My second guide on a DotA Hero will be on the Ancient Apparition. AA can be played as a semi-carry or a support but mostly the latter is being played. However after the recent 6.78 parity update AA can be considered as playing the 2-3 role as the Aghanim Scepter Upgrade is indeed devasting. He is also a great tri-laner or dual laner with anyone with a decent disable or a slow because of the highly spammable Cold Feet. Ice Vortex provides slows and reduce Magic Resistance. Chilling Touch is still debatable whether or not we should get it in the early game. Which we will discuss later. His Ultimate which has a GLOBAL RANGE provides a great DoT which negates all form of healing and kills off any Heroes less than a certain percentage of life which gives his team a great fight advantage if he gets it off.
Let's go through an overview of the Hero's Stats.
HP at level 1: 492
MP at level 1: 325
Range: 600
Movement speed :290
Cast duration : 0.01+0.75
- Decent stats except for his HP and Strength. Which makes AA a very squishy Hero. I prefer to cover his main weakness before going to build other luxuries which I will go through later in the guide.
- His base mana isn't that high to cast that many Cold Feet + Vortex thus this needs to be addressed. - Below average movement speed makes him easy to get picked off.
- He has a cast point of 0.01 meaning he can cast his spells instantly
Let's go on to his Skills.
Places a frozen hex on an enemy unit that deals damage over time, but can be dispelled by moving away from the initial cast point. If the enemy unit doesn't move out of the given range, it will be stunned and frozen in place after 4 seconds.
Range: 700
Duration: 4
Damage Over Time: 37.5/50/62.5/75
Total Damage : 150/200/250/300
Stun Duration: 1.25/2/2.75/3.5
Break Distance: 740
Cooldown :15/13/11/9
Mana Cost: 150
Notes :
- Stun Cannot be dispelled by Purge. If purged by friendly diffusial blade only the damage will b removdd , stun still carries on.
- Will not damage invulnerable units (Cyclones ) by will still stun if unit lands.
- A blue marking will appear on both the unit and the ground where its casted.
Review -
Basically what this spell does is that whoever you cast the spell on, at that point there is a marking. If the target walks away a certain dstance from that point the spell will end. If the target stays within the specified distance the target will get stunned for a long duration. He will take damage every second while he is within the distance. The spells last for 4 seconds.
Just think of it as a circle. The center of circle is the point where the unit was first hit by the spell. The radius is 740 range ( just a little more than your attack range). Within the circle he will take damage and after 4 seconds he will get stunned.
This is AA's only stun and requires follow up to be able to land a stun. Any unit with around 300 movement speed is able to walk out of the AoE preventing him from getting stunned.
Combos for Cold Feet :
Cold Feet + Allies Stun / Slow / Ice Vortex / Rod of Atos/ Hex
This is the easiest way you can get a Cold Feet stun. Cast cold feet on an enemy and wait for him to turn back to react to it and then followup by a disable or slow. You can also cast Ice Vortex in the direction he is running to both amplify the magical DoT (Damage over Time). The reaction time of your target will help to reduce the time needed left to get off your stun.
Cold Feet + Cyclone ( Euls)
This is for soloing certain Heroes. Cold Feet the target and wait for him to react. Send him flying with Euls and put an Ice Vortex under the cyclone followed by timing an Ice Blast when he is about to drop which should be able to deal massive damage.
This spell makes AA a good support on an aggressive Tri lane or dual lane. At level 3 with a level 2 cold feet an additional 2 seconds stun with 200 damage should be able to net you an easy kill.
Creates a vortex of icy energy that slows movement speed and increases magic damage done in its range. Lasts 12 seconds.
Range: 1500
Radius: 275
Movement Speed Slow: 18%/22%/26%/30%
Magic Resistance Reduction: 10%/15%/20%/25%
Cooldown: 5
Mana Cost: 80/90/100/110
- Provides VISION around its AoE
- AA has a cast point of 0.01 meaning he can cast this spell instantly. When you see a unit getting hit by an incoming spell you can cast this on the target before he gets hit by the projectile.
