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Most Concise Kaldr Alt-Tab Guide
The fifth of the longest alt-tab guides in existence.
by Melderv

PLEASE IGNORE THE DROW RANGER PARTS. MAKING A NEW GUIDE HERE. SORRY I WAS ABLE TO WRITE MUCH FOR TODAY. GOT SOME STUFF TO DO. I'LL DO THIS SOON!



Latest Changes:
  • December 20, 2010 - Started the guide.


TABLE OF CONTENTS


  1. Foreword
  2. Introduction
  3. Playstyle
  4. Kaldr's Skills
  5. Skill Build
  6. Item Builds
  7. General Strategy
  8. Counters
  9. Miscellaneous
  10. Conclusion
  11. Replays
  12. Credits
  13. Changelog


I. FOREWORD


This guide was written by a 17-year old Filipino whose native language is not English. If you notice, it's the first time I use the Hero name instead of the title (Kaldr, instead of Ancient Apparition). The title was too long for PlayDotA Guides.

Kaldr, the Ancient Apparition is a Hero I found to be highly entertaining. Before his rebalances, he was quite the all-around Hero. Now he's limited to a more balanced number of roles, which is better for DotA in the long run.

Kaldr, to me, is like a combination of Mirana, Pudge, and Rattletrap, and all because of his signature skill, Ice Blast. It has that gamebreaking effect, it has that required marksman accuracy about him, and it has the area of effect. Quite a weird comparison, but my comparison nonetheless. Let's begin!

History: At 6.55, Kaldr was introduced to DotA as a new "Intelligence" Hero. Oddly, those words appealed to me a lot. We'll talk about this in the Introduction section.

At 6.66, they noticed things weren't right. Cold Feet's manacost was too low. It was increased to from 90 to 90/100/110/120. Ice Blast was a bit too powerful, so the skill no longer goes through Dazzle's Shallow Grave. It is also purgeable, and the impact delay is a little "slower" now. Visit the 6.66 changelog for the exact words.

At 6.67, they saw that Cold Feet was still too powerful. Apparently, they further increased the manacost to 150! This made a good change to Kaldr's playstyle, making it a little harder because he has four Active skills.

At 6.68, Kaldr's Ice Blast was the next one to be hit by IceFrog's nerf hammer. Ice Blast's cooldown went from 44/32/20 to 45. This changes Kaldr's gameplay significantly. On a minor point, Kaldr's Armor was also reduced by 1. This was also the point where I paused on playing Kaldr for a while.

But now, I'm back to this ice-ghost thingy! Woohoo!

Author: Aside from my copy-pasta introduction at every Foreword in italics, hey, this is me, a 17-year old Filipino studying at the University of Santo Tomas at Manila.

Enjoy reading this guide to Kaldr! This is aimed at both beginning and experienced players!

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II. INTRODUCTION


Here we explain my perspective about Kaldr.

I think of him as not only an Intelligence Hero, but as a Hero that requires intelligence itself. Kaldr has many, many prerequisites before being used effectively. You do your team a huge favor if you hit that crucial Ice Blast or kill the fleeing Hero.

To me, Kaldr is an exceptional Hero that is all about timing. All of his skills might scream SPAM, but there should be an art to casting them, so much so that I separate a small section on how to approach any situation needed with his skills.

Here are Kaldr's major points:

Map Awareness: Kaldr has a global skill and a scouting skill. With Ice Vortex, you can effectively screw up enemy ganks by just placing one on a choke point or other major entryways. Using Ice Blast, you can tip the scale in favor of your team by launching a pre-determined Ice Blast from across the map and hampering the regenerative abilities of your enemies. How cool is that?

Attributes: Kaldr's gains are average. It peaks with his INT gains, lessens with his AGI gains, and dwindles with his STR gain. His attack range is 600, which is great for a solo mid, and his movement speed is average (295). Some would consider this below average, though, but 295 is close to 300. His Armor is above average (slightly at 3.8) as well as his base damage.

