Ancient Apparition

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Ancient Apparition
Ancient Apparition icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
20 + 1.9
20 + 2.2
23 + 2.6
Level Base 1 15 25
Health 200 560 1028 1370
Health regen 0 2 4.66 6.56
Magic res. 25% 26.38% 28.56% 30.12%
Mana 75 420 960 1350
Mana regen 0 1.44 3.71 5.34
Spell dmg 0% 2.01% 5.2% 7.47%
Armor -1 2.2 7.13 10.65
Att/sec 0.59 0.71 0.89 1.02
Move sp amp. 0% 1% 2.54% 3.64%
Damage 21‒31 44‒54 80‒90 106‒116
Movement speed 295
Turn rate 0.6
Vision range 1800/800
Attack range 675
Projectile speed 1250
Attack animation 0.45+0.3
Base attack time 1.7
Collision size 24
Legs
Gib type Ice

Kaldr, the Ancient Apparition, is a ranged intelligence hero who is usually played as a support. Though frail, this icy elemental caster possesses strong semi-spammable spells and a painful global ultimate. Cold Feet harms enemies and will also stun them unless they move away from the cast area, making the spell dangerous when used in conjunction with disables from allies. Ice Vortex is a low-cooldown zoning ability, applying a heavy slow and magic damage amplification to nearby enemies. This combines effectively with Chilling Touch, which endows Kaldr with enhanced magic damage from great range. His ultimate Ice Blast is one of the game's most devastating spells, with a global range and a radius that increases the further the blast travels. All enemies struck by it endure hefty damage, are temporarily prevented form healing or regenerating, and instantly perish if their health falls too low. Ancient Apparition can be devastating in team fights, and makes an excellent counter to heroes who rely on healing and regeneration.

Bio[edit]

Ancient Apparition minimap icon.png Kaldr, the Ancient Apparition
Play "One day, ice will cover these lands, and it will be as if this war never happened."
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!

Abilities[edit]

Cold Feet
Partially blocked by Linken's Sphere. Does not pierce spell immunity. Play
Q
C
Cold Feet icon.png
Affects
Enemies
Damage
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.
Cast Animation: 0.01+0
Cast Range: 700/800/900/1000
Effect Radius: 0 (Talent 900)
Break Distance: 740
Damage per Tick: 30/50/70/90
Damage Duration: 4
Stun Duration: 2/2.5/3/3.5
Cooldown: 10/9/8/7
Mana: 125
Does not pierce spell immunity. Attempts to damage, but does not stun if debuff was placed before spell immunity and when not dispelled.
Partially blocked by Linken's Sphere. Blocked as a single-target spell. Not blocked when turned into an AoE spell.
Modifiers
Debuff Cold Feet: Dispellable with any dispel.
Debuff Coldfeet Freeze: Dispellable with strong dispels.
Kaldr's presence draws those around him into a frozen void, threatening to lock them in an icy prison for eternity.

Notes:

  • Cold Feet places an initial debuff on the target and places an icy marker at its current position upon cast.
  • As long as the target stays within 740 radius of the mark, it takes damage from the debuff and after 4 seconds it is stunned.
  • If the target moves 740 range away from the mark at any point during the initial debuff, the spell completely stops, removing the debuff and the marker.
    • This means even when the target moves back within range, it is not frozen or damaged further.
  • When cast on units which already have the Cold Feet modifier, nothing happens.
  • Deals damage in 1 second intervals, starting immediately upon cast, resulting in 4 instances.
  • The stun is applied 1 second after the last instance.
  • The talent turns Cold Feet into an area-targeted spell, so that it cannot directly target units anymore.
    • The break distances are individual for each hit enemy. They do not share it.
    • Can target invisible enemies and enemies inside the fog of war.


Ice Vortex
Does not pierce spell immunity. Play
W
E
Ice Vortex icon.png
Affects
Enemies / Self
Creates a vortex of icy energy that slows movement speed and increases magic damage done in its range.
Cast Animation: 0.01+0
Cast Range: 1500
Effect Radius: 275
Move Speed Slow: 15%/20%/25%/30% (Talent 23%/28%/33%/38%)
Magic Resistance Reduction: 15%/20%/25%/30% (Talent 23%/28%/33%/38%)
Aura Linger Duration: 0.5
Duration: 16
Cooldown: 4 (With talent: 1.5)
Mana: 65/80/95/110
Does not pierce spell immunity. Slow and magic resistance reduction persist if debuff was placed before spell immunity.
Modifiers
Debuff Ice Vortex: Undispellable.
Frozen, caustic winds are at the whim of Kaldr, chilling the field of battle.

