"AA" redirects here. For the professional player, see
ARS-ART.
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The Dire
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 18 + 1.4
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 20 + 2.2
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 25 + 2.6
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| Level
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1
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16
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25
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| Hit Points |
492 |
929 |
1499
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| Mana |
325 |
858 |
1391
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| Damage |
44-54 |
85-95 |
126-136
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| Armor |
1.8 |
6.7 |
11.88
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| Attacks / Second |
0.7 |
0.91 |
1.12
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| Movement Speed |
295
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| Turn Rate |
0.6
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| Sight Range |
1800/1400
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| Attack Range |
600
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| Missile Speed |
1250
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| Attack Duration |
0.45+0.3
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| Cast Duration |
0.01+0.75
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| Base Attack Time |
1.7
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Kaldr the Ancient Apparition is a ranged intelligence hero. This spell-caster elemental being possesses 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.
Kaldr, the Ancient Apparition
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| Play "One day, ice will cover these lands, and it will be as if this war never happened."
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| Role: |
Support / Disabler
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| 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!
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| Voice: |
John Patrick Lowrie (Responses)
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[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
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| Ability
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Affects
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Damage
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| Target Unit
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Enemy Units
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Magical
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| 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.
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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
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15/13/11/9
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150
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Initial debuff can be purged; the stun cannot.
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| Kaldr's presence draws those around him into a frozen void, threatening to lock them in an icy prison for eternity.
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Notes:
- Deals 37.5/50/62.5/75 magic damage at 0.8, 1.6, 2.5, 3.4 seconds (Total Damage: 150, 200, 250, 300)
- Effect ends when the unit either dies, walks 740 distance from the mark or has the debuff removed.
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| Ice Vortex
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| Ability
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Affects
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| Target Point
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Enemy Units
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| Creates a vortex of icy energy that slows movement speed and increases magic damage done in its range. Lasts 12 seconds.
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Range: 1500 Radius: 275 Movement Speed Slow: 18%/22%/26%/30% Magic Resistance Reduction: 10%/15%/20%/25%
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6
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80/90/100/110
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| Frozen, caustic winds are at the whim of Kaldr, chilling the field of battle.
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Notes:
- New units are checked for every 0.1 seconds.
- Does not affect Forged Spirit, Familiar, Stone Form
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Chilling Touch E G
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| Ability
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Affects
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| Target Unit
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Allied Heroes
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| A frigid gust enchants allied heroes, granting them bonus magical damage for a given number of physical attacks, while slowing their attack speed slightly. Lasts 30 seconds.
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Range: 800 Radius: 525 Duration: 3/4/5/6 attacks or 30 seconds Bonus Magical Damage: 50/60/70/80 Attack Speed Reduction: 15%
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50/46/42/38
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110/120/130/140
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| The Ancient Apparition's eternal knowledge brings a frigid enchantment to his allies.
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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.
- 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.
- Bonus damage is only triggered on enemy creeps, enemy heroes, and neutral creeps. Bonus damage does not affect enemy structures.
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| Ice Blast
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| Ability
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Affects
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Damage
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| Target Point
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Enemy Units
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Magical
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| 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 hitpoints, they'll instantly shatter.
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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
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45
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100/125/150
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| 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.
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Notes:
- The radius for the damage is 225+50*DistanceFromAA 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 its end.
- Kill will be granted to the source of the damage that triggers the shatter, enemies may also deny themselves via self-damage this way.
- Fatal damage is 100000000 physical and clears all buffs prior damaging.
- The instant kill does not work on Illusions or Meepo clones.
- HP freeze prevents all kinds of healing including those from skills or items.
- The frozen buff can be purged, and the shatter damage will not kill you if you are affected by Shallow Grave.
- Total damage : 350/530/770
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[edit] Recommended items
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Recommended Items |
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| | Starting | | | | Early-game | | | | Core | | | | Situational | |
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Explanation:
Starting items:
- Three Iron Branches are cheap and give good stats.
- Clarities are needed because Ancient Apparition is very mana dependent in the early game. These potions will make spamming Cold Feet easier.
- Two Tangos and a Healing Salve grant good health regeneration, which is very important for a fragile Hero.
Early game:
- Urn of Shadows gives some Strength, a necessary attribute for Ancient Apparition, and good mana regeneration. Its ability will make ganking easier, but it can also be used to heal teammates.
- Magic Wand helps with both your health regeneration and mana regeneration.
