Arc Warden
Arc Warden | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||||||||||||||||||||
|
Zet, the Arc Warden, is a ranged agility hero that requires micromanagement and farm to spiral out of control. In the early stages of the game, it is a very powerful nuker. Its first ability, Flux, allows Arc Warden to cripple an enemy down and deal large amounts of damage. It and other allied heroes or buildings can be protected from physical attacks with its second ability Magnetic Field, while gaining swift attack speed. Similar to Techies' Proximity Mines, Arc Warden's third ability, Spark Wraith, allows it to place wraiths that attack when an enemy goes near them, potentially dealing large amounts of magical damage. Finally, thanks to its ultimate, Tempest Double, which allows it to make a perfect copy of itself that can use all of Arc Warden's spells and item abilities, it can spam all of its other abilities and most items twice and easily take down fragile heroes in the early game, or keep itself or its team doubly sustained through certain buffing or healing items. This makes Arc Warden very powerful in both early and late game if given enough farm, from magical nuker to physical carry, or if the time calls it, a very potent support.
Contents
Bio[edit]
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.
Abilities[edit]

Notes:
- If the target has allies or neutral creeps within a 225 radius, the spell temporarily stops slowing and damaging the target, until it is alone again.
- Checks for enemies and neutrals in 0.5 second intervals, beginning instantly upon cast. The slow updates based on the result of the checks.
- Also deals damage in the same intervals, based on the checks, dealing 7.5/15/22.5/30 damage, resulting in 13 possible instances.
- While Flux is muted, the particle effects on the target vanish, with only a red glow remaining on the unit, indicating the debuff is still there.
- Nearby buildings, wards and hidden units are ignored and do not mute the effects. Invulnerable units, however, are not ignored.
- Can deal up to 97.5/195/292.5/390 damage to the target if all instances are applied (before reductions).
- Multiple casts on the same target fully stack, with all instances working independently from each other.
Target Area
Allies

Notes:
- Applies an attack speed bonus and evasion to allies within the radius.
- The effects are provided by an aura. Its buff lingers for 0.1 seconds.
- Does not evade attacks landing on allies when the source of the attack is within the field.
- The evasion effect of fields from Arc Warden and its Tempest Double works independently.
- This means when an ally is within the intersection of two fields, attacks are evaded unless their source is also within the intersection.
- Affects heroes (including illusions and clones), creep-heroes and buildings. All other units are completely unaffected.
- Does not affect invulnerable units, so buildings are only affected when attackable.
- The attack speed bonus of multiple Magnetic Fields does not stack.
- With Aghanim's Shard, Magnetic Field pushes every enemy within its 300 radius out of it.
- The knockback is not a set distance. It pushes every enemy so that they are 350 range away from the center of the targeted area. So the minimum knockback distance is 50 and the maximum is 350.
- The knockback duration is always 0.3, so the speed varies between 1166.67 and 166.67, depending on the knockback distance.
- Enemies are not disabled during the knockback, and are, besides moving, able to act freely during it.
- Can push units over impassable terrain. Any tree a knocked back unit collides with gets destroyed.

Notes:
- The Spark Wraith travels at a speed of 400.
- Once the activation delay is over, it checks for enemies (including neutral creeps) in 0.2 second intervals and launches towards the first registered enemy.
- If multiple enemies are within range after the delay, the closest enemy is targeted.
- Deals damage based on the level upon cast of the ability. Leveling up Spark Wraith does not update the damage of already placed Spark Wraiths.
- The wraith first applies the damage, then the debuff.
- The Spark Wraith is fully visible to the enemy.
- Fully affects invisible units. Can target units inside the Fog of War, but not invulnerable or hidden units.
- The activation delay is not included in the wraith's duration.
- Provides 300 radius ground vision for its full duration. The vision does not linger.
- The launched projectile also provides the same vision, which lingers for 3.34 seconds after reaching the target.
- With Aghanim's Scepter, Spark Wraiths create a secondary wraith immediately upon hitting the enemy.
- These secondary wraiths have to go through a 3 seconds long activation delay.
- This effect only occurs once per Spark Wraith. Secondary Spark Wraiths cannot spawn new wraiths.
