Gameplay
Kaldr, the Ancient Apparition, is a projection that transcends time. He was born from the extreme cold of the infinite void, has seen the whole universe being born, and is waiting for the moment when it will die. Kaldr was, Kaldr is, and Kaldr always will be. so…all that we realize, or see how mighty he is, is really just a fading sigh of the only true, of the eternal Kaldr .
There are many people who believe that, with the metamorphosis and decay of the universe, Kaldr's power and glory will become stronger and stronger – that the Ancient Apparition will become more and more full of life and become more powerful. near eternity. Kaldr's frost can freeze all things, his projection will create a flash of terrible glare beyond vision. He was long beyond the reach of an Apparition.
“My spirit may be locked in ice, but my rage still burns.”
Ability Builds
Level: 0 1 15 25 30
Health: 200 600 1120 1740 1980
Health regen: +0.25 +2.25 +4.91 +8.01 +9.16
Mana: 75 351 915 1467 1695
Mana regen: +0 +1.15 +3.53 +5.83 +6.78
Armor: -1 2.33 7.47 13.13 15.3
Damage Block: -
Magic Resistance: 25%
Status Resistance: 0%
Damage: 21‒31 44‒54 91‒101 137‒147 156‒166
Attack Rate: 0.59/s 0.71/s 0.89/s 1.09/s 1.16/s
Attack Range: 675 (800)
Attack Speed: 100 (1.7s BAT)
Attack Animation: 0.45+0.3
Projectile Speed: 1250
Movement Speed: 285
Turn Rate: 0.6
Collision Size: 24
Vision Range: 1800 • 800
Legs: 0
Gib Type: Ice
Ability Upgrades:
- Upgradable by Aghanim's Scepter;
- Upgradable by Aghanim's Shard.
Talents
Tips & Tactics
General
Raise Cold Feet (Q) at the first and maximum levels to take damage and lock the enemy, making it easy for you and your teammates to earn lives while roaming, ganking when your teammates can gain 1 skill some control like slow or stun.
If it's a support lane, you can get Chilling touch (E) first if that hero is suitable (like PA, Ursa, Riki for example). Maximize Cold Feet (Q) first for damage and duration. Depending on the next situation, you can max out the 2nd Ice vortex (W) or Chilling touch (E). Ultimate get the correct level.
Abilities
Cold Feet
Cost: 150 mana.
Cooldown: 15/13/11/9 seconds.
Cast Range: 700/800/900/1000 distance.
Effect: cools the target down, dealing 37.5/50/62.5/75 damage per second. If the enemy doesn't run far away from the location where this skill was cast, they will be frozen.
Impact time: 4 seconds
Freeze Time: 1.25/2/2.75/3.5 seconds
Break-down distance: 740
Ice Vortex
Cost: 80/90/100/110 mana
Cooldown: 4 seconds
Casting Range: 1500
Effect: creates an icy vortex at the specified location, enemies that step on this area will have their movement speed and magic resistance reduced.
Spinning Radius: 275
Duration: 16 seconds
Run Speed Slow: 15%/20%/25%/30%
Magic Resistance Reduction: 15%/20%/25%/30%
Chilling Touch
Cost: 110/120/130/140 mana
Cooldown: 50/42/34/26
Casting Range: 800
Effect: Casts on allied champions (including yourself) an icy curse, reducing the attack speed of affected units but in return their attacks deal bonus damage (inactive) on piers and structures
Damage: 50/60/70/80
Number of hits: 3/4/5/6
Attack speed reduction: 20
Curse radius: 525
Effect time: 30 seconds
Ice Blast
Cost: 100/125/150 mana.
Cooldown: 40 seconds
Range: the entire map
Effect: throw an icy mark in the specified direction, activate this skill 1 more time to stop the mark, and as soon as the mark stops, AA will throw an ice ball at that location for 2 seconds . If an enemy champion has less than 10%/11%/12% of their maximum health for the duration of the effect, they will be instantly killed. The farther the mark flies, the bigger the explosion. Enemy units that are dashed by the orb take damage over time.
Impact time: 8/9/10
Impact radius: 275
Minimum explosion radius: 275
Maximum explosion radius: 1000
Upgraded by Aghanim's Scepter:
- Impact time: 17 seconds
Note: every second the mark flies it will increase by 50 explosion radius, up to a maximum of 1000. Since the orb's flight time is 2 seconds to the target location, casting this ability at long range will be beneficial. superior in flight speed and explosive radius. There is a small trick here is that if when shooting the orb that AA tries to increase the distance between him and the mark, when he shoots the ice ball, it will explode with a larger radius.
Release
Effect: The ice blast is released, exploding at the tracer's present location.
Cast Animation: 0.01 + 1.07
Cooldown Time: 1