
Marvels Spider-Man 2 Suit Tech Guide: Upgrades and Resource Priorities
How Marvel's Spider-Man 2 Suit Tech works, what each Health, Damage, Focus, and Traversal upgrade costs, and where to farm the resources.
Suit Tech is the closest thing Marvel's Spider-Man 2 has to a classic stat tree. Forget slotting mods into every outfit like the older games - here you buy permanent boosts across four tracks: Health, Damage, Focus, and Traversal. Better yet, every purchase covers Peter and Miles at the same time. One payment, two Spider-Men.
The catch is the shopping list. Four currencies feed these tracks, a few rows sit behind level gates, and the game stays pretty quiet about which buys actually matter early on. So here's the whole system with real costs, plus where every resource comes from, so your Rare Tech Parts don't end up somewhere dumb.
Unlocking Suit Tech
You don't start with Suit Tech. It opens during Amends, roughly six missions into the story - that's the one where Miles helps Uncle Aaron pull his old Prowler tech off the streets. Near the end you crack open a Prowler stash, pocket 5 Rare Tech Parts, and the game walks you through buying your first node before the mission wraps. It's a gentle on-ramp, since that first purchase (Amazing Health 1) costs exactly one Rare Tech Part.
After that, the whole system lives in the Suit Tech panel, sitting in the same menu as your suits and gadgets. A few things to know about how it's laid out:
- There are four tracks - Health, Damage, Focus, Traversal - and each one has eight rows.
- Rows 1, 2, 4, 5, 7, and 8 are straight stat buys. Rows 3 and 6 split into two perks with the same price tag. You buy the row, you own both perks, but only one can run at a time. Swapping between them is free and instant, whenever you feel like it.
- The back half is level-gated. Row 5 wants level 14, row 6 wants 21, row 7 wants 30, and row 8 wants 33. The level cap is 60, so if you're doing side content you'll clear those gates long before the credits.
Four currencies pay for all of it:
- Tech Parts - the common stuff. You'll be sitting on hundreds before long.
- Rare Tech Parts - the early bottleneck. Almost every track wants a few.
- City Tokens - the photo-and-collectibles currency. It drips in slowly, so spend it on purpose.
- Hero Tokens - the late-game currency. The final rows of every track run on these.
One shared pool covers both characters, too. There's no separate wallet for Peter and Miles, and since the upgrades are universal, swapping outfits never costs you a thing.
Health and Damage Paths
These two tracks are the "don't die / hit harder" pair, and they're the safest spends in the game because they're pure numbers - no playstyle strings attached.
Here's the full Health track. Base health is 100, and a fully built track doubles it to 200.
| Row | Node | Effect | Cost | Level gate | |-----|------|--------|------|------------| | 1 | Amazing Health 1 | +10 HP (max 110) | 1 Rare Tech Part | - | | 2 | Amazing Health 2 | +10 HP (max 120) | 170 Tech Parts, 4 Rare Tech Parts | - | | 3 | Confidence Boost / Rejuvenating Parry | Small heal on Perfect Dodge / on successful Parry | 205 Tech Parts, 8 City Tokens | - | | 4 | Spectacular Health 1 | +15 HP (max 135) | 210 Tech Parts, 4 Hero Tokens | - | | 5 | Spectacular Health 2 | +15 HP (max 150) | 220 Tech Parts, 6 Hero Tokens | 14 | | 6 | The Best Defense / Life Link | Small heal every 10th combo hit / web-shooter hits heal slightly | 225 Tech Parts, 8 Rare Tech Parts | 21 | | 7 | Ultimate Health 1 | +20 HP (max 170) | 230 Tech Parts, 8 Hero Tokens | 30 | | 8 | Ultimate Health 2 | +30 HP (max 200) | 240 Tech Parts, 10 Hero Tokens | 33 |
Notice how the first two rows run on Rare Tech Parts while everything past that leans on Hero Tokens. That means Health front-loads the early bottleneck and gets cheaper (relatively) as you go.
For the branch rows, your pick comes down to habits:
- Row 3: Confidence Boost heals on a perfect dodge, Rejuvenating Parry heals when you parry. Take whichever defense you actually lean on. If the parry timing (that white flash before a hit lands) hasn't clicked yet, grab the dodge one and swap later - remember, switching is free.
- Row 6: The Best Defense vs Life Link. Life Link is the comfier pick for most players, since you're shooting webs constantly anyway and the healing trickle just happens without thinking about it.