Notes:

  • All effects are provided by an aura. The modifier lingers for 0.5 seconds.
  • Reduces most heroes' total magic resistance to 14%/10%/6%/2% (Talent 8%/4%/0%/-4%), assuming basic 25% magic resistance and no other sources of magic resistance.
    • Reduces Visage minimap icon.png Visage's total magic resistance to -3%/-8%/-13%/-17% (Talent -11%/-15%/-20%/-24%), assuming his basic 10% magic resistance and no other sources of magic resistance.
  • Successive casts of Ice Vortex do not stack. A unit can only be affected by one of them even when multiple of them are overlapping.
  • Provides 200 radius ground vision at the targeted point for its duration.
  • Choosing the cooldown reducing talent does not affect the ability's currently running cooldown.
  • Choosing the slow and resistance reduction increasing talent immediately upgrades all of Ancient Apparition's currently active Ice Vortexes, including already placed debuffs.


Chilling Touch
Chilling Touch icon.png
Affects
Enemies
Damage
Magical
Enhances your attacks with heavy magic damage and slow. Grants increased range for this attack.
Cast Animation: 0.01+0
Attack Range Buffer: 60/120/180/240
Damage: 50/85/120/155 (Talent 130/165/200/235)
Movement Speed Slow: 100%
Slow Duration: 0.5
Cooldown: 15/11/7/3
Mana: 30/50/70/90
Does not pierce spell immunity. Slow persists if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Chilling Touch Slow: Dispellable with any dispel.
The Ancient Apparition's eternal knowledge brings a frigid enchantment to his attacks.

Notes:

  • The cast range equals the caster's attack range + the bonus range. For Ancient Apparition, the range is 735/795/855/915.
  • The debuffs from successive casts fully stack, with each instance creating its own debuff.
  • The attacks first apply the debuff, then their own damage.


Ice Blast
Partially pierces spell immunity. Play
R
T
Ice Blast icon.png
Affects
Enemies / Enemy Heroes
Launches a tracer towards any location of the battlefield, which must be triggered again to mark the area to be blasted by a damaging explosion of hail. The further the tracer travels, the larger the explosion will be. Enemies caught in the explosion, or who touched the icy ball of hail as it travels, are frostbitten, taking damage and prevented from regenerating or healing. If a frostbitten unit's health drops below a certain percentage, they will instantly shatter.
Cast Animation: 0.01+1.07
Cast Range: Global
Projectile Radius: 275
Min Explosion Radius: 275
Max Explosion Radius: 1000
Explosion Damage: 250/350/450
Damage per Second: 12.5/20/32
Percentage Health Kill Threshold: 10%/11%/12% (Talent 14%/15%/16%)
Duration: 9/10/11 (Upgradable by Aghanim's Scepter. 17)
Cooldown: 40
Mana: 150
Aghanim's upgrade: Increases frostbite duration.
Partially pierces spell immunity. Initial damage does not attempt to damage spell immune enemies. Places debuff and can shatter spell immune enemies. Debuff attempts to damage spell immune enemies.
Modifiers
Debuff Ice Blast: Undispellable.
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:

  • Upon cast, Ice Blast is replaced by the sub-skill Release.
  • The tracer projectile travels at a speed of 1500 until Release is cast, Ancient Apparition dies, or it reaches the map boundaries.
  • The tracer has invisibility and is never visible to enemies. However, with True Sight, enemies can see the projectile as a dot on their minimap.
  • The invisibility also causes the typical shockwave effect caused by some invisibility sources, which is visible to the enemies if they have True Sight.
  • The tracer projectile itself is harmless. It neither deals damage, nor places the debuff.
  • The explosion radius starts at 275 and increases by 50 for every second the tracer has traveled, capped at 1000 radius.
    • Thus, it takes at least 15 seconds to reach the maximum radius, equaling 22500 units traveled.
  • The tracer provides 500 radius flying vision around itself as it travels. This vision does not last.
  • Unlike the debuff, the explosion damage hits all enemy units, including creeps, excluding buildings and wards.
  • Units with the debuff on die instantly when their health drops below the threshold. The kill is credited to the source of the damage which brought them below the threshold.
    • The debuff checks the unit's health upon taking damage, excluding the damage flagged by HP removal.
    • However, if it was caused by self-inflicted damage, Ancient Apparition is credited for the kill.
  • Shallow Grave prevents affected units from dying to the shatter for its duration. Invulnerable units cannot shatter.
  • The debuff deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 9/10/11 (Upgradable by Aghanim's Scepter. 17) instances.
  • The debuff itself can deal up to 112.5/200/352 (Upgradable by Aghanim's Scepter. 212.5/340/544) damage (before reductions).
  • Together with the explosion, Ice Blast can deal up to 362.5/550/802 (Upgradable by Aghanim's Scepter. 462.5/690/994) damage (before reductions).


