Skip to main content
Pocket RivalsPocket Rivals
ViewingHero briefing
Back to Hero Picker
The Thing portrait
VanguardA tier

The Thing

Benjamin J. Grimm is unquestionably the rock star of any team he's on. Always at the forefront of the fight, the Thing shields his allies with his unbreakable form, selflessly fending off any harm that comes their way.

  1. 01 StartSource profile first
  2. 02 CheckVanguard job check
  3. 03 LeaveOne ranked habit

Queue briefing

Decide how The Thing fits before hero select gets loud

Vanguard plan

1Lock when

The lobby needs this job

Anchoring simple brawls, absorbing attention, and making space when your team is ready to walk behind you.

2Swap when

The pressure pattern repeats

Swap or reset earlier if every fight becomes a slow walk through damage before you reach the enemy team.

3Practice first

Queue with one habit

Take one step of space, check that your team followed, then decide whether the next step is engage or reset.

Pocket Rivals ranked read

How The Thing should create ranked value

The Thing: Anchor space first, then spend cooldowns to start or stop a fight when your team can follow.

Editorial note: this section is Pocket Rivals advice for everyday ranked lobbies. Use the official source panel for canonical ability text, then use this ranked read to decide what to practice next.

First job

Pair with a second Vanguard or a durable Duelist who can hold space when you reset.

Practice next

  1. 1Use shield, mitigation, or control to claim space before chasing eliminations.
  2. 2Save one defensive cooldown for leaving the fight.
  3. 3Commit only after your damage players are looking at the same target.

Avoid

Do not spend every cooldown crossing empty space. Arrive with at least one tool left.

Hero-specific editorial

Ranked module for The Thing

Pocket Rivals ranked read

Best for

Anchoring simple brawls, absorbing attention, and making space when your team is ready to walk behind you.

Struggles into

Sustained tank pressure, ranged kiting, and speed or control tools that deny long close-range fights.

First swap trigger

Swap or reset earlier if every fight becomes a slow walk through damage before you reach the enemy team.

everyday ranked mistake

Standing in the open to prove you are durable instead of moving from cover to cover with your supports.

Practice drill

Take one step of space, check that your team followed, then decide whether the next step is engage or reset.

Review basis

Based on Pocket Rivals counter notes that use Wolverine brawl pressure, Punisher ranged damage, and Mantis speed or control to kite The Thing.

Official details

Base stats and hero story

Official article date: 2025/02/20

Health
750
Movement Speed
6m/s

When Ben Grimm signed up to pilot an experimental spacecraft for his pal Reed Richards, he never imagined he'd return from the flight transformed into a monster. Even though cosmic rays turned him into the Thing, Ben still has a heart of gold beneath his rocky exterior.

Since New York City plunged into eternal night, Ben has devoted himself to protecting his home from the monsters plaguing it.

Skills

Abilities and details

Normal Attack

Rocky Jab

Left Click
Casting
Single-cast Spell Field
Damage
Double strike, 40 per hit
Attack Range
4m
Attack Interval
Double strike 0.33s between attacks, 1s between sets.

Rapidly punch forward

Ability

Stone Haymaker

Right Click
Casting
Single-cast Spell Field
Damage
55+10% of enemies' max Health per hit
Attack Range
8m
Special Effect
Move forward 3 meters while punching; gain Bonus Health equal to damage dealt (up to 100); once hit, this ability can knock down flying enemies to the ground

Deliver a devastating Heavy Blow. Can Knock Down flying enemies.

Ability

Yancy Street Charge

SHIFT
Movement Boost
100%
Duration
5s
Damage
Charge: 30; ground slam: 20; immobilization zone: 15 per/s
Spell Field Range
Ground slam: 8m radius, 2.5m high cylindrical spell field. Immobilization zone: 8m radius, 4m high cylindrical spell field
Cooldown
10s
Special Effect
Gain 200 Bonus Health during skill activation

Continuously charge forward, launching up enemies and leaving behind a zone at the final position that prevents the use of mobility abilities

Ability

Embattled Leap

E
Casting
Targeted
Maximum Distance
20m
Cooldown
Basic Cooldown 3s, with a charge of 10s per use
Special Effect
Apply a 20% damage reduction effect to self and 20% damage reduction to all allies within 5m of his landing point for 3s

Jump toward an ally and apply damage reduction to yourself and allies within the landing area

Ability

Battle Blitz

F
CASTING
Targeted
MAXIMUM DISTANCE
20m
COOLDOWN
Basic Cooldown 3s, with a charge of 10s per use, shares the same Cooldown with the E Key ability
SPECIAL EFFECT
Apply a 20% Vulnerability to all enemies within 5m of his landing point for 3s

Jump toward an enemy and apply Vulnerability to enemies within the landing area

Ability

Clobberin' Time

Q
Energy Cost
2800
Range
Step spell field: 3m high, 10m wide, advancing 2m every 0.1 seconds, up to a maximum of 18m
Damage
100
Special Effect
Stun duration 2.5s

Use immense power to launch up all enemies in front of the Thing into the air

Ability

Unyielding Will

PASSIVE
Special Effect
Immune to launch-up, knock-back, and other displacement effects

Immune to launch-up, knock-back, and other displacement effects

Ability

Cosmic Fastball

Z
Casting
Targeted
Maximum Distance
20m
Cooldown
3s when not thrown, 15s when thrown

Wolverine and The Thing can interact with each other. Once both parties confirm, The Thing can lift Wolverine and press the key to hurl him forward

Ability

GAMMA CHARGE

C
Cooldown
25s
Ability Duration
8s
Left Click Spell Field Max Distance
5m
Left Click Spell Field Damage
45
Right Click Spell Field Max Distance
9m
Right Click Spell Field Damage
60+11% of enemy's maximum health
Max Bonus Health
120
Damage/Health Conversion
1

Hulk charges Black Panther and The Thing with gamma radiation. When Black Panther's health is low, he gains a gamma shield, becoming Unstoppable and blocking attacks. The Thing gains Gamma Gauntlets, boosting Damage and range of his Rocky Jab and Stone Haymaker. Dealing damage with these attacks grants Bonus Health, and maximum Bonus Health cap is increased

Ability

Flying Thing

X
Cooldown
Successfully interacted: 30s; fail to interact: 3s
Maximum Distance
20m
Flight Speed
15m/s
Slam Down Initial Horizontal Velocity
15m/s
Maximum Flight Duration
8s
Damage
Launch-up spell field causes 30 damage; mobility abilities disabling spell field causes 15 damage per second
Launch Up Range
A cylindrical spell field with a radius of 8m and a height of 1m
Mobility Abilities Disabling Range
A cylindrical spell field with a radius of 8m and a height of 8m

Human Torch can lift The Thing into the air and slam him down, dealing damage, launching enemies, and creating a zone that disables mobility abilities

Hero handoff

Turn the hero read into a queue-ready job.

Leave with one matchup rule instead of a whole new checklist.

Current fileHero briefing

Read official details, then turn the hero into one job, one matchup rule, and one avoid call.