Lane
5k≈ 6–9 min
4%Headshot Booster800
18%Enchanter's Emblem1,600
8%Extra Spirit800
18%ActiveCold Front1,600




Freezes enemies in their tracks
Timely heals and splitting a teamfight properly is the difference between an easy victory or a ruinous defeat. Gliding around slowing enemies gives Kelvin's team the maneuvering advantage to make this happen.
4%Headshot Booster800
18%Enchanter's Emblem1,600
8%Extra Spirit800
18%ActiveCold Front1,600



12%Mystic Shot1,600
21%ActiveAlchemical Fire3,200
6%Extra Health800
Upgrade17%Improved Spirit1,600
17%Mystic Vulnerability1,600



10%Spirit Shredder1,600
17%Bullet Resilience3,200
3%Extra Charge800
17%Superior Duration3,200



Upgrade8%Spirit Rend3,200
35%ActiveInfuser6,400
8%ActiveSpirit Sap1,600
Upgrade13%Rapid Recharge3,200
Upgrade30%Escalating Exposure6,400



2%Opening Rounds1,600
12%ActiveCold Front1,600
11%Suppressor1,600
16%Torment Pulse3,200
Upgrade24%Boundless Spirit6,400
Upgrade21%ActiveFocus Lens6,400



Each phase lists what to buy since the previous one; the % on a card is how much of the build's score you lose without it. Lit pips under an ability are its upgrade tiers (green: new in this phase). Hover anything for details.
For each net worth, the optimiser searches items and ability upgrades that maximise the score: damage per second against the reference enemy × effective health^weight, averaged over short, standard and long fights, each both fresh and mid-match (long cooldowns still recovering from the previous fight). Each checkpoint starts from the previous one's items, so the builds read as a path.
Gun, spirit and hybrid differ only in where the offensive souls go. The fight assumptions (accuracy, distance, the target…) are on the Data page and adjustable in the simulator.

Throw a grenade that explodes in a cloud of freezing ice that
heals allies and applies
spirit damage and move speed reduction to enemies.
• Thrown at the duelled target (both charges are used, CooldownBetweenCharge apart).
• The heal is for allies inside the cloud: Kelvin throws it at the enemy, so it is not scored. The slow and T2 stamina freeze are not scored.
Values are base values with their scaling; the simulator shows them at a chosen net worth and build.
Boons come with net worth; gun DPS is every bullet hitting at close range, no headshots. Items and investment bonuses come on top (see builds).
35 boons in all, the last at 49.2k souls.
| Souls | Weapon dmg | Base health | Spirit |
|---|---|---|---|
| 800 | +9% | +9% | +7 |
| 1.6k | +12% | +12% | +11 |
| 2.4k | +15% | +15% | +15 |
| 3.2k | +18% | +20% | +19 |
| 4.8k | +46% | +38% | +38 |
| 6.4k | +54% | +42% | +45 |
| 8k | +62% | +46% | +52 |
| 11.2k | +74% | +50% | +59 |
| 16k | +86% | +54% | +66 |
| 22.4k | +100% | +60% | +75 |
| 28.8k | +115% | +66% | +100 |
Souls spent in a category (each owned item's full price) unlock the highest tier reached. The biggest step is at 4.8k; after it each tier adds less per soul (weapon: +17.5% per 1k souls up to it, +5% per 1k to the next), so piling souls into one category has diminishing returns. Builds and tier lists include it.