Keep in mind, I'm not trying to be redundant with the word average, it just is the word I use to gauge strength. Others are: poor, below average, above average, excellent.

Items: Kaldr is not item dependent. What I feel and experience about Kaldr is that he's OK with Boots and other minor items for half of the game. But the other half? He's fairly easy to dispatch without items like any INT spellcaster. Which reminds me, these other minor items are very optional anyway.

Gold and EXP: Kaldr relies more on his attack damage when farming. Before, when he had lower cooldowns for his Ultimate, you could basically SPAM it like any AoE spell. But now you can't, and it cannot be used for farming in most cases. I'll discuss this soon.

Skills: His Cold Feet is termed unreliable because it is situational. But the wrong thing here is that it's not really meant to be an initiating stun, but a follow-up disable. His Ice Vortex is a renowned scouting skill, and one of the few skills in the game that reduce magic resistance. Chilling Touch is regarded as one of the best buff skills in the game, giving everyone a free Sacred Relic for a short duration. Last, but definitely not least, Ice Blast is one of the most feared Ultimates in the right hands. By itself it can clear waves, finish off Heroes, and turn tables.

Here are a few reasons why to pick Drow Ranger for your games:
  • Great Timing: When you can time your spells well instead of going rambo, you become more of an asset than a liability. All your skills require precision and effort, and if you don't have any of these, you won't be helping your team very well.
  • EXP Hoarder: Kaldr gains most of his strength from levels. You need to be concerned on whether or not you're soaking up EXP like everybody else. Kaldr is not much of a roamer, but he can help even if stays in his lane. If you keep moving around, you won't be able to use Ice Blast when it's in its most threatening state.
  • Gamebreaking: Kaldr makes a difference, that's it. Chilling Touch is one of the best buffer skills, and Ice Vortex scouts like a madman. Cold Feet induces that psychological effect on the target and Ice Blast, well, Ice Blast tends to make or break the clash.

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III. PLAYSTYLE


Ganker: Okay, while Kaldr does not roam, he can gank effectively. He has two semi-disables. The key is not to initiate but to follow-up. In the right hands, he is a very successful ganker. He needs to gain levels while doing so. That's important.

Supporter: While all of his skills scream gank, they tend to also shout for support as well. Kaldr is great at defending (even from afar) and scouting (as I've been saying). If I have to mention his buff skill, then sure. It all depends on the items he's going for. In all honesty, I think Kaldr works best as a support Hero, but often it's not how I play him.

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IV. DROW RANGER'S SKILLS






Traxex
Drow Ranger





Background Story: Traxex was a skilled archer in her oppressive underground homeland, the Underdark, until she grew sick of her kin's evil ways and fled to the surface world. As a part of her resolution, she joined the Sentinel, bringing her excellent marksmanship to the fray. Some of her abilities include stripping magical beings of their voices, and enchanting her arrows with an icy cold. While such powers are valuable, her true origin will never cease to linger around in the judging eyes of others.






Custom Story: You feel nothing when you are hit. A cold so chilling embraces each arrow of the Drow Ranger, numbing your senses to a sheer halt. Magic is frozen as the voice from your throat dwindles to nothing. Help is but a scream away, but none will hear you. You are merely a target of this ranger's unparalleled marksmanship; each arrow shoots true and as bitter as the freezing cold. You feel nothing when you die.

Just wanted to sneak it in. /ninja


Strength - 17 + [1.9]
Agility - 22 + [1.9]
Intelligence - 15 + [1.4]




Affiliation:Neutral
Damage:40-51
Armor:2.1
Movespeed:300
Attack Range:625

Frost Arrows - (Active, Unit, Enemies)
____________________Induces a freezing effect to the Hero's attacks. Each attack slows the enemy's movement and attack rates. Does not affect magic immune units.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1120625N/A1.5/7Slows attack speed by 5% and movement speed by 10%.
2120625N/A1.5/7Slows attack speed by 10% and movement speed by 20%.
3120625N/A1.5/7Slows attack speed by 15% and movement speed by 30%.
4120625N/A1.5/7Slows attack speed by 20% and movement speed by 40%.

