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| Ancient Apparition is a spellcaster hero whose abilities can empower, disable and destroys with the power of ice. His ultimate, Ice Blast allows him to damage & freeze his foes' HP regeneration, placing them on disadvantages during every teamfight, thus making him scale very well into the game.
However, Kaldr is not a beginner friendly support as his skillset requires precise timing and judgement to execute. He is also quite fragile as he does not really possesses any reliable/instant escape and disables mechanisms.
|Generic Ancient Apparition|
Ancient Apparition is usually played as a lane support; which is somewhat a shame since he benefits greatly from farm, especially his fearsome Aghanim's Scepter. As a support, stack (and pull) camps for later use, contest runes every two minutes, carry a Town Portal Scroll at all times, buy and upgrade the Animal Courier, provide vision with Observer Wards... You have little potential to roam by yourself (like Lion) and limited capacity to react to ganks (like Dazzle) since the stun provided by Cold Feet is unreliable at best, so you can endorse the role of full time baby-sitter for your carry, and leech experience at will until you get your level 6.
You will usually start off with a point in Chilling Touch. It allows you (and your team) to harass quite effectively the offlaner. If you're paired with another support, and your carry is smart enough to fight with you, Chilling Touch is somewhat equivalent to a 450 magical nuke at level 1 (3 heroes * 3 attacks * 50 damage). Also, it can help your carry secure last hits (while you can secure denies) in a heavily contested lane. Similarly, you will usually follow with a point in Cold Feet. If the opposition lacks mobility and/or your team has spells to guarantee the stun, it's a good spell. Take at least a value point in Ice Vortex since the vision it provides and its cast range is reason enough to get a point in it.
Ice Vortex, unlike your other spells, doesn't require careful usage or coordination so it is wise to max it out first. Cold Feet is pretty bad if you can't get the stun off and Chilling Touch is literally useless if no one is hitting anybody with the buff.
Once your carry is farmed enough to either push towers or farm the jungle, you should take the lane for yourself for a while, to catch-up on experience and finally get that level 6. You can assist your team's pushes with long-ranged Ice Blasts.
The most common item pick up on the Apparition, besides Aghanim's Scepter, is the Eul's Scepter of Divinity since it should allow you to trigger the stun from Cold Feet, by casting the spell then using the item on the same target. The early Wind Lace is also nice. Other common items include Rod of Atos and Veil of Discord, or the more expensive Shiva's Guard and Scythe of Vyse. These items will help you land your Ice Blast on at least one target. If you're near enough your enemy (which you should be if you used any items before hand), don't forget to put an Ice Vortex below your target as your Blast is connecting.
Since you benefit so much from (expensive) items, it is rather common to aim for a Hand of Midas to eventually become a huge threat.
Roaming/Extra team fights
|Roaming Ancient Apparition|
This build assumes the unlikely scenario where you're paired up with a strong roaming partner against an unprepared opposition. Even in this case, it's not guaranteed that this is the best build order for you. A strong roaming partner is, for you, someone that can always ensure that Cold Feet triggers its stun, making it suddenly very interesting to max out first. In the same fashion, a good partner will go extra lengths to right-click an opponent while under the effect of Chilling Touch, making it very valuable as well.
Although a good partner will usually be a support, a carry can also be just as good. Maybe you're baby-sitting Wraith King, who provides you with both a reliable stun and slow through Wraithfire Blast to proc Cold Feet.
For items, if your roaming is going correctly, an Urn of Shadows will help both your partner and you to stay alive, while also providing an extra nuke that could help you reach their shatter threshold.
But your skill build should always depend on who you're paired up with and who you're against. An allied Luna won't help you trigger Cold Feet, so don't level it, but she will gladly chase enemies slowed by Ice Vortex with Lucent Beams and buffed up right-clicks. Similarly, an enemy Weaver will not care much for either Ice Vortex or Cold Feet, but he will think twice about getting a last hit if you're ready to hit him with Chilling Touch. And it is worthwhile to take extra points in Chilling Touch with an allied Weaver since he will benefit doubly from it with Geminate Attack. An allied Zeus will care only for the spell amplification of Ice Vortex, as well as the vision it provides to keep spamming Arc Lightning...
Overall there is no definite build order for Ancient Apparition and you should always think twice before skilling any ability.
Finally, it should be mentioned that Ancient Apparition makes a very decent mid-laner. He has a good attack animation and fair base damage. He can secure last hits and denies (or harass) with Chilling Touch. He can sort of zone an opponent in a 1v1 situation with Cold Feet, as either they will cancel it and perhaps miss a last hit or two while doing so, or they will get stunned by it in which case you can hit them (with buffed up right-clicks) a couple of times. You can also hit them from the low-ground with the vision provided by Ice Vortex. And once you reach level 6, you can gank the side lanes every 40 seconds without moving with Ice Blast. The thing you will struggle the most with is enemy ganks, since you have no defence or mobility whatsoever. Since you're such a bully in a 1v1 scenario, there are high chances that the enemy will choose to simply push the lane with any AOE ability, something that you lack as well. As for items, an early Dagon will definitely help you reach the enemies' shatter threshold.
|+100 Chilling Touch Damage||25||4 Charges of Cold Feet|
|+8% Ice Vortex Slow/Resistance||20||+400 Health|
|+30 Health Regen||15||-1s Ice Vortex Cooldown|
|+8% Spell Amplification||10||+60 Gold/Min|
- Gold granted from the talent is unreliable gold.
- The health regen is added as a bonus and does not benefit illusions.
