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.
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).
The finished build 7 days · games over 35 min (52%)
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
Each segment is an item's hold × its cost; the hatched end of each slot is held in items off the board.
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).
Show as table
| Slot | Item | Held | Bought | Sold or upgraded | Buy time | Cost |
|---|---|---|---|---|---|---|
| Vitality | Healbane | 47% | 55% | 16% | ~16:07 | 1,600 |
| Vitality | Trophy Collector | 42% | 50% | 16% | ~10:02 | 1,600 |
| Spirit | Boundless Spirit | 80% | 80% | 1% | ~29:55 | 6,400 |
| Spirit | Rapid Recharge | 75% | 75% | 1% | ~22:27 | 3,200 |
| Spirit | Escalating Exposure | 74% | 75% | 0% | ~28:54 | 6,400 |
| Spirit | Greater Expansion | 72% | 73% | 1% | ~27:13 | 3,200 |
| Flex (spirit) | Superior Duration | 67% | 67% | 1% | ~27:56 | 3,200 |
| Flex (spirit) | Spirit Burn | 53% | 54% | 1% | ~33:00 | 6,400 |
| Flex (spirit) | Transcendent Cooldown | 48% | 49% | 1% | ~34:30 | 6,400 |
| Flex (spirit) | Tankbuster | 36% | 36% | 2% | ~25:36 | 3,200 |
| Vitality, alternate | Healing Tempo | 28% | 29% | 1% | ~35:29 | 6,400 |
| Vitality, alternate | Healing Booster | 28% | 55% | 49% | ~14:50 | 1,600 |
| Vitality, alternate | Enduring Speed | 23% | 36% | 35% | ~18:08 | 1,600 |
| Spirit, alternate | Torment Pulse | 32% | 33% | 3% | ~18:36 | 3,200 |
| Spirit, alternate | Arcane Surge | 26% | 32% | 19% | ~10:28 | 1,600 |
| Spirit, alternate | Radiant Regeneration | 26% | 26% | 2% | ~20:18 | 3,200 |
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
| Enemy | Item | Buy rate change | Buyers | Evidence |
|---|---|---|---|---|
| Haze | Metal Skin | ×4.27 | 7.3k | — |
| Vindicta | Knockdown | ×2.67 | 10k | — |
| Infernus | Dispel Magic | ×2.06 | 7.1k | — |
| Haze | Plated Armor | ×2.09 | 5.0k | — |
| Haze | Disarming Hex | ×1.94 | 4.5k | — |
| Abrams | Rebuttal | ×2.27 | 2.8k | — |
| Lash | Counterspell | ×2.26 | 2.2k | — |
| Haze | Rusted Barrel | ×1.70 | 4.4k | — |
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.
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
| Item | 5:00 | 10:00 | 15:00 | 20:00 | 25:00 | 30:00 | 35:00 | 40:00 |
|---|---|---|---|---|---|---|---|---|
| Other weapon items | 0.3 | 0.3 | 0.3 | 0.3 | 0.3 | 0.3 | 0.2 | 0.2 |
| Extra Regen | 49% | 63% | 64% | 46% | 25% | 22% | 22% | 22% |
| Trophy Collector | 3% | 31% | 45% | 48% | 49% | 49% | 49% | 46% |
| Healing Booster | 3% | 17% | 34% | 42% | 47% | 48% | 41% | 35% |
| Healing Tempo | 0% | 0% | 0% | 0% | 2% | 6% | 13% | 23% |
| Healbane | 0% | 9% | 33% | 44% | 49% | 52% | 53% | 52% |
| Spirit Lifesteal | 0% | 2% | 8% | 17% | 29% | 34% | 31% | 25% |
| Other vitality items | 0.3 | 0.7 | 0.8 | 0.9 | 0.9 | 1.1 | 1.3 | 1.5 |
| Extra Charge | 56% | 72% | 75% | 56% | 22% | 16% | 16% | 16% |
| Rapid Recharge | 0% | 2% | 17% | 35% | 50% | 60% | 67% | 73% |
| Extra Spirit | 42% | 68% | 43% | 9% | 5% | 5% | 5% | 5% |
| Improved Spirit | 4% | 27% | 53% | 66% | 68% | 41% | 26% | 25% |
| Boundless Spirit | 0% | 0% | 1% | 5% | 19% | 42% | 63% | 77% |
| Mystic Expansion | 6% | 33% | 49% | 56% | 42% | 18% | 14% | 14% |
| Greater Expansion | 0% | 0% | 3% | 13% | 29% | 47% | 62% | 71% |
| Mystic Vulnerability | 0% | 4% | 18% | 41% | 47% | 23% | 15% | 15% |
| Escalating Exposure | 0% | 0% | 1% | 7% | 24% | 44% | 60% | 72% |
| Tankbuster | 0% | 0% | 3% | 10% | 19% | 26% | 31% | 34% |
| Superior Cooldown | 0% | 0% | 6% | 21% | 42% | 54% | 45% | 41% |
| Transcendent Cooldown | 0% | 0% | 0% | 1% | 4% | 13% | 25% | 42% |
| Superior Duration | 0% | 0% | 2% | 12% | 26% | 40% | 54% | 65% |
| Spirit Burn | 0% | 0% | 0% | 1% | 6% | 19% | 33% | 48% |
| Other spirit items | 0.2 | 0.8 | 1.4 | 1.8 | 1.7 | 1.4 | 1.5 | 1.6 |
| Items held, in all | 2.4 | 5.1 | 7.0 | 8.3 | 8.9 | 9.4 | 10.3 | 11.4 |
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.
