Early laning Buy in order, the mag to help early farming, then extra burst grenades to sustain lane presure, spirit has simply a lot of utility, while reach an boots add reliabillity to early dome and help secure kills
I500
I500
I500
I500
I500
I500
Early mid game Booted healing and a fast ability cycle set up your midgame, adding durability will make you not just dangerous but hard to remove as a threat, add slow resist/spirit shred to be harder to counter
II1250
II1250
II1250
II1250
II1250
II1750
Late mid game Burst grenades are a big power spike. RR really allows you to be a grenedeir monster. spirit is useful for everything your doing. Take armor as needed, reach for dome, t4 IS usually
III3500
III3500
III3500
III4250
III4250
III3500
Late game Lategame spirit scaling is core here, while taking curse against a fed carry and unstopable against cc can be impactful
IV9700
IV7450
IV6200
IV6200
Orden de Habilidades de Kelvin
+
+
+
+
1
2
1
5
1
2
1
2
2
5
5
+
+
+
+
1
2
1
5
1
2
1
2
2
5
5
+
+
+
+
1
2
1
5
1
2
1
2
2
5
5
+
+
+
+
1
2
1
5
1
2
1
2
2
5
5
Descripción de la Build
This build's focus is on bleading out your opponant with bursts of grenade fire, using beam and gun to finish them off. High durability helps you win any war of attrition, and good speed on your ice path allows real mobility. Built as well to take advantage of early dome powerspike.