Kelvin
Ice Path Denying
Ice Path Denying | |
---|---|
Tech Type | Character Tech |
Difficulty | Universal Basics |
Character Dependent | Yes |
Inputs | Ice Path (by default 2) |
Ice Path is Kelvin’s second ability. Ice Path allows him to travel in all directions on an ice path.
By riding on the transit line and activating Ice Path, you can effectively deny the transit line for both opponents and allies. When attempting to ride on a transit line blocked by the ice path, characters will automatically exit the transit line and go back to a neutral state.
Ice Path Denying can be used to block escapes via the transit line for the opponent or to block opponents' use of the transit line when creeps push up towards you.
This tech can also grief your allies, so be careful to not deny the transit line for your team.
You can also deny Vents by covering them over with the ice path.
To execute, ride the transit line and use Ice Path
Long Ice Path
When using Ice Path, you're still allowed to teleport using the Teleporters. When travelling through the teleporter, you will generate an extremely long cross-map ice path from teleporting position to teleported position.
Usefulness depends on the teleporter set used;
- Teleporters connecting York St and Park Ave
- This can be considered the most useful one, since it goes through the mid boss arena stairs and under rune spawns.
- Teleporters behind Walkers
- This one is much less useful; this ice path does not block anything useful and only goes through slopes towards base.
To execute, use Ice Path while going through a Teleporter.