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Solomon portrait Kelvin portrait

Solomon vs Kelvin

High threat

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

Kelvin is favoured. Solomon wins 41.6% of 21,541 games against Kelvin (-3.0 points vs Solomon’s usual 44.6%).

How to win as Solomon

  1. RuleDo not commit before Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… is gone. Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… 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. Watch out Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… physically blocks your ranged damage — Guided Owl Guided Owl 125s Cooldown After a short cast, Grey Talon takes control of a spirit owl and flies it across the map; Crowd Control area stun on detonation Damage about 230 at base spirit power (deadlock.one) Mobility none for Grey Talon — in fact he is locked in place 1 instantly kills enemies below about 22% health and grants permanent Spirit Power per… , Charged Shot Charged Shot 17s Cooldown Draws back a heavy shot that can be held at full charge and pierces straight through everything it hits. Damage about 80 at base spirit power, +54 at tier 2 (deadlock.one, metabot.gg) 1 +54 damage 2 roughly -3s charge delay plus improved spirit scaling, turning it from a setpiece into a… and Bullet Dance Bullet Dance 3.5s Duration165s Cooldown Enters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added bullet damage. Damage added bullet damage on top of her weapon; Mobility tier 2 adds about +3 m/s move speed and +10% fire rate during the channel Defensive tier 3 grants 40% evasion, which is a substantial survivability window… 1 +10% fire rate and about +3 m/s movement speed 2 40% evasion and about -65s cooldown simply do not reach through the dome, and his team heals back to full inside it
  3. Your edgeYou kill faster than they do (Solomon Solomon New hero Released 9 October Released 9 October. A chess-themed strategist whose kit is a set of pieces: Setup Bishop plants damage dealers ahead of him and slides them along the street, Kingside Knight protects allies and pulls him back, Rook Battery charges forward and stalls enemies, and Develop Queen is a lock-down ultimate. 2/3 against Kelvin 1/3).
  4. 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 to lock down a mobile enemy team or to peel a dive off your backline — the stamina freeze stops them dashing out. That matters here because of the air mobility from Kelvin.
The numbers: lane, whole match and Oracle and above
GamesSolomon winsvs Solomon's usualSample
Whole match 41.6% -3.0 pts (44.6% overall) 21,541 games
Sharing a lane 42.4% -2.2 pts (44.6% overall) 7,142 games
Oracle and above 40.3% -1.8 pts (42.1% at Oracle+) 1,929 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. Source: deadlock-api.com, refreshed daily.

Data-supported Measured: you win 41.6% of these, which is 3.0 points below your overall win rate (21,541 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.

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 Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… 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 2.59s reload means frequent dead windows in gun trades
  • A bishop parked in lane slides through both laners for 70 damage and a slow every few seconds

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: Develop Queen Develop Queen 30m Range210s Cooldown Solomon summons a queen that crashes down on an area for spirit damage. Crowd Control 1.25s stun from the lines, plus a 15% slow for 1.5s (30% at Tier 2). Damage 120 spirit damage (+1.4 per Spirit) on the crash and again on the lines. Mobility The queen leaps up to 16m per move, with 5s between moves; 1 -40s cooldown 2 +15% slow, and the lines checkmate heroes below 200 health, executing them 5 +2 moves and +1 square range adds 120-damage crashes and Stun lines that he can move twice more

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 Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… . 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 Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… — disengage, reset, and take the objective in the window after it expires; its cooldown is long

Avoid

  • Spending your own escape before Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… is on cooldown.

Kelvin’s abilities

  • Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… 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 +15% 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 -50% Incoming Healing -50% 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 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 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 HP Healed On Activate clears the slow and the stamina freeze together
  • 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 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 Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate
    • 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 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 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit…

    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 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

    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 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 about +35% spirit and +20 Spirit Power for Kelvin

