Ancient Apparition

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Vorlage:Tabs Ancient Apparition

Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
18 + 1.4
20 + 2.2
25 + 2.6
Level Base 1 15 25
Lebensp. 200 524 866 1118
Lebensreg. 0% 9.9% 20.68% 28.38%
Magieres. 25% 26.5% 28.68% 30.24%
Mana 75 450 990 1380
Manareg. 0% 56.25% 138.15% 196.65%
Zauberschaden 0% 2.19% 5.37% 7.65%
Rüstung -1 2.2 7.13 10.65
Ang. / Sek 0.59 0.71 0.89 1.02
Laufgeschw. 0% 1% 2.54% 3.64%
Schaden 19‒29 44‒54 80‒90 106‒116
Grund Lebensreg. 0.25
Grund Manareg. 0
Laufgeschw. 295
Drehgeschw. 0.6
Sichtweite 1800/800
Angriffsweite 600
Projektilgeschw. 1250
Angriffsanim. 0.45+0.3
Grund Ang. / Sek 1.7
Kollisionsgröße 24
Beine 2

Ancient Appariton, also known as Kaldr, is an ice-themed caster with high-range and semi-spammable spells. He is commonly played as a ganker or support role.


Ancient Apparition minimap icon.png Kaldr, the Ancient Apparition
Abspielen "One day, ice will cover these lands, and it will be as if this war never happened."
Bei Kaldr, der Ancient Apparition, handelt es sich um ein von außerhalb der Zeit projiziertes Abbild. Er entspringt der kalten, unendlichen Leere, welche älter als das Universum ist und es auch überdauern wird. Kaldr ist, Kaldr war, Kaldr wird sein... und doch ist alles, was wir von ihm wahrnehmen, trotz seiner immensen Macht nichts weiter als ein äußerst schwaches, undeutliches Echo des wahren, ewig währenden Kaldr. Einige glauben, dass Kaldrs Glanz und Macht mit dem Altern des Kosmos auf dem Weg zu dessen Untergang immer weiter zunehmen wird - dass die Ancient Apparition jünger und stärker werden wird, je näher sich die Ewigkeit ihrem Ende zuneigt. Sein eisiger Griff wird alle Materie zum Stillstand bringen und sein Abbild wird ungeheuerlich, jenseits aller Vorstellungskraft strahlen. Er wird nicht länger eine Erscheinung sein!


Ancient Apparition is considered an efficient Ganker for his very powerful abilities, despite each of them requiring precision and good timing to reach their full potential. Because his spells work very well with those of other heroes, a good ganking partner can easily ensure a kill. Kaldr is also a good Support because of his Chilling Touch ability, which gives a large amount of bonus magic damage to his teammates' attacks, but more importantly for his Ice Vortex, which slows and helps him and his team deal more damage. He can also be an Initiator by using his ultimate, but to do so effectively requires more strategy and coordination with your team.

Ancient Apparition is recommended for Intermediate/Advanced players because he requires large amounts of map knowledge to maximize the use of his ultimate, but also to avoid getting ganked because he doesnt have any true escape mechanism. Because his abilities are most powerful when cast in succession, pulling off quick ability combos is very helpful. Consequently, he requires lots of mana management because casting all of his spells in combination can consume a lot of mana, which can leave you unable to cast any more spells until you replenish.

Ancient Apparition can solo mid effectively because of his quick lane dominance through harassing and denying, but side-laning is also viable, especially with a partner who can disable. He shines most during the Early & Mid Game-Phase because his abilities are naturally strong while he is laning. Ancient Apparition also does not require as many items as other heroes. He is good with just his abilities and therefore doesn't need to farm. Even the most basic items are all that this hero needs. Because of his mana issues, a few good mana-regen items could help. Despite how good he is early on, he isn't necessarily less so during the late game. In fact, because of his supportive nature, he can be extremely helpful during later teamfights.


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.
Zauber-Animation: 0.01+0
Range: 700/800/900/1000
Duration: 740
Damage Over Time: 37.5/50/62.5/75
Stun Duration: 4
Break Distance: 1.25/2/2.75/3.5
Number of Charges: 0 (Talent 3)
Charge Replenish Time: 0 (Talent 13/11/9/7)
Cooldown symbol.png 13/11/9/7 (Talent 0)
Mana symbol.png 150
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: Entfernbar mit einfachen Dispels.
Debuff Coldfeet Freeze: Entfernbar mit starken Dispels.
Kaldr's presence draws those around him into a frozen void, threatening to lock them in an icy prison for eternity.


