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Arc Warden/Guide

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Arc Warden minimap icon.png Arc Warden is a carry that can nuke enemies early and then split push to end the game. His health, armor, and mana early on are fairly low, but they still give him enough to last in lane and nuke foes with his combo. His health and mana grow to respectable degrees later on, but his agility still suffers. His biggest detriments throughout the game are no mobility skills, needing to micromanage, and his abilities suffering vs multiple heroes. Nonetheless, an Arc Warden who gets farmed is a foe to be reckoned with.
Pros Cons
  • Highest base strength and Intelligence of all agility heroes, and highest Intelligence growth.
  • Can easily nuke most enemies 1v1.
  • Split Pushes extremely well with Tempest Double.
  • One of the most versatile heroes in the game.
  • Second lowest base agility and agility gain of all agility heroes.
  • 0.1 base armor makes him susceptible to physical harassment early on.
  • Slow movement speed with no mobility skills makes it hard for him to escape if ganked.
  • Needs items to farm quickly, no ability outside of his ult helps him with farming.


Arc Warden is mostly played as a carry, going either safe lane or mid and farming for a Hand of Midas icon.png Hand of Midas. If mid, use a combo of Flux and Spark Wraith to quickly nuke foes down, and with Tempest Double you can double the nuking power to dominate in lane. If safe lane, focus more on trying to get Midas up as soon as you can, as his abilities aren't suited well vs two enemies. After Midas, Maelstrom icon.png Maelstrom helps you farm incredibly fast, and Boots of Travel 1 icon.png Boots of Travel lets you be almost anywhere on the map for farming, fighting, and split pushing.

Ability Builds[edit]

Generic Arc Warden
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 20 25
Flux icon.png Spark Wraith icon.png Flux icon.png Spark Wraith icon.png Spark Wraith icon.png Tempest Double icon.png Spark Wraith icon.png Flux icon.png Flux icon.png Talent icon.png Magnetic Field icon.png Tempest Double icon.png Magnetic Field icon.png Magnetic Field icon.png Talent icon.png Magnetic Field icon.png Nil icon.png Tempest Double icon.png Talent icon.png Talent icon.png


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
  • 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.

Tips & Tactics[edit]


  • Arc Warden is squishy early on with no escape tools. Pair him with a support if Safe Lane, or if heading mid make sure to keep wards up so you can see incoming ganks and know when it's time to fall back
  • Arc Warden's abilities are strongest in a 1v1 situation. As such, placing him mid can see him easily dominate most other heroes there and gain a gold advantage.
  • Never skip Hand of Midas icon.png Hand of Midas. Arc Warden needs it to farm as he has no way to farm in his abilities, but he absolutely needs items. He also gains the hugest benefit out of it because his Tempest Double can use Midas with the gold and XP going to the main Arc Warden.
  • Consumables like Healing Salve icon.png Healing Salve, Enchanted Mango icon.png Enchanted Mango, Clarity icon.png Clarity, and Bottle (Full) icon.png Bottle cannot be copied by the Tempest Double.
  • Arc Warden can have potentially unlimited uses of Items with charges such as Drum of Endurance icon.png Drum of Endurance and Diffusal Blade 1 icon.png Diffusal Blade if at least 1 charge is kept on the main Arc Warden, then only used on the Tempest Double. However, Black King Bar icon.png Black King Bar charges are used on both Arc Warden and his Tempest Double.
  • Items that place buffs or debuffs can have their duration doubled if timed right, as well as perhaps correcting any mistakes the main Arc Warden has made (such as targeting the wrong unit).
    • Items that place buffs on allies, such as Linken's Sphere icon.png Linken's Sphere and Lotus Orb icon.png Lotus Orb, can be used on the main Arc Warden for increased protection and then using the main one's own to their allies, or vice versa.
  • The Double can use teleport items such as Town Portal Scroll icon.png Town Portal Scroll or Boots of Travel 1 icon.png Boots of Travel. This means while the main Arc Warden is somewhere else, farming, pushing or defending, the Double can be on the opposite side of the map contributing to a gank or farm the enemy jungle easily.
  • Using Hand of Midas icon.png Hand of Midas with the Double grants the player the gold and 1.85x experience. The Double maintains the cooldown while it is unsummoned. This means that the double will not be able to use the item with every summon and Arc Warden must time the Double's summon to get the full benefits of the extra Midas.
    • One Hand of Midas icon.png Hand of Midas on the hero results in (190/100*60=)114 gold per minute if used whenever it is off cooldown. For the Tempest Double, the gold per minute is (190/100*60=) 114 gold per minute, resulting in 228 gold per minute for the player when both are always used when off cooldown, 2 times more than other heroes with one purchased Midas.
  • It is wise to use the Double to farm or stack neutral camps if it has nothing else to do with its remaining duration for more efficiency and to gain more gold and experience.
  • It is very important to not allow an enemy Rubick minimap icon.png Rubick to steal Tempest Double, since the ability fully works for Rubick. As Tempest Double is the only ability which the doubles have already on cooldown when summoned, this means Spell Steal icon.png Spell Steal is completely available to use for a Rubick Double, fully able to steal and cast a spell as the same way the original Rubick. Wisely managed and well timed, Rubick and its doubles can steal and cast important ultimates such as Black Hole icon.png Black Hole or Reverse Polarity icon.png Reverse Polarity with ease.