- Choosing the damage upgrading talent immediately upgrades all already placed wraiths, including ones which already seek a target.
No Target
The Self
Notes:
- The Tempest Double always spawns with Arc Warden's current mana and health.
- On the first cast of Tempest Double, the double is actually summoned. On every following cast, it is just healed or revived.
- The double gets dispelled as if it died, removing all modifiers which are removed by death. This means most modifiers which persist through death are not removed.
- Its cooldowns are not refreshed upon getting re-summoned, so all cooldowns from the previous cast carry over.
- Resummoning the Tempest Double does not disjoint projectiles.
- Arc Warden and his clone are represented by an icon with health and mana bars for each on the top left corner of the screen.
- When a Zet is selected, its icon becomes brighter. When a Zet takes damage, its icon blinks red.
- The Tempest Double is visually distinguishable from the original Zet for enemies, just like how it is for allies, except for its
minimap icon.
- The buffs of a consumed Moon Shard, Aghanim's Blessing, Aghanim's Shard, and Royal Jelly are copied as well.
- However, other permanent buffs (e.g. Duel, Intelligence Steal) are not.
- Any Duel victory damage the double gains during its uptime is lost upon death.
- The double is a clone and therefore treated exactly like a hero by all spells, since it is not an illusion.
- The double has a 180/240/300 gold and a 180/240/300 experience bounty. The gold is granted to the killing player, the experience is distributed like any other experience.
- However, if the double is killed by creeps or buildings, the gold gets distributed as well, similar to how hero kills do when not killed by players.
- Spell effects, that grant bonuses when an enemy unit dies (such as Heartstopper Aura), do not grant any bonuses for killing the double.
- This non-crediting also prevents Duel from granting damage when the double loses.
- It does not grant any Track bounty either when it dies while tracked.
- The Tempest Double does not gain any experience like heroes usually do, so it does not leech experience.
- This ability is not available in Ability Draft.
Item interactions[edit]
- The double has its own, independent inventory, carrying the same item as the original Arc Warden does.
- On each cast, the double's inventory gets updated and adapted to that of Arc Warden. This also sets all charges of charge-based spells to match the charges on Arc Warden, no matter how many the double had left the last time it was summoned.
- The double can neither pick up, nor drop any items. It cannot be given items by allies or Arc Warden directly either.
- It can be given an Observer Ward and Sentry Ward, since their sharing mechanics work different (CTRL override) than those of other items.
- Since the double gets resummoned on each cast, all its item (and ability) cooldowns do not reset, just like how heroes do not get their cooldowns reset as they respawn.
- The double does not copy the following items: Aegis of the Immortal, Animal Courier, Bottle, Cheese, Clarity, Divine Rapier, Dust of Appearance, Enchanted Mango, Faerie Fire, Gem of True Sight, Greater Faerie Fire, Healing Salve, Mango Tree, Observer and Sentry Wards, Refresher Shard, Repair Kit, Royal Jelly, Smoke of Deceit, Tango, Tango (Shared), Tome of Knowledge, or any muted item which Arc Warden has in its inventory (allied and enemy items alike).
- All other items are copied, although some have a slightly altered effect. Shareable items (e.g. Town Portal Scroll and neutral items) are copied.
- The double's Bloodstone does gain charges, but does not retain the charges when the duration ends and any kills the double gets are credited to the main hero. The double will spawn with the same amount of charges as the main hero.
- Hand of Midas can be used by the double. Using Transmute grants the gold and experience to the main hero.
- If Radiance or Ring of Aquila are toggled off upon summoning the double, they are also toggled off on the double. The toggle status gets copied.
- The same applies to Power Treads. The double copies whichever attribute the main hero had selected.
- The Tempest Double's Black King Bar works completely independent from the main hero's Black King Bar. Its "level" is not bound to the main hero's Black King Bar.
- This means the double's Black King Bar starts off fresh and its duration decreases whenever it uses it throughout the entire match, regardless of the duration of the main hero's Black King Bar.
- When having a unit dominated with Helm of the Dominator, the unit does not die when the double expires. However, it does die as soon as the double gets re-summoned, even if the unit was dominated by the hero and not the double.
