Kaldr fights by Skadi's side and has 2 forms: Beast and Elemental. While in Beast form he can attack enemies and be attacked. While Elemental he is immune to attacks and regenerates health over time. His forms can be controlled with Skadi's Rune of the Hunt but he will be forced into Elemental form if he loses all Hit Points.
Hit Points: 5
Attack Speed: 50% of Skadi's
Movement Speed: 110% of Skadi's
Lane Minion Damage: 1 HP lost per 5 hits
Other Source Damage: 1 HP lost from any attack or ability
Skadi throws an icy spear forward, dealing damage to enemies and Slowing them for 3s. Kaldr's basic attacks deal double damage to targets afflicted by Piercing Cold. Cost: 70/75/80/85/90. Cooldown: 15s.
Damage: 90/140/190/240/290 (+80% of your physical power)
Rune Of The Hunt
Toggle: Skadi marks an enemy for Kaldr to hunt. While toggled on, Kaldr assumes Beast form, chasing and attacking the marked enemy. If a marked enemy dies Kaldr attacks other enemies nearby. When toggled off, Kaldr stops attacking and returns to Skadi, reverting to his Elemental form on the way. This ability can be activated at rank 0 and Kaldr gains new skills as it ranks up. Cost: None. Cooldown: .5s.
Basic Attack Damage: 60/80/80/100/100% of Skadi's Basic Attack Damage
Rank 1: Kaldr gains a dash attack
Rank 3: Kaldr's kills heal him
Rank 5: Kaldr's attacks give Skadi 10% increased movement speed
Skadi freezes the ground for 5s at a target location. The icy area deals damage to enemies that touch it and continues to deal additional damage every .5s they stay on it. Gods who step on the ice lose control of their movement and slide across. Also, Skadi's movement speed increases by 25% while standing on the area. Cost: 70/75/80/85/90. Cooldown: 18s.
Damage: 70/100/130/160/190 (+60% of your physical power)
Damage per Tick: 5/10/15/20/25 (+5% of your physical power)
Winter's Grasp (Ultimate)
Snowstorms surround Skadi and Kaldr. Upon activation, enemies in range become Rooted and Kaldr is restored to full health. The storms persist for 5s while dealing damage to enemies every .5s and making Kaldr immune to damage. Cost: 80/90/00/110/120. Cooldown: 90s.
Damage Per Tick: 10/20/30/40/50 (+5% of your physical power)
Root Duration: 1/1.25/1.5/1.75/2s
Kaldr is a unique god, boasting a full second character as his passive. Just kidding! Skadi and Kaldr are seeing some updates this patch to address core frustrations players face when playing as the duo. Her passive felt more akin to her 2nd ability rather than something unique to herself while Kaldr felt clunky when trying to execute the ultimate. Dying right before it went off could mean Kaldr retreating rather than fighting and a complete waste of the Ultimate ability.
Skadi is gaining an additional component to her passive when Kaldr is down, giving her the strength to avenge her fallen companion. Kaldr in turn is gaining some increased survivability, regenerating life more quickly. Finally, the Ultimate is being reworked. Rather than Kaldr immediately being restored to health and pulsing out an AoE Blizzard, Winter's Grasp now utilizes Kaldr with an aimable targeter. He will leap to that area, restoring his health on the way, and then root enemies and begin his pulsing damage upon arrival. This gives Skadi greater control over where Kaldr is going and increased the responsiveness in more chaotic fights. Olympians pathnotes.png
Kaldr, The Winter Wolf
If Kaldr has 0 HP, Skadi gains 10% increased physical power.
Increased Kaldr's Hit point regeneration from 7s to 5s.
This ability has been reworked.
A snowstorm surrounds Skadi as she chooses a location for Kaldr to attack. If Kaldr is too far he will leap there. Upon reaching the location a snowstorm also surrounds Kaldr. The initial hit of either snowstorm Roots enemies in the area and Kaldr is restored to full health. The storms persist for 4s while dealing damage to enemies every .5s.
