
Timely heals and splitting a teamfight properly is the difference between an easy victory or a ruinous defeat. Gliding around slowing enemies gives Kelvin's team the maneuvering advantage to make this happen.
Timely heals and splitting a teamfight properly is the difference between an easy victory or a ruinous defeat. Gliding around slowing enemies gives Kelvin's team the maneuvering advantage to make this happen.
Experience as Cirno the STRONGEST ice fairy in the niche franchise Touhou Project!
This build is formulated to be focused around dealing damage with decent healer support using Arctic Beam.
Buy according to what you need!


I
Extra Charge
If 2 grenades isn't enough


I
Monster Rounds
Helps offset Trophy Collector's penalty, can be sold for slots when you finished laning phase.


II
Trophy Collector
Buy early and build stacks with assists, sell at late-game for better items


II
Arcane Surge
Can be sold late-game for better items


II
Mystic Slow
Can be skipped, sell at late-game for better items.


III
Torment Pulse
EXPERIMENTAL TOY! Testing its worthiness.


IV
Boundless Spirit
Your first power spike, boost everything in your kit


I
Active
Golden Goose Egg
Sell at around 10 mins mark if you only get bad lanes, can be held to 20 mins if you face a really strong team.
Normally Rescue Beam, Divine Barrier for late-game if needed.


III
Active
Rescue Beam
Highly recommended, allows you to save teammates who stepped into the deathball quicksand


III
Active
Healing Nova
If your team tend to deathball alot this can be a great option


IV
Active
Divine Barrier
Should be considered late-game or when debuffs start to go out of control.
Everything you need, Stage 6's ultra flexible


II
Enduring Speed
Lets you run faster and resisting slow.


II
Healing Booster
Boosts all of your heal by a decent margin


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


III
Superior Cooldown
MEGA CORE, reduces all your abilities' cooldown.


IV
Escalating Exposure
Core beam damage item, beam can stack this item easily on multiple enemies at once thanks to Tier 3 upgrade


III
Greater Expansion
For larger dome and longer beam


III
Rapid Recharge
Gives you 2 extra healnades


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


III
Spirit Resilience
Too much Spirit damage?


III
Active
Dispel Magic
If the debuffs become unbearable or there're life threatening ones


III
Counterspell
If enemy team has a ton of burst spirit damage, this can be really useful


IV
Spirit Burn
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
Transcendent Cooldown
GIGA CORE, reduces all your abilities AND items' cooldown.


III
Superior Duration
Extends duration for dome, beam and items


IV
Active
Cursed Relic
Highly recommended getting first, extremely good for shutting down threatening enemies


IV
Healing Tempo
Boosts move speed and fire rate for you and teammates by popping a nade on your feet


IV
Active
Refresher
Extremely situational, buy only if you think another dome is worth it over other 6k
Might be useful


II
Healbane
If enemy has too much sustain early on


III
Active
Knockdown
If you need to disable Vindicta, Talon, Seven, Lash
If you find yourself in a situation where the usual mid-game greens isn't enough


III
Active
Warp Stone
You can use this to warp yourself out of dome mid-casting, trapping enemies inside while you escape elsewhere


III
Bullet Resilience
If there're huge chunky gun damage, this is a good choice


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


IV
Plated Armor
Bullet hell and gun debuffers really grind your gear?


IV
Active
Unstoppable
This might help tremendously if you're facing against a CC team


IV
Juggernaut
If there're too many hand-held miniguns in the room.
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