Review :
-Very spammable because of its low cooldown. The slow and the amplify and great for both team fights and thanks. However the only setback is his high mana cost at higher levels so I only suggest getting 2 levels of if until you have a bigger mana pool.
- The vision provided can be useful in many ways. Since it cannot be destroyed until it durations end, you can spam 2-3 vortex in their base at key locations to see if anyone is walking there. It also can be used for dewarding when you have true sight but can see upcliff, ROSHAN SCOUTING. and most importantly prevent juking. The skill range is incredible so you can cast it to find out where has AntiMage blinked to.
- Always cast this before Ice Blast hits to maximize its damage.
A frigid gust enchants allied heroes, granting them bonus magical damage for a given number of physical attacks, while slowing their attack speed slightly. Lasts 30 seconds.
Range: 800
Radius: 525
Duration: 3/4/5/6 attacks or 30 seconds
Bonus Magical Damage: 50/60/70/80
Attack Speed Reduction: 15%
Cooldown:50/46/42/38
Manacost: 110/120/130/140
Details :
-The extra damage from Chilling Touch is a seperate instance of damage. Meaning it will not be multiplied by crits.
- I read somewhere that this spell affects illusions. I have yet to check this.
Remarks :
Currently a very underrated spell. However a very dedicated lineup is required for a skill build revolving around Chilling Touch. Those that argue that Chilling touch should be taken at the early levels such as the laning stage such as Trilanes do not look at the cost of casting Chilling Touch. Adding stats or vortex allows your lane to get kills earlier without spending too much of your mana pool per kill. Unless you have a wisp or a Kotl or a really quick arcane boots, AA is going to have serious mana issues after every engagement since he needs you cast both cold feet and chilling touch. Its true strength lies when your team is grouped as 5.
- In the laning stage where base attack speed is low, the drop in 15% attack speed could make a difference as compared to the late game.
- The recent nerf/change where charges will be lost when hitting creeps really affected this spell's viability as a harassment tool.
An explosive ball of icy hail that can be used to strike targets anywhere on the map. On first use, Kaldr launches a tracer towards the targeted location. The second use marks the current location of the blast, upon which the actual projectile is launched - the greater the distance, the larger the radius affected. It deals damage to enemy units and applies a frostbite curse to units in and around the area that prevents regeneration or healing. Frostbitten units will take minor damage over time; if the units drop below a certain percentage of hitpoints, they'll instantly shatter.
Range: Global
Frostbite Duration: 8/9/10
Frostbite Damage: 12.5/20/32 HP Instant kill Hp: 10%/11%/12% Damage: 250/350/450
Total damage : 350/530/770
Cooldown: 45
Manacost:100/125/150
With Aghanim :
Frostbite duration increase to 17 seconds
Total damage : 462.5/690/994
Details :
OK this spell along with Ghost Ship has the most confusing description ever.
Basically how you us it that you click on the skill or press the skill button, target the direction you want to aim (the distance doesnt matter ) it will launch a ball shaped middle towards that direction. When you want the ball to stop, press the skill button again. It will launch at the point where the ball stopped.
- it takes time for the second blast to land so you need some form of prediction where he will be at.
- when the second missle flies out, any units that the missle flies past will receive the 'Frostbite debuff'
- all enemy units that were hit by the missile will take damage and receive the Frostbite status.
- Units affected by Frostbite status will take Damage over time and will not be able to recover HP.
- This means all items, skills and auras that regenerate HP or heal will not take effect. Even life steal will not work.
- also, all units affected by Frostbite, if their HP falls below 10/11/12% of their maximum HP. They will instantly be killed.
- The further away you cast the spell the bigger the area of effects.
Remarks:
This skill is one of the best ultimates in the game and one of the core reasons why this Hero is picked.
