Arc Warden

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Arc Warden
Arc Warden icon.png
Strength attribute symbol.png
24 + 3
Agility primary attribute symbol.png
15 + 1.8
Intelligence attribute symbol.png
24 + 2.6
Level Base 1 15 25
Health 200 680 1520 2120
H. Regen 0 1.44 3.96 5.76
Mana 75 339 735 1021
M. Regen 0.01 0.97 2.43 3.47
Damage 29‒39 44‒54 69‒79 87‒97
Armor -2 0.14 3.74 6.31
Spell Dmg 0% 1.71% 4.31% 6.17%
Att / Sec 0.58 0.67 0.82 0.92
Movement Speed 285
Turn Rate 0.6
Vision Range 1800/800
Attack Range 625
Projectile Speed 800
Attack Animation 0.3+0.7
Base Attack Time 1.7
Magic resistance 25%
Collision Size 24
Legs 2

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' Land 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.

Bio[edit]

Arc Warden Zet, the Arc Warden
Play "It is not to aid the Ancients that this war is joined, but to destroy them both. This disunity must end."
Role: Carry Carry / Escape Escape / Nuker Nuker
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…

Voice: James Kirkland (Responses)

Abilities[edit]

Flux
Blocked by Linken's Sphere. Does not pierce spell immunity. Play
Q
C
Flux icon.png
Ability
Target Unit
Affects
Enemies
Damage
Magical
Infuses a lone enemy unit with swirling, volatile energy, slowing its movement speed and dealing damage over time. The effect is muted if another enemy unit is near the target.
Cast Animation: 0.3+0.77
Cast Range: 500/600/700/800
Search Radius: 225
Damage per Second: 15/30/45/60 (Talent 35/50/65/80)
Move Speed Slow: 20%/30%/40%/50%
Duration: 6
Cooldown symbol.png 18 (Talent 16.2)
Mana symbol.png 75
Does not pierce spell immunity. Slow persists and attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Flux: Dispellable with any dispel.
An infinitesimal fraction of the power which imprisoned the Ancients.

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 (Talent 17.5/25/32.5/40) 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.
  • Can deal up to 97.5/195/292.5/390 (Talent 227.5/325/422.5/520) 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.
  • Choosing the damage upgrading talent does not upgrade any of Arc Warden's currently active Flux debuffs.


Magnetic Field
Can be used by illusions. Pierces spell immunity. Play
W
F
Magnetic Field icon.png
Ability
Target Area
Generates a circular distortion field of magnetic energy that protects allied heroes and buildings within it by evading attacks coming from outside the field.
Cast Animation: 0.3+0
Cast Range: 900
Effect Radius: 275
Evasion: 100%
Attack Speed Bonus: 50/60/70/80
Duration: 3.5/4.5/5.5/6.5
Cooldown symbol.png 35/30/25/20 (Talent 31.5/27/22.5/18)
Mana symbol.png 80/90/100/110
Modifiers
Buff Magnetic Field: Undispellable.
Time and space are of little consequence to one as old as Zet.

Notes:

  • 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.
  • Does not affect invulnerable units, so buildings are only affected when attackable.


Spark Wraith
Does not pierce spell immunity. Play
E
R
Spark Wraith icon.png
Ability
Target Area
Affects
Enemies
Damage
Magical
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.
Cast Animation: 0.3+0.77
Cast Range: 2000
Search Radius: 375
Activation Delay: 2
Move Speed Slow: 100%
Damage: 100/160/220/280 (Talent 350/410/470/530)
Slow Duration: 0.4/0.5/0.6/0.7
Wraith Duration: 50
Cooldown symbol.png 4 (Talent 3.6)
Mana symbol.png 80
Does not pierce spell immunity. Attempts to deal damage if target turns spell immune before impact.
Modifiers
Debuff Spark Wraith Purge: Dispellable with any dispel.
Lesser fragments of Zet's original self.

Notes:

  • The Spark Wraith travels at a speed of 400 and cannot be disjointed.
  • 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.
    • However, choosing the damage upgrading talent immediately upgrades all of Arc Warden's currently active Spark Wraiths.
  • The Spark Wraith is fully visible to the enemy.
  • 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.


Tempest Double
Play
R
D
Tempest Double icon.png
Ability
No Target
Affects
The Self
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 spells, except consumables and items that drop on death. The duplicate has separate item and ability cooldowns.
Cast Animation: 0.15+0.5
Number of Doubles: 1
Duration: 14/16/18
Cooldown symbol.png 60/50/40 (Talent 54/45/36)
Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.

