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The Iceman Cometh - Kaldr the Ancient Apparition

Created by Monopolyy on 2010-03-19
Last modified: -
Viewed 143689 times

Rating: 99999

 
I've come to use the Ancient Apparition(who will be mentioned as "AA" from now on) so much in the month or so since he's been out that I was compelled to write a guide sharing my knowledge ^_^. Hopefully by the end of this guide you too will have the average schmuck qq'ing and screaming IMBA right before his rage quit. To come: -Tips -Item Choices -Skill Build -And more!!!
Kaldr

Kaldr - The Ancient Apparition


Range: | Move Speed: 295
Primary: INT
Str: 18 + 1.4 | Agi: 20 + 2.2 | Int: 25 + 2.6
Damage: 44 - 54 | HP: 492 | Mana: 325
HP Regen: 0.79 | Mana Regen: 1.01
Attack Speed: 0.71 | Armor: 2
Cold Feet
Cold Feet (C)
The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still.
Level 1 - Stuns for 1.25 seconds.
Level 2 - Stuns for 2 seconds.
Level 3 - Stuns for 2.75 seconds.
Level 4 - Stuns for 3.5 seconds.
Deals 37.5/50/62.5/75 magic damage at 0.8, 1.6, 2.5, 3.4 seconds
Effect ends when the unit dies, the distance is over 765 or it no longer has the aura placed buff
700 casting range
Blocked by Linken's Sphere
Mana Cost: 150
Cooldown: 15/13/11/9
Comment: Probably one of the best stun/disables in the game because not only does it do a whopping 300 damage (without Ice Vortex), but it stuns for 3.5 seconds unless your enemy runs away. Did i mention it costs 90 mana and has a 9 second cool down? Spam away :)

Ice Vortex
Ice Vortex (E)
Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location. Whenever enemies are near it, their movement speed and magical resistance are reduced. Lasts 12 seconds.
Level 1 - Movement restricted by 18% and magic resistance reduced by 10%.
Level 2 - Movement restricted by 22% and magic resistance reduced by 15%.
Level 3 - Movement restricted by 26% and magic resistance reduced by 20%.
Level 4 - Movement restricted by 30% and magic resistance reduced by 25%.
New units are checked for every 0.1 seconds.
Does not affect magic immune units
Does not affect Forged Spirit, Familiar, Stone Form
AOE: 275
1500 casting range
Mana Cost: 80/90/100/110
Cooldown: 6
Comment: Perfect synergy with the rest of your skills and a great help in team battles. Throw down one of these bad boys before you cold feet EVERY time. Also can be used for escaping or preventing an enemy from getting away.
Chilling Touch
Chilling Touch (G)
Releases a gust of cold wind at a target area, enchanting allied heroes with bonus magical damage on their attacks. Lasts for a limited number of attacks up to a maximum of 40 seconds. While the enchanted heroes have this chilling touch, their attack speed is reduced by 15%.
Level 1 - +40 Bonus magic damage on 2 attacks, -15% attack speed for the attacker.
Level 2 - +50 Bonus magic damage on 3 attacks, -15% attack speed for the attacker.
Level 3 - +60 Bonus magic damage on 4 attacks, -15% attack speed for the attacker.
Level 4 - +70 Bonus magic damage on 5 attacks, -15% attack speed for the attacker.
Extra damage is it's own instance of damage as opposed to added to the attack.
If an attack is interrupted before dealing damage the count of attacks is not lowered.
800 casting range, 450 area of effect.
Mana Cost: 140
Cooldown: 50/46/42/38
Comment: Not the greatest of abilities imo but it does have its moments if your on a team with lots of high dps/attack speed heroes.
Ice Blast
Ice Blast (T)
Ancient Apparition projects his presence out to make way for a powerful ripple of hailstone and dark magic. Once cast, it can release the spell to strike targets within the area of where his presence was upon release. It will deal damage to enemy units and apply a frostbite curse on them where their health regeneration will be frozen and will shatter if they fall close enough to death. This spell has global range depending on how long you wait for the projections to move. Frostbitten units will take minor damage over time.
Level 1 - Impact deals 250 damage, 12.5 damage over time, with shatter threshold of %10. 8 second freeze.
Level 2 - Impact deals 350 damage, 20 damage over time, with shatter threshold of %11. 9 second freeze.
Level 3 - Impact deals 450 damage, 32 damage over time, with shatter threshold of %12. 10 second freeze.
Damage type: magic
*The area of effect for the damage is 225+50*TimeTraveled capped at 1000, The area of effect for HP freeze is 275 along the path of the second projectile and upon the final strike area.
First projectile has a 1500 movespeed, stops when the caster dies or casts the second part of the skill
First projectile clears fog in a 500 radius circle at it's end.
When a hero dies under the threshold the kill is granted to Kaldr.
Fatal damage is 100000000 physical and clears all debuffs prior damaging.
The instant kill does not work on Illusions or Meepo clones.
HP freeze prevents most kinds of healing including those from skills or items.
The frozen buff can be purged, and the shatter damage will not kill you if you are affected by Shallow Grave.
Mana Cost: 100/125/150
Cooldown: 45
Comment: Global range, 20 second cd, 450 instant damage, no healing, 150 mana, AND an instant kill if your victim's hp drops below 12%. I no rite? One of the best ults in the game, you can pick off fleeing enemies across the map and gank from any lane....your teammates will feel like you are always with them. The timing takes a little practice to get down, but more on that later.
Skill Build