Its global, deals high damage, its in an AoE, it Blocks regeneration deals DoT and instakill low life Heroes. Its only problem is that it is difficult to aim to hi as many targets as possible.
The Aghanim scepter upgrade increasing his duration by 7 seconds makes it even better and almost double the effect of Frostbite.
Combo :
Ice Blast + any Global Spells
Together with any other global spell you can snipe off any low HP hero or help another teammate yo gank from the other side of the map. The most devastating one I have seen is Sun strike and Iceblast which was played by Zenith at The International 2. Any Hero visible to Zenith was promptly taken out just by 1 Hero ganking him because of the followup spells from AA and Invoker without even needing to be there.
Ice Blast + Any DoT
Ice Blasts negation of recover spells helps to counter Damage over Time spells weakness being recovery spells. Most DoT are unable to deal enough damage for the kill because of passive regeneration or Life steal. With Ice Blast they will take the full damage of the DoT and watch their lives tick down to the last 10% of their HP and shatter to pieces. Notable DoT spells are Venomancer's Poison Nova along with Warlock's Fatal Bond.
Ice Blast + Vacuum / RP
AoE spells help AA to position and land his deadly ultimate on as many Heroes as possible.
We will get into his combos later on the guide.
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Skill Build
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2. Stats
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4. Stats
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18-25. Stats
Note! :
Cold Feet is taken whenever needed for the damage as well as stun duration. Early stats so that you will be able to cast an additional Cold Feet as well as increase your HP. This could be replaced by Vortex if your lane has trouble landing cold feet's stun. Vortex for tanks outside the lane and Chilling Touch is taken during the later stages for Team fights. Chilling touch could be replaced by stats if you feel you lack survivalbillity and getting picked off before you can cast your spells. Ice blast is taken whenever possible, for obvious reasons.
Cold Feet is taken whenever needed for the damage as well as stun duration. Early stats so that you will be able to cast an additional Cold Feet as well as increase your HP. This could be replaced by Vortex if your lane has trouble landing cold feet's stun. Vortex for tanks outside the lane and Chilling Touch is taken during the later stages for Team fights. Chilling touch could be replaced by stats if you feel you lack survivalbillity and getting picked off before you can cast your spells. Ice blast is taken whenever possible, for obvious reasons.
Item Build
Early game :
Branches Wards Courier Tango Clarity
Observer Wards if you are playing the long lane, Sentry if you are playing the safe lane. Sentry wards to deward to pull camp so that you can stack creeps and pull creeps. Observer Wards on the long lane to block their pull camp and the other ward is to give your Mid Solo sight to determine which side the rune ha spawned at.
If you are soloing mid forgo the support items and either go for Mantle and Circlets or go for 3 Branches 1 Tango and go straight to the lane to farm some gold to get to your Bottle ASAP.
Mid Game :
After the laning phase, aim for Treads Urn and Magic Stick slowly build up towards a Point or Orge Club. If its too difficult got for Bracers first.
* WHAT IF MY TEAM PICKED 4 CARRIES*


Here is the biggest problem in Pub Games. No one gets wards because everyone is a Carry. If you want to have a higher chance of a winning go for an alternative Build which is getting Mekansm as well as Arcane instead of Treads for the team.
Here is the biggest problem in Pub Games. No one gets wards because everyone is a Carry. If you want to have a higher chance of a winning go for an alternative Build which is getting Mekansm as well as Arcane instead of Treads for the team.
Why Treads and not Arcane Boots?
or
Simply because AA has a big enough mana pool already and Arcane does not provides as much Mana Regeneration as how much you are spending for it. Most likely in an engagement you will be casting one spell only once and maybe a secondary Cold Feet. The rest are simply Ice Vortex which only needed to be spammed at the late game which Mana problems will usually be solved. Treads on the other hand will provide the extra HP and DPS needed . With stick Treads and Urn you will gain an extra 15 strength which is 285 HP more than usual. Which can help you survive a lot more when engaged.
