
Heilungen zum richtigen Zeitpunkt und eine effektive Aufteilung eines Teamkampfes machen den Unterschied zwischen einem mühelosen Sieg und einer vernichtenden Niederlage aus. Indem Kelvin um seine Gegner herumgleitet und sie verlangsamt, verschafft er seinem Team den entscheidenden Manövriervorteil, um erfolgreich zu sein.
Heilungen zum richtigen Zeitpunkt und eine effektive Aufteilung eines Teamkampfes machen den Unterschied zwischen einem mühelosen Sieg und einer vernichtenden Niederlage aus. Indem Kelvin um seine Gegner herumgleitet und sie verlangsamt, verschafft er seinem Team den entscheidenden Manövriervorteil, um erfolgreich zu sein.
Experience as Cirno the STRONGEST ice fairy in the niche franchise Touhou Project!
This build is formulated to be focused around dealing damage and still have decent healer support using Arctic Beam.
This has a Left -> Right order, but you should buy what you really need first.


II
Trophäen-Sammler
Buy early and build stacks with assists, sell at late-game for better items. Can be replaced by other 1.6k greens if you don't like it or the matchup doesn't favor this item.


II
Arkane Verstärkung
Can be sold late-game for better items


II
Mystische Verlangsamung
Can be skipped, sell at late-game for better items.


II
Heilverstärkung
Boosts all of your heal by a decent margin


II
Imbue [E]
Abklingzeitraffer
Imbue on Ice Path so it'll be available sooner and enhance your tempo, a stepping stone to Superior Cooldown


II
Magielebensraub
Gives you some lee way on the tanky department.


II
Heilungsfluch
Let your beam out-damage enemy's lifesteal or heal, also gives heal on kills and assists.


II
Wappen des Zauberers
If your lane have spirit nukers, this will help you ease off some of their pressure
Rescue Beam by default, others depend on team comps.


III
Aktiv
Rettungsstrahl
Highly recommended, allows you to save teammates who stepped into the deathball quicksand


III
Aktiv
Heilungswelle
If your team tend to deathball alot this can be a great option


II
Aktiv
Schützende Barriere
Need a quick slack and some move speed?


IV
Aktiv
Göttliche Barriere
Should be considered late-game or when debuffs start to go out of control.
Go with teammates, toss grenade and beam people to death from the sky. Invade jungles if it's safe to do so.


II
Stiefel des Dauerläufers
Lets you run faster and resisting slow.


III
Überlegene Abklingzeit
Reduces all your abilities' cooldown for better uptime which also means better tempo


IV
Grenzenlose Magiekraft
The appetizing boost before your real massive power spike


IV
Eskalierende Bloßstellung
The main course and biggest beam power spike. They no longer see you as a problem, they see you as a real THREAT.


III
Größere Erweiterung
For larger dome and longer beam


III
Schnelle Aufladung
Gives you 2 extra healnades


II
Aktiv
Feuererwiderung
Buy this when enemy team have strong gunners such as Venator, Silver, etc. This will discourage them from shooting at you


III
Verstärkte Magierüstung
Against a spirit heavy team comp you might want a bit more armor


III
Aktiv
Magie der Entzauberung
Enemy team have too many debuffs? This will at least help you breathe better


III
Gegenzauber
If enemy team has a ton of burst spirit damage or predictable CC like Lash, this can be really useful


IV
Magiebrand
Should only be considered after getting EE and comfortably Boundless or Infuser, by then your beam should deal enough damage to proc this item easily


IV
Aktiv
Magische Infusion
Gain big heals and slight power boost


IV
Transzendente Abklingzeit
Reduces all your abilities AND items' cooldown, consider this when you're slot locked


IV
Hexen-Panzer
This goes crazy against spirit teams where you can take full advantage of this


III
Überlegene Dauer
Extends duration for dome, beam and items


IV
Aktiv
Auffrischer
Extremely situational, buy only if you think another dome is worth it over other 6k


IV
Heilungstempo
Boosts move speed and fire rate for you and teammates by popping a nade on your feet
Might be useful


II
Aktiv
Fluch der Langsamkeit
Good Mystic Slow's sidegrade, helps keep enemies with insane mobile abilities at bay


III
Aktiv
Welle der Verstummung
Buy this to keep ability spammer down a tad or to proc enemy's Indomitable.


III
Aktiv
Niederschlag
Main way to disable flyers such as Vindicta, Gray Talon, Seven's Ult and Bebop's Ult. Can also be bought to stop hyper mobile heroes like Lash.


III
Panzerschreck
More situational, buy this if the enemy team have high HP damage sponge heroes (Mo & Krill, Abrams, etc)


IV
Aktiv
Verfluchtes Relikt
Highly recommended getting first, extremely good for shutting down threatening enemies
If you find yourself in a situation where the usual mid-game greens isn't enough


III
Aktiv
Teleport-Stein
You can use this to warp yourself out of dome mid-casting, trapping enemies inside while you escape elsewhere


III
Verstärkte Kugelrüstung
If there're huge chunky gun damage, this is a good choice


IV
Zauberbrecher
This one spirit guy kept nuking your HP bar?


IV
Panzerrüstung
Bullet hell and gun debuffers really grind your gear?


IV
Aktiv
Unaufhaltsam
This might help tremendously if you're facing against a CC team


IV
Moloch
If there're too many hand-held miniguns in the room.
1
2
1
2
5
1
2
1
5
5
2
5