Now the Damage track. Fully maxed, your base damage sits at 170% of where it started.
| Row | Node | Effect | Cost | Level gate | |-----|------|--------|------|------------| | 1 | Amazing Damage 1 | +10% damage (total 110%) | 170 Tech Parts, 4 City Tokens | - | | 2 | Amazing Damage 2 | +10% damage (total 120%) | 170 Tech Parts, 2 Hero Tokens | - | | 3 | Air Marshal / Focused Parry | More damage to airborne enemies / parries partly recharge abilities | 205 Tech Parts, 7 Rare Tech Parts | - | | 4 | Spectacular Damage 1 | +10% damage (total 130%) | 210 Tech Parts, 4 Hero Tokens | - | | 5 | Spectacular Damage 2 | +10% damage (total 140%) | 220 Tech Parts, 8 City Tokens | 14 | | 6 | Combo King / The Floor is Lava | Every 10th combo hit recharges abilities / successive air attacks gain up to +50% damage | 225 Tech Parts, 8 Rare Tech Parts | 21 | | 7 | Ultimate Damage 1 | +15% damage (total 155%) | 230 Tech Parts, 8 Hero Tokens | 30 | | 8 | Ultimate Damage 2 | +15% damage (total 170%) | 240 Tech Parts, 10 Hero Tokens | 33 |
The percentage rows are the quiet winners here. A flat 10% applies to punches, finishers, gadgets, everything - no conditions. The branch perks are more specialized. Air Marshal is great if you launcher-into-air-combo a lot, and The Floor is Lava is honestly a monster for aerial players: chained air attacks stack up to 50% bonus damage, and it only resets when you touch the ground. If you spend half your fights bouncing goons off rooftops, that's the one.
Traversal and Focus Paths
Focus deserves a quick explainer first, because it's the least obvious track. Focus is that meter you build by fighting - each full bar can be spent on an instant heal, or dumped into a finisher. Finishers on Brute-type enemies cost 2 bars. More bars plus faster gain equals more get-out-of-jail heals in every single fight, which is why so many players rate this track above raw damage.
| Row | Node | Effect | Cost | Level gate | |-----|------|--------|------|------------| | 1 | Webbed Focus | More Focus from hitting webbed-up enemies | 170 Tech Parts, 2 City Tokens | - | | 2 | Double Focus | Adds a second Focus bar | 170 Tech Parts, 6 Rare Tech Parts | - | | 3 | Focused Strike / Target Acquisition | +10% Focus from abilities / Scan automatically tags enemies | 205 Tech Parts, 4 Hero Tokens | - | | 4 | Stealth Focus | More Focus from stealth takedowns | 210 Tech Parts, 4 City Tokens | - | | 5 | Triple Focus | Adds a third Focus bar | 220 Tech Parts, 8 Rare Tech Parts | 14 | | 6 | Perfect Sight / Eyes on Target | Slows time before a hit at critical health (once per encounter) / stealth Scan shows who can see your target | 225 Tech Parts, 8 Hero Tokens | 21 | | 7 | Healing Focus | Focus heals restore more | 230 Tech Parts, 10 City Tokens | 30 | | 8 | Aerial Focus | Extra Focus from air attacks | 240 Tech Parts, 10 Hero Tokens | 33 |
Double Focus is one of the best value buys in the game - 170 Tech Parts and 6 Rare Tech Parts for a whole extra instant-heal per fight. Triple Focus at level 14 keeps the streak going. Healing Focus gets overlooked a lot, but making every bar heal for more scales with how many bars you just bought, so it's better than it looks sitting at row 7.
Perfect Sight is a nice panic button - time crawls right when a hit would drop you at critical health, once per encounter. Handy on the harder boss fights. And since branch swaps are free, you can run Perfect Sight for a tough mission, then flip to Eyes on Target for a stealth section where knowing who's watching your target matters more.
Then there's Traversal, the comfort track:
| Row | Node | Effect | Cost | Level gate | |-----|------|--------|------|------------| | 1 | Amazing Wings | Longer glides on the Web Wings | 170 Tech Parts, 1 Rare Tech Part | - | | 2 | Amazing Launch | Explosive boost to Point Launch off a Zip Perch | 170 Tech Parts, 3 City Tokens | - | | 3 | Acrobat / Charged | Point Launch at max power / higher Charge Jump, longer Slingshot | 205 Tech Parts, 5 City Tokens | - | | 4 | Spectacular Swing | Faster swinging | 210 Tech Parts, 4 Hero Tokens | - | | 5 | Spectacular Wings | Sharper Web Wing turning | 220 Tech Parts, 5 Rare Tech Parts | 14 | | 6 | All Seeing / Active Spider | Reveals Tech Crates on the minimap / higher Spider-Jump, longer Spider-Dash | 225 Tech Parts, 6 Hero Tokens | 21 | | 7 | Ultimate Wings | Pop the wings mid-dive for a big speed burst | 230 Tech Parts, 6 Rare Tech Parts | 30 | | 8 | Ultimate Swing | Swing speed maxed out | 240 Tech Parts, 10 Hero Tokens | 33 |
None of this makes you stronger in a brawl. But man, does it make the city feel good. Amazing Wings is dirt cheap (one Rare Tech Part) and makes the wings usable straight away. All Seeing is secretly an economy pick - it pings tech crates on your minimap, and those crates are free Tech Parts and Rare Tech Parts forever after. That single node funds the rest of your shopping. Ultimate Wings into Ultimate Swing turns cross-town travel into a shootout of wind trails, which matters more than you'd think when you're clearing collectibles district by district.
