Arc Warden counter and synergy picks
Pick Arc Warden with Wraith King to increase win-rate from 49.5% to 57.7% or against Meepo to increase win-rate to 60.9% in Patch 7.38c.
Good with...
...based on stats [7.38c]
Hero | Change in Win Rate ▼ |
---|---|
8.2% | |
5.1% | |
4.7% | |
3.9% | |
3.7% | |
3.5% | |
3.1% | |
3.0% | |
2.8% | |
2.6% | |
2.5% | |
2.5% | |
2.5% | |
2.4% | |
2.3% |
...based on gameplay [under review]
False Promise saves Arc Warden or his Tempest Double clone from lethal damage, while Fate's Edict grants magic immunity during critical moments, where opponents try to burst him with spell damage or rightclicks. Oracle’s Purifying Flames sustain him, and Fortune's End provides a reliable dispel and root to both allow Ark to keep kiting and keep pumping damage.
Axe serves as a durable frontliner for Arc and an initiator, which fits perfetly with his playstyle as ideally he wants to sit in the back undisturbed and get off multiple volleys of attacks and spells. Berserker's Call is a great set up for Arc to follow up with Spark Wraiths and Flux.
Abaddon synergizes well with Arc by providing strong defensive support. Aphotic Shield absorbs damage and removes most debuffs as it is a Strong Dispel. Borrowed Time allows Abaddon to tank and frontline for Arc, giving him the opportunity to unleash damage. Additionally, Mist Coil offers healing, ensuring Arc Warden and his Tempest Double stay healthy in prolonged fights.
Underlord serves as a durable frontliner for Arc, which fits perfetly with his playstyle as ideally he wants to sit in the back undisturbed and get off multiple volleys of attacks and spells. Pit of Malice is amazing for setting up Spark Wraith and Flux and Fiend's Gate allows Arc to play even more greedy as it's easier to connect as a team for fights.
WK serves as a durable frontliner for Arc and an initiator, which fits perfetly with his playstyle as ideally he wants to sit in the back undisturbed and get off multiple volleys of attacks and spells. Wraithfire Blast is a great set up for Arc to follow up with Spark Wraiths and Flux and Reincarnation's Aghanim's Scepter upgrade allow him to keep fighting even past death.
...counter items [under review]
A core item to boost your farming speed and scale towards the late game. Effectively gives you a double Midas as your Tempest Double has a separate cooldown for it.
A core item to increase your movement speed to kite or close the gap on enemy heroes as well as improve your farming efficiency by moving between jungle camps and lanes. Gets upgraded to Boots of Travel later in the game.
A core upgrade for Maelstrom that gives you better crowd control to follow up with your abilities and right clicks. You can chain root enemy heroes by timing with the separate cooldown on your Tempest Double.
A core Boots upgrade that allows you to split push the map effectively. Your Tempest Double has a separate cooldown for teleportation which matches well with the Travels cooldown.
A core item when going for the right click build. Improves your mobility and damage through stats and attack speed. You can use it on your Tempest Double to farm and split push even more while making it harder for the enemy team to deal with you.
A core mobility item that also increases your attack range to hit enemy heroes and buildings from further away. Works well to put some distance between you and an enemy hero and hit them with infinite range for a short period with the Hurricane Thrust active. Has a separate cooldown on your Tempest Double.
A core item in the late game to boost your right click damage.
Good against...
...based on stats [7.38c]
Hero | Change in Win Rate ▼ |
---|---|
11.4% | |
9.7% | |
7.9% | |
5.4% | |
5.0% | |
4.8% | |
4.8% | |
4.7% | |
4.5% | |
4.4% | |
4.4% | |
4.3% | |
4.3% | |
4.2% | |
4.1% |
...based on gameplay [under review]
Tempest Double allows Arc to fight even when Doomed, diminishing Doom's impact. His Magnetic Field provides evasion for him and his team making Infernal Blade clunky to use due to Doom's increased attack range. Arc's split pushing and kiting potential make it hard for Doom to control him, effectively countering Doom's single-target, ultimate-dependant playstyle.
NS loves isolating a single target and Tempest Double allows Arc to have reliable backup to fight back. Flux and Spark Wraith slow, which greatly help with kiting NS while Magnetic Field provides evasion for Arc and his team. Arc Warden’s strong split-pushing forces Night Stalker to spread thin as he is slow at clearing waves, and Spark Wraith provides vision, diminishing Night Stalker’s ability to fly and hide over cliffs and terrain during Dark Ascension.
Tempest Double allows Arc to fight back even if Clinkz is able to burst him with his initial opener. Spark Wraiths can be triggered by invisible units making it hard for Clinkz to easily sneak around with Skeleton Walk. Magnetic Field provides evasion to reduce Clinkz’s and his Skeleton Archers' damage. Arc's strong split pushing forces Clinkz to run around and clear waves rather than to run around and look for kills.
Most of OD's damage comes from his rightclicks and Arcane Orb, which Magnetic Field is amazing at providing protection from due to it's Evasion. OD is also considered a lane dominator, which is a key component to his game and it's hard to dominate a hero like Arc Warden that severely outranges him. Spark Wraiths can be set up under an Astral Imprisonment to diminish it's defensive properties.