  • Deals 37.5/50/62.5/75 magic damage at 0.8, 1.6, 2.5, 3.4 seconds
  • Effect ends when the unit either dies, walks 740 distance from the mark or has the debuff removed.

Ice Vortex
Ice Vortex icon.png
Creates a vortex of icy energy that slows movement speed and lowers magical resistance of enemies in its range. Lasts 12 seconds.
Zauber-Animation: 0.01+0
Range: 1500
Area: 275
Movement Speed Slow: 15%/20%/25%/30%
Magical Resistance Reduction: 15%/20%/25%/30%
Vortex Duration: 16
Cooldown symbol.png 4
Mana symbol.png 80/90/100/110
Does not pierce spell immunity. Slow and magic resistance reduction persist if debuff was placed before spell immunity.
Debuff Ice Vortex: Nicht entfernbar.
Frozen, caustic winds are at the whim of Kaldr, chilling the field of battle.


  • New units are checked for every 0.1 seconds.
  • Does not affect magic immune units
  • Does not affect Forged Spirit, Familiar, Stone Form

Chilling Touch icon.png
Verb. Helden / Gegner
A frigid gust enchants allied heroes, granting them a bonus of magical damage for a given number of physical attacks, while slowing their attack speed slightly. The bonus damage only activates for attacks against enemy heroes. Lasts 40 seconds.
Zauber-Animation: 0.01+0
Range: 800
Area: 525
Duration: 3/4/5/6
Bonus Magical Damage: 50/60/70/80 (Talent 130/140/150/160)
Attack Speed Reduction: 20
Duration: 30
Cooldown symbol.png 50/42/34/26
Mana symbol.png 110/120/130/140
Buff Chilling Touch: Entfernbar mit einfachen Dispels.
The Ancient Apparition's eternal knowledge brings a frigid enchantment to his allies.


  • 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.
  • Bonus damage only works on attacks against heroes.
  • Castable attack-modifiers (Drow Ranger's Frost Arrows, Viper's Poison Attack,...) will not trigger the bonus damage if it is cast (point & click) instead of used via auto-cast.

Ice Blast
Ice Blast icon.png
Gegner / Gegn.Helden
An explosive ball of icy hail that can be used to strike targets anywhere on the map. On first use, Kaldr launches a tracer towards the targeted location. The second use marks the current location of the blast, upon which the actual projectile is launched - the greater the distance, the larger the radius affected. It deals damage to enemy units and applies a frostbite curse to units in and around the area that prevents regeneration or healing. Frostbitten units will take minor damage over time; if the units drop below a certain percentage of hitpoints, they'll instantly shatter.
Zauber-Animation: 0.01+1.07
Range: Global
Area: 275
Frostbite Duration: 275
Frostbite Damage: 1000
Hitpoints for Kill: 250/350/450
Damage: 12.5/20/32
Percentage Health Kill Threshold: 10%/11%/12%
Duration: 8/9/10 (Upgradable by Aghanim's Scepter. 17)
Cooldown symbol.png 40
Mana symbol.png 100/125/150
Upgradable by Aghanim's Scepter. 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.
Debuff Ice Blast: Nicht entfernbar.
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.


  • *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.
  • Kill will be granted to the source of the damage that triggers the shatter.
  • 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 shatter damage will not kill you if you are affected by Shallow Grave.

Recommended Items[Bearbeiten]


Basic Strategy[Bearbeiten]

  • Use Cold Feet to harass in the early game.
  • Ice Vortex can be used to slow enemies when chasing or being chased, as well as reduce their resistance.
  • Ice Blast is a multi-purpose spell that can be cast to anywhere on the map. Use it to aid your allies in ganks, initiate team battles, slow down escaping enemies, finish off low-HP heroes, and clear large creep waves.
  • Ancient Apparition can solo mid in the early game. You want to start ganking as soon as possible and Ancient Apparition has all the necessary tools to control his lane.
  • As a ganker hero, Ancient Apparition synergies very well with any other ganker heroes.
  • All of Ancient Apparition's spells have incredible range. Try to avoid close combat in less-than-ideal conditions.
  • You don't have an escape mechanism, so having vision of your opponents is crucial for you to survive. Ask your teammates to ward or do it yourself whenever it's possible.
  • Later in game, try to pair up with high DPS heroes and stuns in order to decimate enemies.

See also[Bearbeiten]

Vorlage:John Patrick Lowrie Vorlage:HeroNav

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