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The number of charges and the recharge time of Cold Feet are not visible in the ability description.
Tips & Tactics
- Ancient Apparition's spells, although spammable, are very mana-expensive. Be mindful of your mana consumption.
- Any heroes that possess reliable stun/slows such as Wraith King/Lion/Shadow Demon etc. synergize very well with Kaldr's Cold Feet and Ice Vortex; results in extensive magical damage & disables duration.
- Compare to other supports alike, Ancient Apparition was very level dependent in order to scale; thus making him a legit Hand of Midas holder.
- Kaldr's abilities require a certain amount of skill and teamwork to make the best out of him; although primarily played as a lane support hero, a good early game allows AA to snowball and possessing a Aghanim's Scepter allows him to scale extremely well into late game.
- At level 4, Cold Feet's cooldown is only 7 seconds while the stun lasts for 3.5 seconds and it takes 4 seconds to trigger it. It is possible to keep an enemy always under the effect of Cold Feet, either the stun or the damage.
- The damage part is dispellable by any dispel, don't waste your mana against a hero that will shrug it off with a low-cd spell.
- Tiny's Toss counts as distance travelled, and will therefore remove Cold Feet's debuff, even when the target is tossed straight up.
- More tips needed.
- Ice Vortex's cast range is huge. Use it to scout Roshan, to give vision of the high ground, to reveal common juking spots etc.
- Ice Vortex's cooldown is only 4 seconds. In the later stages of a game, once you have enough mana, spam it.
- If you already used Chilling Touch and you're too fragile to get near a team fight to use Cold Feet, you should at least stay behind and spam it.
- Extremely strong ability for early game team fights: can deal up to 150/240/350/480 damage per buffed ally, and up to 750/1200/1750/2400 damage with 5 buffed heroes (before reductions).
- It's especially strong at level 1 since the enemies will lack mobility (including Boots of Speed) to escape before it's too late.
- It doesn't work against towers, but you can remove the buff by clicking on the icon (which you can want since it does reduce your attack speed by 20).
- Synergizes well with heroes that have built-in attack speed: Ursa, Troll Warlord, Echo Sabre to name a few.
- The only ability in the game that prevents healing, making it a direct counter to a plethora of heroes.
- There are only four abilities that can help you regain life while frostbitten: Terrorblade's Sunder, Weaver's Time Lapse, Undying's Decay and Phoenix's Supernova.
- Heroes who rely on regenerating rapidly during teamfight such as Alchemist/Bloodseeker/Abaddon will be rendered useless under the effect of Ice Blast, thus placing them on disadvantages during the encounters. Although becoming spell immune prior getting hit by the blast can negate the impact damage however the freezing debuff pierce through immunity and cannot be dispelled.
- Two Iron Branches are cheap and give bonus attributes which are helpful for laning and can be build into Magic Wand.
- Clarities are needed because Ancient Apparition is very mana dependent in the early game. These potions will make spamming Cold Feet possible.
- Tangos and a Healing Salve grant good health regeneration, which is very important for a fragile hero.
- When played as a support, purchasing the Animal Courier and then upgrading it to a Flying Courier is mandatory.
- Urn of Shadows gives some overall attributes and good mana regeneration. Its ability will make ganking easier, while it can also be used to heal allies.
- Magic Wand helps with sustaining both your health and mana.
- Boots of Speed are needed for the speed bonus.
- Arcane Boots provide Ancient Apparition and his allies with much-needed mana sustain, as well as increase Ancient Apparition's own mana pool.
- Aghanim's Scepter gives Ancient Apparition a much needed improvement to his attributes as well as increasing the duration of Ice Blast's debuff to 17 seconds, effectively preventing all enemy support heroes with healing spells from healing for an extended period of time. This makes your ultimate ability extremely lethal to low-health heroes, and even tanky heroes that rely on their regeneration or lifesteal to be effective.
- Observer Wards not only help your team out by providing vision, but help you out, too, by scouting low-health enemies to Ice Blast.
- Hand of Midas can be a good item choice when Ancient Apparition has an above-average early game, sustaining him with a steady gold and experience gain.
- Mekansm is a great utility item which will make you and your team much harder to kill. Use its ability to heal you and nearby friendly heroes at the cost of some mana, while buffing everyone at the same time. It can be later upgraded into Guardian Greaves.
- 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.
- Aether Lens is a decent alternative to your standard items. Two of your spells do benefit from the extra cast range (albeit only slightly, since both have a big casting range already) and you can build it by disassembling your Arcane Boots. The spell amplification should be the main reason for you to get this item.
- 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.
- Rod of Atos grants a decent amount of overall stats, with a particular boost to Ancient Apparition's strength and intelligence. It makes you less fragile and able to spam your spells without worrying as much. Its root can be used with your Cold Feet (and Ice Vortex) to easily land your spells.
- Ethereal Blade upgrades nicely from a Ghost Scepter. It provides a good nuke, slow, and magical damage amplification that synergizes well with Ancient Apparition's kit. The required Eaglesong however is very expensive on a more-than-often starved Apparition.
- Scythe of Vyse is a very strong late-game item that gives a great attribute increase, all the mana regeneration you'll ever need, and an amazing disable. Its only downside is its hefty price.
- 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 teamfights where you are the first priority target.
- Octarine Core is good on most spell-casters and Ancient Apparition is no exception. But it's extremely expensive and should never be considered as the first major item on Ancient Apparition.
- Refresher Orb could theoretically prevent any kind of healing for 34 seconds with a double Ice Blast. Probably even greedier than the Octarine Core; don't think about it before you have 5 other late game items...