Ancient Apparition Build and Gameplay Guide

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Ancient Apparition Guide - Advantages, Weaknesses, Drafting, Skill Build, Item Build and Gameplay

Kaldr is a support. all his skills useful for support. Although had a lot of mana, this hero is not nukers, because once again where his skill and is only used for support.

Kaldr support team in various ways, stun, slow, resistance reducer, and also the bonus damage for a few hits. Then because his global Ultimate skill, he has a responsibility to eliminate the enemy who fled away, and help Gank remotely. His Ultimatte skill can produce extremely lethal damage, AoE can be expanded and long for his buff, and can instantly kill to target its HP is low.


Kaldr is the hero of the most appropriate support for DPS carry, almost all of his skill was support to improve DPS heroes carry. Therefore, this build is Kaldr support, to carry the success of the team.

Advantages
  • Has a lot of combination of skill and effects
  • Have a good defensive skill (stun, slow)
  • Missile speed is very fast, easy to the last hit / deny
  • match almost any hero
  • Base Armor is very good, as well as the growth of very high AGI
  • All his spell could spam- short cooldown (including Ulti)
Weaknesses
  • Its STR is a bit less
  • Ultimate is not easy to use.
  • Do not have a nuke in the area to control the lane early.
  • Substandard MS
  • Careful to Silencer & Mana Burner
Do not pick
  1. No Stunner in your team
  2. Not familiar with Ancient Apparition's skill
  3. Don't know how to do support
Pick:
  1. Your team need support
  2. You good in controlling the Ultimate skill
Role: Support - Disabler

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. Chilling Touch
  11. Ice Blast
  12. Chilling Touch
  13. Chilling Touch
  14. Chilling Touch
  15. Stats
  16. Ice Blast
  17. Stats
  18. Stats
  19. Stats
  20. Stats
  21. Stats
  22. Stats
  23. Stats
  24. Stats
  25. Stats
Max Cold feet first because it is simultaneously stun nuke skills, very useful for attack hero in the lane. Ice Fortex also in early because it gives the effect of slow skill that will greatly help chase or run away if you ganked, nuke effect (magical spells) in early will be more pain to enemies affected by of this skill. Fortex + Ice Cold Feet is a very sick combos in the early game

Chilling Touch you will not need in the early unless you're planning to roaming along ganker, so grab it if skill skill else is fixed. Lastly, do not pass any ice blast 1 level.

Item Build and Gameplay

Early Game

First Items:
  • ClarityTango
  • Animal Courier
  • Observer Ward
Core Items:
  • Null Talisman
  • Boots of Speed
Strategy: Just as build other support, in the early game you have to play the lane, focus last hit to get the item as soon as possible.

In the mid game, you should join ganking / war, slow and stun very useful when ambush, or help friends who ambush with ice blast from a distance. But still do not forget farming.

Farming results will be seen in late game, if your supportive items already in the bag , your carry friend must be happy, and you have a great opportunity to dominate the war.

Mid Game:

Items:
  • Aghanims Scepter
  • Euls Scepter of Divinity
Strategy: Kaldr task in mid game is the ambush, so the goal is to inhibit the development of skills and items your enemies, especially Carry.

Besides gank, you also have to focus on farming, defense and push the enemy tower. wherever there is war / Ambush, use iceblast in the area to help your friend, who knows you may be able to kil, hahaha

Always pay attention to the rest of HP's enemies are visible on the map, your friends should also tell if there is an enemy dying and began to blur distant (hidden), then kill him with ice blast.

In the mid game, the first item is Eul Scepter. Farming as quickly as possible to buy items that your main core. There is no other more items you need in mid game besides this item.

Late Game

Items:
  • Shivas Guard
  • Urn of Shadows
  • Orchid Malevolence
  • Scythe of Vyse
  • Mekansm
Strategy: Now you are pure support. So this time you will be full support of your friends during war and push. You already have a core (EUL) and if you also have a good carry you can easily dominate the late game.

All the skills you have when combined with the carry so, will generate terrible damage, slow, stun, bonus damage, hex, almost all of which a carry need in you.

Push and defense? Because you do not have area spell that may be used carelessly so you did not have the potential to push or defense, but try to always stay with your friends, because this time they will need all the support skill.

Friends and Enemies

Friends:
Super Disabler Combination
  • Bane
  • Lion
  • Shadow Shaman
  • Tidehunter
  • Enigma
Imagine how the duration of disable that you can produce

Global Skill
  • Zeus
  • Spectre
  • Nature's Prophet
  • Clockwerk
Carry
  • Troll Warlord
  • Ursa
  • Bloodseeker
Sand King
  • Sand King
one of the favorite combo almost everyone. what makes this pair special? That is ice vortex + cold feet + Eul + Epicenter. Eul duration sufficient for channeling epicenter, then the target will not be out of the AOE Epicenter until his pulse is completed, the target will also receive far more damage because minus spell resistance of the vortex, wow.

Enemies

Anti Spammer
  • Pugna
Silencer
  • Silencer
  • Doom
  • Bloodseeker
Mana Burner
  • Anti Mage
  • Nyx Assassin
  • Keeper of the Light
Cloners / Illusion
  • Chaos Knight
  • Naga Siren
  • Phantom Lancer
  • Terrorblade
Typically, the best counter of cloners is 1 vs 1, but why kaldr? That's because you only have one spell area, and even then its use is not easy and should not be arbitrary, while cold feet is a skill that is targeted.

Blink
  • Anti Mage
  • Morphling
  • Queen of Pain
  • Storm Spirit
  • Mirana
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!
 

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