- Moon Shard's active ability cannot be used by the double itself, but it can still be copied as a standalone item or as a buff, if the main Arc Warden carries the buff.
- While Refresher Orb is always on cooldown for the double (it can still benefit from its stats), Ex Machina, an item-only refresher, is fully functional.
Talents[edit]
Hero Talents | ||
---|---|---|
+12s Tempest Double Duration | 25 | 25% Lifesteal |
+100 Attack Range | 20 | +125 Spark Wraith Damage |
12% Cooldown Reduction | 15 | +40 Attack Speed |
+200 Health | 10 | +200 Flux Cast Range |
- Talents are fully copied by the Tempest Double.
- The health talent increases maximum health capacity, and keeps the current health percentage.
- The cooldown reduction talent stacks multiplicatively with other sources cooldown reduction.
- The lifesteal talent stacks additively with other sources of lifesteal.
Recent Changes[edit]
- Reduced base strength from 25 to 23.
- Talents:
- Level 10 right talent: +250 Flux cast range reduced to +200.
- Level 20 right talent: +150 Spark Wraith damage reduced to +125.
- Reduced strength gain from 3 to 2.8.
- Reworked Aghanim's Scepter upgrade:
- Old: Grants Arc Warden the Rune Forge ability.
- New: Causes Spark Wraith to spawn a new wraith after impacting the enemy, which has an activation delay of 3 seconds. Spark Wraiths created this way cannot spawn further wraiths.
- Added Aghanim's Shard upgrade for Arc Warden:
- Causes Magnetic Field to push enemies out of its area of effect upon cast, and makes it grant stacking 20% magic resistance to allies.
- Talents:
- Level 10 right talent: +300 Flux cast range reduced to +250.
- Level 15 left talent: 15% cooldown reduction reduced to 12%.
- Level 15 right talent: +50 attack speed reduced to +40.
- Level 20 right talent changed: -1.5s Spark Wraith cooldown ➜ +150 Spark Wraith damage.
- Level 25 left talent changed: +250 Spark Wraith damage ➜ +12s Tempest Double duration.
- The Tempest Double no longer dispels Smoke of Deceit and Ninja Gear.
- Talents:
- Level 10 right talent: +350 Flux cast range reduced to +300.
Recommended items[edit]
Starting items:
- Tango gives Arc Warden sustain in lane.
- Faerie Fire gives a bit of damage and can be a lifesaver.
- Healing Salve restores large amount of health in the early game.
- Iron Branch provides attribute bonuses and build into Magic Wand.
- Slippers of Agility gives agility for Arc Warden to last hit early on and can later be built into a Wraith Band.
- Magic Stick can be an alternative starting item if playing against casters.
Early game:
- Boots of Speed improves Arc Warden's mediocre movement speed and gives him some form of escape from enemies.
- Magic Wand restores some health and mana, allowing Arc Warden to use his abilities and escape items like Hurricane Pike.
- Necronomicon gives Arc Warden two sets of summons, to aid him while farming, fighting and pushing, allowing for possible quick work on ancient camps.
- Hand of Midas accelerates Arc Warden farming game. Keep track of its cooldown on Tempest Double to know when optimal times to use it are.
Mid game:
- Boots of Travel gives Arc Warden map wide presence for fighting, pushing, and farming.
- Maelstrom improves Arc Warden's farming, wave clear and fighting capabilities and later upgrades to Mjollnir or Gleipnir.
- Gleipnir gives decent stats and crowd control, a good alternative. It's ideal for early to mid game skirmishes, as well as late game teamfights. The major disadvantage of the item is being countered heavily by dispels and lack of attack speed, although the active bypasses Linken's Sphere.
- Mjollnir buffs both yours and your Tempest Double's attack speed as well as punishing enemies who attack either.
- Manta Style is a great item for mid-game fights, as it's component - Yasha - is one of the most cost-efficient items for agility heroes, giving Arc Warden much needed agility and movement speed. The active dispels some negative effects, and four illusions from Tempest Double and Zet can wreak havoc. Just like with Necronomicon, the double's and the original's Manta Style are independent from and do not replace each other. The illusions also benefit from Magnetic Field, making them more resistant to physical attacks and speeding up their attack speed.