    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 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 requires him to stand still and face one direction Strong evidence
  • Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… physically blocks your ranged damage — Guided Owl Guided Owl 125s Cooldown After a short cast, Grey Talon takes control of a spirit owl and flies it across the map; Crowd Control area stun on detonation Damage about 230 at base spirit power (deadlock.one) Mobility none for Grey Talon — in fact he is locked in place 1 instantly kills enemies below about 22% health and grants permanent Spirit Power per… , Charged Shot Charged Shot 17s Cooldown Draws back a heavy shot that can be held at full charge and pierces straight through everything it hits. Damage about 80 at base spirit power, +54 at tier 2 (deadlock.one, metabot.gg) 1 +54 damage 2 roughly -3s charge delay plus improved spirit scaling, turning it from a setpiece into a… and Bullet Dance Bullet Dance 3.5s Duration165s Cooldown Enters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added bullet damage. Damage added bullet damage on top of her weapon; Mobility tier 2 adds about +3 m/s move speed and +10% fire rate during the channel Defensive tier 3 grants 40% evasion, which is a substantial survivability window… 1 +10% fire rate and about +3 m/s movement speed 2 40% evasion and about -65s cooldown simply do not reach through the dome, and his team heals back to full inside it Strong evidence
  • 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 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 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 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 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 about +35% spirit and +20 Spirit Power for Kelvin 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
  • Never fight into Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… — disengage, reset, and take the objective in the window after it expires; its cooldown is long Strong evidence
  • Apply 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 +15% 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 -50% Incoming Healing -50% 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 ) 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 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 — 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 +1.0s trail duration and about +20 damage per second 2 2 ability charges with about a 14s recharge Strong evidence
  • Force fights at range where 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 's arc is easy to walk out of and his 14-round magazine runs dry Strong evidence
  • Punish him hard whenever Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… 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 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 lands, not after, because the tier-2 stamina freeze stops it coming back Strong evidence
  • You cannot out-move Kelvin's gun, so the answer is the item that changes what their bullets do rather than where you stand. Plated Armor Plated Armor 6,400 souls Tier 4ArmorPassive +1s Cooldown +30% Deflection Percent +50% On-Hit Prevention Percent +130 Bonus Health deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to Silencer Silencer 6,400 souls Tier 4WeaponPassive +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration , Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing and Inhibitor Inhibitor 6,400 souls Tier 4ArmorPassive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing stacks landing on you. If 6,400 is too far away, Battle Vest Battle Vest 1,600 souls Tier 2ArmorPassive +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +18% Weapon Damage +7% Fire Rate at +18% Bullet Resist is the efficient Tier II step and Bullet Resilience Bullet Resilience 3,200 souls Tier 3ArmorPassive +30% Bullet Resist +3 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. Strong evidence
  • The entire 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 channel — he is immobile, facing one direction, and has no Stun to protect himself Strong evidence
  • Any fight where Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… is on cooldown; his team loses its reset button and he has no Hard CC Strong evidence
  • His 2.59s reload on a 14-round magazine, which comes up often in sustained trades Strong evidence
  • While riding 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 about +35% spirit and +20 Spirit Power for Kelvin 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
  • Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Kelvin specifically, because your projectile has travel time and their hitscan does not. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant they win every time. Strong evidence
  • Kelvin will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Strategic
  • 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 Strong evidence
  • 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 Strong evidence
  • Almost no burst — he cannot punish a positional mistake with a quick kill Strong evidence
  • 14-round magazine with a 2.59s reload means frequent dead windows in gun trades Strong evidence
  • A bishop parked in lane slides through both laners for 70 damage and a slow every few seconds Strategic
  • Your kit is built around lockdown and that is worth less on the Mid Boss than on Kelvin — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Kelvin if they contest. The payoff is worth the trip: 3,000 souls + 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Documented
  • Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… unlock — Immediately becomes the best defensive cooldown on either team and defines every objective fight Strong evidence
  • 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 tier 3 — Two extra beams within about 10m turns his main damage from single-target into a teamfight tool Strong evidence
  • 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 tier 2 — Stamina regeneration freeze makes his slows actually stick against dash-heavy heroes Strong evidence
  • Frozen Shelter Frozen Shelter 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 purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit… tier 3 — The non-ultimate debuff purge plus extra regeneration makes the dome a full reset for his whole team Strong evidence
  • Develop Queen Develop Queen 30m Range210s Cooldown Solomon summons a queen that crashes down on an area for spirit damage. Crowd Control 1.25s stun from the lines, plus a 15% slow for 1.5s (30% at Tier 2). Damage 120 spirit damage (+1.4 per Spirit) on the crash and again on the lines. Mobility The queen leaps up to 16m per move, with 5s between moves; 1 -40s cooldown 2 +15% slow, and the lines checkmate heroes below 200 health, executing them 5 +2 moves and +1 square range unlock — Adds 120-damage crashes and Stun lines that he can move twice more Strategic
  • Setup Bishop Setup Bishop 20m Range12s Cooldown Solomon places a bishop that stays where it is until he recalls it. Crowd Control A 30% slow that fades over 3s on every enemy the bishop passes through (45%… Damage 70 spirit damage on impact as it slides (+2 per Spirit), in a 2.5m radius. Mobility none for Solomon. The bishop moves up to 12m per move, with 3s between… 1 +5m move distance and +15% fading slow 2 +1 bishop, and it can be recast within 8s 5 +1 square range, and the squares reduce spirit resist by 2.5% per stack, up to 10 stacks T2 — A second bishop on the board doubles his zone and his slide damage Strategic
  • You have a window where you cannot be hit and Kelvin does damage that does not need to target you. Untargetability of the Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power kind explicitly does not stop aura-type effects, and the same logic applies to persistent fields: going untargetable inside their zone means you emerge on the other side at the same health, having spent the cooldown for nothing. The window has to be used to leave the area, not to survive standing in it. Strong evidence
  • Fights against Kelvin recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on Diviner's Kevlar Diviner's Kevlar 6,400 souls Tier 4ArmorPassive +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. 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
  • You deal Spirit Damage, so Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill is the cheaper and more reliable anti-heal against Kelvin — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence
  • Kelvin fights from the air, which is exactly what 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 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
  • 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 (spirit T4) — Buy to lock down a mobile enemy team or to peel a dive off your backline — the stamina freeze stops them dashing out. That matters here because of the air mobility from Kelvin. Documented
  • 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 (spirit T3) — Kelvin is where this lineup’s air mobility comes from. The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Documented
  • 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 (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 Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill 's reduction runs for 8 seconds from your Spirit Damage and Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing ' 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 specific error is walking into Kelvin's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Strategic
  • 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

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Sources and method for this page

Everything on this page is generated for Deadlock patch 09-29-2026 from Kelvin's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Kelvin's kit and counterplay were compiled from 5 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Solomon'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%.

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