slash: A soaring downwards sword slash with decent horizontal knockback. You can use quick fall (down on the left stick while in the air) during the move animation to surprise opponents who think it might go over their heads by diving to their level during the attack.
Air Up X — Rising Kick: A backflip with an upwards kick at the peak. This attack has a sweet spot at the tip of Wonder Woman’s foot which will do more damage and knockback if you can connect with the very end, although it is a little slow to come out so it might take some practice to learn proper timings and spacings. Along with Shield Bash, this is one of her better options for taking vertical KOs.
Air Down X — Falling Spear: Wonder Woman’s spike is extremely fast, with her quickly thrusting her sword downwards as she falls. Excellent for taking bottom-screen KOs after using her solid horizontal moves to bump foes off the edge, and will even score top-screen KOs with a powerful ground bounce effect if the opponent has taken considerable damage.

Wonder Woman’s special attacks

Neutral Y — Lasso of Truth: Tap Y to extend the lasso, which covers a decent distance and will pull enemies and allies alike to your location — great for either rescuing your buddy from a combo, or getting in on zoning characters who like to keep their distance. Several of her signature perks alter its properties, as you’ll see in the section below. Can be angled up or down slightly by aiming with the left stick as the move starts up.
Side Y — Warrior’s Charge: Wonder Woman winds up then delivers a pretty powerful lunging shield bash, with armour and projectile-destroying properties during the strike itself. It has a bit of recovery to it when used normally, but absorbing a projectile with this move will remove the recovery and let her act instantly, as well as adding a little charge to the Bracer Meter. Nearby allies also receive momentary armour if they’re close enough when the shield hit comes out, while holding down Y allows you to extend the shield cover indefinitely. You can still move in this state (so it’s great for closing distance to get through projectile abuse) but your speed is slower and you can’t change the direction you’re facing, so you may need to watch your back. When performed in the air, Wonder Woman’s side special is instead Soaring Punch, where she flies forward fist-first, doing decent damage and knockback after a slight delay. Like Flying Slash, this move can be adjusted using fast fall to hit much lower than it looks like it will, and you can follow it up quickly.
Up Y — Flying Warrior: Diana performs a vertical variant of Warrior’s Charge, bumping enemies into the air. A useful launcher, since it can be cancelled at any point during the move, potentially leading to big aerial combo at fairly low damage levels. It can also be extended by holding Y, which causes Wonder Woman to use it as a glider and fall extremely slowly for a short time. Horizontal movement is extremely slow in this state, but on the plus side, allies can use the shield as a temporary platform, potentially giving them a life-saving stepping stone to get back onto the stage rather than concede a stock. A good all-round move with both combo potential and support uses.
Down Y: — Defense of the Gods: Immediately dash to a nearby ally, then grant both them and yourself a defensive buff for a few seconds. This enhanced version of armour will prevent both damage and knockback from the next hit taken, but it doesn’t last long. buffing an ally with this will also remove and debuffs on them, while having the state negate a hit adds to the Bracer Meter. This move has a pretty long cooldown considering how brief the buff is, but it’s tanking a hit is undeniably very useful, especially as your team’s damage numbers get higher.

Wonder Woman’s signature perks

Shield of Athena: The description states that this perk should create a projectile-blocking barrier upon dodging, although it didn’t seem to work properly (or at all) in the alpha. We’ll have to check back in July to see how good this one is.
Grapple of Hermes: Alters the properties of Lasso of Truth to make it so it can attach to anything (even nothing!) and Wonder Woman will drag herself to that location, doing a small amount of damage if she connects with an opponent. This also makes it an incredible horizontal recovery tool, although it becomes less effective in closing the gap against projectile-happy enemies. Allies caught in the lasso are sent to Diana’s original location where she started the move, effectively letting you swap places with them instead of dragging them to you.
Whip of Hephaestus: Extends Lasso of Truth by adding a powerful horizontal knockback whip-crack at the tip of the move, meaning you can either pull in enemies (and allies as normal) or knock them away, depending on spacing. Timing and spacing may again prove difficult to gauge in the heat of a match, but this turns the lasso into a potentially exceptional horizontal KO tool if you can master it. The best option against zoners right now, but Grapple of Hermes is probably the better option for general play right now unless you can really nail your lasso tip strikes.

Wonder Woman tips and tricks

  • Wonder Woman is a character for whom cooldown management extremely important, as having either Lasso of Truth or Defense of the Gods available at the right times can absolutely save stocks and win matches. Use more liberally when at low damage, but make sure they’re ready when you need them once the numbers start to get higher.
  • With some of the best anti-zoning kit in the game, Wonder Woman makes a superb counter-pick to annoying ranged fighters like Tom and Jerry or Reindog. A held Warrior’s Charge will let you and your ally approach without worrying about most projectiles, while Lasso of Truth will let you yank them out of their comfort zones and give them a beating. If you’re on a losing team that can’t deal with enemy stuff-chuckers, consider tagging Diana in to make your life a little easier.
  • Attack decay only affects moves while make contact with opponents repeatedly, so you’re free to use Amazon Shout as much as you like to simply buff allies with armour without impacting its combat effectiveness. Charging the move does slightly drain your dodge meter, though, so be sure to hold a little back for when you need it.
  • In terms of perks, Wonder Woman can certainly stand to benefit from training to get some extras. Horizontal Damage Boost pairs well with her great linear attacks, while Projectile Block makes her even better at dealing with aggressive zoners. Dodge Armor can also be good, but it really needs both characters to equip it to triple the armour duration and make it a worthwhile pick. Consider Gravity Manipulation if you enjoy flummoxing opponents with fast-fall air attacks, while Ability Refund On Dodge pairs well with Coffeezilla (which Wonder Woman learns naturally) to seriously improve cooldown speeds and have her best abilities available more often. Last Stand and Triple Jump are never bad options, either.

While leaks are always to be taken with a pinch of salt, this particular leak comes from Reddit user, u/hugeleakeractually, the same account that originally leaked MultiVersus before its announcement. If anything, it fills us with a bit of hope that this roster of characters has a good chance of being introduced.

What characters could be coming to MultiVersus?


According to u/hugeleakeractually, the list of recently datamined characters is mostly correct, give or take one or two. The ones that are apparently “definitely” coming are:

Character Franchise
Joker DC
Raven DC
Gizmo Gremlins
Marvin the Martian Looney Tunes
Lebron James NBA
Rick Rick and Morty
Morty Rick and Morty
Scooby-Doo Scooby-Doo
Daenerys Game of Thrones
The Hound Game of Thrones
Wicked Witch The Wizard of Oz
Johnny Bravo Johnny Bravo
Fred Flintstone The Flintstones
Godzilla Godzilla

The leak also states that the following characters are “likely” coming:

Character Franchise
Samurai Jack Samurai Jack
The Powerpuff Girls Powerpuff Girls (all one fighter)
The Animaniacs The Animaniacs (all one fighter)
Duck Dodgers/Daffy Looney Tunes
Scorpion Mortal Kombat
Ben 10 Ben 10
Ted Lasso Ted Lasso

Apparently, both Mad Max and Harry Potter characters are on hold, with the former potentially suffering from licensing issues and the latter never actually entering development.