Ancient Apparition
An otherworldly being of absolute cold, Ancient Apparition watches from the glacial void, siphoning warmth and hope from mortals with calibrated precision.
At a Glance
Core Principles
“Cold is impartial. It removes the warmth of escape and the promise of retreat.”
Own the Vision
Ice Vortex is your eyes and pressure. Use it to scout, stack, and open fights. More information is more kills.
Trade Through Windows
Plan Chilling Touch windows. Vortex first, then Touch, then Cold Feet to commit. Precision beats volume.
Denial Over Nukes
Frostbitten’s anti-heal is your primary win condition. Ice Blast is area denial, not just damage.
Break the Blink
Blink Daggers are inert under Frostbitten. Force engagements knowing escapes are closed for the duration.
Anchor and Collapse
Cold Feet turns terrain into traps. Anchor at choke points and let your team collapse.
Live to Cast Again
Stay alive with Glimmer/Force/BBK. Every extra Vortex is a new angle, a new denial, a new fight won.
Hero Overview
Ancient Apparition specializes in map control, magical amplification, and global pressure. Ice Vortex lowers magic resist, reveals, and stacks easily; Cold Feet pins targets in place; Chilling Touch provides burst trading; and Ice Blast enforces a brutal no-heal zone that collapses enemy sustain.
Your gameplay is about timing and positioning. Rotate Ice Vortex to enable your team's burst and scouting, use Cold Feet to force enemies away from safety, leverage Chilling Touch in short windows to trade favorably, and pressure lanes and roshan with your ultimate's Frostbitten/Shatter debuff. Ice Blast is as much about space as it is about damage.
Pros
- Global ultimate that shuts down all healing and most regen
- Ice Vortex reveals, slows, and reduces magic resist
- Cold Feet punishes risky positioning and escapes
- Strong at scouting and securing Rosh/high ground vision
- Great synergy with magical burst lineups
Cons
- Low mobility and durability; vulnerable to jump
- Relies on precision angles for Ice Blast to be efficient
- Chilling Touch windows can be interrupted or mismanaged
- Struggles vs. heavy purge and certain exceptions to healing denial
- No innate disengage without item support
Ability Analysis

Ice Vortex
ActiveCreates a vortex that reveals, slows enemies, and reduces their magic resistance. Amplifies magical damage taken by affected enemies.
Notes: Use liberally to scout, deward, and stack camps at long range. During Chilling Touch windows, casting Ice Vortex first significantly increases your magical burst. Vortex pairs exceptionally well with Earthshaker, Lina, and Leshrac.

Cold Feet
Target AreaPlaces a freezing curse on an enemy. If the target does not move far enough in time, they are stunned. Movement breaks the curse.
Notes: Anchor enemies to your team's setup or the creep wave. Casting on escaping heroes near high ground can force a long walk or a risky TP. Coordinate with Ice Vortex to ensure the stun zone is contested.

Chilling Touch
ActiveEmpowers an ally with extra attack range and magical damage on their next few attacks.
Notes: Plan the window: cast Ice Vortex first to lower magic resist, then Chilling Touch for a powerful trading phase. On enemy heroes, manually casting does not draw creep aggro. Use to protect your carry while trading or to pressure towers.

Ice Blast
Target PointLaunches a projectile that applies Frostbitten. Enemies with Frostbitten cannot heal or regenerate HP for the debuff duration. On cast, if enemies are below a health threshold when the projectile reaches them, they are shattered (instantly killed).
Notes: Blink Daggers are disabled for the full Frostbitten duration without needing a direct hit. The projectile travels slowly—shoot farther than feels intuitive to avoid outruns. Frostbitten's anti-heal often matters more than the Shatter nuke; use it to collapse fights and secure rosh.

Ice Vortex (Shard Upgrade)
ActiveIncreases Ice Vortex radius and slows, improving scouting and teamfight zone control.
Notes: The larger radius makes Ice Vortex easier to land and much more impactful for contesting high ground and choke points.