Spirit Burn by the clock: 69% → 51%. By souls at purchase: 58–65%.
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
Tankbuster
52,261 buyers · 55.8% won overall
most buy it 19–28 min
55.8% of all its buyers won.
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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
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
Escalating Exposure
101,743 buyers · 59.0% won overall
most buy it 23–32 min
59.0% of all its buyers won.
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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
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
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.
| A won | A buys | Late item | B buys | B won |
|---|---|---|---|---|
| 56.9% | 38% | 31% | 55.8% | |
| 58.5% | 14% | 9% | 54.6% | |
| 59.6% | 29% | 24% | 58.9% | |
| 60.6% | 32% | 29% | 58.2% | |
| 60.3% | 34% | 33% | 59.0% | |
| 58.1% | 20% | 21% | 55.4% | |
| 59.4% | 37% | 39% | 57.1% | |
| 58.1% | 32% | 36% | 57.6% | |
| 63.5% | 11% | 17% | 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
Show as table
| Phase | Item | Bought in | Won (souls-adjusted) | Games |
|---|---|---|---|---|
| 0–9 min | Extra Charge | 71% | 55.4% | 129,024 |
| 0–9 min | Extra Spirit | 68% | 55.7% | 123,923 |
| 0–9 min | Extra Regen | 62% | 54.6% | 113,631 |
| 0–9 min | Sprint Boots | 35% | 57.2% | 64,181 |
| 0–9 min | Mystic Expansion | 27% | 56.3% | 49,586 |
| 0–9 min | Trophy Collector | 26% | 58.9% | 47,311 |
| 9–20 min | Improved Spirit | 44% | 55.4% | 81,120 |
| 9–20 min | Mystic Vulnerability | 39% | 56.8% | 71,136 |
| 9–20 min | Healbane | 38% | 56.7% | 69,244 |
| 9–20 min | Rapid Recharge | 34% | 56.6% | 61,472 |
| 9–20 min | Mystic Expansion | 30% | 56.3% | 55,291 |
| 9–20 min | Healing Booster | 29% | 54.4% | 53,150 |
| 20–30 min | Escalating Exposure | 35% | 58.8% | 63,409 |
| 20–30 min | Superior Cooldown | 35% | 58.3% | 63,038 |
| 20–30 min | Boundless Spirit | 34% | 58.2% | 62,038 |
| 20–30 min | Greater Expansion | 31% | 57.2% | 57,437 |
| 20–30 min | Superior Duration | 26% | 57.7% | 47,999 |
| 20–30 min | Rapid Recharge | 23% | 56.0% | 42,571 |
| 30 min + | Boundless Spirit | 25% | 57.3% | 45,385 |
| 30 min + | Transcendent Cooldown | 22% | 56.3% | 40,899 |
| 30 min + | Spirit Burn | 22% | 58.4% | 40,234 |
| 30 min + | Escalating Exposure | 20% | 57.2% | 35,965 |
| 30 min + | Superior Duration | 18% | 58.4% | 32,409 |
| 30 min + | Greater Expansion | 17% | 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
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
- Kelvin - THE CARRY MACHINE - deadlocked.ggby deadlocked.gg · 6,989 players9 of 10 board items12,224 games55.9% won
EARLY GAME
EARLY GAME
MID GAME
MID GAME
LATE GAME
LATE GAME
- KELVIN BEAM AND DOME [63% WR] [deadlocklabs.gg]by 123 · 5,763 players10 of 10 board items10,264 games56.2% won
- Lockbuilds Kelvinby Harvester · 5,800 players10 of 10 board items9,743 games52.3% won
- Cirno's Medi-Beamby John Citrous · 3,561 players10 of 10 board items6,324 games55.6% won
- Kelvin - Spirit-Initiator [60% WR] [tracklock.gg]by Tracklock · 3,470 players9 of 10 board items6,214 games57.1% 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.








