
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.
[TEST] - Hit your 4.8k Spikes for strong tempo
Support focused build with most items you would need in a match.
NOTE: This build shines at higher levels of play, where you can rely on teammates to make plays and perform. It's much more difficult to play in low elo where you may be required to carry your teammates.
Hit your 4.8k spirit spike (use your beam)


II
Imbue
Compress Cooldown
After the nerf on T2 Dome, this item has become even more necessary. Dome has the potential to completely change teamfights and you need it as frequently as possible.
As needed


I
Extra Regen
Prerequisite to Healing Booster, so don't feel bad buying this as early as you need.


I
Active
Healing Rite
Buy every game, sooner or later. Can buy earlier in lane if especially low.
Pick at least 1 (Warp Stone is OP)


II
Enduring Speed
Very strong item that allows for quick rotations; also allows for faster movement in a teamfight


II
Active
Fleetfoot
Really strong tempo buy on Kelvin can buy instead or in conjunction with Enduring Speed.


III
Active
Warp Stone
Warp Stone -> dome is OP, especially in midboss or if you need to save an ally. Also provides insane survivability.
Lean into Kelvin's supportive capabilities


II
Enchanter's Emblem
Provides stats that are all very valuable on Kelvin. Try to have this by the time you start roaming.


II
Healing Booster
Insanely strong item on Kelvin, buy this every game.


II
Active
Guardian Ward
Can provide that extra bit of sustain that can save a teammate, & the move speed allows for escapes. Range is a very valuable stat on Kelvin as well.


III
Superior Cooldown
Kelvin's strength is largely based on his cooldowns. The extra 1600 to buy Sup CD isn't necessary to rush, but it gives nades more frequently and allows you to be more present on the map with your 2.


I
Imbue
Mystic Expansion
Allows for more consistent domes, valuable both when isolating fights with teammates, or in big teamfights.


II
Imbue
Duration Extender
Relatively self-explanatory, more duration both provides more regen (as dome is healing/sec) & allows for more time to kill in dome.
Read annotations, prioritize utility


III
Rapid Recharge
Will usually only buy if slot locked, or if the game becomes late enough. Would really try to avoid until max nade.


III
Greater Expansion
Will really only buy this if slot locked or if it becomes late enough. Does provide significant value for items such as Alch Fire & Healing Nova


III
Superior Duration
Buy only when slotlocked or when you have mutliple debuffs/buffs that scale with duration (i.e. Silence Wave, Divine Barrier, Healing Tempo)


IV
Transcendent Cooldown
Buy when locked for slots, or once you get to 2+ actives (especially Divine Barrier or Refresher)


IV
Healing Tempo
Situational item that can be very powerful when you have a very strong m1 carry or multiple m1 carries. Would recommend buying Superior Duration alongside it for the buff to last longer.
Read annotations


III
Active
Rescue Beam
Important buy if they have a lot of catch/pick. Allows for teammates to take risky plays if you are hovering them.


III
Active
Healing Nova
Provides teamwide healing for cheap (like a mini dome). Will buy often in teamfight heavy comps.


III
Active
Heroic Aura
Insanely strong item to support your M1 carries or if the enemy team has significant gun damage. Also provides 2m/s sprint speed which is very valuable to roam.


III
Active
Alchemical Fire
Very strong for damage & shred. One of the best items in the game in the mid pit, try to tempo buy it if you are forcing midboss.


IV
Active
Divine Barrier
Must buy against Pocket (get this ASAP), & will often buy against Drifter for his ult. Also very strong against characters like Shiv & Infernus with DoTs & buildups.


IV
Active
Refresher
Refresher can be very strong, but the death timers need to be long enough where that second dome is worth more than having a 6k for the 300 seconds it would be on cooldown. Grows stronger the later.


II
Healbane
Fantastic item, necessary against characters with strong sustain/healing output (i.e. Victor (MUST BUY), Dynamo, Warden, Abrams, Mo, etc. check for lifesteal)


II
Suppressor
Can buy in lane if against 2 m1s, or buy later if they have a lot of m1 carries.


II
Mystic Vulnerability
Buy late game if they have a lot of spirit resist. Consider Spirit Sap or Silence Wave instead if against a single target.


II
Bullet Resist Shredder
Very strong if you have multiple gun/melee characters.


III
Hunter's Aura
Really strong if isolating people in domes with your gun/melee characters (they will literally explode with -24% bullet resist). Underbought item


II
Active
Slowing Hex
Strong into any characters with movement abilities (over half of the roster), and even those without, as the dash distance reduction really hinders movement.


II
Active
Spirit Sap
Generally buy this as a prerequisite to Silence Wave, but it does provide very strong value on its own if you or the enemy have strong spirit damage.


III
Active
Decay
Very strong damage & antiheal, can also be good for forcing debuff remover.


III
Active
Silence Wave
Has a lot of overlap with Slowing Hex, with its greatest value being against those who require Silence to survive (i.e. for movement abilities, or for Geist/Yamato for their ults)


III
Active
Disarming Hex
Provides strong shred for gun carries, but only buy if they have a strong m1 that can't be shut down (i.e. Gun Holliday, Ivy, Wraith)


III
Active
Knockdown
Great against Seven, Lash, Vindicta, Ivy, Grey Talon, Mo & Krill (when stunned out of burrow, he just dies), Bebop, and Dynamo


IV
Active
Curse
Great against strong teamfight ults, any buffs (e.g. Viscous Cube), or to shut down carries.


III
Counterspell
Great against Lash, Geist, Shiv, and comps that are strong in burst or CC.


III
Spirit Resilience
Buy if they have strong sustained spirit damage (consider counterspell for burst characters).
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