
Kelvin saisit le moment opportun pour prodiguer des soins et interrompre les combats d'équipes au moment opportun et ainsi faire basculer le cours de la bataille. Kelvin glisse autour de ses adversaires pour les ralentir tout en améliorant la mobilité de son équipe.
Kelvin saisit le moment opportun pour prodiguer des soins et interrompre les combats d'équipes au moment opportun et ainsi faire basculer le cours de la bataille. Kelvin glisse autour de ses adversaires pour les ralentir tout en améliorant la mobilité de son équipe.
Experience as Cirno the STRONGEST ice fairy in the niche franchise Touhou Project!
This build is formulated to be focused around dealing damage and still have decent healer support using Arctic Beam.
This has a Left -> Right order, but you should buy what you really need first.


II
Poussée d'arcane
Can be sold late-game for better items


II
Trophée de chasse
Buy early and build stacks with assists, sell at late-game for better items. Can be replaced by other 1.6k greens if you don't like it or the matchup doesn't favor this item.


II
Amplisoins
Boosts all of your heal by a decent margin


II
Ralentissement mystique
Can be skipped, sell at late-game for better items.


IV
Profusion spirituelle
Your first power spike which boost everything in your kit.


II
Vol de vie spirituel
Gives you some lee way on the tanky department.


II
Châtiment curatif
Let your beam out-damage enemy's lifesteal or heal, also gives heal on kills and assists.


II
Emblème enchanteur
If your lane have spirit nukers, this will help you ease off some of their pressure
Rescue Beam by default, others depend on team comps.


III
Active
Faisceau de détresse
Highly recommended, allows you to save teammates who stepped into the deathball quicksand


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


II
Active
Sentinelle gardienne
Need a quick slack and some move speed?


IV
Active
Protection divine
Should be considered late-game or when debuffs start to go out of control.
Go with teammates, toss grenade and beam people to death from the sky. Invade jungles if it's safe to do so.


II
Vitesse persistante
Lets you run faster and resisting slow.


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


III
Récupération supérieure
MEGA CORE, reduces all your abilities' cooldown.


IV
Exposition spirituelle
The second and biggest beam power spike. They no longer see you as a problem, they see you as a real THREAT.


III
Expansion supérieure
For larger dome and longer beam


III
Recharge rapide
Gives you 2 extra healnades


II
Active
Retour de balle
Buy this when enemy team have strong gunners such as Venator, Silver, etc. This will discourage them from shooting at you


III
Résilience spirituelle
Against a spirit heavy team comp you might want a bit more armor


III
Active
Dissipateur de magie
Enemy team have too many debuffs? This will at least help you breathe better


III
Contresort
If enemy team has a ton of burst spirit damage or predictable CC like Lash, this can be really useful


IV
Brulure spirituelle
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
Active
Second souffle
Gain big heals and slight power boost


IV
Récupération transcendante
Reduces all your abilities AND items' cooldown, consider this when you're slot locked


IV
Cuirasse ensorcelée
This goes crazy against spirit teams where you can take full advantage of this


III
Prolongation supérieure
Extends duration for dome, beam and items


IV
Active
Rembobineur
Extremely situational, buy only if you think another dome is worth it over other 6k


IV
Tempo curatif
Boosts move speed and fire rate for you and teammates by popping a nade on your feet
Might be useful


III
Active
Onde de silence
Buy this to keep ability spammer down a tad or to proc enemy's Indomitable.


III
Active
Coup d'enclume
Main way to disable flyers such as Vindicta, Gray Talon, Seven's Ult and Bebop's Ult. Can also be bought to stop hyper mobile heroes like Lash.


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


IV
Active
Relique maudite
Highly recommended getting first, extremely good for shutting down threatening enemies
If you find yourself in a situation where the usual mid-game greens isn't enough


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


III
Résilience balistique
If there're huge chunky gun damage, this is a good choice


IV
Brise-magie
This one spirit guy kept nuking your HP bar?


IV
Armure de plates
Bullet hell and gun debuffers really grind your gear?


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


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