Arc Warden

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Arc Warden
Arc Warden icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
25 + 3
16 + 2.5
24 + 2.6
Level 0 1 15 25 30
Health 200 700 1540 2140 2440
Health regen 0.25 2.75 6.95 9.95 11.45
Mana 75 363 795 1107 1263
Mana regen 0 1.2 3.02 4.32 4.97
Armor -1 1.67 7.5 11.67 13.75
Att/sec 0.59 0.68 0.89 1.04 1.11
Damage 31‒41 47‒57 82‒92 107‒117 119‒129
Magic resistance 25%
▶️ Movement speed 285
▶️ Attack speed 100
Turn rate 0.7
Vision range 1800/800
Attack range 625
Projectile speed 900
Attack animation 0.3+0.7
Base attack time 1.7
Damage block 0
Collision size 24
Gib type Ethereal

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.


Arc Warden minimap icon.pngZet, the Arc Warden
▶️ "It is not to aid the Ancients that this war is joined, but to destroy them both. This disunity must end."
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…


Flux icon.png
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 (Talent 800/900/1000/1100)
Search Radius: 225
Damage per Second: 15/30/45/60
Move Speed Slow: 20%/30%/40%/50%
Duration: 6
Cooldown: 16 (With talent: 13.6)
Mana: 75
Does not pierce spell immunity. Slow persists and attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Debuff modifier_arc_warden_flux: Dispellable with any dispel.
An infinitesimal fraction of the power which imprisoned the Ancients.


  • 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.
  • 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.

Magnetic Field
Magnetic Field icon.png
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: 300
Evasion: 100%
Attack Speed Bonus: 50/60/70/80
Aura Linger Duration: 0.1
Duration: 3.5/4.5/5.5/6.5
Cooldown: 20 (With talent: 17)
Mana: 50/70/90/110
Buff modifier_arc_warden_magnetic_field_thinker_evasion: Undispellable. Persists death.
Buff modifier_arc_warden_magnetic_field_thinker_attack_speed: Undispellable. Persists death.
Buff modifier_arc_warden_magnetic_field_evasion: Undispellable. Persists death.
Buff modifier_arc_warden_magnetic_field_attack_speed: Undispellable. Persists death.
Time and space are of little consequence to one as old as Zet.


  • 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 Arc Warden Tempest Double minimap icon.png 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.
  • Does not affect invulnerable units, so buildings are only affected when attackable.

Spark Wraith icon.png
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: 100/170/240/310 (Talent 350/420/490/560)
Slow Duration: 0.4/0.5/0.6/0.7
Wraith Duration: 45
Cooldown: 4 (With talent: 2.5)
Mana: 80
Does not pierce spell immunity. Attempts to deal damage if target turns spell immune before impact.
Buff modifier_arc_warden_spark_wraith_thinker: Undispellable. Persists death.
Buff modifier_projectile_vision: Undispellable. Persists death.
Debuff modifier_arc_warden_spark_wraith_purge: Dispellable with any dispel.
Lesser fragments of Zet's original self.


  • 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.
  • 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.
  • Choosing the damage upgrading talent immediately upgrades all already placed wraiths, including ones which already seek a target.
  • Only the cooldown reduction from the level 20 talent is displayed. The level 15 talent can further reduce this to 2.125 (3.4 without the level 20 talent).

Tempest Double
Tempest Double icon.png
No Target
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 most consumables and items that drop on death. The duplicate has separate item and ability cooldowns. The Tempest Double gives bounty gold to enemies when killed.
Cast Animation: 0.15+0.5
Number of Doubles: 1
Duration: 18/22/26
Bounty: 180/240/300
Cooldown: 60/50/40 (With talent: 51/42.5/34)
Aghanim's upgrade: Grants a new ability, Rune Forge. Creates a random Rune in front of you.
Buff modifier_arc_warden_tempest_double: Undispellable. Persists death.
Buff modifier_kill: Dispellable with death only.
Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.


  • 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 Arc Warden Tempest Double minimap icon.png minimap icon.
  • 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 upgraded version of Wrath of Nature only spawns a regular Nature's Prophet Treant icon.png Treant (not a Nature's Prophet Treant icon.png Greater Treant) when the double dies.
  • The Tempest Double does not gain any experience like heroes usually do, so it does not leech experience.

Rune Forge
Rune Forge icon.png
No Target
Creates a random rune in front of you.
Cast Animation: 0.15+0.5
Rune Spawn Distance: 200
Rune Duration: 20
Cooldown: 60 (With talent: 51)
Mana: 100
Buff modifier_arc_warden_scepter: Undispellable. Persists death.
For aeons wizards have unsuccessfully tried to divine the origins of the Runes of Power, but to an aspect of the Primordial, they hold no mystery at all.


  • The rune is placed 200 range in front of the caster. Disregards whether the spawn location is pathable or not.
  • Any of the 7 runes can spawn, with all having equal chances.
  • The rune disappears 20 seconds after being created if not picked up.

