Ancient Apparition

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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.

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Bio[]

Kaldr, the Ancient Apparition

▶️ “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[]

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: 715 ( 915)

Damage per Tick: 30/50/70/90

Damage Duration: 4

Stun Duration: 2/2.5/3/3.5

 Radius: 450

12/11/10/9

125

Attempts to damage, but does not stun if debuff was placed before spell immunity and when not dispelled.

Blocked as a single-target ability, not blocked when turned into an area-targeted ability.

Modifiers

modifier_cold_feet: Dispellable with any dispel.

modifier_ancientapparition_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.

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Creates a vortex of icy energy that slows movement speed and increases magic damage done to enemies in its range.

Cast Animation: 0.01+0

Cast Range: 1500

Effect Radius: 275

Move Speed Slow: 15%/20%/25%/30% ( 21%/26%/31%/36%)

Magic Resistance Reduction: 12%/16%/20%/24% ( 18%/22%/26%/30%)

Aura Linger Duration: 0.5

Duration: 16

 Attack Speed Slow: 20

 Damage per Second: 40

7/6/5/4 5/4/3/2)

40/50/60/70

Causes Ice Vortex to deal 40 DPS and reduces attack speed by 20.

Slow, damage per second and magic resistance reduction persist if debuff was placed before spell immunity.

Modifiers

modifier_ancient_apparition_ice_vortex_thinker: Undispellable. Persists death.

modifier_ice_vortex: Undispellable. Persists death.

Frozen, caustic winds are at the whim of Kaldr, chilling the field of battle.

Notes:

  • All effects are provided by an aura, (including the attack speed slow and damage per second debuff). The aura lingers for 0.5 seconds.
  • 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, 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.

Attack Range Bonus: 60/120/180/240 ( 260/320/380/440)

Damage: 50/90/130/170 ( 130/170/210/250)

Move Speed Slow: 100%

Slow Duration: 0.5

15/11/7/3 0)

30/45/60/75 15/22.5/30/37.5)

Removes cooldown and reduces mana cost by 50%.

Slow persists if debuff was placed before spell immunity and when not dispelled.

Modifiers

modifier_chilling_touch: Undispellable. Persists death.

modifier_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 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 increases the total cast range to 935/995/1055/1115.
  • 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.

Cast Animation: 0.01+1.07

Cast Range: Global

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Projectile Radius: 275

Min Explosion Radius: 275

Max Explosion Radius: 1000

Explosion Damage: 250/325/400

Damage per Second: 12.5/20/32

Percentage Health Kill Threshold: 12%/13%/14% ( 16%/17%/18%)

Duration: 10/11/12

60/50/40

175

Modifiers

modifier_projectile_vision_on_minimap: Undispellable. Persists death.

modifier_invisible_truesight_immune: Undispellable. Persists death.

modifier_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.

Notes:

  • Upon cast, Ice Blast is replaced by the Release sub-ability.
    • 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.
  • Unlike the debuff, the explosion damage hits all enemy units, including creeps, excluding buildings and wards.
  • The debuff freezes health, it prevents the current health of affected units from increasing.
  • Units with the debuff on die instantly when their health drops below the threshold.
  • 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.

Releases the ice blast to explode at the tracer’s current location.

Cast Animation: 0.01+1.1

Min Projectile Speed: 750

Max Travel Time: 1.75

1

Notes:

  • Replaces Ice Blast until the sub-ability is used 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 1.75 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 ability 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[]

Recent Changes[]

Recommended Items[]

Starting items:

Early game:

Mid game:

Late game:

Situational items:

  • 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.
  • Tranquil Boots can be chosen over Arcane Boots to sustain Ancient Apparition’s health, as his high Intelligence growth and low mana costs make mana less of an issue.
  • Ghost Scepter makes Ancient Apparition immune to physical attacks, allowing him to survive when enemy carries are coming for him.
  • Kaya boosts Ancient Apparition’s damage output, making Ice Blast in particular more dangerous, at a cheap cost. It can be upgraded into Kaya and Sange for a much needed boost to durability.
  • Rod of Atos grants a decent amount of overall stats, padding out Ancient Apparition’s anemic health pool and bolstering his mana. Its root combines very well with Cold Feet, Ice Vortex, and Ice Blast.
  • Spirit Vessel is a natural upgrade to Urn of Shadows, and the percentage-based damage synergizes nicely with Ice Blast.
  • 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 20/22/24 seconds with a double Ice Blast, an ultimate late game item.

Gameplay[]

Audio[]

History[]

Equipment[]

Trivia[]

  • 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[]

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Scores: 4.8 (14 votes)