
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.
THIS BUILD PLAYS LIKE A LATE-GAME CARRY AND STILL HAS GOOD SUPPORT, AS WE INVEST IN NADE EARLY. DON'T BE AFRAID TO BUY LANE OPTIONALS OR COUNTER ITEMS, WE ARE TECHNICALLY A SUPPORT SO BUY SUPPORT ITEMS IF WE FALL BEHIND.
L-R Buy Everything, Can Sometimes Swap Greens Later


I
Extra Charge
Extra Frost Grenade


I
Extra Spirit
Spirit Power


III
Torment Pulse
4.8k Spirit Spike + DPS


I
Sprint Boots
Speed + Regen, upgrades into Enduring


II
Enduring Speed
Mostly just a comfort item for making Kelvin faster, probably swappable especially if no opps have slow


II
Healbane
Anti-Heal. Lots of people build sustain in this game, usually only swap this once you have Spirit Burn


II
Spirit Lifesteal
Lifesteal (dont swap this one it upgs into infuser + just heals you a lot we deal spirit DMG)


I
Imbue [E]
Mystic Expansion
Larger Frost Grenade. Helps more than you would think for healing allies more comfortably or hitting some throws on enemies
Sell Later


I
Active
Golden Goose Egg
Honestly not horrible for farming. Make this your first buy then skip Extra Spirit, sell for Core buys when at a multiple of 80 souls and after 10 minute mark


I
Extra Regen
Need extra sustain in aggressive lanes, upgrade into Healing Booster if you want to go more support-oriented


I
Rebuttal
Good into Melee-Heavy lanes like Viscous/Abrams/Billy
L-R Buy Everything, Our Main Stuff + Investment Spikes


III
Rapid Recharge
Frost Grenades more often and stronger


III
Superior Cooldown
Lower CD on ALL Abilities


IV
Escalating Exposure
Huge DMG increase, longer you hold beam on someone = more damage they take from your spirit.


IV
Boundless Spirit
Huge Boost in Spirit DMG + Frost Grenade Scaling


III
Greater Expansion
Larger everything. Really helps with Dome and Frost Grenade coverage, while also helping Beam range


III
Superior Duration
Longer duration on everything, pairs nice with infuser, debuffs, Ice Path when running, Beam uptime, Dome, helps everything but not too crazy overall just a cherry on top


IV
Active
Infuser
Burst of extra lifesteal and DPS, can warrant buying Transcendent Cooldown super duper late-game
Buy Early if Saving / Need


II
Imbue [E]
Compress Cooldown
Upgrades into Superior Cooldown, imbue anything you want for now. I like beam.


II
Mystic Vulnerability
Upgrades into Escalating Exposure, RES shred


II
Improved Spirit
Upgrades into Boundless Spirit, more Spirit Power


II
Imbue [E]
Duration Extender
Upgrades into Superior Duration, Ice Beam uptime can feel nice before then
General L-R in Value, All Optional Usually Ignore


IV
Juggernaut
Upgrades from our Enduring Speed anyway, helps counter gun enemies and increase our survivability


IV
Spirit Burn
Anti-Heal and DPS, can maybe rush earlier if anti-heal really needed or if you're tryna replace Healbane.


IV
Active
Scourge
With Infuser you heal a bunch, the DMG is very consistent and good, the Debuff and Spirit Resist is also pretty strong. I like this item late on carry


IV
Transcendent Cooldown
Reduce Item CDs. We won't always have too many active items in this build though


IV
Imbue [E]
Mystic Reverb
Makes nades do a lot more burst DMG and lifesteal, + the slow is pure evil


III
Tankbuster
Extra % HP scaling damage in case the enemies are super tanky late-game


III
Active
Rescue Beam
Can pivot support if you're kinda stinking it up, just buy Healing Booster and plenty of Evil Counters + maybe Cursed Relic
Buy Whenever Needed


III
Active
Knockdown
Flying opp we can't reach: Vindicta, Seven, Greytalon, Lash, etc.


II
Active
Slowing Hex
Gotta stop slippery enemies: Mina, Apollo, Lash, Infernus, etc.


III
Active
Silence Wave
Shut people down from using abilities, can be clutch in team fights or assist in chases


III
Active
Disarming Hex
Enemy gun carry is wreaking havoc, or maybe enemy team is just gun-heavy idk use your noggin
Buy AT LEAST 1 Whenever Needed Depending on Causes of Death, but General L-R by How Commonly We Want


III
Active
Dispel Magic
Almost always buy, debuffs are everywhere. Especially good into Infernus, Mirage, Shiv, or Seven. And great for Anti-Heal or Knockdowns towards Kelvin


III
Spirit Resilience
Spirit Resist is generally super valuable, almost every game our main cause of death will be bursts of Spirit Damage


IV
Active
Unstoppable
Counters CC spam, gotta know when to use it. Especially good for mid contests or urn fights


III
Active
Warp Stone
Underrated goat item of Kelvin. Can TP with this to dodge Billy bashdowns that ruin your ice path. Good chase / escape tool and the Bullet RES is nice


III
Active
Metal Skin
Usually best counter item for gun carries like Haze, Drifter, Vyper, etc.


IV
Spellbreaker
Debuff Resist + Best for tanking Spirit Burst DMG, kinda expensive though


III
Counterspell
Buy this if there's something on the enemy team you know you can counterspell but this generally can always get value if you know how to use it


IV
Indomitable
Pretty much Anti-Pick ults, cancels 1 form of CC. Can buy Reactive early when planning to buy this


IV
Plated Armor
Great for countering gun carries, specifically ones with on-hit effects like Mirage or Infernus too


IV
Active
Divine Barrier
Great supporting item as a debuff remover + barrier. Only item in the game to cleanse ultimate debuffs (Pocket). Can also be self-cast for movespeed on Ice Path lol


III
Bullet Resilience
Helps with bullet-heavy enemies, but generally I think there are way better gun counters
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