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 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 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, Gem of True Sight icon.png Gem of True Sight, Greater Faerie Fire icon.png Greater Faerie Fire, Healing Salve icon.png Healing Salve, Mango Tree icon.png Mango Tree, Observer and Sentry Wards 1 icon.png Observer and Sentry Wards, Refresher Shard icon.png Refresher Shard, Repair Kit icon.png Repair Kit, Royal Jelly 1 icon.png Royal Jelly, 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 and neutral items) are copied.
  • The double's Bloodstone icon.png 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 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 or Ring of Aquila (Active) icon.png 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 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 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 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.
  • While Refresher Orb icon.png Refresher Orb is always on cooldown for the double (it can still benefit from its stats), Ex Machina icon.png Ex Machina, an item-only refresher, is fully functional.


Hero Talents
+250 Spark Wraith Damage2525% Lifesteal
+100 Attack Range20-1.5s Spark Wraith Cooldown
15% Cooldown Reduction15+50 Attack Speed
+200 Health10+300 Flux Cast Range
  • The health talent increases maximum health capacity, and keeps the current health percentage.
  • The lifesteal talent stacks additively with other sources of lifesteal.

Recent Changes[edit]

Main Article: Arc Warden/Changelogs
Level 10 right talent: +350 Flux cast range reduced to +300.
  • Talents:
Level 10 left talent: +35 attack speed reduced to +30.
Level 10 right talent: 8% cooldown reduction reduced to 6%.
Level 15 left talent: +400 Flux cast range reduced to +325.
Level 15 right talent: +300 health reduced to +250.
Level 20 left talent: +125 attack range reduced to +100.
Level 20 right talent: -2s Spark Wraith cooldown reduced to -1.5s.
Level 25 left talent: +300 Spark Wraith reduced to +250.
Level 25 right talent: 30% lifesteal reduced to 25%.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango gives Arc Warden sustain in lane.
  • Faerie Fire icon.png Faerie Fire gives a bit of damage and can be a lifesaver.
  • Healing Salve icon.png Healing Salve restores large amount of health in the early game.
  • Iron Branch icon.png Iron Branch provides attribute bonuses and build into Magic Wand.
  • Slippers of Agility icon.png Slippers of Agility gives agility for Arc Warden to last hit early on and can later be built into a Wraith Band icon.png Wraith Band.
  • Magic Stick icon.png Magic Stick can be an alternative starting item if playing against casters.

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.
  • Magic Wand icon.png Magic Wand restores some health and mana, allowing Arc Warden to use his abilities and escape items like Hurricane Pike icon.png Hurricane Pike.
  • Hand of Midas icon.png 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:

  • Power Treads icon.png Power Treads grants intelligence so Arc Warden can keep using abilities. The item also boosts his damage output with bonus agility and attack speed.
  • Boots of Travel 1 icon.png Boots of Travel gives Arc Warden map wide presence for fighting, pushing, and farming.
  • Maelstrom icon.png Maelstrom improves Arc Warden's farming and pushing and later upgrades to Mjollnir icon.png Mjollnir.
  • Dragon Lance icon.png Dragon Lance provides useful attributes 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.

Late game:

  • Mjollnir icon.png Mjollnir buffs both yours and your Tempest Double's attack speed as well as punishing enemies who attack either.
  • Hurricane Pike icon.png 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.
  • Bloodthorn icon.png Bloodthorn boosts mana regeneration as well as damage output with attack speed, attack damage, critical strike, and True Strike. The silence also prevents much of retaliation from enemies.
  • Nullifier icon.png Nullifier allows Arc Warden to mute enemies so they cannot use defensive items like Black King Bar icon.png Black King Bar, coupling with Bloodthorn's silence to completely shut down targets.

Situational items:

  • Blink Dagger icon.png Blink Dagger allows offensive Arc Warden and Tempest Double to approach enemy targets and unleash their abilities and items; works better in the late game when Arc Warden has high damage output and impactful items.
  • Shadow Blade icon.png 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 icon.png Silver Edge to apply break, ruining enemy passive abilities.
  • Diffusal Blade 1 icon.png Diffusal Blade grants Arc Warden a slow, allowing him to keep enemies within attack range; it also improves Arc Warden's damage output with Manabreak and agility.
  • Scythe of Vyse icon.png 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.
  • Black King Bar icon.png 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 icon.png 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 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, Arc Warden 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 evasion or high armor. Thanks to its high chance to deal bonus damage to an enemy with its passive, it can even take down a high armor enemy when attacking it with the Double as well, due to the amount of magical damage procs from two heroes attacking it with Monkey King Bar.
  • Manta Style icon.png Manta Style is a great item for pushes, as Arc Warden can have four 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.
  • Necronomicon 1 icon.png Necronomicon regenerates mana to fuel Arc Warden's abilities. Furthermore, the Tempest Double can use this item, giving two sets of summons, helping with farming, ganking, and pushing.
  • Ethereal Blade icon.png Ethereal Blade Can be useful in the late game, especially facing right-click heroes. Synergizes very well with Spark Wraith talents.


Roles: Carry Carry Escape Escape Nuker 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.





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