- Boots of Speed are needed because of the speed bonus.
Core items:
- Power Treads will give you more attack speed and health/mana. Because of the good bonus and lack of attribute, they're usually kept into Strength most of the time.
- Eul's Scepter of Divinity gives plenty of mana regeneration, some mana and some movement speed. You can activate its ability on an enemy after casting Cold Feet and the opposing Hero will be stunned and frozen most of the times.
- Mekansm is a great utility item which will make you much harder to kill. Use its ability to heal you and nearby friendly Heroes at the cost of some mana, while applying buffs at the same time.
- Observer Ward is an item that you should always buy, if you can. You're a support, so it's your job to place Wards.
Situational items:
- Scythe of Vyse is a great item that gives good stats and mana regeneration. Its ability has a relative low cooldown, an affordable mana cost and can be used to completely disable an enemy. However, it isn't cheap.
- Rod of Atos grants a lot of intelligence and HP. It makes you less fragile and able to spam your spells without worrying too much. Its ability can be used with your Cold Feet and Ice Vortex to completely slow down enemy Heroes.
- Force Staff is an extremely useful item which can be picked up as an escape mechanism or a chasing item. It can be used to help teammates as well.
- Eye of Skadi gives great stats, and the passive ability is useful in conjuction with your Cold Feet. It's also a good item in teamfights, since you can slow enemies and let your teammates chase them.
- Linken's Sphere is a good counter to teams with skills that could leave you stunned or disabled for a long time. Overall, it grants nice stats, some health and mana regeneration and a bit more of damage.
- Shiva's Guard gives a lot of Intelligence and armor. Its ability slows down enemies and damages them in a large radius, making it perfect in team battles where you are the first priority target.
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- Use Cold Feet to harass in the early game.
- Eul's Scepter of Divinity in combination with Cold Feet can almost always guarantee a stun.
- 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, 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
March 21, 2013 Patch
- Fixed
Ancient Apparition's ult cast sounds to only play for teammates or nearby enemies that have vision.
December 13, 2012 Patch
- Fixed status effect ignoring magic immune units (HP Freeze and Shatter).
July 26, 2012 Patch
- Fixed Ice Blast debuff not getting added to units slept by Song of the Siren.
June 20, 2012 Patch
- Added the following animations for
Ancient Apparition:
- Injured Idle (and alternate animation)
- Victory
- Haste Rune Run
- Injured Run
- Spawn
- Teleport (Start and End)
May 17, 2012 Patch
- Fixed Ethereal and Guardian Angel blocking Ice Blast's shatter.
May 10, 2012 Patch
- Fixed turn rates for the following heroes: Lifestealer, Alchemist, Clockwerk, Bounty Hunter, Dark Seer, Dazzle, Ancient Apparition, Brewmaster, Chen, Silencer, Lone Druid, Spectre and Spiritbreaker.
April 26, 2012 Patch
- [Undocumented] Updated the hero selection portrait.
April 12, 2012 Patch
- Fixed Ice Blast impact damage not hurting illusions.
- Fixed Chilling Touch affecting Spirit Bear and Warlock's Golem.
March 28, 2012 Patch
- Fixed a bug where Ice Blast could get stuck on the map.
February 16, 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 the following ability interactions with Repel/Purge: Inner Vitality, Weave, Moonlight Shadow, Overload, Holy Persuasion, Warcry, Shadow Word, Focus Fire, Sukuchi, Berserker's Call, Chilling Touch.
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] Balance changelog
6.77
6.76
6.75
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Chilling Touch
- Now deals its bonus damage and uses a charge when attacking creeps.
- AoE increased from 450 to 525.
- Bonus damage increased from 40/50/60/70 to 50/60/70/80.
- Duration reduced from 40 to 30.
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Ice Blast is no longer dispelled by the Fountain.
6.72
- Armor reduced from 4 to 2.
6.68
- Armor reduced by 1.
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Ice Blast cooldown from 44/32/20 to 45.
6.67
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Cold Feet mana cost increased from 90/10/110/120 to 150.
6.66
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Cold Feet manacost increased from 90 to 90/100/110/120.
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Ice Blast
- Impact delay is a little slower now.
- No longer pierces Shallow Grave.
- Debuff is now purgable.
6.65
[edit] See also
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Heroes |
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Radiant Strength
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Dire Strength
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Radiant Agility
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Dire Agility
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Radiant Intelligence
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Dire Intelligence
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