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. With Flux, he can slow enemies and do damage-over-time, although the effect is prevented if the target is near any allies. Magnetic Field is a useful spell for pushing or defending, as it gives 100% evasion from attacks outside the field, as well as applying a bonus to attack speed. Spark Wraith is a magical nuke that takes time to materialize. Tempest Double creates a replica of Arc Warden, with the same items and attributes he has. His health and mana grow to respectable degrees later on, but his agility still suffers. Throughout the game, he suffers from having no mobility spells, needs to focus on micromanagement, and abilities dealing poor damage against multiple enemies. Nonetheless, the opponents will find a farmed Arc Warden a dangerous foe.
Pros Cons
  • Highest base strength and intelligence of all agility heroes, and highest intelligence growth.
  • Easily nukes most lonesome enemies.
  • Split pushes well with Tempest Double.
  • One of the most versatile heroes in the game.
  • Second lowest base agility and agility gain of all agility heroes.
  • Low base armor makes him susceptible to physical harassment early on.
  • Slow movement speed with no mobility spells makes it hard for him to escape if ganked.
  • Needs items to farm quickly, and no ability outside of his ultimate helps him with farming.


  • Arc Warden either goes safe lane or mid to farm up Hand of Midas icon.png Hand of Midas. When faced against a lone enemy, use Flux and Spark Wraith to nuke them down, combined with Tempest Double for doubling of nuking power to dominate the lane. When the enemies send two heroes, ask for support and focus more on trying to get Hand of Midas up as soon as you can, as his abilities do not work well against multiple enemies. Later on, Maelstrom icon.png Maelstrom helps you farm incredibly fast, and Boots of Travel 1 icon.png Boots of Travel allows you to traverse the map for farming, fighting, and split pushing.
  • Against heroes with summons, Arc Warden may want to invest in Magnetic Field instead of Flux. He will need mana to farm lanes and neutrals with the bonus attack speed from Magnetic Field.

Ability Builds[edit]

Mid Arc Warden
Flux icon.pngSpark Wraith icon.pngSpark Wraith icon.pngFlux icon.pngFlux icon.pngTempest Double icon.pngFlux icon.pngMagnetic Field icon.pngSpark Wraith icon.pngTalent icon.pngSpark Wraith icon.pngTempest Double icon.pngMagnetic Field icon.pngMagnetic Field icon.pngTalent icon.pngMagnetic Field icon.pngUnknown icon.pngTempest Double icon.pngTalent icon.pngTalent icon.png


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.

Tips & Tactics[edit]


  • Arc Warden is squishy early on with no escape tools. Ask the supports to help and rotate to your lane as needed. Also ask them for vision to spot incoming ganks.
  • Arc Warden's abilities are strongest in a 1v1 situation. As such, mid Arc Warden dominates many other heroes to gain a gold advantage.
  • Always consider Hand of Midas icon.png Hand of Midas. Arc Warden wants it to farm as he has no way to farm in his abilities, but he absolutely needs items. He also gains the most benefit out of it because his Tempest Double can use Hand of Midas with the gold and experience going to the main Arc Warden.
  • Tempest Double cannot copy consumables like Healing Salve icon.png Healing Salve, Enchanted Mango icon.png Enchanted Mango, Clarity icon.png Clarity, and Bottle (Full) icon.png Bottle.
  • Arc Warden can have unlimited uses of Drum of Endurance icon.png Drum of Endurance if at least one charge is kept on the main Arc Warden, then only used on the Tempest Double.
    • However, the Tempest Double’s Black King Bar icon.png Black King Bar duration is independent from Arc Warden’s so the above trick does not apply here.
  • 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 or an ally for increased protection.
  • 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.
  • 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 106.7 gold per minute increase if used whenever it is off cooldown. The Tempest Double can also use Hand of Midas on its own, doubling the the gold per minute gain for a total of 213.3.
  • 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.
  • Do not allow an enemy Rubick minimap icon.png Rubick to steal Tempest Double, since the ability fully works for Rubick, except for using Spell Steal via the Tempest Double.



  • 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.
  • Applying Flux on an enemy first before summoning a Spark Wraith can make hitting the enemy with it easier.

Magnetic Field[edit]

  • Magnetic Field fully affects buildings, so use it to deter a push.
  • If enemies enter the Magnetic Field, they overcome the evasion, but Arc Warden and allies still keep the attack speed.
  • Use Magnetic Field during teamfights on as many allies as possible mainly for the attack speed bonus.
  • Magnetic Field can save allies from dying against ranged attacks.
  • Magnetic Field may force enemy ranged heroes to get near to attack.
  • Use Magnetic Field's evasion to dive enemy towers without taking damage.
  • Magnetic Field does not work on creeps. It works only on Heroes, Illusions, creep heroes, and buildings.

Spark Wraith[edit]

  • Spark Wraith gives 300 vision at its area. Along with long cast range, Arc Warden can place Spark Wraith safely to scout enemies.
  • Spark Wraith hits invisible units or those in fog, alarming you of enemy movement.
  • Enemies can see the Spark Wraith, so try to place it at chokepoints to deter enemy movement.
  • Use Spark Wraith at rune spots to discourage enemies from grabbing the runes.
  • 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.
  • Use Spark Wraith to stack multiple creep camps from a distance if timed right.
  • Spark Wraith's cast range is even higher than most blink distances, possibly catching enemies with escape abilities.
  • Due to Spark Wraith's activation delay, try to place it ahead of the enemy's path when chasing, forcing them to either choose another, possibly more dangerous, path, or takes the damage and slow.
    • Spark Wraith's low cooldown facilitates repetition of this tactic.
  • Place Spark Wraith in front of oneself when escaping from enemies.

Tempest Double[edit]

  • The Tempest Double essentially acts like a temporary version of a Meepo clone. The main differences include:
    • 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. It 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 also gains the permanent buff from a consumed Moon Shard icon.png Moon Shard.
    • Can use abilities and items. They have their own, separate cooldowns on the Double.
  • Tempest Double benefits from both buffs of Magnetic Field.
  • Use Boots of Travel 1 icon.png Boots of Travel with 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 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, nor is it killed by Stone Gaze or Scythe of Vyse icon.png Scythe of Vyse.
  • The Tempest Double can not break Smoke of Deceit icon.png Smoke of Deceit of the enemies.
  • After a successful Flux from the main hero, use Tempest Double and apply Flux again since they stack.
    • Follow with Spark Wraith and physical attacks to finish off the crawling foe.
  • You can keep track of the Tempest Double's item cooldowns by selecting its icon on the top left corner of the screen.

Rune Forge[edit]

You can use it with bottle, since it creates a rune in front of you


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.