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Kaldr, The Ancient Apparation
Backround History

Defeated in a battle long forgotten, this once great mage was banished to a tomb of ice for all eternity. For countless ages he lay in unbearable anguish until he was discovered by minions of the Lich King. In a vain attempt to gain favour with this ancient soul for his own purposes, the Lich King released him. But this soul no longer knew gratitude, it no longer knew friend from foe, it knew only pain. With its body long since decayed, the soul took up the only form it knew. Consumed with hatred, even a touch from this monstrosity causes agony. Able to conjure devastating ice storms with a mere thought and hurl soul-shattering bolts of frost seemingly impossible distances, this creature punishes all who dare to stand their ground against it.

Pros
1. Ranged Hero
2. Nice Stun+Slow
3. Ulty Works like Axe's Culling Blade
4. Good Agi. Growth for an Int. hero
Cons
1. A Dead Hero When Silenced
2. Low strength+bad strength gain
3. Because of low Str gain, low HP

Advanced Statistics:
Affiliation: Neutral
Attack Animation: 0.45 / 0.3
Damage: 44 - 54
Casting Animation: 0.01 / 0.75
Armor: 3.8
Base Attack Time: 1.7
Movespeed: 295
Missile Speed: 1250
Attack Range: 600
Sight Range: 1800 / 1400

Stats
-18+1.4
-20+2.2
-25+2.6

Skills:

Cold Feet

Kaldr's Damage Over Time and a Stun. Unless target enemy moves at least 740 away from the mark within 4 seconds he is frozen still.
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.
Cooldown Progress: 15/13/12/9 sec.
Lasts: 4/4/4/4 sec
Stun Progress 1.25/2/2.75/3 sec
Mana Cost: 150/150/150/150
Notes
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 Blocked by Linken's Sphere

Icy Vortex

Reduces the targets movement speed by 18/22/26/30% and reduces the targets spell resistance by 10/15/20/25%.
Reduces the targets movement speed by 18/22/26/30% and reduces the targets spell resistance by 10/15/20/25%.
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.
Movement Speed Reduction Progress: 18/22/26/30%
Target’s spell reduction resistance Progress 10/15/20/25%
Mana Cost 80/90/100/110
Cooldown 6/6/6/6
Duration 12/12/12/12
Notes
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

Lats 40 seconds or 2/3/4/5 attacks. Slow's the target's attack speed for 40 sec. 2/3/4/5 attacks by 15%. Gives +40/50/60/70 Bonus magic damage on attack,
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%.
Cooldown 50/46/42/38
Mana Cost 140/140/140/140
Last 2/3/4/5 attacks or 40 sec
Gives+ 40/50/60/70 Bonus magic damage on attack
Reduced attack speed Progress: 15/15/15/15%
Notes
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.

Icy Blast

Kaldr's Ulty Damage+Damage over Time Spell. Has a global range and a low cooldown. Kills the target if there HP is below 10/11/12%.
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.
Cooldown Progress: 45/45/45
Mana cost 100/125/150
Duration 8/9/10 HP freeze
Damage 250/350/450
DoT Damage: 12.5/20/32
Kills if the target is below: 10/11/12% HP
Notes
Damage type: magic
*The area of effect for the damage is 225+25*TimeTraveled*2 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.


Skill Build

1.Cold Feet
2.Icy Vortex
3.Cold Feet
4.Icy Vortex
5.Cold Feet
6.Icy Blast
7.Cold Feet
8.Icy Vortex
9.Icy Vortex
10.Chilling Touch
11.Icy Blast
12.Chilling Touch
13.Chilling Touch
14.Chilling Touch
15.Stats
16.Icy Blast
17.-25.Stats

As you can see, the basic idea of this skill build is to max your Cold Feet First. Along side Cold Feet you should get Icy Vortex so that it's easier to stun your opponent with Cold Feet. Get your ulty whenever possible.
Chilling Touch is taken last, because you don't really need during Early/Mid game.

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Starting items:

A Bottle is good at the start so you can easily spam Cold Feet and bottle ruins
Basic Core
2x
So, the bottle is good for Regenerating your mana/health, the boots for extra Movement Speed and the 2 Bracers for extra HP.
Final Core
2x
After your basic core, you should get treads and set them to strength for the extra HP/or you can use them for an extra 10 INT. Eul's scepter is useful when you want to keep your opponent in place so you can nicely land your Cold Feet+Ulty.

Other Items:

I think this item is a waste of money, but you can get it if you need the HP.

Good if your opponent has a lot of casters

Good built-in Tp.

The slow is pretty good, but hell, you alredy have a slow. So get this only if you want to really harras+slow your opponent into oblivion.

Replacement for Guinsoo. Good silence+mana regen. item.
--->
Good against casters.

Too many disablers? This is the answer.

Rejected items:


Gameplay:

Early Game

Early game you can control your lane by casting Cold Feet on the weakest enemy in your lane. This will cause the hero damage no matter what and force them to run or take more damage while you attack them after they’ve frozen. Either way it makes it difficult for them to stay near the creeps and get last hits. Later on you can combo this with Ice Vortex, which will make it very hard for them to escape the freeze at all, and amplify the magic damage over time being done by Cold Feet. If you aren’t getting kills this way by level 4-5, then you definitely should produce some at Level 6 with your ultimate.

Mid game
By this time you should be around 8-9. This is about the time when your team should start ganking. Simply start of with Cold Feet (Icy Vortex if needed for slow) and ulty as many enemy heroes as possible. Just don't try soloing anybody because you will likely get killed.

Late Game
By now you should have Guinsoo and your core (obviously). Just Keep in mind that you aren't as powerful now as you were Early/Mid Game. Just you your basic combo of Cool Feet+Icy Blast+Auto attack and you should be fine (well, as long as you don't solo anyone).




Special Thanks To All The Readers Of This Guide





Kaldr the Ancient Apparition
Author: xero111
Map Vers.: 6.68c

Simple Guide To Kaldr

Simple Guide To Kaldr

Date Posted: 08/02/10
Last Comment:02/08/2010
Total Votes: 0
Current Rating: 0.00
Views: 2683



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