Skill Build:

1. Cold Feet
2. Ice Vortex
3. Cold Feet
4. Ice Vortex
5. Cold Feet
6. Ice Blast
7. Cold Feet
8. Ice Vortex
9. Ice Vortex
10. Stats
11. Ice Blast
12. Stats
13. Stats
14. Chilling Touch
15. Chilling Touch
16. Ice Blast
17. Chilling Touch
18. Chilling Touch
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
Item Build

Item Build:

1.View Details for Empty Bottle
Empty Bottle
(600)
Active: Regenerate
Restores 135 HP and 70 mana over 3 seconds. Effect ends if you take damage. When used, Magic Bottle 3/3 changes to 2/3, 2/3 changes to 1/3, and 1/3 changes to Empty Bottle. Can't be used when Empty Bottle. 0.5 second cooldown.
Active: Rune Capture
Stores a rune in an Empty Bottle. When a rune is used, this item is refilled to Magic Bottle 3/3. Stored runes are automatically used after 120 seconds. Can't be drop if it has a rune stored.
Note: This item is refilled to Magic Bottle 3/3 when near the fountain.
Grab this and go mid unless your playing against people you know will harass heavily and gank early. If so farm it up.
2.View Details for Phase Boots
Phase Boots
(1350)
55 Movement Speed
24 Damage

Active: Phase
Gives 16% movement speed bonus and lets you move through units. Using items or abilities cancels Phase. Lasts 4 seconds. 8 second cooldown.
Note: Movement speed bonus doesn't stack with Boots of Travel, Phase Boots, Power Treads, or Boots of Speed.
Boots of Speed + 2x Blades of Attack
Start off with just Boots of Speed, you may or may not need to upgrade.
3.View Details for Eul
Eul's Scepter of Divinity
(2700)
10 Intelligence
150% Mana Regeneration
30 Movement Speed

Active: Cyclone
- Cyclones a target unit, making it invulnerable and unable to act
- Can target enemies or self
- Lasts 2.5 seconds
- 75 manacost
- 30 seconds cooldown
- 700 cast range

Note: Movement speed bonus does not stack with other Eul's Scepters of Divinity.
Note: Double clicking on Eul's Scepter will automatically cast Cyclone on your hero.
Void Stone + Sobi Mask + Staff of Wizardry + Eul's Scepter of Divinity Recipe (500)
This item is a MUST with AA, providing both offensive and defensive power. You instantly become one of the strongest heros in game with this.
4.View Details for Bloodstone
Bloodstone
(5050)
500 HP
400 Mana
9 HP Regeneration
200% Mana Regeneration

Passive: Bloodpact
- Gains 1 charge each time an enemy hero dies in 1600 AoE or when you get a kill
- Each charge gives 1 mana regeneration per second
- When the bearer dies, this loses one third its charges (rounded down) but restores 400 + 30 per charge HP to allied units in 1675 range
- While dead, the bearer gains 1800/1800 AoE vision at the location of death, and gains experience in 1000 AoE
- Gold lost on death is reduced by 25 per charge
- Respawn time is reduced by 4 seconds per charge
- Bloodpact only functions for the highest priority Bloodstone in the inventory.