Simply because AA has a big enough mana pool already and Arcane does not provides as much Mana Regeneration as how much you are spending for it. Most likely in an engagement you will be casting one spell only once and maybe a secondary Cold Feet. The rest are simply Ice Vortex which only needed to be spammed at the late game which Mana problems will usually be solved. Treads on the other hand will provide the extra HP and DPS needed . With stick Treads and Urn you will gain an extra 15 strength which is 285 HP more than usual. Which can help you survive a lot more when engaged.
Late Game and Luxury:
Luxury:
If your team does not have one:
Aghanim Scepter is priority. Mekansm and Pipe can be taken if no one on your team has got them. Followed by Eul, Atos or Force staff. Force Staff and Eul are priority of there is prominent Silence or if you are getting focused on too much. Atos is taken only if you need to kite Melee Heroes. Hex and Refresher are truly Luxury and only taken if you have the gold and should never be forced because of the difficult build up.
Items not to get :
Bloodstone
You dont need that much Mana and there are better cost efficient items for HP.
Shadow Blade
No.
Dagon
I would only consider this if you took mid and farmed this item super early. Otherwise no.
Method to playing AA:
Early game :
Tri / Dual Lane Safe Lane
- This is the offensive Trilane. Usually is followed on by one heavy damage dealer ( Jugg, Visage, Alchemist) and a Disabler ( Rubick Chaos Knight) a good balance of damage and disables are needed. In the lane try to get as many kills are possible. CK is a good candidate because of his ability to pull in and stun anyone out of position. Try to stack and pull creeps to get as much levels as possible to get your Ultimate up. Try not to spam Cold feet unless you are sure that you can get a kill. Cold Feet has a high mana cost which is not that efficient to use as Harassment. Right clicks should be enough because of your high range. But if your teammates ar pulling creeps just be careful not to be caught out of position.
Once you are Level 6 that's where your map awareness has to be sharp. Check your minimap to se if anyone is getting ganked or engaging the enemy . Aim your Ultimate at them ( Remember to change to Intelligence Treads and Switch back after that to save mana). One Ice Blast can turn a gank to a counter gank or an escaping enemy to a dead enemy.
Tips on how to cast Ice Blast :

1) Always cast a distance towards the direction he is running at. If he is running back to base, aim closer to the Base. If you know the fight will happen at your tower, aim at your tower. If you are very far away from the target try to aim more away from the enemy because Ice Blast will have a huge AoE and will more be likely to hit.
2) At higher level games try to out predict your opponents. Let's say I am playing against an AA and I have only 100 HP left and I am running back to base. I would predict that AA will aim his Ice Blast at the path I am walking to my base. By stopping to hide in the trees for awhile I have a chance to dodge Ice Blast. A good AA will then predict my attempt to dodge his Ultimate and aim it at the trees I am trying to hide. This takes skills and experience. One way to improve is by watching your replays of your missed Ice Blast and you will get a feel of ho far or how close you need to aim.
3) To aim a melee range Ice blast just Press T and click on the ground infront of you and press again.
4) During Team fights stay behind as your spells have a long cast range. The further you stand the bigger then AoE and more people will be caught inside the Ice Blast. You aim in team fights should be to disable 1 guy spam as many vortex as possible and Ice Blast as many units as possible.
1) Always cast a distance towards the direction he is running at. If he is running back to base, aim closer to the Base. If you know the fight will happen at your tower, aim at your tower. If you are very far away from the target try to aim more away from the enemy because Ice Blast will have a huge AoE and will more be likely to hit.
2) At higher level games try to out predict your opponents. Let's say I am playing against an AA and I have only 100 HP left and I am running back to base. I would predict that AA will aim his Ice Blast at the path I am walking to my base. By stopping to hide in the trees for awhile I have a chance to dodge Ice Blast. A good AA will then predict my attempt to dodge his Ultimate and aim it at the trees I am trying to hide. This takes skills and experience. One way to improve is by watching your replays of your missed Ice Blast and you will get a feel of ho far or how close you need to aim.
