Patch 09-16-2026 Data researched 2026-09-21 What changed
KE Kelvin — carry frame

Kelvin

SupportControllerTank mid range hybrid damage mid-game Medium difficulty

Measured 53.7% win rate, 1.7% pick rate on patch 09-16-2026 across 38,535 matches.

Strengths

  • Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright
  • Best-in-group 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

Weaknesses

  • 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

Weapon

ice-shard rifle. Moderate fire rate with meaningful per-shot damage from a small 14-round magazine and a fairly long 2.59s reload, giving roughly 71 base DPS — respectable, but magazine-limited, so he cannot hold a target down indefinitely on gun alone.

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

Laning strengths

  • 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 that most gank attempts cannot follow, and it brings his partner out too
  • Reasonable durability plus native healing means he can hold a lane he is technically losing

Laning weaknesses

  • 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
  • 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

Power spikes

  • ult unlock: Frozen Shelter immediately becomes the best defensive cooldown on either team and defines every objective fight
  • 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

Playing against Kelvin

  • Never fight into Frozen Shelter — disengage, reset, and take the objective in the window after it expires; its cooldown is long
  • 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
  • Dive him during Arctic Beam — he is stationary and facing one direction, with no stun to stop a gap-closer like Phantom Strike or Flame Dash
  • Force fights at range where Frost Grenade'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

Bait these first

  • 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

What Kelvin does to you

  • Frozen Shelter physically blocks your ranged damage — Guided Owl, Charged Shot and Bullet Dance simply do not reach 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 Path 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

Punish windows

  • 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 2.59s 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

Hardest matchups for Kelvin

Ranked by how far below Kelvin's own baseline each pairing measures — not by raw win rate.

Ivy 49.0% -4.7 pts
Victor 49.1% -4.6 pts
Warden 50.7% -3.0 pts
Mo & Krill 52.2% -1.5 pts
Wraith 52.3% -1.4 pts
Vyper 52.4% -1.3 pts
Lash 52.9% -0.8 pts
Infernus 53.7% 0.0 pts

Best matchups for Kelvin

Same measure, other direction.

Mirage 60.6% +6.9 pts
The Doorman 58.3% +4.6 pts
Silver 58.1% +4.4 pts
Venator 58.1% +4.4 pts
Grey Talon 57.1% +3.4 pts
Holliday 57.1% +3.4 pts
Lady Geist 54.8% +1.1 pts
Billy 54.7% +1.0 pts

Every Kelvin matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Kelvin
Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 09-16-2026, researched 2026-09-21.

Difficulty rating: deadlocklabs.gg hero page lists in-game complexity as 2 of 3 stars (★★☆)