Note: Starts with 6 charges

Soul Booster + Perseverance
Love it due to the much needed all around stat boost plus you will always be around the action and therefore building up lots of charges. Also, AA becomes very support oriented late game so this will help your team greatly in battle.
5.View Details for Guinsoo
Guinsoo's Scythe of Vyse
(5675)
35 Intelligence
10 Strength
10 Agility
150% Mana Regeneration
Active: Hex
Turns a target unit into a sheep. Disables damage block and evasion. Reduces the units base movement speed to 100. Affected unit retains its normal health, mana, armor value, and armor type. If cast on an illusion, it is immediately destroyed. Lasts 3.5 seconds. 100 manacost. 35 seconds cooldown. 800 cast range.
Mystic Staff + Ultimate Orb + Void Stone
Skill Build

Early Game:

Guide to Kaldr -- The Iceman

About me:

I'm in college, I play Dota, and have spare time to write guides for Dota :)

About this guide:

I am not writing a guide to teach the rudiments of Dota, just how to play with a hero I find to be exceptionally fun and game altering at the same time. If you want to learn the basics there are plenty of guides out there that will tell you what you need to know. Also, there won't be a whole bunch of flashy formatting like some of the other recent guides, this is my first one so im noob. Sorry :(

To make up for that I'm uploading some tutorial videos that are all on youtube in HD. If I have the time I'll come back and spruce things up a bit, but the videos will have to do for now.

About Kaldr:

AA is a very versatile hero and his role on the team goes through a few changes depending on how far the game has progressed. While not a hard hero to learn, he is a hard hero to perfect, as his low health pool early game will leave you very prone to death during combat, making farming up the few items he needs no easy task.

Pros:

  • Not overly item dependent, especially early game.
  • Has an arsenal of AMAZING abilities
  • Great survivability
  • Great ganker early and support hero late
  • Decent Attack Speed/Animation
  • Can combo well with most heroes
  • He's shiny, blue, AND he leaves trails of lightning behind him when he walks o_O

Cons:

  • A little slow without boots
  • Low health pool without items
  • No lane control
  • Last Hit experience required (no AoE)

 

Early Game (1-7):

 

Starting Items:

 

 

or

 

 

Like I said earlier, If you are confident that you will be able to control the runes as well as harass without being harassed yourself, go for the bottle. Otherwise take the other inventory for a nice long stay in your lane while you farm up your bottle. The stick should eventually be upgraded to a Magic Wand which will amass a large number of charges since you are ganking heavily early game.

Explanation for Skill Build:

Cold Feet is your primary nuke/stun and has a very low mana cost and cooldown, which is why it should always be maxed first.

Ice Vortex should be leveled along with Cold Feet due to their synergy and its ability to protect you from ganks in Early Game while your health is still low.

A few levels of stats are gotten to beef up your health before you get Point Booster.

Lane Choice:

The middle lane should almost always be taken as AA as the spamability of Cold Feet will allow you easy farming and levels. If however you have a teammate who you believe may be better suited to the lane (Tinker for example) try to lane with a hero who has a stun so that you all can amass easy kills with a Vortex + Cold Feet + Stun combo.

Skill Tactics/Description

   

Cold Feet:

Cold Feet
The Apparition curses his foes with The Frozen Mark which will freeze enemies to the ground. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still.
Level 1 - Stuns for 1.25 seconds and 37.5 damage per second.
Level 2 - Stuns for 2 seconds and 50 damage per second.
Level 3 - Stuns for 2.75 seconds and 62.5 damage per second.
Level 4 - Stuns for 3.5 seconds and 75 damage per second.

This is your main harassing and killing tool throughout early game and will allow you complete lane dominance. Once cast, your target must move 740 feet away from where they were when the spell was cast on them or else they become stunned. Each second for 4 seconds damage will be done until the 4 seconds are up(they get stunned) or they move 740 feet away.

I cannot stress enough that Cold Feet may be spammed due to its low mana cost and high damage. After level 3 this spell will do considerable damage to most lower health hereos. Look to combine with Ice Vortex for maximum damage.

This is an example of the Cold Feet + Vortex combo, a very powerful nuke + slow. Remember to cast the Vortex in the direction you believe your enemy will run so that the slow will affect them for the greatest amount of time possible....and hopefully proc the stun from Cold Feet. This combo will later be modified with the addition of Eul's Scepter, which will be elaborated on in the next section.

 

Ice Vortex:

Ice Vortex
Gathers ancient frost energy into one area to create a small, immobile ice vortex at a location. Whenever enemies are near it, their movement speed and magical resistance are reduced.
Level 1 - Movement restricted by 18 and magic resistance reduced by 10. Lasts 12 sec.
Level 2 - Movement restricted by 22 and magic resistance reduced by 15. Lasts 12 sec.
Level 3 - Movement restricted by 26 and magic resistance reduced by 20. Lasts 12 sec.
Level 4 - Movement restricted by 30 and magic resistance reduced by 25. Lasts 12 sec.

