
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 specifically formulated around Arctic Beam and Healer Support.


I
Active
Œuf doré
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.


I
Balles antimonstres
Let you take down troopers faster, usually used alongside Golden Egg.
Buy according to what you need!


I
Surplus de charge
If 2 grenades isn't enough


I
Surplus de régénération
The 1 HP/s regen sucked


III
Onde de tourment
EXPERIMENTAL TOY! Testing its worthiness.


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


I
Active
Rite de guérison
If you and your lane partner trade damage alot you need this for quick top up during retreats.


II
Emblème enchanteur
If you're stuck in a spirit lane, this help tremendously
Recommended Rescue Beam and Divine Barrier (for late game)


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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
You can buy this early in lane to keep your lane partner afloat.


IV
Active
Protection divine
You don't really need to rush this most of the time, Guardian Ward is good enough until late-game
Everything you need, Stage 6's ultra flexible


II
Vitesse persistante
Lets you run faster and resisting slow.


II
Amplisoins
After you get this, get one of the healing items from Stage 2


II
Imbue [E]
Récupération comprimée
Improve Ice Path's cooldown until you can get Superior Cooldown


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


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


III
Expansion supérieure
For larger dome and longer beam


III
Recharge rapide
Gives you 2 extra healnades


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


III
Résilience spirituelle
Too much Spirit damage?


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


III
Prolongation supérieure
Extends duration for dome, beam and items


IV
Active
Relique maudite
Highly recommended getting first, extremely good for shutting down threatening enemies


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


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


IV
Récupération transcendante
GIGA CORE, reduces all your abilities AND items' cooldown.


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


III
Imbue [E]
Enchantement balistique
Mostly bought for the range extending but can be a good supplement for gun damage while beam's down
Might be useful


II
Châtiment curatif
If enemy has too much sustain early on


III
Active
Coup d'enclume
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
Dissipateur de magie
If the debuffs become unbearable or there're life threatening ones


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


III
Fortitude
If you stay on the map fairly often


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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