Abilities
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.
What it is for: 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.
What it is for: 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
- Knockdown 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 (Crackshot, Malice, 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 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.
What it is for: His main damage and his single best 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.
What it is for: The most decisive defensive cooldown in this group — 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
- Defensive
- about +90 health regeneration and full protection from outside fire; grants invulnerability with respect to objectives; tier 3 also purges non-ultimate debuffs. As of the 09-16-2026 patch it scales with Spirit Power at a 0.2 ratio
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 Owl, Bullet Dance and Charged Shot 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 3: purges non-ultimate debuffs and adds about +65 health regeneration with improved spirit scaling