Ancient Apparition

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Ancient Apparition
Ancient Apparition.png
Dire icon.png The Dire
Strength
18 + 1.4
Agility
20 + 2.2
Intelligence
25 + 2.6
Level 1 16 25
Hit Points 492 929 1499
Mana 325 858 1391
Damage 44-54 85-95 126-136
Armor 1.8 6.7 11.88
Attacks / Second 0.7 0.91 1.12
Movement Speed 295
Sight Range 1800/1400
Attack Range 600
Missile Speed 1250
Attack Duration 0.45+0.3
Cast Duration 0.01+0.75
Base Attack Time 1.7

Ancient Appariton, also known as Kaldr, is an ice-themed Intelligence Hero. This spell-caster elemental being possess high range, great Attributes and strong semi-spammable spells. He is commonly played as a ganker or support role and due to his high Agility and an attack enhancing spell, he can be played as a Semi-Carry too. His Ultimate is one of the most devastating spells in the game as it can hit multiple units, has global range, freezes Health regeneration, and instantly kill units if low on life.

Contents

[edit] Bio

Ancient Apparition Kaldr, the Ancient Apparition
"Ice takes all."
Role: Support / Disabler
Lore: Kaldr, the Ancient Apparition, is an image projected from outside time. He springs from the cold, infinite void that both predates the universe and awaits its end. Kaldr is, Kaldr was, Kaldr shall be...and what we perceive, powerful as it appears to us, is but the faintest faded echo of the true, eternal Kaldr. Some believe that as the cosmos ages and approaches its final moments, the brightness and power of Kaldr will also intensify--that the Ancient Apparition will grow younger and stronger as eternity's end draws nigh. His grip of ice will bring all matter to a stop, his image will cast a light too terrible to behold. An Apparition no longer!
Voice: Responses

[edit] Gameplay

Ancient Apparition is considered an efficient Ganker for his very powerful abilities, despite each of them requiring precision and good timing to reach their full potential. Because his spells work very well with those of other heroes, a good ganking partner can easily ensure a kill. Kaldr is also a good Support because of his Chilling Touch ability, which gives a large amount of bonus magic damage to his teammates' attacks, but more importantly for his Ice Vortex, which slows and helps him and his team deal more damage. He can also be an Initiator by using his ultimate, but to do so effectively requires more strategy and coordination with your team.

Ancient Apparition is recommended for Intermediate/Advanced players because he requires large amounts of map knowledge to maximize the use of his ultimate, but also to avoid getting ganked because he doesn't have any true escape mechanism. Because his abilities are most powerful when cast in succession, pulling off quick ability combos is very helpful. Consequently, he requires lots of mana management because casting all of his spells in combination can consume a lot of mana, which can leave you unable to cast any more spells until you replenish.

Ancient Apparition can solo mid effectively because of his quick lane dominance through harassing and denying, but side-laning is also viable, especially with a partner who can disable. He shines most during the Early & Mid Game-Phase because his abilities are naturally strong while he is laning. Ancient Apparition also does not require as many items as other heroes. He is good with just his abilities and therefore doesn't need to farm. Even the most basic items are all that this hero needs. Because of his mana issues, a few good mana-regen items could help. Despite how good he is early on, he isn't necessarily less so during the late game. In fact, because of his supportive nature, he can be extremely helpful during later teamfights.

[edit] Abilities

Cold Feet
Blocked by Magic Immunity. Blocked by Linken's Sphere.
Q
C
Cold Feet icon.png
Ability Affects Damage
Target Unit Enemy Units Magical
Places a frozen hex on an enemy unit that deals damage over time, but can be dispelled by moving away from the initial cast point. If the enemy unit doesn't move out of the given range, it will be stunned and frozen in place after 4 seconds.
Range: 700
Duration: 4
Damage Over Time: 37.5/50/62.5/75
Stun Duration: 1.25/2/2.75/3.5
Break Distance: 740
Cooldown 15/13/11/9 Mana 150
Kaldr's presence draws those around him into a frozen void, threatening to lock them in an icy prison for eternity.

Notes:

  • Deals 37.5/50/62.5/75 magic damage at 0.8, 1.6, 2.5, 3.4 seconds
  • Effect ends when the unit either dies, walks 740 distance from the mark or has the debuff removed.

Ice Vortex
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
W
E
Ice Vortex icon.png
Ability Affects
Target Point Enemy Units
Creates a vortex of icy energy that slows movement speed and increases magic damage done in its range. Lasts 12 seconds.
Range: 1500
Radius: 275
Movement Speed Slow: 18%/22%/26%/30%
Magic Resistance Reduction: 10%/15%/20%/25%
Cooldown 6 Mana 80/90/100/110
Frozen, caustic winds are at the whim of Kaldr, chilling the field of battle.

Notes:

  • New units are checked for every 0.1 seconds.
  • Does not affect Forged Spirit, Familiar, Stone Form

Chilling Touch
E
G
Chilling Touch icon.png
Ability Affects
Target Unit Allied Heroes
A frigid gust enchants allied heroes, granting them bonus magical damage for a given number of physical attacks, while slowing their attack speed slightly. The bonus damage only activates for attacks against enemy heroes. Lasts 40 seconds.
Range: 800
Radius: 450
Duration: 2/3/4/5 attacks or 40 seconds
Bonus Magical Damage: 40/50/60/70
Attack Speed Reduction: 15%
Cooldown 50/46/42/38 Mana 140
The Ancient Apparition's eternal knowledge brings a frigid enchantment to his allies.

