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Stats updated 2 hours ago, patch 09-29
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Build ID

917267

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All ranksEmissary+Phantom+Eternus
Win rate
Matches
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All ranksEmissary+Phantom+Eternus
Win rate
—
Matches
—
Players
—
Meta match
12/15

Fewer than 5 tracked matches with this build (Eternus, last 30 days). Missing from the meta: Improved Spirit, Sprint Boots, Enchanter's Emblem.

Heroes / Kelvin / Build

WELCOME TO THE HIMALAYAS! - Frontline Healer

UpdatedNotes on 30 of 4242 itemsVersion 4Updated 10/22/2026

Brawly AOE healer, virtually guaranteed to have most healing at the end of the game. Based on Cirno's Healnade.

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Phases come from when Kelvin's players usually buy each item (Eternus).

Lane
0 to 10 min
  • Extra Regen

    This can be before or after Extra Charge, depending on how you want to approach your lane.

    ~4 min
  • Extra Charge
    ~5 min
  • Extra Stamina

    Good for kiting, also helps get you get you to vitality spike.

    ~7 min
  • Trophy Collector

    Get early if your lane is going really well/really bad

    ~8 min
  • Extra Spirit

    Gets you to spirit spike, also builds into Boundless later on.

    ~9 min
Mid game
10 to 20 min
  • Torment Pulse

    Consistent, reliable damage. Great when you need to do damage, even better paired with Radiant Regen.

    ~11 min
  • Healing Booster
    ~12 min
Late game
20 min +
  • Compress Cooldown

    You can also forego this and buy flex items, but this is a great general option.

    ~20 min
  • Heroic Aura

    If you want more gun after this, Recharging Rush or Opening Rounds can be ok, though I wouldn't invest beyond gun spike.

    ~20 min
Situational
Not in most games
  • Healing Nova

    SO good for sustaining your team. Also allows your nades to be used more aggressively while still letting you have a guaranteed AOE heal.

  • Stamina Mastery

    Lets you kite easier for your nade CD. If nobody's shooting at you this can also be Arcane Surge.

Enduring Speed
~13 min
  • Healbane

    If the enemy team has 2+ healing heroes or several people are buying healing items, pick this up. Otherwise you can skip it.

    ~13 min
  • Healing Rite

    Can get earlier if need be, otherwise this completes your vitality spike.

    ~13 min
  • Radiant Regeneration

    This plus Torment Pluse is a great way to pivot into sustained damage late game. Make sure to get Transcendent Cooldown if going for this combo.

    ~14 min
  • Mystic Expansion
    ~17 min
  • Rapid Recharge
    ~17 min
  • Mystic Vulnerability

    (So you don't have to find it outside of the build when going Escalating Exposure)

    ~18 min
  • Knockdown

    Bonk.

    ~18 min
  • Tankbuster

    Generic, highly applicable, low cost option for extra damage.

    ~20 min
  • Reactive Barrier
    ~21 min
  • Mystic Reverb

    Kind of like Torment Pulse and Radiant Regen rolled into one slot. Gives you sustain and damage in one package, though probably worse than the combination of the other two.

    ~22 min
  • Escalating Exposure

    If they've itemized heavily into anti-heal and/or your team needs more sustained damage, this item will keep you relevant (remember to go T3 beam before dome if picking this up)

    ~23 min
  • Superior Cooldown

    Can sit on Compress Cooldown if you don't find yourself needing more beams/domes (or be skipped entirely if buying flex items)

    ~23 min
  • Divine Barrier

    Required into Pocket, since he turns off your healing. Otherwise, still a good option for hard supporting.

    ~25 min
  • Superior Duration

    Gives you extra mobility (Ice Path) and sustain (Dome).

    ~25 min
  • Boundless Spirit

    Buffs everything, needed on any spirit hero in the game.

    ~26 min
  • Greater Expansion

    Gets you a bigger dome and a longer beam. Sometimes you actually prefer a smaller dome, so you can occasionally skip this.

    ~26 min
  • Debuff Reducer
    ~27 min
  • Spirit Resilience
    ~27 min
  • Cursed Relic

    If they've got a hypercarry, especially without Unstoppable, just buy this and make their life miserable. Pairs nicely with Superior Duration.

    ~30 min
  • Unstoppable
    ~32 min
  • Plated Armor
    ~33 min
  • Transcendent Cooldown

    Becomes worth it with 3+ items benefiting from it, or if you're full slotted and have extra souls since more Healing Novas and Heroic Auras are always good.

    ~33 min
  • Silence Wave
  • Disarming Hex
  • Bullet Resilience

    Has a niche in being better against sustained damage than Metal Skin at half the price of Juggernaut and Plated Armor. Most games, I'd just get one of those two though.

  • Metal Skin

    Only truly exceptional at denying Haze ult and into HEAVY gun teams. Otherwise I'd spring for the 6.4k anti-armor options.

  • Indomitable

    Better than Unstoppable, unless you're fighting 2-3+ giant AOE CC ults (Dynamo, Violet, Solomon, etc.)

  • Scourge

    I'm personally not a fan of this item but it is undoubtably powerful, and probably better than Spellbreaker at being a T4 spirit armor item.

  • Healing Tempo

    If your gun carry (or someone else who benefits from attack speed) is beating the fuck out of everyone you can get this after you finish your early items. Otherwise its not a priority.

  • Juggernaut

    Generally better than Plated Armor. Can go both.