So who should buy traversal early? Anyone grinding the open world between missions - which, let's be honest, is most of us. If you're getting walled in combat, skip it. The track will wait.
Farming Upgrade Resources
Every currency has its own sources, and knowing which activity pays what saves you a ton of aimless swinging.
Tech Parts come from basically everything: random crimes (those red triangles on the minimap), FNSM app requests, main and side missions, Hunter Blinds, EMF Experiments, the 42 Spider-Bots scattered around town, and the blue tech crates sitting on rooftops. This is the one currency you will never truly run dry on.
Rare Tech Parts are the real farm, and the payouts are fixed per activity:
| Source | Payout | Notes | |--------|--------|-------| | Hunter Blinds | 5 each (11 blinds, 55 total) | Unlock after the Bad Guys on the Block mission | | Prowler Stashes | 3 each (8 stashes, 24 total) | Unlock during Amends, quick little puzzles | | EMF Experiments | 3 each (9 sites, 27 total) | Open up in the mission right after Amends | | Unidentified Targets | 4 each (8 total, 32 total) | Drone chases, unlock around Wings of My Own | | District progress | 2 per district | Slow drip, don't chase it on purpose |
That's well over 150 Rare Tech Parts from activities alone, before counting the yellow rooftop crates that also hold them. Hunter Blinds are the best single source - each one is a short rooftop brawl against Kraven's goons, and the payout beats everything else per stop.
City Tokens are the sneaky-tight one. They come from Marko's Memories (those 14 sand crystals that appear after you beat Sandman, early in the story), Photo Ops (23 of them), and Brooklyn Visions requests, which only Miles can do. Since suits and suit styles also eat City Tokens, this is where suit tech and your wardrobe fight over the same wallet. Pick your battles.
Hero Tokens show up latest: The Flame missions, the Cultural Museum side content, the four Hunter Bases, Symbiote Nests, and Mysteriums - the rhythm challenges that hand out bonus tokens for hitting high scores. The final rows of every track want Hero Tokens, so once the endgame side activities open up, they're worth doing for the payouts alone.
A couple of farming tactics that add up fast. Do Prowler Stashes the moment Amends unlocks them - they're easy and the Rare Tech Parts cover your first big buys. Queue EMF Experiments next door to whatever mission you're doing, since most are short. Grab All Seeing at level 21 and let the crate pings passively refill your parts while you travel. And if you're the trophy-hunting type, all of this double-dips: the same activities tick off completion goals while paying for your stat rows.
Choosing Early Upgrades
So what's the actual order? Here's a spending plan that works for a first playthrough on normal difficulty:
- Amazing Health 1 - one Rare Tech Part, basically handed to you during Amends. Free real estate.
- Double Focus - 170 Tech Parts and 6 Rare Tech Parts. A second Focus bar means a second instant heal every fight, plus you can now dump 2 bars into a Brute finisher. Best early buy, full stop.
- Amazing Damage 1 - 170 Tech Parts and 4 City Tokens for a flat 10% on everything. Cheap and permanent.
- Amazing Wings - 170 Tech Parts and 1 Rare Tech Part. Pure comfort, but you swing everywhere in this game, and better gliding quietly speeds up every other errand.
- Webbed Focus - 170 Tech Parts and 2 City Tokens. Cheap filler, and it pairs nicely with how much you'll be webbing enemies anyway.
- Amazing Health 2 or Amazing Damage 2, depending on whether you're dying (Health) or just winning slowly (Damage).
- From there, work the Spectacular rows as Hero Tokens allow, and grab All Seeing the moment you hit level 21.
The logic is simple: Focus rows compound. More bars, faster gain, and stronger heals all multiply each other, and survivability in Spider-Man 2 is mostly "can you heal right now." Damage rows are never a bad spend since they're unconditional. Health rows climb the priority list hard if you're playing on Ultimate, where a couple of stray hits will delete you - doubling your HP pool from 100 to 200 is worth more than any percentage when enemies hit that hard.
Here's the early math to make it concrete. Finish Amends holding 4 Rare Tech Parts (after Amazing Health 1). Two Prowler Stashes pay 6 more, which covers Double Focus exactly. The next two stashes plus a couple of EMF sites bank another 12ish Rare Tech Parts - that's Amazing Health 2 and change, and you haven't touched a Hunter Blind yet. Once those open up after Bad Guys on the Block, each blind drops 5 Rare Tech Parts, so two rooftop brawls basically pay for a whole branch row. Clear all 11 and the back half of every track starts feeling weirdly affordable.