Late game:
- Hurricane Pike lets Arc Warden stay in the back with the increased attack range, and gives him an escape that, if used by Tempest Double as well, can effectively double the distance traveled.
- Monkey King Bar helps tremendously to counter evasion and highly armored heroes, while dealing less to those with high magic resistance.
- Nullifier allows Arc Warden to dispel and slow down enemies so they cannot be protected by defensive items like Glimmer Cape or Force Staff. 80 damage and 8 armor for low price can't be ignored, either. An ideal item both to kite melee rightclickers like Sven and prevent heroes like Drow Ranger or Zeus to escape.
- Scythe of Vyse boosts Arc Warden's mana and mana regeneration to use abilities liberally. The Tempest Double can use hex as well, doubling the disabling duration. Take care with chain disabling, as the enemy may use Black King Bar right after.
- Abyssal Blade a great item to buy against heroes who heavily rely on Black King Bar. like Sven, Storm Spirit, as in the late game two consecutive stuns can cover most of the duration remaining. In spite of a low proc chance, attack speed buffs will still allow Arc to proc regular bashes as well. Note, that the Double does not proc passive bashes.
Situational items:
- Blink Dagger allows offensive Arc Warden and Tempest Double to approach enemy targets and unleash their abilities and items quickly.
- Shadow Blade provides attack speed and attack damage, as well as invisibility for Arc Warden to escape or initiate on enemies. It can upgrade to Silver Edge to apply break, suppressing both offensive and defensive passives.
- Bloodthorn boosts mana regeneration as well as damage output with attack speed, attack damage, and True Strike. The silence also prevents much of retaliation or escape from enemies. Black King Bar and other dispel items can counter this effect, so take caution.
- Black King Bar counters most disables so Arc Warden can attack and use items. It can also be used to send in the double in fights and staying back in safety with the main Arc Warden. The Double can use Avatar, but its duration is independent of the main Arc Warden's Black King Bar.
- Butterfly turns Arc Warden into a heavy hitter. His primary attribute is agility, so he benefits a lot from its attributes. The Tempest Double has no attack damage penalties like most illusions do, since it is not an illusion, so it can greatly increase Arc Warden's overall damage output. Arc Warden's two damaging spells deal both magical damage and do not scale. A Butterfly helps him keep on doing damage to the enemy in the late game. The attack damage he gets from the item is also great for pushing and synergizes very well with Magnetic Field.
- Daedalus, like Butterfly, significantly increases your damage output, as Arc Warden can constantly deliver crits thanks to the enormous attack speed boost provided by Magnetic Field. Note that this passives doesn't work against buildings.
- Ethereal Blade can be useful in the late game, especially facing attack damage. Synergizes very well with Spark Wraith talents. Also gives 40 agility, so it can be considered even when focusing on attack damage.
Gameplay[edit]
Roles: | Carry Escape Nuker |
---|---|
Complexity: | ★★★ |
Playstyle: | As old as the Ancients themselves, Zet endeavors to end the disharmony among the warring factions through whatever means necessary. Solitary foes are thrown into a volatile state of Flux, ripping away at their health over time. Allies find shelter under its Magnetic Field, evading and attacking with greater efficiency. Zet summons Spark Wraiths, fragments of its former self that circle in place, and seek out nearby foes. Is there one Arc Warden, or two? Armed with the original's items and abilities, Zet's Tempest Double duplicates each spell and every attack, bringing twice the chaos to any fight. |
Audio[edit]
History[edit]
Equipment[edit]
|
Trivia[edit]
- The line ▶️ "You will just have to accept this, and move on." is a reference to a Dota 2 based web cartoon The Dota 2 Reporter, where it is a recurring gag for the characters to question the game's logic, only to be answered by this line.
- The lines ▶️ "Doggedly." and ▶️ "Hounding." are references to Arc Warden's former appearance in DotA, where its model was that of a Gnoll, a canine-like creature from Warcraft. Its rivalry lines towards Lycan, ▶️ "Inferior form." and ▶️ "Apex predator, you are not. ", are also a nudge to this.