The Goddess of Winter and her loyal Wolf haven't been making much of a showing lately on the battlefield of the gods. Kaldr has been the target of many nerfs over his lifetime, and how that his damage and tankiness seem to be in good spots, we want to increase his uptime. Kaldr can regenerate HP faster to make sure Skadi players get to use him often. We are also giving Skadi a slight cooldown buff to her primary clear ability to help her early lane phase.
Kaldr, The Winter Wolf
Decreased time taken to regenerate 1 hit point from 10s to 7s.
Similar to Neith, while Skadi focuses on her pet management and abilities to control a fight, she is still a hunter. We are increasing her base attack speed to help her scale into the late game more consistently.
Skadi's control through Permafrost and damage from Kaldr have allowed her to be one of the most consistently strong Hunters. We are reducing the radius of Permafrost at later ranks, lowering how many gods Skadi can affect with her ice slide crowd control. Additional, Kaldr's dash damage is seeing a decrease, lowering Skadi's overall burst potential.
Rune of the Hunt
Decreased Kaldr's dash damage from 100/125/125/150/150% to 70/85/100/115/130% of Skadi's Basic Attack Damage.
Updated the description of this ability to clearly state Kaldr's Dash damage.
Decreased Radius from 16/18/20/22/24 to 16/16/18/18/20.
Skadi has proven to be one of the strongest hunters in the game. This can be attributed to her ability to deal large amounts of damage while also having the safety of Permafrost's CC and Movement Speed Buff. Skadi players will now need to invest more heavily into Permafrost to gain the same safety and her late game poke from laying down this icy field will be reduced.
Decreased Physical Power Scaling from 60% -> 50%.
Decreased Bonus Movement speed from 40% -> 20/25/30/35/40%.
Skadi surprised many players by quickly rising to the top of casual and competitive play, quickly shutting out other Hunters. After taking large amounts of competitive feedback, we are changing Winter's Grasp before the upcoming LAN. Kaldr will no longer be immune to damage while this Ability is active, giving enemy teams the ability to peel Kaldr if they choose to focus him down.
Kaldr is no longer immune to Damage in this Ability, however, he will still fully heal on activation.
In Season 4 we made changes to reduce some of the frustration that Kaldr presents to Skadi's opponents while increasing her movement speed through Permafrost. After seeing how this has played out, we are giving Permafrost an additional effect. Permafrost's movement speed now persists for 3 seconds after leaving the circle helping Skadi keep distance between her and her opponents.
Skadi will now retain her Speed Buff for 3s after leaving Permafrost.
Skadi released to a large amount of success. As a low mobility Hunter, her ability to harass and create distance let her excel, but players eventually got familiar with her weak points. We like her ability to create space with strong uses of Kaldr, Permafrost, and Slows and we wanted to highlight this playstyle by giving her access to a bit more Movement Speed.
Increased Base Movement Speed from 370 -> 375.
Rune of the Hunt
Decreased Kaldr's Basic Attack Damage from 50/70/70/90/90% -> 40/50/60/70/80% of Skadi's Basic Attack Damage.
Skadi and Kaldr have been performing well, with a large portion of damage and power coming from Kaldr. While we like the dynamic, we wanted to tone down Kaldr's damage some to make him more manageable to play against.
Rune of the Hunt
Decreased Kaldr's Basic Attack Damage from 60/60/80/80/100/100% to 50/50/70/70/90/90%.
Kaldr was a little eager to join the Battleground of the Gods and as such was dashing all over the place. We have increased his Dash cooldown to allow for more consistent counterplay through creating distance with Kaldr. Additionally Winter's Grasp is seeing a duration reduction, lowering the time Kaldr is immune to damage and also reducing how long the aura damage is applied! Both of these changes are focused around letting players have more room to deal with Kaldr more effectively. Down boy!