Creates a copy of himself to split push
A splintered fragment of the same primordial power as the Ancients themselves, Zet the Arc Warden has pledged to see the clash between Radiant and Dire finally end. Assault lone enemies with fluxing energy, or distort space to generate a protective field around allies. Summon a Spark Wraith to patrol an area for enemies to infuse with harmful magic, then create a double of Zet, items and all, to overwhelm your foes.
Win Rate 50.1%
Pick Rate 1.9%
Attributes

560 +52.8/lvl
363 +31.2/lvl

20 +2.4/lvl

20 +3.0/lvl

24 +2.6/lvl
Stats

Damage:
67.8 - 73.8 + 5.6/level (259.6 - 265.6 at level 30)

Range:
625

Armor:
3.3 + 0.5/level (20.2 at level 30)

Movement:
285
Roles
Carry
Durable
Nuker
Pusher
Support
Escape
Disabler
Initiator
Facets
Order
Disorder
Runed Replica
Win Rate: 47.9%
Pick Rate: 38.3%
The Tempest Double is infused with the bonuses of Power Runes for {s:bonus_rune_duration}s when created.
Level 1 - Invisibility Rune.
Level 2 - Invisibility and Arcane Runes.
Level 3 - Invisibility, Arcane, and Haste Runes.

Tempest Double
The Tempest Double is infused with the bonuses of Power Runes for =12s when created.
Level 1 - Invisibility Rune.
Level 2 - Invisibility and Arcane Runes.
Level 3 - Invisibility, Arcane, and Haste Runes.
Power Capture
Win Rate: 51.5%
Pick Rate: 61.7%
Magnetic Field pulls runes. Arc Warden gains +{s:bonus_all_attribute_bonus_per_stack} all attributes permanently upon activating a Power Rune.

Magnetic Field
Magnetic Field pulls runes. Runes inside Magnetic Field automatically activate.
RUNE PULL FORCE: 150
RUNE PULL RADIUS: =1200 =1800 =2400 =3000

Runic Infusion
Runes of Power fuse to the Self. Arc Warden gains +1.5 all attributes permanently whenever Arc Warden or the Tempest Double activates a Power Rune.
Abilities

Upon activating any rune, gain the Regeneration Rune buff for 4s.
Has 67% duration when activating a Bounty or Water rune.
FACET: Power Capture
Runes of Power fuse to the Self. Arc Warden gains +%all_attribute_bonus_per_stack% all attributes permanently whenever Arc Warden or the Tempest Double activates a Power Rune.

Flux
Infuses a lone enemy unit with swirling, volatile energy, dealing damage over time and slowing the target. The damage is not applied if another enemy unit is near the target.
DURATION: 6
ALLY SEARCH RADIUS: 225
DAMAGE PER SECOND: 15 / 30 / 45 / 60
MOVEMENT SPEED SLOW: 14% / 21% / 28% / 35%

16

75

500 / 600 / 700 / 800


Aghanim's Scepter
Flux silences when the target is alone, deals more damage, and lasts longer.




- +200 Flux Cast Range
- +20% Flux Slow

Magnetic Field
Arc Warden generates a circular distortion field of magnetic energy. The magnetic field grants bonus attack speed and protects allied units within it by evading attacks coming from outside the field.
RADIUS: 300
DURATION: 4 / 5 / 6 / 7
ATTACK SPEED BONUS: 30 / 60 / 90 / 120
EVASION BONUS: 100%

20 / 19 / 18 / 17

50 / 70 / 90 / 110

900




- +25 Magnetic Field Attack Speed
- -7s Magnetic Field Cooldown

Spark Wraith
Summons a Spark Wraith that slowly materializes and patrols a targeted area until an enemy comes within its range. Once a target has been found the wraith fuses with them, dealing magical damage and slowing the unit.
SEARCH RADIUS: 375
DURATION: 16
MOVEMENT SLOW: 100%
ACTIVATION DELAY: 1.5
DAMAGE: 100 / 170 / 240 / 310
WRAITH SPEED: 550
SLOW DURATION: 0.5 / 0.6 / 0.7 / 0.8

4

80

2000


Aghanim's Shard
When Spark Wraith activates, a secondary Spark Wraith will fuse to the next closest target that deals undefined% damage. Increases Spark Wraith search radius.




