
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.
[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
Imprégner
Récupération comprimée
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
Bonus de régénération
Prerequisite to Healing Booster, so don't feel bad buying this as early as you need.


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


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


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


III
Active
Pierre de distorsion
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
Emblème enchanteur
Provides stats that are all very valuable on Kelvin. Try to have this by the time you start roaming.


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


II
Active
Sentinelle gardienne
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
Récupération supérieure
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
Imprégner
Expansion mystique
Allows for more consistent domes, valuable both when isolating fights with teammates, or in big teamfights.


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


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


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


IV
Tempo curatif
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
Faisceau de détresse
Important buy if they have a lot of catch/pick. Allows for teammates to take risky plays if you are hovering them.


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


III
Active
Aura héroïque
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
Pyroalchimie
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
Protection divine
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
Rembobineur
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
Châtiment curatif
Fantastic item, necessary against characters with strong sustain/healing output (i.e. Victor (MUST BUY), Dynamo, Warden, Abrams, Mo, etc. check for lifesteal)


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


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


II
Balles perforantes
Very strong if you have multiple gun/melee characters.


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


II
Active
Malédiction de ralentissement
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
Sape spirituelle
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
Décomposition
Very strong damage & antiheal, can also be good for forcing debuff remover.


III
Active
Onde de silence
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
Malédiction désarmante
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
Coup d'enclume
Great against Seven, Lash, Vindicta, Ivy, Grey Talon, Mo & Krill (when stunned out of burrow, he just dies), Bebop, and Dynamo


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


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


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