A dive team doesn't win the fight head-on: it wins when two or three highly mobile heroes jump on your backline together and take out a healer before your team can react. If your healer goes down, the fight is lost even if your tanks are still standing.
Dive punishes healers who can't escape and teams that fight spread out. Its weak point is that once divers go in, they're far from their own team: if your backline survives the first few seconds and stops them with crowd control, whoever jumped in is left alone and falls.
The 3-1-2 comp the tool recommends against that enemy: three tanks that protect the backline, Mister Fantastic to stop whoever dives in, and two healers who survive a direct dive (Healpool and Cloak & Dagger).
The exact recommendation changes depending on the enemy's heroes and the ones your team already picked. For your real match, load both teams in the tool and it builds the full comp for you.
Analyze my match →Tanks: Pick tanks that stay close to your healers and punish whoever dives in: Captain America and The Thing stop the dive, and Peni Parker fills the area with traps so they can't land comfortably.
Duelists: Duelists who control space and don't need to chase work best: Namor with his turrets and Mister Fantastic with his close-range control. Avoid static long-range duelists who can't defend themselves.
Healers: Healers who can escape or survive on their own when someone jumps on them. The best: Cloak & Dagger, Healpool, White Fox and Ultron. If they're not available, Jubilee, then Loki or Gambit. The rest (Luna Snow, Mantis, Invisible Woman, Adam Warlock, Rocket Raccoon, Jeff) aren't recommended against dive: they're exactly the target the dive is looking for.
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