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Ivy vs Kelvin

Ivy's team wins 47.9% Kelvin's team wins 52.1%, across 17,470 games

Written for the Ivy player. Playing Kelvin? See Kelvin vs Ivy →

Kelvin has a big edge

Ivy usually wins 53.0% of games. Against Kelvin that is 5.1% lower, over 17,470 games.

  • Whole match 47.9% −5.1% vs usual 17,470 games
  • Sharing a lane 48.7% −4.3% vs usual 5,679 games
  • Oracle and above 48.6% −3.9% vs usual 1,600 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Ivy's usual win rate at that rank.

The fight at a glance

If you're Ivy

Frozen Shelter 8m Range5s Duration190s Cooldown Freezes the air around himself or a targeted hero, raising an impenetrable dome. Crowd Control heavy slow on enemies caught inside; Defensive about +90 health regeneration and full protection from outside fire; 1 -30s cooldown (190s base) 2 enemies inside also fire 20% slower 5 purges non-ultimate debuffs and adds about +75 health regeneration with improved spirit…

Wait out Frozen Shelter 190s cooldown

ThenFake a commit onto a walker or a low ally, make him dome, then leave and take the objective on the cooldown.

Watch out
Frozen Shelter physically blocks your ranged damage.
Your edge
Ivy is more mobile than Kelvin, so you choose when to fight.
Buy
Arctic Blast Arctic Blast 6,400 souls · Tier 4 · Tech · InstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Buy it against the air mobility from Kelvin.

If you're Kelvin

Has the edge
Stone Form 3s Duration40s Cooldown Turns Ivy into impervious stone and slams her into the ground, stunning and damaging nearby enemies and healing her for a portion of her maximum health. Crowd Control area stun on landing; tier 3 extends the stun duration Damage about 75 at base spirit power (deadlock.one); Mobility a downward slam — it repositions her vertically, especially when combined… 1 -25s cooldown 2 increased stun duration and improved damage scaling

Wait out Stone Form 40s cooldown

ThenShow a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal.

Watch out
Air Drop 22m Range21s Duration100s Cooldown Picks up an ally and takes flight with them; Crowd Control tier 2 adds a slow on the drop; Damage about 115 spirit explosion damage at base (deadlock.one) Mobility true flight for Ivy and the carried ally 1 about 300 barrier to Ivy and the ally when the flight ends, scaling with Spirit Power 2 adds a slow to the drop effect 5 adds a silence and improved scaling Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached.
Your edge
Kelvin has more reach than Ivy, so you can trade from range.
Buy
Arctic Blast Arctic Blast 6,400 souls · Tier 4 · Tech · InstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Buy it against Ivy's Air Drop.

The full plan for Ivy, phase by phase, is below. Kelvin's side in full →

What should I do right now?

Do

  • Plan for Arctic Blast Arctic Blast 6,400 souls Tier 4TechInstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Builds from Cold Front — know which tier it sits in so you are not improvising at the shop.
  • Know what Frozen Shelter looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Kelvin's engage range.

Do

  • Almost no burst — he cannot punish a positional mistake with a quick kill
  • 14-round magazine with a 2.58s reload means frequent dead windows in gun trades
  • Entangling Thorns Entangling Thorns 4s Duration32s Cooldown Summons a patch of choking thorns that damages and slows every enemy inside its radius. Crowd Control movement slow; tier 3 upgrades the effect to an immobilize Damage about 40 damage per second at base spirit power (deadlock.one) Defensive dropped at her own feet it discourages a melee chase 1 +2m radius and improved spirit scaling on the DPS 2 immobilizes enemies in the patch clears the wave and denies the orb area at the same time

Avoid

  • Frost Grenade Frost Grenade 30s Cooldown Lobs a grenade that bursts into a freezing cloud, healing allies caught in it while dealing spirit damage and cutting enemy movement speed. Crowd Control movement slow on enemies; Damage about 60 spirit at base, with a matching heal of about 60; Defensive the primary heal in his kit outside the ultimate, and the stamina freeze… 1 +30 damage and +30 heal 2 about -10s cooldown and freezes enemy stamina regeneration 5 +2m radius with improved spirit scaling heals his lane partner and chips the enemy in one throw, which wins attrition lanes outright
  • Arctic Beam Arctic Beam 5s Duration28s Cooldown Channels a beam of freezing energy in front of him that damages targets and progressively cuts their movement speed and fire rate the longer it stays on them. Crowd Control ramping movement speed and fire rate reduction; Damage about 45 damage per second at base; Mobility none — it constrains his own movement while he holds it 1 about -20% fire rate and move speed on targets 2 about +20 DPS with improved spirit scaling 5 about -13s cooldown and fires 2 additional beams at targets within 10m clears waves quickly and pressures the enemy guardian

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is ult unlock: Air Drop turns every fight into one her team can start from an angle the enemy cannot defend

Avoid

  • Taking an even fight against Kelvin on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Frozen Shelter. Do not stand in it — the dome is finite, so leave and re-engage after it expires instead of fighting the regeneration
  • Never fight into Frozen Shelter — disengage, reset, and take the objective in the window after it expires; its cooldown is long

Avoid

Kelvin’s abilities

  • Frozen Shelter Ultimate

    The tool that keeps you inside everything else Kelvin throws — heavy slow on enemies caught inside.

