
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.
Timing is everything. High base stats allows him relevance while items circumvent your team comps short comings. Early, use dome to force skirmishs. Mid-late game, use items and dome to split fights or counter key enemy abilities. This takes awareness and premeditation using "what if" scenarios. Effective domes take hero mastery & matchup knowledge. Become a teamfight GOD.
IN HERE I AM KING.
Heal nade asap, play off angle LoS Beam. Thin creep health with weapon.


I
Active
Healing Rite
if you need sustain in lane, good w/ heal booster


II
Active
Guardian Ward
can consider saving for this item first. range and 22 sec ally shield
reactive 2v2 dome


I
Active
Rusted Barrel
good vs gun lanes + gun ally


II
Reactive Barrier
buy if vs chain cc to get dome off 2v2 (ex bepop/wraith/moe/abrams/holliday)


II
Healbane
strong item early mid game
roam/boxes/regen


II
Improved Spirit
lane phase is most likely over, use timers to roam. Item = regen + dmg/healingw


I
Sprint Boots
helps clear boxes after clearing waves if have prio, regen is good


III
Trophy Collector
prio of actions to create tempo: clear inc waves (shoot zipline) > look at map for opportunities (look ULT CDS + teammate positions) > boxes/statues/sinners > go back to cover lane
TC playstyle > clear wave > gank w CDS


II
Enduring Speed
manuever fights and escape to build TC stacks with coordinated efforts


II
Imbue
Compress Cooldown
reduce ult CD by 30 sec


III
Superior Cooldown
great item


I
Imbue
Mystic Expansion
dome range usually
heal/anti pick


III
Active
Healing Nova
most likely pick this for Healing Tempo synergy


III
Active
Rescue Beam
good vs pick (ex: moe/bebop/holliday)
Refresher/Healing Tempo depending on team > Bouldness Spirit > T CD


IV
Active
Refresher
use grenade charges to keep healing after using. Refresh ult immediately to begin CD and look for picks/deny and safeguard team from enemy ultimates


IV
Healing Tempo
buy when max dome + refresher/healing nova usually (G. Expansion for big grenades in teamfights)


IV
Boundless Spirit
sell SoP for for this slot late game


IV
Transcendent Cooldown
cycle CDS, buy after refresher


III
Greater Expansion
PRIO THIS FOR REFRESHER DOME RANGE VS DYNAMO. G. Ward + TC gives good range


II
Imbue
Duration Extender
can sit on this for Dome Dur. Upgrade if have Disarm/Heal. Tempo/Unstop


III
Superior Duration
longer actives + path + beam + dome
vs hyper carry/bullet res aura/vs flyers/anti debuff


III
Active
Disarming Hex
20 sec CD btw (sup Duration helps)


III
Active
Heroic Aura
bullet resist aura + split/pushing power


III
Active
Knockdown
vs flyers (gt/vin/lash/pocket/holliday)


IV
Active
Divine Barrier
If they have debuff/pick comp. Use vs spirit utility items (ex curse, disarm, bunny, pocket ult, bebop bomb, etc)


IV
Active
Unstoppable
a must into Dynamo/Stunlock comps (holliday, wraith, moe, silence wave, curse) Invest into range + refresher earlier to save teamfights


IV
Juggernaut
good upgrade into bullet heros + life strike melee champs


IV
Spellbreaker
good into spirit burst carries gt/magician/pocket etc


IV
Witchmail
help cycle CDS, spell breaker is better vs heavy spirit comps


IV
Plated Armor
look to buy disarm/duration/curse first...good into onhit, siphon/toxic/tesla/merc magnum (viper/wraith/haze)


IV
Active
Curse
good vs unstoppable and debuff remover


IV
Spirit Burn
sell G. Expansion for this late game/ANTI HEAL


IV
Active
Vortex Web
helps set-up team if you have no primary initiators


IV
Active
Scourge
testing... good into spirit teams w/ tanks


IV
Imbue
Active
Echo Shard
double beam?


IV
Diviner's Kevlar
Sell Sup. Duration for this
1
2
1
2
1
2
5
1
2
5
5
5