A very useful skill that will save your slow blue butt many times, not to mention get you your fair share of kills. Lowers magic resistance  as well as slowing movement. If you need to escape , cast this behind you to slow down chasing heroes. This also works well in team play, look to cast this near enemies when they are about to be heavily nuked. For example, if you see Enigma casting Black Hole throw this Vortex in the middle of it.

Key tactic: Ice Vortex also grants a  small area of sight where it is cast, so cast it up hills or at Rosh to check for enemies.

I cast Ice Vortex behind me where my chasers are forced to run through it and receive the movement speed penalty. Also notice how I am granted a small amount of sight on the ground where the Vortex is.

Chilling Touch:

Chilling Touch
Releases a gust of cold wind at a target area, enchanting allied heroes with bonus magical damage on their attacks. Lasts for a limited number of attacks up to a maximum of 40 seconds. While the enchanted heroes have this chilling touch, their attack speed is reduced by 15%.
Level 1 - Kaldr attack 2 times and with bonus 40 damage. Enemies' attack speed reduced by 15%.
Level 2 - Kaldr attack 3 times and with bonus 50 damage. Enemies' attack speed reduced by 15%.
Level 3 - Kaldr attack 4 times and with bonus 60 damage. Enemies' attack speed reduced by 15%.
Level 4 - Kaldr attack 5 times and with bonus 70 damage. Enemies' attack speed reduced by 15%.

This is an underrated skill that I myself have not begun to use until quite recently. It should be noted that while this spell adds quite a bit of extra damage, it also has a negative 15% AS debuff. Since bonus damage does not apply to creeps, only to heroes, make sure that you cast this when you KNOW your allies are entering a team battle otherwise it acts as a curse witha 40 second long duration(the 5 attacks counter only goes down on heroes). Since only heroes are affected by the bonus damage, Chilling Touch will also lower AA's already poor ability to manage creep waves.

Since Chilling Touch deals magic damage, the amount of damage done is increased when your target is under the influence of Ice Vortex. If Chilling Touch were case upon your entire team right before a battle and Ice Vortex was placed in an advantagous position, a large amounf of extra damage would be dealt which could alter the outcome of the encounter. If you were solo ganking and wished to utilize Chilling Touch, the proper casting order would be to first cast Chilling Touch on yourself, move in and slow/stun your enemy with Ice Vortex + Cold Feet, and then finish them off with the extra damage from Chilling Touch.

Ice Blast:

Ice Blast
Ancient Apparition projects his presence out to make way for a powerful ripple of hailstone and dark magic. Once cast, it can release the spell to strike targets within 200 area of where his presence was upon release. It will deal damage to enemy units and apply a frostbite curse on them for 7 seconds where their health regeneration will be frozen and will shatter if they fall close enough to death. This spell has global range depending on how long you wait for the projections to move. Frostbitten units will take minor damage over time.

You can charge (non-channeling, time based) this as long as you want if you want it to travel further outwards. Has an initial AOE of 200, but increases by a small amount the further it travels.

The usage of this spell is hard to describe so be sure to watch the video! To use Ice Blast you first click the ability, then target an area on the map (mouse over the area then click). After clicking a "gust of wind" will shoot out in the direction of your target. You can stop the gust at any time by using the ability again. One the gust has been stopped, a second projectile shoots out in the direction of the first and will explode where the gust stopped.  

The time the second projectile takes to land is always around one-two seconds, so make sure you aim the gust accordingly. The timing takes a while to learn but comes quickly. Ice Blast  can be cast into fog and unexplored areas, as well as giving sight of the projectiles destination. A comparison of the time Ice Blast takes to hit when cast at a long range and a shorter range is shown below:

 

As the second projectile moves through the air, all enemies underneath it are given the "Frostbite" debuff, meaning that if their health drops below 12%, they will die. It also prevents them from getting healed by most measures. If you have an enemy running away down a lane and you know he is below 12%, just target all the way at the end of the lane and as long as the pathing hits him, you get the kill. An example is shown in the picture below:


Notice that the NA is hit by the debuff even though he is not near the impact radius, showing that Ice Blast has a wide AoE even while it is traveling through the air. 

