Build file · 28 Oct to 5 Nov

Kelvin build and item order

What Kelvin players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.

Matches

181.1k

last 7 days

Finished build

≈11 items

43k souls held in items at the end

Build type

Caster

73% of item souls in spirit

Games past 35 min

52%

the finished build is read from these

The Kelvin build in brief

Most Kelvin players open with Extra Spirit and Extra Charge, then pick up Rapid Recharge (around 21 minutes, 62% of games) and Superior Cooldown (around 23 minutes, 60% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Rapid Recharge (34%), Torment Pulse (21%) and Superior Cooldown (21%).

In games past 35 minutes, a finished Kelvin carries about 11 items, 42.6k souls, 73% of them spirit; most end with Boundless Spirit (80%), Rapid Recharge (75%) and Escalating Exposure (74%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (35% of games); the late-game duel sets it against Tankbuster (15% of games).

The clearest change by opponent: against Haze, Kelvin players buy Metal Skin at about ×4.27 the usual rate (7,338 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Kelvin - THE CARRY MACHINE - deadlocked.gg" by deadlocked.gg, picked in 12,224 games (56% won).

SpiritWeaponVitality
Caster73% of item souls in spiritWeapon 1% · vitality 26% · spirit 73%. The diamond is the average hero.7 days · games over 35 min (52%)

The finished build 7 days · games over 35 min (52%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

What Kelvin games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.

  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty

Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 95,643 long games (52% of Kelvin games).

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The finished Kelvin build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
VitalityHealbane47%55%16%~16:071,600
VitalityTrophy Collector42%50%16%~10:021,600
SpiritBoundless Spirit80%80%1%~29:556,400
SpiritRapid Recharge75%75%1%~22:273,200
SpiritEscalating Exposure74%75%0%~28:546,400
SpiritGreater Expansion72%73%1%~27:133,200
Flex (spirit)Superior Duration67%67%1%~27:563,200
Flex (spirit)Spirit Burn53%54%1%~33:006,400
Flex (spirit)Transcendent Cooldown48%49%1%~34:306,400
Flex (spirit)Tankbuster36%36%2%~25:363,200
Vitality, alternateHealing Tempo28%29%1%~35:296,400
Vitality, alternateHealing Booster28%55%49%~14:501,600
Vitality, alternateEnduring Speed23%36%35%~18:081,600
Spirit, alternateTorment Pulse32%33%3%~18:363,200
Spirit, alternateArcane Surge26%32%19%~10:281,600
Spirit, alternateRadiant Regeneration26%26%2%~20:183,200

Against other heroes 21 days

What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ Kelvin is Kelvin players only.

The 8 clearest changes in what Kelvin players buy, across every enemy. Pick enemies above the board to see one lineup.

Lifts compare how often Kelvin players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.

Show as table
What Kelvin players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×4.277.3k—
VindictaKnockdown×2.6710k—
InfernusDispel Magic×2.067.1k—
HazePlated Armor×2.095.0k—
HazeDisarming Hex×1.944.5k—
AbramsRebuttal×2.272.8k—
LashCounterspell×2.262.2k—
HazeRusted Barrel×1.704.4k—

What you hold, minute by minute 7 days

Each band is one item: the share of Kelvin games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.

45:00about 12.6 items54,440 souls14% of games still going0.2 weapon4.0 vitality8.4 spirit
83% of games still going at 30:00Extra Regen481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon0.2 itemsVitality4.0 itemsSpirit8.4 items
83% still going at 30:004812items0m10m20m30m40m60k souls

At 45:00 you'd typically hold

Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.

Show as table
Share of Kelvin games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Other weapon items0.30.30.30.30.30.30.20.2
Extra Regen49%63%64%46%25%22%22%22%
Trophy Collector3%31%45%48%49%49%49%46%
Healing Booster3%17%34%42%47%48%41%35%
Healing Tempo0%0%0%0%2%6%13%23%
Healbane0%9%33%44%49%52%53%52%
Spirit Lifesteal0%2%8%17%29%34%31%25%
Other vitality items0.30.70.80.90.91.11.31.5
Extra Charge56%72%75%56%22%16%16%16%
Rapid Recharge0%2%17%35%50%60%67%73%
Extra Spirit42%68%43%9%5%5%5%5%
Improved Spirit4%27%53%66%68%41%26%25%
Boundless Spirit0%0%1%5%19%42%63%77%
Mystic Expansion6%33%49%56%42%18%14%14%
Greater Expansion0%0%3%13%29%47%62%71%
Mystic Vulnerability0%4%18%41%47%23%15%15%
Escalating Exposure0%0%1%7%24%44%60%72%
Tankbuster0%0%3%10%19%26%31%34%
Superior Cooldown0%0%6%21%42%54%45%41%
Transcendent Cooldown0%0%0%1%4%13%25%42%
Superior Duration0%0%2%12%26%40%54%65%
Spirit Burn0%0%0%1%6%19%33%48%
Other spirit items0.20.81.41.81.71.41.51.6
Items held, in all2.45.17.08.38.99.410.311.4

Items show the share holding them; other items show the average number held.

Buy windows: clock against souls 7 days

When Kelvin players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall

Spirit Burn by the clock: 69% → 51%. By souls at purchase: 58–65%.

  1. Rapid Recharge

    112,732 buyers · 56.1% won overall

    most buy it 15–26 min

    56.1% of all its buyers won.