Necro is strong and sturdy but slow and stationary making Spark Wraith and Flux amazing tools at wearing him down and keeping him at bay. Tempest Double allows Arc to continue fighting and splitpushing even if Reaper's Scythe manages to kill the main Arc, diminishing it's effectiveness.
TA's main source of damage is trough her potent rightclicks, which makes Magnetic Field amazing at mitigating it due to the high Evasion it provides. Spark Wraith is able to trigger even on invisible targets counteracting her Meld. Arc significantly ouranges TA and Flux provides a consistent way of kiting and holding her at bay.
Bad against...
...based on stats [7.38c]
Hero | Change in Win Rate ▲ |
---|---|
-7.1% | |
-5.9% | |
-4.1% | |
-3.7% | |
-3.3% | |
-2.5% | |
-2.4% | |
-2.4% | |
-2.1% | |
-2.1% | |
-2.0% | |
-1.8% | |
-1.6% | |
-1.5% | |
-1.2% |
...based on gameplay [under review]
Meepo packs a lot of raw HP and damage between him and all his clones making it dificult for Arc to do enough damage to outright kill him. Earthbind can chain root Arc into death preventing him from creating distance and Poof can be used to both burst Arc down and get on top of him. Flux's additional effects rarely apply to Meepo as he always has friendly units around him. Dig and Megameepo are both strong tools that buy time for Meepo to avoid damage and close the gap on Arc.
Doppelganger is a low cooldown dispel that can remove Flux. Additionally, PL is able to create an abundance of Illusions with Spirit Lance, Doppelganger and his Juxtapose to soak up any Spark Wraiths without them ever getting to damage any actual heroes. Phantom Rush allows him to reliably get on top of Arc due to it's high range and low cooldown.
Spawn Spiderlings create a lot of summons for Brood, which can soak Spark Wraiths for her and mitigate the effects of Flux significantly. Spin Web provides her with unobstructed movement making it easy for her to get on top of Arc and use Insatiable Hunger to deal enough damage and sustain herself in order to kill both Arc and his Tempest Double.
Shapeshift prevent Lycan from being slowed and Summon Wolves usually means he has friendly units near him to soak any Wrath Sparks and mitigate most Flux's strengths. Being a melee hero he doesn't care as much about Magnetic Field's Evasion and usually packs enough damage to just focus down Arc in a matter of seconds.
Marci has a natural gap close on Arc Warden using Rebound to burst him down during Unleash. Dispose can further reposition Arc Warden out of his Magnetic Field and make him vulnerable.
...counter items [under review]
Helps you sustain HP and mana as Arc Warden frequently uses his spells to harass and secure last hits.
Gives you movement speed to kite or close the gap on Arc Warden. Also counters the movement slow from Flux.
Gives you movement speed to kite or close the gap on Arc Warden. Also counters the movement slow from Flux.
Lets you absorb a massive instance of damage from Spark Wraith.
Lets you block jungle camps from spawning to slow down Arc Wardens farm speed.
Lets you close the gap on Arc Warden and get inside the Magnetic Field AoE to do damage.
Gives you magic resistance to significantly reduce the damage taken from Arc Warden's Flux and Spark Wraith.
Lets you find and get on top of Arc Warden so he cannot protect himself inside Magnetic Field. Can also be used as an escape tool.
Provides evasion and lets you disarm Arc Warden to prevent him from right clicking freely in fights.
Gives you a form of lockdown against Arc Warden and close the gap on him in its duration to burst him down.
Lets you counter the split push from Tempest Double with a lower cooldown on Teleport and being able to TP on creeps to gank the real Arc Warden.
Gives you another layer of damage with a true strike right click that pierces the evasion from Magnetic Field.
Lets you block jungle camps from spawning with Sentries to slow down Anti Mages farm speed. The Observers help you scout and gank him with Smoke plays.
Lets you kite Arc Warden by protecting yourself or an ally against his right clicks through invisibility. Also helps absorb some of the damage from his spells.
Lets you kite Arc Warden by pushing yourself or an ally away from him. Can also be used to get inside the Magnetic Field AoE to do damage.
Lets you kite Arc Warden by protecting yourself against his right clicks in Ethereal form.
Gives you an instant disable against Arc Warden to burst him down in its duration before he can protect himself inside Magnetic Field.
Lets you survive against the massive burst damage from Arc Warden and Tempest Double.
Gives you an instant lockdown against Arc Warden and burst him down with a possible chain stun before he can protect himself inside Magnetic Field.
Gives you more accuracy on right clicks to pierce the evasion from Magnetic Field and do damage even when standing outside of it.
Gives you more damage and true stike on right clicks to pierce the evasion from Magnetic Field and do damage even when standing outside of it.
Gives you armor and evasion to defend yourself against right clicks from Arc Warden and his Double with the tankiness and miss chance.
Gives you a dispel against Flux and provides massive lifesteal to beat Arc Warden and Tempest Double in a right click battle.
Bad with...
...based on stats [7.38c]
Hero | Change in Win Rate ▲ |
---|---|
-8.5% | |
-8.1% | |
-6.5% | |
-6.2% | |
-6.1% | |
-6.1% | |
-5.3% | |
-5.3% | |
-5.2% | |
-5.2% | |
-5.1% | |
-5.0% | |
-4.9% | |
-4.7% | |
-4.5% |