Never fight into Frozen ShelterFrozen Shelter8m Range5s Duration190s CooldownFreezes the air around himself or a targeted hero, raising an impenetrable dome.Crowd Controlheavy slow on enemies caught inside;Defensiveabout +90 health regeneration and full protection from outside fire;1-30s cooldown (190s base)2enemies inside also fire 20% slower5purges non-ultimate debuffs and adds about +75 health regeneration with improved spirit… — disengage, reset, and take the objective in the window after it expires; its cooldown is long
Apply anti-heal (NapalmNapalm20m Range25s CooldownSprays 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 Controlmovement slow on everyone hitDamageabout 40 spirit at base plus the napalm coating over time (deadlock.one)Mobilitynone directly, though the slow effectively closes distance1+20% lifesteal2applies about +17% Damage Taken and -33% Healing to affected targets tier 3, DecayDecay3,200 soulsTier 3TechPress+30sCooldown+12sDuration+0.1sCast Delay+8Spirit Power-55%Incoming Healing+65Bonus Health, Cursed RelicCursed Relic6,400 soulsTier 4TechPress+55sCooldown+3.25sDuration+0.1sCast 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
Dive him during Arctic BeamArctic Beam5s Duration28s CooldownChannels 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 Controlramping movement speed and fire rate reduction;Damageabout 45 damage per second at base;Mobilitynone — it constrains his own movement while he holds it1about -20% fire rate and move speed on targets2about +20 DPS with improved spirit scaling5about -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 StrikePhantom Strike6,400 soulsTier 4ArmorPress+35sCooldown+0.35sCast Delay+8Spirit Power+15%Weapon Damage+40%Move Speed+3sSlow Duration or Flame DashFlame Dash3s Duration38s CooldownDashes forward with slow resistance, leaving a burning trail behind that damages anyone standing in it.Damageabout 30 damage per second from the trail;Mobilitya substantial forward dash, extendable by holding forwardDefensiveslow resistance during the dash makes it reliable as an escape even into…1-12s cooldown2+1.0s trail duration and about +20 damage per second52 ability charges with about a 14s recharge
Force fights at range where Frost GrenadeFrost Grenade30s CooldownLobs a grenade that bursts into a freezing cloud, healing allies caught in it while dealing spirit damage and cutting enemy movement speed.Crowd Controlmovement slow on enemies;Damageabout 60 spirit at base, with a matching heal of about 60;Defensivethe primary heal in his kit outside the ultimate, and the stamina freeze…1+30 damage and +30 heal2about -10s cooldown and freezes enemy stamina regeneration5+2m radius with improved spirit scaling's arc is easy to walk out of and his 14-round magazine runs dry
Punish him hard whenever Frozen Shelter is down, since he has zero Hard CC and no way to physically stop a commit
Spend your dash before the Frost Grenade lands, not after, because the tier-2 stamina freeze stops it coming back
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
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
Frost Grenade tier 2 freezes your stamina regeneration, so your dashes do not come back and you cannot kite out of the slow
Ice PathIce Path8s Duration50s CooldownLays 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.Mobilitysubstantial — fast movement along the path plus access to elevation nothing…Defensive60% slow resistance while active makes it very hard to kite him off the…1about +2 m/s move speed and +35% bullet resist for Kelvin2-25s cooldown5about +35% spirit and +20 Spirit Power for Kelvin lets his whole team arrive on a rooftop or flank angle you did not cover
A dome dropped on an objective stalls your entire push for its duration, and there is no way to break it
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
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
Ice Path third — bait it as an escape, since without it he is a slow hero with no way to disengage from a dive
Do not bother baiting Arctic Beam; it has a short enough cooldown and he wants to use it anyway. Punish the channel instead
The entire Arctic Beam channel — he is immobile, facing one direction, and has no Stun to protect himself
Any fight where Frozen Shelter is on cooldown; his team loses its reset button and he has no Hard CC
His 2.58s reload on a 14-round magazine, which comes up often in sustained trades
