Dota IMBA/Ancient Apparition

From Dota 2 Wiki
Jump to: navigation, search

Summary of changes made:

  • Cold feet stun duration is longer and more reliable as break distance scales.
  • Ice vortex has greatly increased range and reduced cooldown
  • Chilling touch grants some attack speed more damage
  • Ice blast is much easier to hit and does more damage.


Cold Feet
Cold Feet icon.png
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
Break Distance: 750/900/1050/1200
Damage per Tick: 40/60/80/100
Damage Duration: 4
Stun Duration: 3.5
Cooldown: 8
Mana: 120
Does not pierce spell immunity. Attempts to damage, but does not stun if debuff was placed before spell immunity and when not dispelled.
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.


  • 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 the break radius radius of the mark, it takes damage from the debuff and after 4 seconds gets stunned.
  • If the target moves 750/900/1050/1200 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 will not be frozen or damaged further.
  • Deals damage over 4 instances in a pattern of 0.8, 1.6, 2.5 and 3.4 seconds after cast. The stun is applied 0.6 seconds after the last tick.
  • The stun is applied 0.6 seconds after the last damage tick, overall 4 seconds after cast.

Ice Vortex
Ice Vortex icon.png
Creates a vortex of icy energy that slows movement speed and increases magic damage done in its range. Lasts 16 seconds.
Cast Animation: 0.01+0
Cast Range: 1500
Effect Radius: 350/400/450/500
Move Speed Slow: 18%/24%/30%/36%
Magic Resistance Reduction: 18%/24%/30%/36%
Vortex Duration: 16
Cooldown: 3
Mana: 75
Does not pierce spell immunity. Slow and magic resistance reduction persist if debuff was placed before spell immunity.
Debuff Ice Vortex: Dispellable with death only.
Frozen, caustic winds are at the whim of Kaldr, chilling the field of battle.


  • 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 350/400/450/500 radius ground vision at the targeted point for its duration.

Chilling Touch
Chilling Touch icon.png
A frigid gust enchants allied heroes, granting them bonus magical damage for a given number of physical attacks, while slowing their attack speed slightly. Ancient Apparition always receives the buff. Lasts 30 seconds.
Cast Animation: 0.01+0
Cast Range: 800
Radius: 600
Number of Attacks: 5/6/7/8
Damage per Attack: 55/70/85/100
Attack Speed: -20/0/20/40
Duration: 30
Cooldown: 25
Mana: 50
Buff Chilling Touch: Dispellable with any dispel.
The Ancient Apparition's eternal knowledge brings a frigid enchantment to his allies.


  • Chilling Touch places a buff on allied heroes within the area which enchants their attacks. Leaving or entering the area after cast has no effect.
  • The buff is only placed on allied heroes (including Meepo minimap icon.png Meepo clones), but not on illusions.
  • The buff is always placed on Ancient Apparition, even when he was outside the targeted area.
  • The damage is dealt as a separate damage instance before the attack damage is dealt, but relies on the attack to hit.
  • This means when an attack misses, or is disjointed, no damage is dealt but the number of attacks remaining is also unreduced.
  • Only successful hits reduce the number of left attacks and apply the damage.
  • The damage source is set to be the attacking hero, not Ancient Apparition.
  • The damage does not hit buildings or wards, and attacks against them do not reduce the number of attacks remaining.
  • Ancient Apparition or a buffed ally can remove the buff by clicking on its icon in the status bar.

Ice Blast
Ice Blast icon.png
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: 350
Min Explosion Radius: 350
Max Explosion Radius: 1300
Explosion Damage: 250/375/500
Damage per Second: 12/24/36
Percentage Health Kill Threshold: 10%/12.5%/15%
Duration: 12 (Upgradable by Aghanim's Scepter. 20)
Cooldown: 40/35/30
Mana: 100/125/150
Aghanim's upgrade: Increases 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.
Debuff Ice Blast: Dispellable with death only.
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.


  • 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.
  • 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 traveled, capped at 1000 radius.
  • 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.
  • The debuff prevents the current health of affected units to increase in any way. The only exceptions are Sunder, Decay and Time Lapse.
  • 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.
  • However, if it was caused by self-inflicted damage, Ancient Apparition will be credited for the kill.
  • The debuff deals damage in 1 second intervals, starting 1 second after the debuff is applied, resulting in 12 (20*) instances.

Release icon.png
No Target
Releases the ice blast to explode at the tracer's current location.
Cast Animation: 0.01+1.1
Cooldown: 1


  • Release replaces Ice Blast as long as the tracer projectile is traveling until this spell is cast.
  • Has an instant cast time, but interrupts Ancient Apparition's channeling spells upon cast.
  • Upon cast, the tracer stops travelling and marks the total area the explosion will hit 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 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.