Notes:
  • This skill does not stack, but is prolonged on successive casts.

  • The first duration is on Heroes, and the second is on creeps.

  • This skill is an Orb Effect as well as a Buff Placer.

  • This skill does not work on magic immune units.

Silence - (Active, Area, Enemies)
____________________Stops all enemies in a target area from casting spells. Casting range of 900, AoE of 275, and cooldown of 15 seconds.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
190159002753Enemies affected cannot cast spells.
290159002754Enemies affected cannot cast spells.
390159002755Enemies affected cannot cast spells.
490159002756Enemies affected cannot cast spells.

Notes:
  • This skill does not include items and their active abilities.

  • This skill disables Permanent Invisibility.

  • The skill does not work on magic immune units.

Trueshot Aura - (Passive, Allied Ranged Units)
____________________An aura that gives friendly nearby units bonus damage to their ranged attacks. Increases base ranged damage by a percentage. Does not stack with auras of the same base.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/A900N/AIncreases base ranged damage by 7%.
2N/AN/AN/A900N/AIncreases base ranged damage by 14%.
3N/AN/AN/A900N/AIncreases base ranged damage by 21%.
4N/AN/AN/A900N/AIncreases base ranged damage by 28%.

Notes:
  • Aura bonuses consider only unit base damage + primary attribute increases (not raw damage items).

  • This skill does not stack with Lunar Blessing, but does stack with Command Aura.

Marksmanship - (Passive, Self)
____________________The Drow Ranger's accuracy has increased. The skill adds 15 Agility directly to the Drow Ranger per level.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AN/AAdds 15 Agility.
2N/AN/A160N/AN/AAdds 30 Agility.
3N/AN/A160N/AN/AAdds 45 Agility.

Notes:
  • One of the coolest looking icons in my opinion.



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V. SKILL BUILD




1. Silence
2. Frost Arrows
3. Frost Arrows
4. Stats
5. Frost Arrows
6. Marksmanship
7. Frost Arrows
8. Silence
9. Silence
10. Silence
11. Marksmanship
12. Trueshot Aura
13. Trueshot Aura
14. Trueshot Aura
15. Trueshot Aura
16. Marksmanship


Justification (Standard): Silence is the skill that will keep drow rapists at bay during those annoyingly expected tri-lane first blood attempts. I always take it as my first skill, but only because a 10% movement speed slow for one person is not going to make any difference. It's like Venomancer's Poison Attack. Ahh, so now you remember how shitbrix the slow is by itself.

What happens next is we completely forget about it until we reach Level 8, where we can prolong the duration of the silence during those vital team fights. Nifty.

Frost Arrows is taken second but maxed out first. This is one helluva slow considering not all people feel the need to buy a Boots of Speed when everybody's Level 7 but you do, and well, a 40% movement slow (not implying that we are ignoring the 20% attack speed slow) and chasing becomes much more efficient. Not only are you going to force them to at least consider buying BoS when they can't escape from you and your supposed lane partner, but... okay, that's pretty much all you're doing.

I'll discuss Orb Walking with this skill later on in General Strategy. Just remember that Frost Arrows overrides every other orb you give Drow Ranger. Which means that you do not slow when you add Lifesteal. I'll be talking about this also on General Strategy.

Trueshot Aura is taken at Level 12 when you can actually feel the difference between an aura-infused drow-arrow and an arrow. This is because you just leveled Marksmanship twice and it bordering on late game now, where percentage-based damage buffers begin to make their presence known.

Marksmanship gives you the biggest boost in AGI in the game from just one skill. It makes no sense not to take it. You'll particularly feel it the most during Level 6, when you have piss-poor AGI at the beginning.