While riding Ice Path he moves in a straight, predictable, un-strafing line and can be knocked off it
Immediately after the dome expires — his team is bunched together in a known location with the ultimate on a long cooldown
If Frozen Shelter traps you inside with his team, Ethereal ShiftEthereal Shift6,400 soulsTier 4TechInstantCast+37sCooldown+4sDuration+5sBuff Duration+30%Spirit Resist+20Spirit Power lets you sit out the dangerous part of the dome untouched. (Deadlock Item Builder, Guides Factory)
Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright
Team sustain between Frost Grenade healing and the dome's regeneration
Arctic Beam's fire rate reduction is a direct, scarce counter to gun carries
Ice Path gives his whole team map mobility and access to angles nothing else reaches
Weak to
No Hard CC at all — every one of his control effects is a slow or a debuff, not a Stun
Very low burst; he cannot close out a kill without help
Arctic Beam requires him to stand still and face one direction
Frozen Shelter has a long cooldown, and a team that disengages rather than fighting it wastes the entire ultimate
In lane, good at
Frost Grenade heals his lane partner and chips the enemy in one throw, which wins attrition lanes outright
Arctic Beam clears waves quickly and pressures the enemy guardian
Ice Path is a lane escape, and it brings his partner out too
Reasonable durability plus native healing means he can hold a lane he is technically losing
In lane, weak to
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
Arctic Beam pins him in place, so committing to the beam against a diver is dangerous
His slows are soft CC only — he has no Stun, so a determined dive is not actually stopped, only inconvenienced
Frozen Shelter unlock — Immediately gives his team a defensive cooldown for objective fights
Arctic Beam tier 3 — Two extra beams within about 10m turns his main damage from single-target into a teamfight tool
Frost Grenade tier 2 — Stamina regeneration freeze makes his slows actually stick against dash-heavy heroes
Frozen Shelter tier 3 — The non-ultimate debuff purge plus extra regeneration makes the dome a full reset for his whole team
Ice-Shard Rifle
Medium RangeHeavy HitterProjectile
70.9DPS
Falloff Range 20m → 58m
Moderate fire rate with meaningful per-shot damage from a small 14-round magazine and a fairly long 2.58s reload, giving roughly 71 base DPS — respectable, but magazine-limited, so he cannot hold a target down indefinitely on gun alone.
18.60Bullet Damage
1Pellets per Shot
3.81Bullets per sec
14Ammo
2.58sReload Time
160m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
880Health
1Health Regen
6.70m/sMove Speed
1.10m/sSprint Speed
3Stamina
5.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Kelvin wins most with, against what their two win rates would predict.
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)62.8% together+6.5% above expected
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)60.3% together+5.3% above expected
Rat KingRat KingBruiserSupportClose rangeBullet damageMakes his whole team's guns better: stacking bullet-resist shred from Rat SwarmDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healinglow (1/3)59.8% together+5.2% above expected
AbramsAbramsBruiserTankClose rangeHybrid damageHeals himself through Siphon Life and Infernal Resilience's regenerationDurabilityvery high (3/3)Burstlow (1/3)Mobilitylow (1/3)Healingvery high (3/3)59.3% together+5.2% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)59.3% together+4.5% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)59.4% together+4.0% above expected
Kelvin wins 55.3% of games overall.
Who counters Kelvin and who Kelvin counters: all 43 opponents, from Kelvin's hardest to easiest, with how far each sits from that average. Kelvin strugglesKelvin does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Kelvin in particular: Haze (Kelvin wins 50.6%) and Seven (Kelvin wins 49.0%).
Pick an ability to see what it does and how to play around it.
Frost Grenade
Ability 1 · Thrown AoE That Heals Allies and Damages Enemies
Lobs a grenade that bursts into a freezing cloud, healing allies caught in it while dealing Spirit Damage and cutting enemy movement speed.
Purpose: His lane sustain and his poke in a single button — it tops up a teammate and chips the enemy from the same throw.