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.
    • This means it is impossible to create more than one double at a time, since recasting Tempest Double merely refreshes the one from the previous cast.
    • The double also gets fully dispelled, getting freed from absolutely every buff and debuff, including usually undispellable ones.
    • Its cooldowns are not refreshed upon getting re-summoned, so all cooldowns from the previous cast carry over.
  • 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.
  • The double itself is treated exactly like a hero by all spells, since it is not an illusion.
  • The double has a fixed 180 gold and a 180 experience bounty. It does not change based on level and is only granted to the killing unit.
  • Spell effects, that grant bonuses when an enemy unit dies (such as Death Pulse icon.png Death Pulse), 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 icon.png Track bounty either when it dies while tracked.
    • The upgraded version of Wrath of Nature icon.png Wrath of Nature only spawns a regular Treant (not a Greater Treant) when the double dies.
  • The Tempest Double does not gain any experience like heroes usually do, so it does not leech experience.


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 icon.png Observer Ward and Sentry Ward icon.png Sentry Ward, since their sharing mechanics work different (CTRL override) than those of other items.
  • Since the double gets re-summoned 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 icon.png Aegis of the Immortal, Animal Courier (Radiant) icon.png Animal Courier, Bottle (Full) icon.png Bottle, Cheese icon.png Cheese, Clarity icon.png Clarity, Divine Rapier icon.png Divine Rapier, Dust of Appearance icon.png Dust of Appearance, Enchanted Mango icon.png Enchanted Mango, Faerie Fire icon.png Faerie Fire, Flying Courier (Radiant) icon.png Flying Courier, Gem of True Sight icon.png Gem of True Sight, Healing Salve icon.png Healing Salve, Observer and Sentry Wards 1 icon.png Observer and Sentry Wards, Smoke of Deceit icon.png Smoke of Deceit, Tango icon.png Tango, Tango (Shared) icon.png Tango (Shared), Tome of Knowledge icon.png 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 icon.png Town Portal Scroll or Perseverance icon.png Perseverance) are copied.
  • Bloodstone icon.png Bloodstone does not apply the area heal upon the double's death. The double 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 and the double can use Pocket Deny.
  • Hand of Midas icon.png Hand of Midas can be used by the double. Using Transmute grants the gold and experience to the main hero.
  • If Radiance (Active) icon.png Radiance, Ring of Aquila (Active) icon.png Ring of Aquila or Ring of Basilius (Active) icon.png Ring of Basilius 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 icon.png Power Treads. The double copies whichever attribute the main hero had selected.
  • The Tempest Double's Black King Bar icon.png 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 cooldown/duration decreases whenever it uses it throughout the entire match, regardless of the cooldown/duration of the main hero's Black King Bar.
  • When having a unit dominated with Helm of the Dominator icon.png 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 icon.png 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.
  • Refresher Orb icon.png Refresher Orb is always on cooldown for the double, so it cannot refresh Tempest Double icon.png Tempest Double, but still can benefit from its stats.

Talents[edit]

Hero Talents
+250 Spark Wraith icon.png Spark Wraith Damage 25 30% Lifesteal
+100 Attack Range 20 10% Cooldown Reduction
+200 Health 15 +30 Damage
+25 Attack Speed 10 +20 Flux icon.png Flux DPS
Notes:
  • Upgrading health increases maximum health capacity and keeps the current health percentage.
  • The attack damage is added as bonus attack damage, and therefore does not benefit illusions.
  • Cooldown reduction affects abilities and items. Stacks multiplicatively with Octarine Core icon.png Octarine Core and additively with Arcane Rune minimap icon.png Arcane Rune.
  • The damage upgrade for Spark Wraith icon.png Spark Wraith is immediately applied to all already placed Spark Wraiths.

Recommended items[edit]

Starting items:

Early game:

  • Boots of Speed icon.png Boots of Speed improves Arc Warden's mediocre movement speed and gives him some form of escape from enemies.
  • Ring of Aquila (Active) icon.png Ring of Aquila gives stats and a source of pushing at a cheap price. Remember to keep the aura turned off when you're not trying to push the lane.

Core items:

  • Hand of Midas icon.png Hand of Midas is essential on Warden as otherwise he could not farm at all. Keep track of its CD on Tempest Double to know when optimal times to call it are.
  • Boots of Travel 1 icon.png Boots of Travel gives Warden map wide presence for fighting, pushing, and farming.
  • Magic Wand icon.png Magic Wand is a good way to heal back up some health and some mana. It also makes use of the circlet and branches bought earlier and frees up inventory space.
  • Bottle (Full) icon.png Bottle is a great pick up on Arc Warden. As it helps with sustaining and manage runes.
  • Maelstrom icon.png Maelstrom improves Warden's farming and pushing and can later build into Mjollnir icon.png Mjollnir.
  • Dragon Lance icon.png Dragon Lance provides useful stats for a highly cost effective price and the increased range allows Arc Warden to easily achieve good positioning to space himself from enemies from inside his Magnetic Field.