Keep in mind, 1 point of AGI gives Drow Ranger: +1 attack speed, +1 damage, and 0.14 Armor. 7 points of AGI gives her a full 1 point of Armor.

Stats is taken at Level 4. OMGWTFBBQ? Let's see, you might underestimate the power of a level of Stats. Consider which skills you might want to take at the time. Level 2 Silence, for four seconds? The basic core of Silence is working at Level 1, no thanks. Level 1 Trueshot Aura? Nope, this skill's going to be leveled too far off. Level 3 Frost Arrows? You can't level this skill at Level 4! Stats it is!


Justification (Aura Drow): The main difference is the presence of Trueshot Aura early over Silence, to the point that we substitute Stats for it at Level 4.

You will only follow this build, and its variations, when there is not much threat coming from spellcasters, and you are the only carry they are relying on. This is highly unlikely in an organized game. Why? The enemy will always prioritize early gamers over late carries. Also, the skill build relies on your farming skills so bad, that you must have some tier item by the end of Level 11 just to make use of this build.

Take it at your own risk and pleasure.


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VI. ITEM BUILDS



Geo-Core




Justification: Power Treads is the main item for Drow Ranger over all the Boots (more on this later). The biggest reason is the additional STR and the attack speed early on. She can also switch to AGI when farming, and if lacking a little mana, to INT to cast that vital Silence. No other Boots would provide this benefits in one go. As usual, other Boots are discussed in the "Which Boots?" tab.

Lothar's Edge is your main escape mechanism and ganking mechanism. Yes, it is easily countered by True Sight, which I assume organized games would have. However, you have no innate escape mechanisms in you and there are no other items that would give what she wants in one buying: additional damage and escape mechanism. Yes, the raw damage from this item is not manipulated by Trueshot Aura, but the item still holds as one of her core items.

Wraith Bands gives Drow Ranger an early boost on AGI and damage. The most you should get in one game is two. Never go beyond that amount. Why? It would delay your build, and you would not have enough space in your inventory for a life-saving Scroll of Town Portal.

Magic Wand, although sometimes it would delay, should be your survival item throughout the game. You even build it first (see Build Progression). While you'll be unlikely to be participating in many team clashes, you're not likely to use the charges either because of your low manacost spells (12 for Frost Arrows; 90 for Silence). The idea is to store the charges until you reach the maximum and keep them with you in the event that you're ganked to save your life if necessary.

Scroll of Town Portal should be with you at all times. Remember to visit the side shops when you can if you didn't have enough money to buy it from your base.


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VII. GENERAL STRATEGY



Side Lane




Starting Items: You hardly need mana consumables at this time, nor ever, so you'll be getting a Healing Salve to prolong your stay in the lane instead. A quick tip when going to the side lanes is to avoid buying things that you can buy at the goblin shops. Also, this build leaves you with enough money to buy a Magic Wand recipe (not the Scroll of Town Portal) should you want to build it first. It would need only 200 gold more to finish it up.

Goals: Get Power Treads, stay alive. Unless you have a competent lane partner, just focus on last hitting. Make it your priority. Your attack animation should be quite slow for now. What you should ask for in the very beginning is a baby-sitter (a healer, supporter) that would not compete for last hitting and keep you alive during your laning phase.

Farming: Last hitting should be your top priority. Not only is it hard enough to make up for lost time due to dying or doing something else, you don't even have any skill to help you with that problem.

Pulling: If you're taking the pull lanes, pull if you're both ranged, and make it fast. Otherwise, stay to defend if your friend is melee.

Sent-Top/Scourge-Bottom: This one's harder since you cannot pull back your wave nearer to the tower, and they will likely pull them back towards theirs. Never stray too deep into the enemy territory. You won't survive an organized gank if you do. Just stay back and last hit.

Harassing: Orb-walking is possible with Frost Arrows. With a competent lane partner, you can gain a kill by slowing your enemies' movement speed and combining it with a stun or a burst slow is quite powerful. Remember to make harassing a low priority, and never forget your last hitting. Harass the melee Heroes to make them think twice about venturing into your range and to dominate the lane.

