
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.
LASTTEAMRANK
Experience as Cirno the STRONGEST ice fairy in the niche franchise Touhou Project!
This build is specifically formulated for Frost Grenade and Healer support.
Buy according to what you need!


I
Zusätzliche Regeneration
If you need it earlier than expected (You usually buy this for Healing Booster)


I
Zusätzliche Aufladung
Starts out with a couple of grenades


III
Schnelle Aufladung
Your first power spike, prioritize this if you have the money available right away


II
Heilverstärkung
Get one of the healing items from Stage 2 after buying this.


II
Veredeln
Abklingzeitraffer
Helps reduce grenade's cooldown, you can imbue on dome or ice path if needed


I
Monster-Kugeln
If you're in a pretty scuffed lane this will help you take down troopers faster
Recommended Rescue Beam and Divine Barrier


III
Aktiv
Rettungsstrahl
Highly recommended, let you pull someone out of the deathball quicksand


III
Aktiv
Heilungswelle
Great for deathballing and teamfights alike


II
Aktiv
Schutzwache
You can buy this early in lane to keep your lane partner afloat


IV
Aktiv
Göttliche Barriere
3 times the barrier, 4 times the price (WHAT?)
Everything you need, Stage 6 is ultra flexible


II
Stiefel des Dauerläufers
"Sometime you gotta walk before you can run"


II
Aktiv
Schnelle Stiefel
"Sometime you gotta run, before you can walk", only sell when you run out of slots


III
Überlegene Abklingzeit
MEGA CORE! Reduces all of your abilities' cooldown.


IV
Transzendente Abklingzeit
GIGA CORE! Also reduces your items' cooldown, crucial for support-oriented playstyle


IV
Veredeln
Mystischer Hall
This is where your grenade peaks in damage


II
Veredeln
Verlängerte Dauer
Extend your dome's duration


III
Aktiv
Metallhaut
A really *solid* answer to gunners, does not work against ones that use their gun to spam on-hit effects like Infernus


III
Verstärkte Magierüstung
Too much Spirit damage?


III
Aktiv
Magie der Entzauberung
If the debuffs become unbearable or there're life threatening ones, buy this


III
Gegenzauber
Lash's bane, you can also buy this against heroes with predictable abilities


IV
Grenzenlose Magiekraft
A fat spirit boost that bring you damage and heal up significantly


IV
Veredeln
Aktiv
Echo-Splitter
Gives you 1 extra grenade for emergency heal or finish off


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


IV
Magiebrand
Your grenade by then should be able to chunk out enough damage to proc this, decent Healbane replacement
Maximize Support


III
Überlegene Dauer
Extend everything's duration, including your grenade's -70% stamina regen (pure evil)


IV
Aktiv
Verfluchtes Relikt
Highly recommended if you're going support route, allows you to flip someone off and they can't do anything for 4s


IV
Heilungstempo
Greatly boost your gunners fire rate as well as move speed for everyone
Might be useful


II
Heilungsfluch
Great against lifesteal bruisers and healers.


II
Reduzierte Kugelresistenz
Bullet shred for your team's gunners


II
Mystische Schwachstelle
Spirit shred for yourself and teammates


II
Unterdrückung
Make gunners somewhat less oppressive to fight against


II
Aktiv
Fluch der Langsamkeit
Allows you to hold someone back until your team arrives, also good counters for hyper mobile heroes


III
Aktiv
Fluch der Entwaffnung
Works great against Silver and some gun carries that don't counterbuy with Dispel magic.


III
Aktiv
Niederschlag
An anvil a day keeps a flyer away.


IV
Aktiv
Auffrischer
Extremely situational, buy only if you think another dome is worth it over other 6k
If you want the 4.8k gun investment bonus


II
Aufladbare Kugeln
If you're confident you can hit enough shots to get an extra grenade


III
Aktiv
Heroische Aura
Recommended, 15% bullet resist to your teammates and speed boost for yourself


III
Aktiv
Alchemie-Feuer
Great for area denial, big fights and bullet resist shred


III
Veredeln
Ballistische Verzauberung
Mainly used to extend your dome's radius, can be imbued on grenade to take advantage of the damage bonus
You need to be even tougher late-game


III
Aktiv
Teleport-Stein
Can get yourself out of a muddy situation


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


IV
Hexen-Panzer
If you're fighting against a spirit heavy team, this is your Enchanter vest's ultimate upgrade


IV
Zauberbrecher
If you're fighting against spirit burst enemies, this will help alot


IV
Panzerrüstung
Best to buy against on-hit effect gun carries like Infernus and Mina


IV
Moloch
Dampen gun carries' DPS by slowing their guns to a crawl


IV
Aktiv
Geißel
This one is more support-oriented, best bought if your team have a close range fighter like Abrams, Shiv or Silver, otherwise just buy spirit armor.
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