Release
Does not proc any on-cast effects when cast. Play
R
T
Release icon.png
Ability
No Target
Releases the ice blast to explode at the tracer's current location.
Cast Animation: 0.01+1.1
Cooldown: 1

Notes:

  • Replaces Ice Blast until the sub-spell is cast or the tracer disappears.
  • Upon cast, the tracer stops travelling and marks the total area hit by the explosion once the icy ball of hail reaches its position.
  • It also provides 650 radius flying vision at that position for 4 seconds.
  • The icy ball of hail travels at a speed of 750, or reaches the targeted point 2 seconds after launch, whichever is faster.
  • The icy ball is only released when Release is cast, or when Ancient Apparition dies while the tracer is still travelling.
  • It is not released when the tracer reaches the map boundary. In this case, the spell is wasted.
  • Every enemy unit which comes within 275 radius of the icy ball as it travels, or is hit by the explosion gets the Frostbitten debuff.
    • The debuff starts expiring only once outside of range of the icy ball. Getting within range again immediately refreshes the duration.
  • The icy ball is fully visible to enemies. But unlike the tracer, it is not visible on the minimap.
  • The icy ball provides 500 radius flying vision as it travels, which lasts for 3 seconds.


Talents[edit]

Hero Talents
+4% Ice Blast Kill Threshold25900 AoE Cold Feet
+80 Chilling Touch Damage20+8% Ice Vortex Slow/Resistance
+20 Health Regen15-2.5s Ice Vortex Cooldown
+10% Spell Amplification10+90 Gold/Min
Notes:

Recommended items[edit]

Starting items:

  • Iron Branch icon.png Iron Branch gives cheap bonus attributes which is helpful for laning and can be build into Magic Wand icon.png Magic Wand.
  • Clarity icon.png Clarity is needed because Ancient Apparition is very mana dependent in the early game. These potions will make spamming Cold Feet possible.
  • Tango icon.png Tango grants health restoration, which is very important for a fragile hero.
  • Healing Salve icon.png Healing Salve also restores health to you and allies.
  • Animal Courier (Radiant) icon.png Animal Courier carries items to team.
  • Observer Ward icon.png Observer Ward not only helps your team out by providing vision, but help you out, too, by scouting low-HP enemies to Ice Blast.

Early game:

  • Urn of Shadows icon.png 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 icon.png Magic Wand helps with sustaining both your health and mana.
  • Boots of Speed icon.png Boots of Speed are needed for the movement speed bonus.

Mid game:

  • Arcane Boots icon.png Arcane Boots provide Ancient Apparition and his allies with much-needed mana sustain, as well as increase Ancient Apparition's own mana pool.
  • Eul's Scepter of Divinity icon.png 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.

Late game:

  • Force Staff icon.png 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.
  • Glimmer Cape icon.png Glimmer Cape grants magic resistance and invisibility to help Ancient Apparition and allies escape or initiate without being seen.
  • Aghanim's Scepter icon.png 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.

Situational items:

  • Hand of Midas icon.png 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 icon.png 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 icon.png Guardian Greaves.
  • Ghost Scepter icon.png Ghost Scepter makes Ancient Apparition immune to physical attacks, allowing him to survive when enemy carries are coming for him.
  • Rod of Atos icon.png 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.
  • Scythe of Vyse icon.png 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 icon.png 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 icon.png 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 icon.png Refresher Orb could theoretically prevent any kind of healing for 34 seconds with a double Ice Blast, an ultimate late game item.

Gameplay[edit]

Roles: Support Support Disabler Disabler Nuker Nuker
Complexity: ★★☆
Playstyle: Projected from the cold, infinite void, the Ancient Apparition known as Kaldr is but a faint image of his true self. Nevertheless, his Chilling Touch is enough to crack the sturdiest of armors. Caught in an Ice Vortex, heroes afflicted with Cold Feet seldom go far. A frozen sphere flies across the sky, expanding at its destination. Within seconds, an Ice Blast strikes the marked area. Flash frozen, enemies have no choice but to retreat before their brittle bodies shatter to pieces...


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • Kaldr's lore suggests that he is the embodiment of the Heat Death, a theoretical fate of the universe. According to this theory, the universe will achieve thermodynamic equilibrium and will no longer transfer energy. This would result in a universal temperature growing colder and a cessation of processes that require energy consumption, such as life.
  • "Kaldr" is old norse and translates to "cold" in English.
  • In DotA, Ancient Apparition is one of several heroes with custom models. It utilizes a custom model called "IcyGhost", created in 2006 by the pseudonymous content creator PrMosquito, from the Hive Workshop community. The Dota 2 counterpart is modeled after the original design.

Gallery[edit]