Wrap Up: Get your core items and start moving on to bigger creeps if you can. Farm open lanes and try to avoid ganks that involve too little allies. You risk yourself valuable time if you fail and die.



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VIII. COUNTERS


Honestly, I've already mentioned Drow Ranger's greatest enemies on the "Rival Build" tab, and on the "Clashes" tab. Instead of posting disablers and the like, let me focus on other hard carries that she cannot take. We are talking of equal strength and skill here.


Justification: Troll Warlord, ranged or not, is one of your biggest threats. He will likely also take Lothar's Edge for ganking and escaping, so you two are equal rivals. What he can do is take you on 1v1. Lifesteal is his major orb and he will outlast you if he manages to stop you from attacking with his Bash. Battle Trance will readily tip the strength to his favor, so watch out.


Justification: Faceless Void loves 1v1, to the point that he pauses both his allies and his enemies in time. He has Backtrack, a triggered heal that stacks fully with Evasion. He also has Time Lock, which is just a fancy way of saying Bash. I already mentioned Chronosphere, but it can be stopped by a good Silence. Unless you're able to kite him, there's not much you can actually do.


Justification: Murloc Nightcrawler loves stats and you have a lot of AGI. Watch as he takes them away from you using Essence Shift if you fight 1v1. Not only that, you can do anything but watch as he uses Shadow Dance, and you can't keep your distance because of Pounce. Dark Pact doubles as a buff remover, so careful not to Silence him too early.


Justification: Phantom Assasin's has refined her Hero-killing skills to a high degree. This is the description of the skill that will kill you faster than you think. Not only that, you can't use Silence against it. Finally, she has Blur to evade part of your attacks, and slow you down to a crawl with Stifling Dagger. Think twice about fighting this Hero alone.


Justification: A Slithereen Guard will first mark you with Amplify Damage, and there's not much you can do about it. You're gonna get that buff on you with or without Silence. Without that buff, you have a higher chance of winning, but he also has Bash and Slithereen Crush to, umm, crush you if you choose to fight. If you don't, he has Sprint to chase you down, obviously, and that Lothar's Edge won't work, because now you're tracked by Amplify Damage.

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IX. MISCELLANEOUS



Middle Lane

It's easy to get to Level 6 at middle lane, but here are his problems: No lane control and no base damage to last hit. Even Mortred has better laning prowess than Drow Ranger (at least she has Stifling Dagger). So middle lane is certainly a no-no if your enemies are rather skilled.

Just the same argument from my other guide.



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X. CONCLUSION


Again, I hope you learned a new Hero. Drow Ranger, as I said, is my very first Hero. Watching others play, and improving from how I play, led me to write this guide on her to share my insights. Have fun using her to her best!

I would like to add that, while I highly discourage anyone from doing the rival builds, I don't forbid you from doing so. From the name itself, it's a rival build, not a rejected build. There are many ways to play Drow Ranger, but there are better ways of using her potential to its maximum!

Final Words: My Alt-Tab series of strategy guides are meant to display as much helpful information as possible without the unnecessary portions. They are not meant for Spotlight guides, with their fancy pictures and video tutorials. That is, in my opinion, extremely time-consuming. It deviates from my purpose, which is to have fun while writing this guide to communicate with others in the DotA community. I like to maintain clean and simple updated works which are just as rich in content as most good guides are.

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XI. REPLAYS


Coming soon!

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XII. CREDITS


Readers, devs, beta testers. I'll give more credit where it's due.

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XIII. CHANGELOG

  • December 20, 2010 - Started the guide.

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Kaldr the Ancient Apparition
Author: Melderv
Map Vers.: 6.70

Kaldr Alt-Tab Guide

Most Concise Kaldr Guide

Date Posted: 12/20/10
Last Comment:27/12/2011
Total Votes: 0
Current Rating: 0.00
Views: 8582



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