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Arc Warden

Popularity: #103

Leaderboard: #5

Ban Rank: #4

KDA Rank: #27

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.

Attributes
arc warden Image

440 +52.8/lvl

288 +31.2/lvl

Strength Image

20 +2.4/lvl

Agility Image

20 +3/lvl

Intelligence Image

24 +2.6/lvl

Stats
Attack

Damage:

31 - 37 + 3/level (118 - 124 at level 30)

Attack

Range:

625

Attack

Armor:

0 + 0.5/level (14.5 at level 30)

Attack

Movement:

285

Roles

Carry

Escape

Nuker

Initiator

Durable

Disabler

Support

Pusher

Strategy

Make use of Spark Wraiths to secure creep last hits, especially ranged creep.

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 sidelanes 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 Tempest Spark Wraith takes two seconds to charge which gives you time to 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.

Stats

Win Rate 53.9%
Pick Rate 3.0%

Facets

arc_warden icon

Order

Win Rate: 48.9%

Pick Rate: 29.7%

Arc Warden and Tempest Double have their respective ability effects.

arc_warden_alt icon

Disorder

Win Rate: 56.0%

Pick Rate: 70.3%

Arc Warden and Tempest Double have their ability effects swapped.

Abilities

Q

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.

  • AFFECTS:unit

  • PASSIVE:No

  • DISPELLABLE:basic

  • DEBUFF:yes

  • duration:6

  • search radius:225

  • think interval:0.5

  • damage per second:15 / 30 / 45 / 60

  • move speed slow pct:14 / 21 / 28 / 35

  • tempest damage per second:20 / 45 / 70 / 95

  • tempest move speed slow pct:6 / 10 / 14 / 18

  • AbilityCastRange:500 / 600 / 700 / 800

Talet tree backgroundTalent tree branchesTalent tree branch

+200 Flux Cast Range

Talent tree branch

+2s Flux Duration

Cool Down

16

Mana Cost

75

W

Magnetic Field

Arc Warden generates a circular distortion field of magnetic energy around themself.

  • AFFECTS:area

  • PASSIVE:No

  • radius:300

  • duration:4 / 5 / 6 / 7

  • attack speed bonus:30 / 60 / 90 / 120

  • evasion chance:100

  • tempest duration:4 / 5 / 6 / 7

  • attack range bonus:150

  • attack damage bonus:20 / 40 / 60 / 80

  • attack magic damage:20 / 40 / 60 / 80

Aghanim ScepterAghanim Shard

Aghanim`s Shard Upgrade

Magnetic Field slows enemies and enemy attack projectiles while they are in it. Also provides allies inside with increased attack projectile speed. Increases the radius by undefined.

  • radius:75

  • projectile slow:75

Talet tree backgroundTalent tree branchesTalent tree branch

+20 Magnetic Field Attack Speed/Bonus Damage

Talent tree branch

-7s Magnetic Field Cooldown

Talent tree branch

Magnetic Field Affects Creeps and Buildings

Cool Down

20 / 19 / 18 / 17

Mana Cost

50 / 70 / 90 / 110

E

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. Non-hero units receive 40 more damage.

  • AFFECTS:area

  • PASSIVE:No

  • DEBUFF:yes

  • radius:375

  • duration:16

  • move speed slow pct:100

  • base activation delay:2

  • spark damage base:100 / 180 / 260 / 340

  • wraith speed base:400

  • ministun duration:0.4 / 0.5 / 0.6 / 0.7

  • tempest activation delay:1

  • spark damage tempest:75 / 140 / 205 / 270

  • wraith speed tempest:725

  • ministun duration tempest:0.6 / 0.8 / 1 / 1.2

  • think interval:0.2

  • wraith vision radius:300

  • wraith vision duration:3.34

  • creep damage bonus pct:40

Aghanim ScepterAghanim Shard

Aghanim`s Scepter Upgrade

Causes Spark Wraiths to spawn a new Spark Wraith after impacting an enemy, which then starts its 2 second activation period. The new Spark Wraiths last 15 seconds and has a radius of 225

    Talet tree backgroundTalent tree branchesTalent tree branch

    +35% Spark Wraith Damage

    Cool Down

    4 / 4 / 4 / 4

    Mana Cost

    80

    R

    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.If killed by the enemy, the Tempest Double gives bounty gold to enemies, and the ability's cooldown is restarted.The Tempest Double loses its sense of self if he is too far away from Arc Warden and takes more damage.

    • PASSIVE:No

    • bounty:180 / 240 / 300

    • duration:60

    • penalty distance:2000

    • incoming damage penalty:60

    Talet tree backgroundTalent tree branchesTalent tree branch

    No Distance Penalty For Tempest Double

    Cool Down

    100 / 90 / 80

    Talents

    Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

    +200 Flux Cast Range

    +200 Health

    Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

    +2s Flux Duration

    +20 Magnetic Field Attack Speed/Bonus Damage

    Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

    +35% Spark Wraith Damage

    -7s Magnetic Field Cooldown

    Talet tree backgroundTalent tree branchesTalent tree branchTalent tree branch

    No Distance Penalty For Tempest Double

    Magnetic Field Affects Creeps and Buildings

    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...