Damage
About 60 spirit at base, with a matching heal of about 60; tier 1 adds +30 to both (deadlock.one, metabot.gg)
Crowd control
Movement slow on enemies; tier 2 additionally freezes stamina regeneration
Defensive
The primary heal in his kit outside the ultimate, and the stamina freeze denies a chaser's dashes
How to play against it
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 clears the slow and the stamina freeze together
Deny the heal value by forcing the fight away from his allies; a grenade that only damages is half an ability
Interactions
Heals allies and damages enemies simultaneously, so a grenade into a contested chokepoint swings the trade twice
Tier 2's stamina regeneration freeze is the real anti-mobility tool — it stops dash-based escapes from refreshing
The slow is what makes Arctic Beam land, since the beam is a sustained frontal cone
Clears creep waves and sustains the lane at the same time, which is why he is a strong duo-lane partner
Upgrade tiers
Tier 1: +30 damage and +30 heal
Tier 2: about -10s cooldown and freezes enemy stamina regeneration
Tier 3: +2m radius with improved spirit scaling
Ice Path
Ability 2 · Self-Built Traversal Path with Slow Resist
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.
Purpose: Rotation, escape and vertical access — it turns unreachable rooftops and shortcuts into routes for his whole team.
Mobility
Substantial — fast movement along the path plus access to elevation nothing else in his kit reaches
Defensive
60% slow resistance while active makes it very hard to kite him off the path; tier 1 adds about +35% Bullet Resist for Kelvin
How to play against it
He is a large, predictable, un-strafing target while riding the path — lead your shots and punish the straight line
KnockdownKnockdown3,200 soulsTier 3TechPress+35sCooldown+0.1sCast Delay+2sStun Delay+0.5sStun Duration+75Bonus 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
Because he has 60% slow resistance during it, a slow is a wasted cooldown here — use Hard CC or burst instead
Interactions
Allies can ride it too, so it is a team rotation tool, not just a personal escape
60% slow resistance specifically counters kiting slows (CrackshotCrackshot20s CooldownHer headshots deal bonus damage and apply a fading movement speed penalty.Crowd Controla fading movement speed penalty;Damageabout 55 bonus damage at base;Defensivethe slow is a kiting tool against a chasing bruiser1about -20% additional fading move speed penalty2about +49.5 damage and -6% Bullet Resist on the target for 5 seconds5about -6s cooldown on hero headshots and -3s on NPC headshots, MaliceMalice6s CooldownSpends more of her own health to fire blood shards that each apply a stack of Malice.Crowd Controlstacking movement slow that decays over timeDamageabout 23 per shard at base spirit power;Defensivethe slow helps her disengage, but the health cost partly offsets that1-3s cooldown2about +25.2 damage and +4 blood shards5about +8% additional damage amplification, Napalm) while he is escaping
Tier 1's Bullet Resist makes riding it through open ground genuinely survivable
Frequently used to reach a high position from which to place Frozen Shelter onto a fight below
Upgrade tiers
Tier 1: about +2 m/s move speed and +35% Bullet Resist for Kelvin
Tier 2: -25s cooldown
Tier 3: about +35% spirit and +20 Spirit Power for Kelvin
Arctic Beam
Ability 3 · Sustained Frontal Beam with Ramping Debuff
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.
Purpose: His main damage and an anti-carry tool — holding the beam on an enemy carry strips their fire rate, which is a direct subtraction from their DPS.
Damage
About 45 damage per second at base; tier 2 adds about +20 DPS (deadlock.one, metabot.gg)
Crowd control
Ramping movement speed and fire rate reduction; tier 1 deepens both by about 20%
Mobility
None — it constrains his own movement while he holds it
Defensive
The fire rate reduction is defensive by subtraction: an enemy shooting 20% slower kills his team 20% slower
How to play against it
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
Stay more than about 10m from your teammates to deny the tier-3 split beams
Interactions
The debuff ramps with sustained contact, so the beam rewards landing Frost Grenade first to hold the target still
Tier 3 fires two additional beams at targets within about 10m, turning it from single-target into a genuine teamfight tool
Fire rate reduction is one of the scarcer debuffs in the game and is disproportionately strong against SMG carries like Haze and Infernus
He is relatively exposed while beaming, so it wants to be used from inside Frozen Shelter or from an Ice Path elevation
Upgrade tiers
Tier 1: about -20% fire rate and move speed on targets
Tier 2: about +20 DPS with improved spirit scaling
Tier 3: about -13s cooldown and fires 2 additional beams at targets within 10m
Frozen Shelter
Ultimate · Placed Impenetrable Dome with Regeneration
Freezes the air around himself or a targeted hero, raising an impenetrable dome. Allies inside regenerate rapidly and enemies inside are slowed.