Cold Feet (Aghanim's Scepter)
Target AreaApplies a longer stun and leaves a remnant. If the remnant expires without the target breaking it, the stun repeats.
Notes: Scepter amplifies your pick potential and zone lockdown, especially vs. heroes with short-range escapes or those who cannot easily reposition repeatedly.
Developer's Notes
Developer Insights
Ancient Apparition is a precise, denial-focused support. Your job is to compress space, deny healing, and control vision with Ice Vortex. Ice Blast doesn't need perfect aim to win fights—apply the Frostbitten/Shatter debuff and watch enemy sustain evaporate.
Key Insights:
- Cast Ice Vortex offensively during Chilling Touch windows to amplify magical damage
- Ice Blast breaks Blink Daggers for the full duration if the Frostbitten debuff lands
- Treat your ultimate as a sustained anti-sustain zone denial rather than a single-target nuke
Game Strategy
Early Game
Timeframe: 0–15 minutes Objective: Control vision, enable magical burst, and build mana pressure Key: Use Ice Vortex offensively to trade during Chilling Touch windows; Cast Vortex to scout Rosh, high ground, and to help counterward; Anchor Cold Feet zones to deny waves and safety TPs; Threaten Ice Blast lanes to force cautious rotations Items: Arcane Boots or Tranquil Boots; Kaya for mana efficiency; Smoke of Deceit and sentries for vision control Tips: Stack camps with Ice Vortex to accelerate farm; Place Ice Vortex between enemy waves and towers to soften approach; Manually cast Chilling Touch on enemy heroes to avoid creep aggro; Predict enemy HP thresholds and fire Ice Blast beyond what feels ‘safe’
Mid Game
Timeframe: 15–30 minutes Objective: Win skirmishes with Frostbitten denial and zone control Key: Shot-call with Ice Blast to collapse ganks and force objectives; Use Ice Vortex to deny fountain heals by pinning escape routes; Sync Chilling Touch with team bursts on rosh or tower dives; Scout with Vortex before committing to high ground Items: Eul's for setup and survivability; Glimmer Cape or Force Staff to evade jump; Rod of Atos or Blink Dagger for initiation angles Tips: Ice Blast breaks Blink for the entire Frostbitten duration—don’t overchase perfect hits; Anchor Cold Feet around choke points to prevent re-engages; Leverage Vortex vision to deward enemy high ground safely; Pre-cast Ice Vortex before team contact to reduce reaction time
Late Game
Timeframe: 30+ minutes Objective: Enforce no-regen teamfight zones and collapse sustain Key: Use Ice Blast proactively to deny healing and force safe resets; Hold Glimmer/Force Staff/BBK for the enemy dive; counter-engage with Cold Feet; Control pick zones with Atos/Blink + Vortex layering; Prioritize Frostbitten uptime over raw nukes Items: Aghanim's Scepter for stronger Cold Feet lockdown; Aether Lens for cast range; Gleipnir for AoE pick/control Tips: Avoid tunnel vision on kills—Frostbitten often yields more value via sustain denial; Use Vortex as a scouting tool near smoke entrances; Keep at least one save item for cores caught in stun chains; Angle Ice Blast from unexpected corridors to force longer travel paths
Tips & Strategies
Vision and Scouting
- Ice Vortex’s vision and low mana cost make it an excellent scouting tool. Toss it into Roshan pits, high ground, or fog to reveal intentions safely.
- Use Vortex to stack multiple camps or pull safely, accelerating farm while keeping the lane equilibrium favorable.
- When defending, throw Vortex across chokepoints to slow pushes and reduce incoming spell resist.
Trade Windows and Burst
- Cast Ice Vortex first, then Chilling Touch, to amplify magical damage during your window.
- Manually casting Chilling Touch on enemy heroes won’t draw creep aggro—use it to pressure without dragging the wave.
- Cold Feet punishes greed—anchor it just beyond TP range or between a hero and their tower.
Ultimate Mastery
- Ice Blast breaks Blink Daggers for the whole Frostbitten duration if the debuff lands—you don’t need to hit the blast directly.
- Shoot the ult further than feels natural; the projectile is slow at short ranges and easy to outrun.
- Treat Ice Blast as sustained anti-sustain denial rather than only a nuke; it creates fights you win by attrition.
Survivability Under Pressure
- Buy Glimmer Cape or Force Staff early; AA is fragile without tools against jump.
- If you must move at low HP with AA alive on the enemy team, bait Ice Blast before entering the fountain.
- You can buy Raindrop and sell it back if Ice Blast misses; Cloak is a budget alternative at the risk of resale loss.
Item Guide
Starting Items
Early sustain to stay in lane and cast Ice Vortex to stack/pull while trading with Chilling Touch windows.
Tango, Healing Salve, Clarity, Wind Lace
Core Items
Boots for movement and sustain; Eul's for setup and self-save; Kaya boosts magical damage and reduces mana cost—essential for frequent Vortex.
Arcane/Tranquil Boots, Eul's, Kaya
Situational Items
Build defensively (Glimmer/Force) or aggressively (Atos/Blink). Aether Lens extends casts. Aghanim's Cold Feet greatly improves lockdown; Blink/BBK mitigate AA’s fragility vs. jump.
Rod of Atos, Glimmer Cape, Force Staff, Aether Lens, Blink Dagger, Black King Bar, Aghanim's Scepter
Counter Guide
Good With
AA thrives alongside burst-heavy magical cores and strong zone control. Leshrac, Lina, and Puck convert Vortex’s magic resist reduction into devastating chains. Venomancer amplifies slows and damage over time, making Cold Feet anchors deadlier. Earthshaker’s setup benefits from Vortex vision and Frostbitten’s anti-heal. Bane and Lion add hard lockdown to Cold Feet. The core idea: heroes who need setup and who win through spell combos and denial of sustain.
Bad Against
AA struggles against strong sustain denial counters and heavy, mobile physical damage. Omniknight’s Purify, Warlock’s Golem heal, Witch Doctor’s Voodoo, and similar direct healing are crippled by Ice Blast—but enemies who play around Frostbitten timing or purges can mitigate impact. Pugna’s Nether Ward punishes frequent spell usage; Legion Commander and Phantom Assassin dive and delete fragile supports; Slark and Weaver purge debuffs or avoid the no-heal window. The pattern: high sustain, strong purge/dispel, and aggressive dive pressure that forces AA to spend time saving rather than controlling.
Good Against
AA crushes heroes reliant on sustain and positional resets. Lifestealer and Bloodseeker lose access to regeneration under Frostbitten, collapsing their man-fight续航. Centaur’s Double Edge self-heal is denied, making his trades far riskier. Weaver’s Time Lapse and Slark’s Dark Pact can be played around, but their usual escape routes get blocked by Cold Feet anchors and Frostbitten anti-heal. Undying’s Decay becomes far less oppressive when you deny the subsequent heal. AA’s ability to break blink and remove fountain regen makes him a natural answer to greedy HP-engine strategies.