SpiderOddsWho would win? Fan-made fight guide

How the odds work

Every percentage on this site is a fan estimate, built the same way each time so the numbers can be compared and checked.

The fight rules

Fight rules: both fighters at their peak, no preparation, no allies, only their own powers and personal gear. A win is a knockout, a restraint they can't escape, or a forced surrender. The percentages are fan estimates, not official information.

The odds

Each percentage is the chance that a given Spider-Man wins a one-on-one fight under those rules. The classic Peter Parker, Earth-616's Spider-Man at his peak, sets the base ratings against every opponent. Every other Spider-Man starts from those odds and shifts them: an overall modifier for the version, plus matchup modifiers listed on its page.

Shifts are measured in points on a logistic scale: 25 points moves an even fight from 50% to about 73%, and the same shift moves much less near the extremes.

Outcome labels

Labels are from Spider-Man's side. Favored: 60% or better. Toss-up: 40 to 59%. Underdog: 15 to 39%. Long shot: under 15%.

Stats (1 to 10)

Everyone is rated on eight stats, anchored to the official handbook power grid where one exists and stretched to a 10-point scale; agility and size are added for this site.

StatHow the scale reads
Strength2 average human. 4 peak human. 5 enhanced, 1 to 5 tons. 6 about 10 tons (Spider-Man). 7 heavy, 25 to 75 tons. 8 very heavy, 75 to 100 tons. 9 over 100 tons. 10 beyond measure.
SpeedFight speed: reflexes and movement. 2 average human. 4 peak human. 6 quick enough to dodge gunfire (Spider-Man). 8 supersonic. 10 light speed or instant teleport.
Agility2 average. 4 trained athlete. 6 acrobat. 8 superhuman. 10 the most agile fighters there are (Spider-Man).
Durability2 average. 4 peak human. 6 survives hits that would kill a person. 8 superhuman. 10 virtually indestructible.
Size1 insect size. 3 small adult. 4 average adult. 6 very large. 8 giant. 10 colossal.
Fighting skill2 untrained. 4 street brawler. 6 years of experience. 8 master of a style. 10 the very best.
Intelligence3 average. 5 learned. 7 genius. 9 super-genius. 10 cosmic.
Ranged attack1 none. 3 webs and thrown objects. 4 guns. 6 medium-range energy. 8 heavy energy or a full arsenal. 10 cosmic or reality-level.

Power ratings

Each power is rated from 1 to 10 for how much it does in a fight under these rules: 3 is a minor knack, 5 a solid ability, 7 a power that decides most fights against ordinary superhumans, 9 something even the strongest heroes plan around, and 10 the top of the scale.

Team fights

In the Sinister Six calculator, every villain's rating is their log-odds of beating the chosen Spider-Man one-on-one. A team's strength combines its members' ratings, so each extra villain adds a lot but less than the one before. Members of the original Sinister Six add 3 points per pair, up to 9, for teamwork. The gauntlet figure multiplies the one-on-one chances, as if Spider-Man had to win every fight in a row.

Sources and corrections

Ratings draw on the published comics and films, checked against reference sources such as the Marvel Database, Marvel.com and Wikipedia, and against the issues themselves where possible. Found a mistake? Tell us and we will fix it.