Purpose: A defensive cooldown — it physically removes a fight from the map for its duration, healing his team and denying every ranged threat outside it.
Crowd control
Heavy slow on enemies caught inside; tier 2 also cuts their fire rate by 20%
Defensive
About +90 health regeneration and full protection from outside fire; grants invulnerability with respect to objectives; tier 3 also purges non-ultimate debuffs.
How to play against it
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 tier 3, Decay, Cursed Relic) applied BEFORE the dome goes up substantially reduces the regeneration payoff, but note tier 3 purges non-ultimate debuffs
The counter is tempo: back off, reset, and force the next fight in the window after the ultimate's long cooldown starts
Interactions
It can be cast on an ally, not just on himself — it saves a diving teammate or seals a carry safely mid-fight
It blocks projectiles from outside, which is a hard counter to any ranged burst ultimate: Guided OwlGuided Owl125s CooldownAfter a short cast, Grey Talon takes control of a spirit owl and flies it across the map;Crowd Controlarea stun on detonationDamageabout 230 at base spirit power (deadlock.one)Mobilitynone for Grey Talon — in fact he is locked in place1+85 damage2-40s cooldown5instantly kills enemies below about 22% health and grants permanent Spirit Power per…, Bullet DanceBullet Dance3.5s Duration165s CooldownEnters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added bullet damage.Damageadded bullet damage on top of her weapon;Mobilitytier 2 adds about +3 m/s move speed and +10% fire rate during the channelDefensivetier 3 grants 40% evasion, which is a substantial survivability window…1+10% fire rate and about +3 m/s movement speed240% evasion and about -65s cooldown and Charged ShotCharged Shot17s CooldownDraws back a heavy shot that can be held at full charge and pierces straight through everything it hits.Damageabout 80 at base spirit power, +54 at tier 2 (deadlock.one, metabot.gg)1+54 damage and -2s charge delay2the shot bounces once off a wall (it cannot hit the same target twice), plus improved… all stop at the wall
Tier 3's non-ultimate debuff purge cleanses slows, curses and burns from everyone inside
Dropped on an objective it can stall a push for its full duration; it is as much an objective tool as a fight tool
Upgrade tiers
Tier 1: -30s cooldown (190s base)
Tier 2: enemies inside also fire 20% slower
Tier 3: purges non-ultimate debuffs and adds about +75 health regeneration with improved spirit scaling
Patch history for these abilities (1)
Frozen Shelter As of the 09-16-2026 patch it scales with Spirit Power at a 0.2 ratio.
Values were last changed in patch 10-30-2026.
Kelvin's win rate by game length
Kelvin gets stronger the longer the game goes: 50.1% in games under 25 minutes (#19 of 44), 54.4% in games past 40 (#4 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch the long games are where Kelvin pulls ahead of other heroes.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
48.0%
−7.3%
870
15–20
47.4%
−7.9%
1,647
20–25
51.5%
−3.8%
4,821
25–30
56.1%
+0.8%
16,465
30–35
56.4%
+1.1%
35,530
35–40
56.0%
+0.7%
39,370
40–45
54.7%
−0.6%
25,412
45–50
54.7%
−0.6%
12,456
50–55
54.1%
−1.2%
5,562
55–60
53.5%
−1.8%
2,043
60+
49.7%
−5.6%
964
"vs usual" is against Kelvin's 55.3% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Kelvin won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: deadlocklabs.gg hero page lists in-game complexity as 2 of 3 stars (★★☆)