Situational items:

  • Phase Boots icon.png Phase Boots are an alternative to Travels if you need to fight early on, since improve his early game massively (movement speed & damage). These can later be sold for Travels anyway.
  • Arcane Boots icon.png Arcane Boots should be the go to boots for a Support Warden. With Tempest Double, you can replenish 270 mana to heroes nearby, which can be enough to have them use a team fight changing ult.
  • Urn of Shadows icon.png Urn of Shadows can give tons of healing if it's mainly Tempest Double using it, or even heal multiple allies at once.
  • Drum of Endurance icon.png Drum of Endurance can effectively have infinite charges if usage of the charges is restricted to the Double only, or give a charge twice as long with both the Double and main hero using it after the current charge duration ends.
  • Scythe of Vyse icon.png Scythe of Vyse is a great disable and immensely boosts Arc Warden's mana and mana regeneration, eliminating mana problems which may occur. The Hex duration can also be effectively doubled with the help of a Double.
  • Mjollnir icon.png Mjollnir buffs both yours and your Tempest Double's attack speed as well as punishing enemies who attack either.
  • Diffusal Blade 1 icon.png Diffusal Blade gives a purge, and it improves Warden's dreadful agility gain.
  • Desolator icon.png Desolator helps with both pushing towers and tearing down foes, all at an efficient price Warden can easily reach.
  • Black King Bar icon.png Black King Bar helps against disables or nukers if such are problems. 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 Zet's Black King Bar.
  • Hurricane Pike icon.png Hurricane Pike is an alternative to Blink Dagger icon.png Blink Dagger for a more offensive Warden. It lets him stay in the back with the increased range from it, and gives him an escape that, if used by Tempest Double as well, can effectively double the distance traveled.
  • Eye of Skadi icon.png Eye of Skadi is a luxury item on Warden that gives him all the stats he needs and a Black King Bar icon.png Black King Bar piercing slow.
  • Satanic icon.png Satanic is another luxury item that can be considered. It improves his rather frail nature and stacks fully with Eye of Skadi icon.png Eye of Skadi.
  • Orchid Malevolence icon.png Orchid Malevolence into Bloodthorn icon.png Bloodthorn gives Warden more utility and a huge dps increase with Bloodthorn's crit that works with anyone on the team, including the double. It gives true strike as well for those pesky heroes with evasion.
  • Dagon 1 icon.png Dagon is great when focusing on picking off heroes. Dagon itself already does a lot of burst damage. Doubling that with a Tempest Double, combined with the rather high damage of Arc Warden's other spells, this item can help to deal with even very tanky foes. Throwing in an Ethereal Blade icon.png Ethereal Blade can turn Arc Warden into one of the strongest nukers.
  • Moon Shard icon.png Moon Shard makes Arc Warden attack extremely fast when combined with Magnetic Field. When consumed, the Tempest Double also gains the permanent buff.
  • Daedalus icon.png Daedalus can be good on Arc Warden for the same reason why Butterfly can be: it turns him into a strong hitter in the later phases of the game. Although Daedalus is chance based, Zet can still constantly deliver crits thanks to the enormous attack speed boost provided by Magnetic Field. Butterfly should be acquired before a Daedalus, to first get some attack damage and more speed first, to make critical strikes more effective.
  • Monkey King Bar icon.png Monkey King Bar is a great alternative to Daedalus when dealing with evasive enemies. Also thanks to its already high chance to interrupt an enemy with its mini-bash, it can even slow down an enemy heavily when attacking it with the Double as well, due to the amount of mini-bashes from 2 heroes attacking it with Monkey King Bar. The chances to quickly interrupt an enemy's channeling spells is very high.
  • Manta Style icon.png Manta Style is a great item for pushes, as Arc Warden can have 4 illusions thanks to the Double. 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 resistance against physical attacks and speeding up their attack speed.
  • Pipe of Insight icon.png Pipe of Insight should be considered over Mekansm icon.png Mekansm on a support Warden, as you can apply the spell block twice in a fight, while you can only heal with Mek once every 35 seconds, rendering the second usage useless.
  • Butterfly icon.png Butterfly can turn Arc Warden into a heavy hitter. His primary attribute is still agility, so he benefits a lot from its stats. 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 2 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.
  • Necronomicon 1 icon.png Necronomicon is very effective on Arc Warden as well, again, thanks to his ultimate. He can have 2 sets of Necronomicon units up at the same time, since the units summoned by the double are independent and do not replace the units summoned by the main Zet. Necronomicon is an essential item for a pushing Arc Warden.
  • Rod of Atos icon.png Rod of Atos is a cheap utility item for a support Warden that can keep a foe rooted for twice as long, or even root 2 people down so they can't escape as quickly.
  • Shiva's Guard icon.png Shiva's Guard provides some protection against carries as it increases armor and slows their attacks passively. The active ability is also great for pushes. Although the aura does not stack when creating a Double, two Arctic Blasts also deal a decent amount of damage in fights.

Gameplay[edit]

Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • The line Play "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 Play "Doggedly." and Play "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 minimap icon.png Lycan, Play "Inferior form." and Play "Apex predator, you are not. ", are also a nudge to this.

Gallery[edit]