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All 4 Maps and Their Key Areas in MY HERO ULTRA RUMBLE

Updated on November 1, 2026 (3 days ago)

MY HERO ULTRA RUMBLE is a team battle game where players fight across a shrinking map until one team is left standing. The game calls each map a stage, and the stages are built very differently, with water slides, underground shopping streets, floating zones and tall buildings to climb. In regular matches the game picks the stage on a timer, so it pays to learn how each one plays instead of hoping for a favorite.

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Map

Items

4 items

U.S.J. Ver. 03

The rebuilt Aquatic Zone has slides, a crashed cruise and a tropical cave.

Key Areas
Fire Zone; Typhoon Zone; Collapse Zone; Landslide Zone; Mountain Zone; Aquatic Zone; Plaza
Map Features
Ver. 03 rebuilds Aquatic Zone as a water park with two slides, a crashed cruise and a submerged area; the nearby tropical section adds a cave, waterfall and small forest.
Landing and Zone Trade-offs
Fire and Typhoon Zones offer enclosed buildings with durable cover. Aquatic Zone has decent loot, but it is small and offers fewer follow-up activities after looting.
Rotation Windows
Ranked Match (3-Player Team Battle): 60 min; Event Match (3-Pick Battle): 40 min; Unranked Match (3-Player Team Battle): 60 min; Unranked Match (Solo Battle): 60 min.

U.A. Island Ver. 02

Sky bridges and Jump Pads link taller buildings across U.A. Island.

Key Areas
U.A. High School; Urban Area; Downtown; Shopping Mall; Parking Lot; Suburbs; Destruction Area; Nature Area; Training Camp; Beach Area
Map Features
Ver. 02 raises some buildings, adds sky bridges and introduces Jump Pads. The U.A. High School gains a second floor with the 1-A classroom, while the Office building in Urban Area gains a third and fourth floor.
Landing and Zone Trade-offs
The central U.A. High School has walls that break lines of sight between nearby fights. Downtown is compact and interior-heavy; sky bridges and Jump Pads make routes between districts easier for lower-mobility characters.
Rotation Windows
Ranked Match (3-Player Team Battle): 60 min; Event Match (3-Pick Battle): 40 min; Unranked Match (3-Player Team Battle): 60 min; Unranked Match (Solo Battle): 60 min.

Chaos City Ver. 02

The rebuilt shopping district adds underground Tentoin Alley and passages to other areas.

Key Areas
Shopping District Area; Tentoin Alley
Map Features
The Shopping District is the main renovation. Villain attacks have destroyed its above-ground area, and new underground Tentoin Alley connects to other parts of the stage through passages.
Landing and Zone Trade-offs
The underground routes let players move between areas without staying above ground. This version favors ground-based and close-quarters fighters.
Rotation Windows
Ranked Match (3-Player Team Battle): 120 min; Event Match (3-Pick Battle): 40 min; Unranked Match (3-Player Team Battle): 120 min; Unranked Match (Solo Battle): 120 min.

Neo Academia

Teleporters connect Neo Academia's ground districts to its high central Sky Area.

Key Areas
Sky Area; Hospital/Research Lab Area; Construction Area; Prison Escape Riot Area; Urban Area; Flood Area; Japanese House Area
Map Features
Teleporters connect the ground districts to the central Sky Area, which is difficult for some characters to reach without vertical movement. Poison Mist can damage teleporters and make them disappear.
Landing and Zone Trade-offs
Sky Area has strong loot, but its laser barriers restrict exits for most players. Characters without vertical mobility rely on teleporters to get in and out; Poison Mist can destroy those routes.
Rotation Windows
Ranked Match (3-Player Team Battle): 60 min; Event Match (3-Pick Battle): 40 min; Unranked Match (3-Player Team Battle): 60 min; Unranked Match (Solo Battle): 60 min.

How Map Rotation Works in MY HERO ULTRA RUMBLE

In regular matches, the stages take turns on a timer that repeats, and you can't choose which one you get. Every stage gets its turn, so it's worth learning all of them rather than only the one you like. That matters because the stages play very differently, and a layout you already know can save you time when the timer drops you somewhere new.

How the Safe Zone Shrinks

Battles have a Safe Zone that gets smaller as the match goes on. It shrinks in phases, and the last phase has its own timing: the zone waits for a fixed time before it starts closing, then the closing runs for a fixed stretch. That shrinking is what pushes teams together and brings the match to a close.

Stay outside the Safe Zone and you take area damage. The damage starts to climb 15 seconds after you step out, and it climbs further once you've been outside for 60 consecutive seconds. A quick trip outside won't add extra damage, but staying out means the damage keeps building.

How Each Stage Plays Differently

The Ver. 02 and Ver. 03 labels mean a stage is a reworked version of an earlier one, not a brand-new map. U.S.J. Ver. 03 is an overhaul of Ver. 02, Chaos City Ver. 02 is a renovated take on the original Chaos City, and U.A. Island Ver. 02 is a revamp of the original U.A. Island. Each keeps the familiar setting but changes how you move through it.

Chaos City Ver. 02 centers on a renovated shopping district, and its above-ground streets were destroyed by Villain attacks. The new underground area, Tentoin Alley, is part of that shopping district, and passages connect it to the rest of the map. Those tight routes favor ground-based fighters who do their best work at close range.

U.S.J. Ver. 03 rebuilds its Aquatic Zone into a water park with slides and a crashed cruise ship, next to a tropical section with a cave and a waterfall. U.A. Island Ver. 02 raises some of its buildings and links them with sky bridges, which makes the stage more three-dimensional.

Neo Academia mixes traditional houses with high-rises of varying height, pipe-filled areas, construction sites that make vertical movement easier, and multi-level hospitals with underground labs. A floating Sky Area sits in the middle of the stage, and it isn't connected to the rest of the stage. Teleporters are the way up to it, and the Poison Mist can destroy them as the match goes on.

How to Pick a Landing Spot

The busiest parts of a stage are where teams tend to meet. Landing near the big landmarks means quick loot and early fights with everyone else who had the same idea.

Quieter edges mean fewer early fights and more time to gather gear before anyone reaches you. The tradeoff is that the Safe Zone will push you toward the other teams eventually, so you'll need to move in.

Before you drop in, think about how your character moves, because movement decides which routes are open to you. Characters who can fly, like Hawks, can reach high spots without climbing, and Rapid characters can run up walls. On U.A. Island Ver. 02, Jump Pads let even slower characters reach higher areas quickly.

FAQ

Q.

Can you pick a map in MY HERO ULTRA RUMBLE?

Not in regular matches, where the timer decides. Training Mode has a stage selection screen, so you can practice on the stage you want before you head into a regular battle.

Q.

Do the teleporters on Neo Academia work all match?

No. They stop working as the Safe Zone shrinks and as time passes, so they matter most in the early and middle part of a battle. It's worth using them before the zone tightens.

Q.

Can you choose where you land?

Yes. A countdown runs before the match, and you pick your drop point during it. You can zoom in on the drop screen to land on a high spot, and once the timer hits zero, everyone's choices appear on screen.

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