    • Do not stand in it — the dome is finite, so leave and re-engage after it expires instead of fighting the regeneration
    • If you are caught inside, the fight is now a pocket brawl; use gap-close and burst rather than trying to escape a slow
    • Anti-heal (Napalm Napalm 20m Range25s Cooldown Sprays a burning mixture in front of him that deals spirit damage, slows whoever it touches, and leaves them coated in napalm that keeps burning. Crowd Control movement slow on everyone hit Damage about 40 spirit at base plus the napalm coating over time (deadlock.one) Mobility none directly, though the slow effectively closes distance 1 +20% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets tier 3, Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health , Cursed Relic Cursed Relic 6,400 souls Tier 4TechPress +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty ) applied BEFORE the dome goes up substantially reduces the regeneration payoff, but note tier 3 purges non-ultimate debuffs
  • Frost Grenade Ability 1

    Sticking power rather than damage: movement slow on enemies.

    • It is a lobbed projectile with an arm delay — step out of the cloud rather than trading inside it
    • The slow plus stamina freeze means you should spend your dash BEFORE the grenade lands, not after
    • Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount clears the slow and the stamina freeze together
  • Arctic Beam Ability 3

    Not lockdown, but it makes disengaging cost more than it should: ramping movement speed and fire rate reduction.

    • It is a frontal cone — strafe out of the arc; the debuff resets as soon as contact breaks
    • Spirit Armor is the right resist, and the debuff itself is cleared by Dispel Magic
    • He is slow and committed while beaming, so a gap-closing dive during the channel is the correct punish
  • Ice Path Ice Path 8s Duration50s Cooldown Lays down a floating trail of ice that Kelvin and his allies can ride for bonus movement, while Kelvin gains 60% slow resistance for the duration. Mobility substantial — fast movement along the path plus access to elevation nothing… Defensive 60% slow resistance while active makes it very hard to kite him off the… 1 about +2 m/s move speed and +35% bullet resist for Kelvin 2 -25s cooldown 5 about +35% spirit and +20 Spirit Power for Kelvin Ability 2

    Rotation, escape and vertical access — it turns unreachable rooftops and shortcuts into routes for his whole team.

    • He is a large, predictable, un-strafing target while riding the path — lead your shots and punish the straight line
    • Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius removes him from an elevated path segment
    • The path is a visible structure; you can read exactly where he is going and cut off the landing rather than chasing along it
  1. 1 Frozen Shelter

    Frozen Shelter first — it is the single ability that decides objective fights. Fake a commit onto a walker or a low ally, make him dome, then leave and take the objective on the cooldown

  2. 2 Frost Grenade

    Frost Grenade second: force it as a heal rather than as poke, because a grenade spent topping up a teammate is not slowing you during the engage

  3. 3 Ice Path

    Ice Path third — bait it as an escape, since without it he is a slow hero with no way to disengage from a dive

