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 from 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.
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. 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 a 715 (Talent 865) radius of the mark, it takes damage from the debuff and after 4 seconds it is stunned.
If the target moves 715 (Talent 865) range away from the mark at any point during the initial debuff, the ability 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.
Also considers the target’s vertical position, so getting moved far up enough can stop Cold Feet as well.
When cast on units that 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.
Can deal up to 120/200/280/360 damage to the target (before reductions).
The break distance increasing Talent talent does not update the break distance of already placed Cold Feet debuffs.
The level 25 Talent talent turns Cold Feet into an area-targeted ability with a 500 radius so that it cannot directly target units anymore.
The break distances are different for each hit enemy. They do not share it.
Can target invisible enemies and enemies inside the Fog of War.
Creates a vortex of icy energy that slows movement speed and increases magic damage done to enemies in its range. An aura provides all effects (including the attack speed slow and damage per second debuff). The aura lingers for 0.5 seconds.
Reduces most heroes’ total magic resistance to 16%/13%/10%/7% (Talent 12%/9%/5%/2%).
The movement speed slow and magic resistance reduction increasing Talent talent immediately upgrades all currently active Ice Vortexes, including already placed debuffs.
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.
With Aghanim’s Shard icon.png Aghanim’s Shard, deals damage in 1-second intervals, starting 1 second after receiving the debuff, resulting in up to 16 possible instances.
Can deal up to 640 damage (before reductions) to a single unit within the area for the entire duration.
Acquiring Aghanim’s Shard immediately upgrades all currently active Ice Vortexes, including already placed debuffs.
Enhances Ancient Apparition’s attack with increased range, heavy magic damage, and movement slow. The cast range equals the caster’s attack range and the bonus attack range from the ability.
For Ancient Apparition, the range is 735/795/855/915.
The cast range can be further increased by other attack range bonuses. However, it is not affected by cast range bonuses.
The level 10 Talent talent increases the total cast range to 910/970/1030/1090.
The bonus damage is dealt in a separate damage instance, and counts as spell damage.
This means it is not affected or considered by anything that works with attack damage.
This also means that it fully works with spell damage amplification and spell lifesteal.
The debuffs from successive casts fully stack, with each instance creating its own debuff.
The attacks first apply the debuff, then their own damage.
Chilling Touch does not work against allied units, buildings or wards.
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. Upon cast, Ice Blast is replaced by the sub-ability 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 projectile itself is harmless. It neither deals damage nor places the debuff.
The tracer is visible to allies only. The initial cast sound is also only audible to allies.
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.
The debuff is only placed on heroes, clones, and creep-heroes, but not on illusions.
The debuff can also be placed on spell immune or invulnerable, but not on hidden units.
The explosion damage hits all enemy units, including creeps, excluding buildings and wards, unlike the debuff.
The debuff freezes health, it prevents the current health of affected units from increasing.
However, it does not prevent the following abilities from increasing the hero’s health: Infest, True Form, Supernova, Soul Catcher, Sunder, Whirling Death, Decay, Time Lapse and Essence Ring icon.png Essence Ring.
Units with the debuff on-die instantly when their health drops below the threshold.
The debuff checks the unit’s health upon taking damage, excluding damage flagged by HP removal.
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 is credited instead.
Has a lower priority than Winter’s Curse, so if affected by both, Winter’s Curse takes priority.
Has a higher priority than Reaper’s Scythe, so if affected by both, Ice Blast takes priority.
Min health 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 10/11/12 instances.
The debuff itself can deal up to 125/220/384 damage (before reductions).
Together with the explosion, Ice Blast can deal up to 375/545/784 damage. Hope you like it
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