Notes:

  • Extra damage is its own instance of damage as opposed to added to the attack.
  • If an attack is interrupted before dealing damage the count of attacks is not lowered.
  • Bonus damage only works on attacks against heroes.
  • Castable attack modifiers (Drow Ranger's Frost Arrows, Viper's Poison Attack,...) will not trigger the bonus damage if it is cast (point & click) instead of used via auto-cast.

Ice Blast
Blocked by Magic Immunity. Not blocked by Linken's Sphere.
R
T
Ice Blast icon.png
Ability Affects Damage
Target Point Enemy Units Magical
An explosive ball of icy hail that can be used to strike targets anywhere on the map. On first use, Kaldr launches a tracer towards the targeted location. The second use marks the current location of the blast, upon which the actual projectile is launched - the greater the distance, the larger the radius affected. It deals damage to enemy units and applies a frostbite curse to units in and around the area that prevents regeneration or healing. Frostbitten units will take minor damage over time; if the units drop below a certain percentage of HP, they'll instantly shatter.
Range: Global
Radius: See notes
Frostbite Duration: 8/9/10
Frostbite Damage: 12.5/20/32
HP for Kill: 10%/11%/12%
Damage: 250/350/450
Cooldown 45 Mana 100/125/150
Ice storms from ages past flow through Kaldr's frosty limbs, crashing into the world and turning its inhabitants into monuments to his eternal power.

Notes:

  • The radius for the damage is 225+50*TimeTraveled capped at 1000, The radius for HP freeze is 275 along the path of the second projectile and upon the final strike area.
  • First projectile has a 1500 movement speed, stops when the caster dies or casts the second part of the skill
  • First projectile clears fog in a 500 radius circle at it's end.
  • Kill will be granted to the source of the damage that triggers the shatter.
  • Fatal damage is 100000000 physical and clears all debuffs prior damaging.
  • The instant kill does not work on Illusions or Meepo clones.
  • HP freeze prevents most kinds of healing including those from skills or items. Morphling can still gain health by using Morph.
  • The frozen buff can be purged, and the shatter damage will not kill you if you are affected by Shallow Grave.

[edit] Recommended Items

Explanation:
Placeholder

[edit] Tips

  • Use Cold Feet to harass in the early game.
  • Ice Vortex can be used to slow enemies when chasing or being chased, as well as reduce their resistance.
  • Ice Blast is a multi-purpose spell that can be cast to anywhere on the map. Use it to aid your allies in ganks, initiate team battles, slow down escaping enemies, finish off low-HP heroes, and clear large creep waves.
  • Ancient Apparition can solo mid in the early game. You want to start ganking as soon as possible and Ancient Apparition has all the necessary tools to control his lane.
  • As a ganker hero, Ancient Apparition synergies very well with any other ganker heroes.
  • All of Ancient Apparition's spells have incredible range. Try to avoid close combat in less-than-ideal conditions.
  • You don't have an escape mechanism, so having vision of your opponents is crucial for you to survive. Ask your teammates to ward or do it yourself whenever it's possible.
  • Later in game, try to pair up with high DPS heroes and stuns in order to decimate enemies.

[edit] Update History

February 17, 2012 Patch

  • Fixed Ice Blast's secondary ability not firing off when you die.

November 17, 2011 Patch

  • Fixed the location from which Ice Blast fires.
  • Fixed Level 3 Cold Feet doing 1 too much damage.
  • Fixed Chilling Touch interaction with Repel/Purge.

November 04, 2011 Patch

  • Issues with items that used the negative health regen - this fixes the interaction of Ancient Apparition with Armlet.

October 27, 2011 Patch

  • Fixed a recent bug with Ice Blast trail debuff happening a little too early.
  • Fixed a bug with Chilling Touch attack speed reduction display.

October 20, 2011 Patch

  • Fixed a recent bug that caused the Ice Blast trail debuff to not get applied to heroes.

September 29, 2011 Patch

September 23, 2011 Patch

  • Rocket Flare and Iceblast should now behave correctly when they are cast while queueing commands.

September 09, 2011 Patch

  • Fixed Ice Vortex debuff lasting a little too long on enemies that leave the area.

August 05, 2011 Patch

  • Fixed broken AA tooltips.

August 04, 2011 Patch

  • Removed death effect blood from AA.
  • Added quick death effect to AA.
  • death anim for Ancient Appa.

July 29, 2011 Patch

  • Ice Blast spells now shows up for spectators.

July 22, 2011 Patch

  • Fixed Ice Blast's projectile not showing up on the minimap.

July 16, 2011 Patch

  • Fixed Cold Feet purgability.

June 28, 2011 Patch

  • Changed how Ice Blast secondary projectile works visually. It now calculates it's intended target for the explosion time rather than waiting on a message from the server. This allows it to be accurate regardless of latency.
  • Ice Blast wont shatter units that are attack immune.
  • Fixed Ice Blast release cast point to be 0.0f.
  • Fixed Ice Vortex's magic damage amp not working.
  • Fixed Ice Vortex affecting ancients.
  • Fixed losing the debuff when moving between two patches of ice vortex. Also made the debuff not purgable.
  • Fixed Chilling Touch affecting friendly illusions, also fixed it so attacking illusions wont consume a charge nor do the extra damage.
  • Fixed Ice Blast affecting illusions.

June 17, 2011 Patch

  • New Hero: Ancient Apparition.

[edit] Ability Change Log

6.72

  • Armor reduced from 4 to 2.


[edit] See also

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