3) To aim a melee range Ice blast just Press T and click on the ground infront of you and press again.
4) During Team fights stay behind as your spells have a long cast range. The further you stand the bigger then AoE and more people will be caught inside the Ice Blast. You aim in team fights should be to disable 1 guy spam as many vortex as possible and Ice Blast as many units as possible.
HOW TO OUTMATCH SOMEONE 1v1
During the early or mid game. if a low HP Hero tries to rush you 1v1 and you know your chances of survival is low. Challenge him back. AA cast point is 0.1 and you are able to cast all your spells including a stick and Urn by 0.5 seconds. Lets say a QoP rushes you and blinks beside you attempting you scream wave and take you out. You realizing after popping your stick charge you have about 1-2 right clicks left before he takes you out. Turn around. Cold Feet, Vortex, Ice Blast, Urn and Right Click him back. Chances are you will be taken out. ALONG WITH THE QOP. there were many instances when I was level 7. A QoP level 9 rushes me I can take her out with me which is. Great impact to their team since they traded a support kill for a mid solo death.
During the early or mid game. if a low HP Hero tries to rush you 1v1 and you know your chances of survival is low. Challenge him back. AA cast point is 0.1 and you are able to cast all your spells including a stick and Urn by 0.5 seconds. Lets say a QoP rushes you and blinks beside you attempting you scream wave and take you out. You realizing after popping your stick charge you have about 1-2 right clicks left before he takes you out. Turn around. Cold Feet, Vortex, Ice Blast, Urn and Right Click him back. Chances are you will be taken out. ALONG WITH THE QOP. there were many instances when I was level 7. A QoP level 9 rushes me I can take her out with me which is. Great impact to their team since they traded a support kill for a mid solo death.
Late Game :
Here is where your effectiveness goes down. Cold Feet and Vortex and useless when there is BKB and Chilling Touch doesn't do much damage. Your main purpose remain. Ice Blast's debuff goes through BKB negating Life steal and Heals might allow your carries to win fights. The shatter effect will still remain thus allowing your team to kill Heroes easily.
Good Allies :
Disables:
Chaos Knight as mentioned above. A 4 second stun guarantees Cold Feet to activate resulting in a 7.5 second stun which will take out any Hero.
Reality Rift also helps to keep the unit within Cold Feet's range.
Global Skills:
Invoker
Global Power, ganking anywhere in the map together ! Basically Global Teammates help a lot in the early game to net kills.
Damage over Time:
Venomancer
Any DoT will do great with AA as his Ultimate prevents regneration allowing DoT to deal their maximum damage also prevents Armlet Toggle which is the Bane of most DoTs.
Bad match ups :
Rubick
Stealing Cold Feet allows him to get a 3.75 stun off anyone. His aura negates Vortex and him stealing Ice Blast is even worse . Try to cast vortex immediately after casting Ice Blast to prevent him of stealing it. He can basically land Ice Blasts easily too with Telekenisis and put your team at a global danger.
Slark
Debuffs Cold Feet and Ice Blast and you are most likely dead if he pounces on you. Death Pact makes you unable to do anything to him. Get Sentry Early and wait for Death Pact to be over before using your skills.
Blinks and Pseudo Blinkers
These heroes are harder to catch because you need a 4 second stun to hit before cold feet will activate. Here is where Eul Scepter might help. Get an ally to stun for 1.5 seconds after cold fear and cyclone him. Your timing has to be close to exact for this to work.
Conclusion :
AA is a fun Hero because of his Ultimate and the satisfaction you receive when you snipe off a Hero at Base. His precise aim requires practice and there is no limit to how well you play him. I hope that we will see more of AA close to the competitive scene after the Aghanim Scepter buff.
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