The matchup in detail

  • No Hard CC at all — every one of his control effects is a slow or a debuff, not a Stun Strong evidence
  • Very low burst; he cannot close out a kill without help Strong evidence
  • Arctic Beam requires him to stand still and face one direction Strong evidence
  • Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Kelvin is one anti-heal, one shred, and damage after that. Strong evidence
  • Frozen Shelter physically blocks your ranged damage — nothing you fire from outside reaches through the dome, and his team heals back to full inside it Strong evidence
  • Arctic Beam strips your fire rate progressively; the longer it holds on you, the less damage your carry does, and it is one of the few fire rate debuffs in the game Strong evidence
  • Frost Grenade tier 2 freezes your stamina regeneration, so your dashes do not come back and you cannot kite out of the slow Strong evidence
  • Ice Path lets his whole team arrive on a rooftop or flank angle you did not cover Strong evidence
  • A dome dropped on an objective stalls your entire push for its duration, and there is no way to break it Strong evidence
  • Your mobility is a real advantage here, and Kelvin's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
  • Never fight into Frozen Shelter — disengage, reset, and take the objective in the window after it expires; its cooldown is long Strong evidence
  • Apply anti-heal (Napalm tier 3, Decay, Cursed Relic) before the dome goes up to cut the regeneration, and be aware tier 3 purges non-ultimate debuffs once he has it Strong evidence
  • Dive him during Arctic Beam — he is stationary and facing one direction, with no Stun to stop a gap-closer like Phantom Strike Phantom Strike 6,400 souls Tier 4ArmorPress +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration or Flame Dash Flame Dash 3s Duration38s Cooldown Dashes forward with slow resistance, leaving a burning trail behind that damages anyone standing in it. Damage about 30 damage per second from the trail; Mobility a substantial forward dash, extendable by holding forward Defensive slow resistance during the dash makes it reliable as an escape even into… 1 -12s cooldown 2 +1.0s trail duration and about +20 damage per second 5 2 ability charges with about a 14s recharge Strong evidence
  • Force fights at range where Frost Grenade's arc is easy to walk out of and his 14-round magazine runs dry Strong evidence
  • Punish him hard whenever Frozen Shelter is down, since he has zero Hard CC and no way to physically stop a commit Strong evidence
  • Spend your dash before the Frost Grenade lands, not after, because the tier-2 stamina freeze stops it coming back Strong evidence
  • The entire Arctic Beam channel — he is immobile, facing one direction, and has no Stun to protect himself Strong evidence
  • Any fight where Frozen Shelter is on cooldown; his team loses its reset button and he has no Hard CC Strong evidence
  • His 2.58s reload on a 14-round magazine, which comes up often in sustained trades Strong evidence
  • While riding Ice Path he moves in a straight, predictable, un-strafing line and can be knocked off it Strong evidence
  • Immediately after the dome expires — his team is bunched together in a known location with the ultimate on a long cooldown Strong evidence
  • Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Kelvin's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Documented
  • You get value from moving around the map and Kelvin does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Breakable Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Kelvin or on the Guardian, not by the breakables you pick up on the way. Documented
  • Frost Grenade heals his lane partner and chips the enemy in one throw, which wins attrition lanes outright Strong evidence
  • Arctic Beam clears waves quickly and pressures the enemy guardian Strong evidence
  • Almost no burst — he cannot punish a positional mistake with a quick kill Strong evidence
  • 14-round magazine with a 2.58s reload means frequent dead windows in gun trades Strong evidence
  • Entangling Thorns clears the wave and denies the orb area at the same time Strong evidence
  • Frozen Shelter unlock — Immediately gives his team a defensive cooldown for objective fights Strong evidence
  • Arctic Beam tier 3 — Two extra beams within about 10m turns his main damage from single-target into a teamfight tool Strong evidence
  • Frost Grenade tier 2 — Stamina regeneration freeze makes his slows actually stick against dash-heavy heroes Strong evidence
  • Frozen Shelter tier 3 — The non-ultimate debuff purge plus extra regeneration makes the dome a full reset for his whole team Strong evidence
  • Air Drop unlock — Turns every fight into one her team can start from an angle the enemy cannot defend Strong evidence
  • Kudzu Connection Kudzu Connection 16m Range12s Duration37s Cooldown Forms a link with a nearby ally, granting both of them fire rate, bullet lifesteal and replicated healing, and removing the movement penalty while shooting. Damage no direct damage; about +10% fire rate, +15% bullet lifesteal and 35%… Mobility removes the move-speed penalty while shooting, which is effectively a large… Defensive the bullet lifesteal and replicated healing are her main sustain for both… 1 about +8% fire rate and +8% bullet lifesteal 2 -37s cooldown (37s to 0s), so the connection is always active tier 3 — The connection becomes always-on, so the buff no longer depends on holding line of sight Strong evidence
  • Your Silence may be worth more in a chain than a teammate's Stun. The 03-06-2026 diminishing-returns system reduces subsequent CC by 10% then 30% inside an 8-second window, and community reporting holds it applies to stuns only — not to silences, slows, hexes or disarms. If that is right, sequencing your Silence after an ally's Stun costs you nothing, while a second Stun in the chain is already 10% shorter. Treat it as community-reported rather than confirmed, but order your chain accordingly against Kelvin. Uncertain
  • Your habit of taking the fight vertical to reset spacing against Kelvin is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Documented
  • Fight Kelvin under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
  • Kelvin wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
  • Kelvin heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing , T3) builds up through gunfire, and spirit-applied (Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing , T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented
  • Kelvin fights from the air, which is exactly what Knockdown exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented
  • Do not assume Kelvin shrugs off your anti-heal by going immune. Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer explicitly does not suppress healing reduction — if you have the debuff on them before they pop it, they are still healing at the reduced rate through the whole window. Documented
  • If Kelvin buys Dispel Magic to purge your anti-heal, bullet-applied reduction re-lands on your very next shot, while spirit-applied reduction has to wait for your next ability. That asymmetry is a real argument for the bullet route against a hero who will buy a purge. Strong evidence
  • Arctic Blast (spirit T4) — Buy to lock down a mobile enemy team or to peel a dive off your backline — slowed targets cannot regenerate stamina. That matters here because of the air mobility from Kelvin. Documented
  • Knockdown (spirit T3) — Kelvin is where this lineup’s air mobility comes from. Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Documented
  • Phantom Strike (vitality T4) — Kelvin is where this lineup’s air mobility comes from. Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. Documented
  • Anti-heal against Kelvin is bought correctly and applied at the wrong moment. Healbane's reduction runs for 8 seconds from your Spirit Damage and Toxic Bullets' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Strong evidence
  • The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Kelvin. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic

Next

Ivy’s other hard matchups

Every Ivy matchup →

All of Kelvin

Who beats Kelvin, the items that shut Kelvin down, and every ability.

How to counter Kelvin →

Facing more than Kelvin?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Kelvin's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 47.9% of these, which is 5.1% below your overall win rate (17,470 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

Kelvin's kit and counterplay were compiled from 6 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Ivy's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

Full source register →