 

Early Strategy:

If you decide to go with the bottle route / mid lane you should constantly be harassing your opponent. Most "mid solo" heroes are weak Intelligence hereos who take the solo lane to quickly level their nukes, choosing mid lane for its ganking versatility. Remember to check the Runes every 2 minutes as a Haste or Invisibility rune almost guarantees a kill. Most newer players will not initiate ganks until they have leveled quite a bit (5-7), however you should be ganking as early as level 3 (a few minutes into the game) as your first two skills are powerful enough to get a successful gank with a coordinated team.

If you are laning with a teammate the same strategy still applies, keep harassing and trying to gank (Vortex + Cold Feet + Allies stun). If you notice the opposing teams mid lane hero go missing be careful as they may well be comming to kill you due to your low health and high threat. A way to avoid getting ganked yourself, as well as providing better Rune control for your team, is to place Observation Wards where you can have clear sight of the Rune spwan points. The ward buyer is usually a hero who needs few items to reach his full potential, a role you fit perfectly.


• Your goal early game should be to farm up Boots, a Sobi Mask, a Void stone, Wizards Staff, and finally Eul's.
• Harass the enemy with Cold Feet + Vortex and try to get a few kills by the time you complete Eul's.
• Be mindful of enemies in other lanes, you may get an easy kill with your ult from an opponent who is mindlessly farming at low health.
• Always look to gank, especially if you can get your hands on an Invisibility/Haste rune.


 

In this video I use an Invisibility rune to gank top lane and then use the global range of AA's ult to kill a fleeing Sven in bottom lane.

End of Early Game Items:

 

 

 

This is if you have farmed really well, otherwise try to have at least  

 

 

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Comments

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213 By visitminanda 2012-06-20

best hero ever

212 By visitminanda 2012-06-20

best hero ever

211 By blahblahman 2012-05-08

http://www.dotastrategy.com/images/smileys/glad.gifhttp://www.dotastrategy.com/images/smileys/biggrin.gifhttp://www.dotastrategy.com/images/smileys/guilty.gifhttp://www.dotastrategy.com/images/smileys/hysterical.gif

210 By 1208 2011-10-02

nice ..

hope more ideas of AA will soon come ..

209 By thonz 2011-04-26

i wish you'll post a eul's + ice blast combo :),

208 By xXBlizzXx 2011-04-04

i thought they nerfed his ult its not 20 seconds anymore

207 By M.D.G0D 2011-04-04

THX FOR ALL THE STRATEGIES THAT HELPS ME ALOT!!http://www.dotastrategy.com/images/smileys/cool.gif

206 By M.D.G0D 2011-04-04

THX FOR ALL THE STRATEGIES THAT HELPS ME ALOT!!http://www.dotastrategy.com/images/smileys/cool.gif

205 By Sweeney 2011-02-02

That first Ice Blast movie blew my f**king mind off O.O

204 By Hatrick 2011-01-31

isnt some kombos up der are over kill..? try to think about the clash thing.. im a bit tensed when it comes to that..! :)

203 By etot 2011-01-30

tol u're items is good...but,still then,on time of clashing were're still complicated about that..

202 By STGDS 2011-01-26

i never really got round to trying this guy out, but i will, but ill get a force staff after euls just cause its fun and works well with having crap hp, then ill get skadi and see witch of us has the better build :P

201 By uchiha_pogi27 2011-01-15

great .!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

200 By enriksabakvaro 2010-12-29

thats rrrrrr
GREAT

199 By Abhishek_spyder 2010-12-12

Great guide dude!!
and videos are also helpfull

198 By Potpourri 2010-10-07

Nice guide bro

197 By silentzero 2010-09-21

the guy is banned, luffybounty style

196 By nobody960814 2010-09-21

@186 I haven't really played this guy, but based on what people say and the videos, i'd say it's like a rocket flare, except that you have to detonate it manually. shoot it in the general direction of where your opponent will be in say, 10 seconds. when the "crosshairs" you shot lands on where you think the target will reach in 1-2 seconds, release the blast. after that time it will land and cause great justice.

195 By Masked_Lord 2010-09-13

@184:
noob. . .You play with AI all the time, I guess...
Bloodstone is really important for caster,it gives great advantage, not to mention. .
I ever played magnus and cairne bloodhoof as caster(as team's request),then I make:
ptreads
BLOODSTONE
refresher
dagger
that make the team won at that time,that 2 str hero grab bloodstone,then you'll know why AA needs bloodstone. . .Hp and mana at the same time?. Is that Bad?.It's not about the charge. .

194 By dotapedz 2010-09-12

my build
bloodstone
skadi
treads
guinsoo
dagon
linkens