- +40% Spark Wraith Damage
- -1s Spark Wraith Activation Delay

Tempest Double
Briefly refocusing its fractured elements into a single form, the Arc Warden is able to create a perfect electrical duplication of itself. The duplicate can use all of Arc Warden's current items and special Tempest Double versions of his spells, except most consumables and items that drop on death. The duplicate has separate item and ability cooldowns.
The Tempest Double loses its sense of self and fractures over time, becoming slower and less accurate.
MAX MISS CHANCE: 35%
MAX SELF SLOW: 35%

60 / 55 / 50

700



- Tempest Double Has No Penalties
Talents



-1s Spark Wraith Activation Delay
Tempest Double Has No Penalties
+ 5.4 %



-7s Magnetic Field Cooldown
+ 5.7 %
+40% Spark Wraith Damage



+25 Magnetic Field Attack Speed
+20% Flux Slow
+ 0.6 %



+200 Health
+200 Flux Cast Range
+ 2.2 %
Win Rate
Pick Rate
Strategy
Make use of Spark Wraiths to secure creep last hits, especially the ranged creeps.
If an opponent splits away from creeps or his ally, you can Flux him and follow up with right-clicks and Spark Wraiths.
Use Spark Wraiths to scout the opponents and protect yourself while farming.
Make sure not to feed Tempest Double to opponents as it gives away a lot of gold and experience.
Use Tempest Double as frequently as possible to split push the side lanes and damage buildings.
Avoid being part of the teamfights from the very start until you get first major item that will tank you up.
Whenever opponents teleport back on a hero or two to address your split push, look to fight the remaining opponents, smoke up or take Roshan.
Counter Strategy
Arc Warden's Flux does no damage to you if you are close to another unit.
Arc Wardens Spark Wraith takes time to charge which gives you an opportunity to run away and dodge it.
Units inside Arc's Warden's Magnetic Field can be hit if you are inside of it or have evasion piercing items.
Arc Warden is a weak laner. Pressure him early on.
Arc Warden's Tempest Double gives a lot of gold and experience. Kill it if possible.
Arc Warden farms the jungle a lot. Plant deep wards and gank him. Also block off camps with sentries.
Buy gap closing items to get on top of Arc Warden.
Boots of Travel allow to defend against Arc Warden's split-pushing and to quickly rejoin the team.
Lore
Before the beginning of all, there existed a presence: a primordial mind, infinite, awesome, and set to inscrutable purpose. As the universe thundered into being, this mind was fragmented and scattered. Two among its greater fragments--who would come to be named Radiant and Dire--found themselves locked in vicious opposition, and began twisting all of creation to serve their conflict.
As war and cataclysm threatened the nascent cosmos, the will of a third fragment made itself known. Naming itself Zet, this intellect sought to resolve the disharmony and return all to perfect unity. Appalled by its kin's conflicting nature, Zet gathered the sum of its power. In a sudden flash, it overwhelmed its siblings, and fused the warring aspects into a stellar sphere before hurling them into the darkness to orbit a nondescript world. Harmony was restored, though only the barest fraction of Zet's strength remained. Setting its gaze on the prison, Zet chose to use its weakened power to serve as watchful warden until time's end. For uncounted aeons, this vigil stood.
Life flourished upon the world below, oblivious to the dangers imprisoned within the softly glowing moon, or of Zet's struggles to contain them. As the captives' eternal clash reverberated within, the surface of the prison shuddered, over time beginning to crack. Ultimately, Zet's depleted power proved insufficient to contain the breach, and at last the moon was shattered. The prison's ancient inhabitants had escaped to sow their conflict anew.
Flung to the farthest reaches by the prison's explosion, Zet was transformed by the dissonant energies of its former captives. No longer of single form and thought, its presence had become split among many--some lesser, some greater--each connected by a fleeting arc of consciousness. Struggling to suppress its own disunity, Zet sped toward the burgeoning conflict of its siblings, bending its fractured wills toward a singular conclusion: the aspects of the primordial mind must be made to reunite, or all must be destroyed lest the conflict spread further...