Hello, guys and gals, it’s Ancient Apparition’s time in the spotlight!

Hero concepts disclaimer: Hopefully, these hero previews will make you eager to try out IMBA. 😉 But they are being presented so that we can improve on the current ideas (or pick new ones up)! Please comment or contact me by e-mail if you have any critique or suggestion about these hero concepts.

Kaldr, the Ancient Apparition

Cold Feet: Slows move speed by 10% at the initial cast point, plus 1% for every 10 units away from it (i.e. the slow increases as you move away from the spell’s cast point). The target leaves a 180 width icy trail while debuffed; any enemy who touches the trail will also be struck by cold feet. Improves damage per tick by 1 per 3 points of Intelligence.

Slows move speed by 10% at the initial cast point, plus 1% for every 10 units away from it (i.e. the slow increases as you move away from the spell’s cast point). The target leaves a 180 width icy trail while debuffed; any enemy who touches the trail will also be struck by cold feet. Improves damage per tick by 1 per 3 points of Intelligence. Ice Vortex: Slow and magic damage amplification from multiple ice vortexes stack. Each vortex’s radius grows at a rate of 25/50/75/100 units per second, and pulls enemy units to its center with 100/150/200/250 units per second strength. Base AOE increased to 375.

Slow and magic damage amplification from multiple ice vortexes stack. Each vortex’s radius grows at a rate of 25/50/75/100 units per second, and pulls enemy units to its center with 100/150/200/250 units per second strength. Base AOE increased to 375. Chilling Touch: Each attack made under the effect of Chilling Touch ministuns the target for 0.1/0.15/0.2/0.25 seconds, similar to Cold Snap, but with no cooldown between ministuns.

Each attack made under the effect of Chilling Touch ministuns the target for 0.1/0.15/0.2/0.25 seconds, similar to Cold Snap, but with no cooldown between ministuns. Ice Blast: Ice Blast travels twice as fast (3000 units per second), and its damage radius grows 50% faster, capped at 1350. The impact is instant (there is no need to wait for the projectile to reach the “tracer”). Each point of Intelligence adds 1 damage to the initial blast damage.

Ice Blast travels twice as fast (3000 units per second), and its damage radius grows 50% faster, capped at 1350. The impact is instant (there is no need to wait for the projectile to reach the “tracer”). Each point of Intelligence adds 1 damage to the initial blast damage. Aghanim’s scepter upgrade: Increases Ice Blast’s duration to 17 seconds. Ice blast now leaves a trail of Ice Vortexes in its wake.

Increases Ice Blast’s duration to 17 seconds. Ice blast now leaves a trail of Ice Vortexes in its wake. Aghanim’s soul upgrade: Ice blast’s cooldown improved to 25 seconds. Projectile now reaches maximum size instantly (it does not need to travel to grow in size). Chilling touch is now an aura which affects all allied heroes in 1000 AOE of Ancient Apparition (every attack made while in this range benefits from Chilling Touch).

With Ancient Apparition, I tried to tie Cold Feet and Ice Vortex with his “embodiment of the death of the universe” theme. Both are skills who shine stronger when you have time to let them act. If you let Apparition cast 2 or 3 vortexes in the general area where a fight’s going, his team will be at a massive advantage. Chilling touch rounds him up as a very strong early teamfighter, who stays relevant through his ultimate – made only slightly more powerful (it is already pretty strong in regular dota), but much easier to land.

Aghanim’s scepter adds a fun new interaction to increase Ice Blast’s damage, as well as being able to hinder enemies globally. Finally, Aghanim’s soul turns the apparition into a nightmare to fight into, with massive damage and disruptions through his ultimate and ministuns.

What do you think about Ancient Apparitions’s IMBA incarnation? Farewell, Dota warriors! Until next time!