Flux icon.png Flux[edit]

  • The ability only slows and damages if there are no enemy heroes, creeps, or jungle creeps within 225 range. If cast on an enemy near a tower or ward, they are still slowed and damaged.
  • Flux is helpful in the early game to punish aggressive tower dives from the enemies, so always carry a Town Portal Scroll icon.png Town Portal Scroll to react.
  • Upon casting, the enemy always takes one damage instance, no matter if they're near another hero.
  • It deals damage every 0.5 seconds, resulting in 13 total damage ticks overall.
  • Applying Flux on an enemy first before summoning a Spark Wraith can make hitting the enemy with it easier.

Magnetic Field icon.png Magnetic Field[edit]

  • Magnetic Field fully affects buildings, so it can and should be used to deter a push.
    • Keep in mind that True Strike does not work against buildings, so even if the enemy obtains a Monkey King Bar icon.png Monkey King Bar, towers would still be fully protected with this spell.
  • If enemies enter the Field, they no longer miss you, but you keep the attack speed.

Spark Wraith icon.png Spark Wraith[edit]

  • Spark Wraith gives 300 vision at its area. Thus, it can be used as a pseudo ward for scouting for possible ganks. It also hits invisible units or those in fog, alarming you of enemy movement.
  • Enemies can see the Spark Wraith, so try to place it in elevated areas or within the trees so enemies can't see it until it's already jumping on them.
  • Spark Wraith can only hit one enemy at a time. It always hits the closet enemy to the Wraith itself within the radius, including creeps.
  • Spark Wraith's incredible range means it can be used for many different purposes. For one, it can be used to scout areas that may be too dangerous to just breach with the main hero, or stack multiple creep camps from a distance if timed right. Its cast range is even higher than most blink distances, making it possible to still catch enemies with escape abilities.
    • Since the Wraith has a delay upon cast before being able to attack, it should be placed into the enemy's path when chasing an enemy. This either forces the target to choose another, probably more dangerous path, or causes it to take damage and be slowed. Thanks to the spell's low cooldown, this can be repeated often. This can also be done to escape when being chased, by placing the wraith in front of oneself.
    • Stacking Spark Wraiths in an area can be a good ambush technique. Since enemies can see Spark Wraiths, hiding them behind trees or in cliffs may be necessary. Since they are not considered actual units, they can be placed literally anywhere on the map.

Tempest Double icon.png Tempest Double[edit]

  • The Tempest Double essentially acts like an advanced version of an illusion. The main differences are:
    • Tempest Double uses the current stats of Arc Warden, benefits from both stats and things like Point Booster icon.png Point Booster that just add flat amounts. Only takes 100% damage as well.
    • Deals 100% of Arc Warden's current damage including damage from items such as Daedalus icon.png Daedalus, and gains the attack speed from items like Mjollnir icon.png Mjollnir. It also gains the passive attack speed from Moon Shard icon.png Moon Shard
    • Can use abilities and items. They have their own, separate cooldowns on the Double.
  • It benefits from both buffs from Magnetic Field.
  • Use Boots of Travel 1 icon.png Boots of Travel when you have the Double selected to split push. When you move the Double into a lane, force attack (default button: A) the end of the lane and the Double will auto attack every creep, hero, and tower that comes its way.
  • The Tempest Double is not an illusion, therefore it does not take bonus damage from Arcane Orb icon.png Arcane Orb, nor are they killed by Stone Gaze icon.png Stone Gaze or Roshan.
  • After a successful Flux from the main hero, use Tempest Double and apply Flux again since they stack. You can then use Spark Wraith and physical attacks to finish off the crawling foe.


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 attributes 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.
  • Magic Wand icon.png Magic Wand heals back up some health and mana.
  • 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:

  • 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 can later build into 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 is an alternative to Blink Dagger icon.png Blink Dagger for a more offensive Arc 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.

Situational items:

  • Phase Boots icon.png Phase Boots are an alternative to Boots of Travel if you need to fight early on since they improve his early game massively with movement speed and damage. These can later be sold for Boots of Travel anyway.
  • Orchid Malevolence icon.png Orchid Malevolence boosts attack output and mana regeneration, as well as a silence to prevent any retaliation from enemies. It can build up to Bloodthorn icon.png Bloodthorn to give Arc Warden a huge damage increase with critical strike that works with anyone on the team, including the Double. Bloodthorn gives true strike as well for those pesky heroes with evasion.
  • Diffusal Blade 1 icon.png Diffusal Blade gives a purge to remove buffs and slow enemies for Arc Warden to kill them easily; it also improves Arc Warden's damage output with Manabreak and agility.
  • 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.
  • 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 Arc Warden's Black King Bar.
  • 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 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. 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 two 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 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.
  • 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 Tempest Double.
  • Necronomicon 1 icon.png Necronomicon is very effective on Arc Warden as well, again, thanks to his ultimate. He can have two 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 Arc Warden. Necronomicon is an essential item for a pushing Arc Warden.