Dota 2/Kaldr the Ancient Apparition

""Now is the winter of your disembowelment.""

Ancient Apparition is a ranged intelligence hero that is usually played as a support due to the utility of his spells. Ancient Apparition has one of the more unique disables in the game with Cold Feet, as it stuns affected enemies if they stay within a certain radius from the point the spell is cast. This gives it a variety of uses, letting AA scare enemies off a lane or from his allies, or become a solid stun when coupled with other disables. His second skill, Ice Vortex, also provides a lot of utility. With its low cooldown and huge cast range, it can be used for scouting, for slowing and for weakening foes, useful for many situations from ganks to teamfights. While often overlooked, AA's third skill, Chilling Touch, is another skill with good utility, but one that can directly buff your teammates. It grants bonus damage at the cost of attack speed, making it an immensely helpful buff for last-hitting as well as finishing off enemy heroes quicker during the early-mid stages. Ancient Apparition's ultimate, Ice Blast, is not only a powerful global range area of effect spell, but again has different uses depending on when it is cast. Cast before a teamfight, it can be used to initiate, cutting off any source of healing on the opponent's side. Cast during or after a teamfight, and its frostbite debuff can finish off severely wounded heroes. It can even be used to help in split-pushes due to its global range and relatively short cooldown. Ancient Apparition is a hero with decent attributes and versatile spells, but like many Intelligence heroes he lacks survivability. Good positioning, mana management and map awareness are key to playing an effective Ancient Apparition. In the right hands, Ancient Apparition can become a deadly spellcaster.

Cold Feet
Cold Feet places a debuff on the targeted enemy unit, which does damage over time. The debuff will be dispelled by moving a certain distance from the initial cast spot, but if the target doesn't move away after 4 seconds they will be stunned. While any decent enemy will try to get out of the debuff range before they get stunned, you can force them to move away from their current spot, which can be useful for harassment or to scare off powerful threats during teamfights. If they don't move away, you will likely get a kill if you have teammates with you.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Damage Type: Magical
 * Damage Over Time: 37.5 / 50 / 62.5 / 75
 * Break Distance: 740
 * Stun Duration: 1.25 / 2 / 2.75 / 3.5
 * Mana Cost: 150
 * Cooldown: 15 / 13 / 11 / 9

Ice Vortex
Ice Vortex chills the targeted area for 16 seconds. Enemies entering the vortexed area will be slowed as well as have their magic resistance reduced. Since the cooldown is only 5 seconds while its duration is 16, you can always have up to 4 vortexed areas at the same time. It synergises really well with Cold Feet, since it slows enemies down, preventing them from dispeling the debuff.
 * Ability: Target Point
 * Radius: 275
 * Slow: 18% / 22% / 26% / 30%
 * Decrease Resist: 15% / 20% / 25% / 30%
 * Mana Cost: 80 / 90 / 100 / 110
 * Cooldown: 4

Chilling Touch
Chilling Touch buffs any allied heroes in the targeted area with bonus magic damage for a certain amount of physical attacks. You will also get the buff yourself even though you're not within the targeted area. However, their attack speed will also be slowed by 15%. It is useful for buffing up your lane partner when laning, letting them last-hit easier. Unfortunately, you usually won't be using it after the early game, as the attack slow is too much to make the bonus magic damage worthwhile.
 * Ability: Target Point
 * Damage Type: Magical
 * Radius: 625
 * Max Attacks: 3 / 4 / 5 / 6
 * Damage: 50 / 60 / 70 / 80
 * Attack Speed: 15%
 * Mana Cost: 110 / 120 / 130 / 140
 * Cooldown: 50 / 42 / 34 / 26

Ice Blast
Ice Blast is a unique ultimate. First off, it has global range, meaning that with good prediction you can hit enemies anywhere on the map. Activating the spell will launch an initial tracer shot in the direction of the targeted area. Once the tracer reaches the intended location, using Ice Blast Release will release the second, main projectile. The tracer will show how big the radius of the second blast will be, the further it has travelled, the bigger the blast. Once the second shot hits an enemy they will take damage. Any enemy in the second shot's path and caught in the path will also be frostbitten, making them take damage over time and instantly killing them once their health drops below a certain amount. A very potent but hard to use ultimate. You can launch an Ice Blast from the opposite side of the map to aid in teamfights, an make it much easier to kill the enemy team.
 * Ability: Target Point
 * Damage Type: Magical
 * Damage: 250 / 350 / 450
 * Frostbite Duration: 8 / 9 / 10
 * Frostbite Damage: 12.5 / 20 / 32
 * Hitpoints For Kill: 10% / 11% / 12%
 * Mana Cost: 100 / 125 / 150
 * Cooldown: 40
 * Scepter Duration: 17

Aghanim's Scepter can be purchased by Ancient Apparition and will increase the frost bite duration of Ice Blast.

Ice Blast Release
Release the Ice Blast shot to shoot to it's designated location.
 * Ability: No Target
 * Cooldown: 1