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|Hero||Strategy||Counters||Equipment||Gear||Responses||Sounds||Lore||Old Abilities||Changelogs||Known Bugs|
|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.|
Arc Warden is mostly played as a carry, going either safe lane or mid and farming for a 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 helps you farm incredibly fast, and Boots of Travel lets you be almost anywhere on the map for farming, fighting, and split pushing.
|Generic Arc Warden|
|+250 Spark Wraith Damage||25||30% Lifesteal|
|+100 Attack Range||20||10% Cooldown Reduction|
|+200 Health||15||+30 Damage|
|+25 Attack Speed||10||+20 Flux DPS|
- Talents are fully copied by the Tempest Double.
- 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 and additively with Arcane Rune.
- The lifesteal is not a unique attack modifier and fully stacks with other sources of lifesteal.
- The damage upgrade for Spark Wraith is immediately applied to all already placed Spark Wraiths.
Tips & Tactics
- 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. 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, Enchanted Mango, Clarity, and Bottle cannot be copied by the Tempest Double.
- Arc Warden can have potentially unlimited uses of Items with charges such as Drum of Endurance and 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 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).
- The Double can use teleport items such as Town Portal Scroll or 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 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 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 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 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 or Reverse Polarity with ease.
- 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 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 fully affects buildings, so it can and should be used to deter a push.
- If enemies enter the Field, they no longer miss you, but you keep the attack speed.
- 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.
- 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 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, and gains the attack speed from items like Mjollnir. It also gains the passive attack speed from Moon Shard
- Can use abilities and items. They have their own, separate cooldowns on the Double.
- A few items, however, are not 100% usable by the Double. These include:
- Refresher Orb is always on cooldown for the Double
- Bloodstone does not apply the heal when the Double dies.
- Observer and Sentry Wards are not placeable by the Double.
- Divine Rapier isn't copied to the Double at all.
- Helm of the Dominator is usable by the Double. However, any units dominated by the Double are lost when it's resummoned.
- Consumables such as Healing Salves, Clarity, Enchanted Mango, Tango, Tango (Shared), and Bottle are not copied to the Tempest Double at all.
- A few items, however, are not 100% usable by the Double. These include:
- It benefits from both buffs from Magnetic Field.
- Use 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, nor are they killed by 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.
- Tango gives Arc Warden sustain in lane.
- 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.
- Boots of Speed improves Arc Warden's mediocre movement speed and gives him some form of escape from enemies.
- 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 heals back up some health and mana.
- 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.
- Boots of Travel gives Arc Warden map wide presence for fighting, pushing, and farming.
- Maelstrom improves Arc Warden's farming and pushing and can later build into Mjollnir.
- 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.
- Mjollnir buffs both yours and your Tempest Double's attack speed as well as punishing enemies who attack either.
- Hurricane Pike is an alternative to 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.
- 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 boosts attack output and mana regeneration, as well as a silence to prevent any retaliation from enemies. It can build up to 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 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 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, ruining enemy passive abilities.
- 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 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 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 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 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 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 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.