    Show as table
  2. Tankbuster

    52,261 buyers · 55.8% won overall

    most buy it 19–28 min

    55.8% of all its buyers won.

    Show as table
  3. Greater Expansion

    101,371 buyers · 57.3% won overall

    most buy it 21–31 min

    57.3% of all its buyers won.

    Show as table
  4. Superior Duration

    92,233 buyers · 58.1% won overall

    most buy it 21–32 min

    58.1% of all its buyers won.

    Show as table
  5. Escalating Exposure

    101,743 buyers · 59.0% won overall

    most buy it 23–32 min

    59.0% of all its buyers won.

    Show as table
  6. Boundless Spirit

    105,809 buyers · 58.7% won overall

    most buy it 24–33 min

    58.7% of all its buyers won.

    Show as table
  7. Spirit Burn

    65,351 buyers · 62.0% won overall

    most buy it 27–36 min

    By the clock: 69% → 51%. By souls at purchase: 58–65%.

    Show as table
  8. Transcendent Cooldown

    55,870 buyers · 58.1% won overall

    most buy it 28–38 min

    58.1% of all its buyers won.

    Show as table

For Spirit Burn, buying early wins more mostly because early buyers are already ahead: by souls at purchase the line is much flatter. Win rates describe; they don't say an item wins games.

Two late games, side by side 7 days

What Kelvin players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.

Superior Cooldown at 20–30 min

63,038 games · 57.8% won · 75% reach 30 min

Tankbuster at 20–30 min

27,434 games · 54.9% won · 75% reach 30 min

Either way, 7 of the top 8 late items are the same.

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Tankbuster at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
56.9%55.8%
58.5%54.6%
59.6%58.9%
60.6%58.2%
60.3%59.0%
58.1%55.4%
59.4%57.1%
58.1%57.6%
63.5%61.5%

Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 65%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.

Either/or, and sets 7 days · games over 35 min (52%)

Items Kelvin players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.

Sets

  • 2.0× as likely together

    28% of long games · 26,536 games

  • 2.0× as likely together

    14% of long games · 13,296 games

  • 1.9× as likely together

    11% of long games · 10,752 games

Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.

How players get there, 0–30 min 7 days

The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.

  • Weapon
  • Vitality
  • Spirit
0–9 min9–20 min20–30 min30 min +Extra ChargeExtra SpiritExtra RegenSprint BootsMystic ExpansionTrophy CollectorImproved SpiritMystic VulnerabilityHealbaneRapid RechargeMystic ExpansionHealing BoosterEscalating ExposureSuperior CooldownBoundless SpiritGreater ExpansionSuperior DurationRapid RechargeBoundless SpiritTranscendent CooldownSpirit BurnEscalating ExposureSuperior DurationGreater ExpansionEvery game100% reach 9 min96% reach 20 min70% reach 30 min
Show as table
Kelvin's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minExtra Charge71%55.4%129,024
0–9 minExtra Spirit68%55.7%123,923
0–9 minExtra Regen62%54.6%113,631
0–9 minSprint Boots35%57.2%64,181
0–9 minMystic Expansion27%56.3%49,586
0–9 minTrophy Collector26%58.9%47,311
9–20 minImproved Spirit44%55.4%81,120
9–20 minMystic Vulnerability39%56.8%71,136
9–20 minHealbane38%56.7%69,244
9–20 minRapid Recharge34%56.6%61,472
9–20 minMystic Expansion30%56.3%55,291
9–20 minHealing Booster29%54.4%53,150
20–30 minEscalating Exposure35%58.8%63,409
20–30 minSuperior Cooldown35%58.3%63,038
20–30 minBoundless Spirit34%58.2%62,038
20–30 minGreater Expansion31%57.2%57,437
20–30 minSuperior Duration26%57.7%47,999
20–30 minRapid Recharge23%56.0%42,571
30 min +Boundless Spirit25%57.3%45,385
30 min +Transcendent Cooldown22%56.3%40,899
30 min +Spirit Burn22%58.4%40,234
30 min +Escalating Exposure20%57.2%35,965
30 min +Superior Duration18%58.4%32,409
30 min +Greater Expansion17%58.2%30,704

Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.

Ability order

Frost Grenade12510
Ice Path48913
Arctic Beam361112
Frozen Shelter71415

The most played full upgrade path (6% of matches, 60.7% won). Frost Grenade is maxed first in 51% of matches.

In-game builds players pick 7 days

  1. Kelvin - THE CARRY MACHINE - deadlocked.ggby deadlocked.gg · 6,989 players9 of 10 board items
    12,224 games
    55.9% won

    EARLY GAME

    EARLY GAME

    MID GAME

    MID GAME

    LATE GAME

    LATE GAME

  2. KELVIN BEAM AND DOME [63% WR] [deadlocklabs.gg]by 123 · 5,763 players10 of 10 board items
    10,264 games
    56.2% won
  3. Lockbuilds Kelvinby Harvester · 5,800 players10 of 10 board items
    9,743 games
    52.3% won
  4. Cirno's Medi-Beamby John Citrous · 3,561 players10 of 10 board items
    6,324 games
    55.6% won
  5. Kelvin - Spirit-Initiator [60% WR] [tracklock.gg]by Tracklock · 3,470 players9 of 10 board items
    6,214 games
    57.1% won

The build each player had selected when the match started; known for 40% of Kelvin games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
28 Oct to 4 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Kelvin matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
95,643 (52% of Kelvin games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 5 Nov. Not affiliated with or endorsed by Valve.