This article is about Arc Warden's clone. For the ability, see Tempest Double.
Main Article: Arc Warden
Tempest Double | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Clone | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Abilities[]
Flux
Search Radius: 225
Damage per Second: 15/30/45/60
Move Speed Slow: 14%/21%/28%/35%
An infinitesimal fraction of the power which imprisoned the Ancients.
- While Flux' damage component is disabled, the particle effects on the target vanish, with only a red glow remaining on the unit, indicating the debuff is still there.
- Nearby buildings, wards and hidden units are ignored and do not mute the effects.
- However, invulnerable units are not ignored.
- Multiple and/or successive casts on the same target fully stack, with all instances working independently from each other.
- If the target has allies or neutral creeps within the 225 search radius, the ability temporarily stops damaging the target, until it is alone again.
- Checks for enemies and neutrals in 0.5-second intervals, beginning instantly upon cast. The damage updates are based on the result of the checks.
- Deals damage in the same intervals, based on the checks, resulting in 13 ( 16) possible instances.
- Deals 7.5/15/22.5/30 per instance, and can deal up to 97.5/195/292.5/390 ( 120/240/360/480) damage to the affected target if all instances are applied.
- Deals 10/22.5/35/47.5 per instance, and can deal up to 130/292.5/455/617.5 ( 160/360/560/760) damage.
- Both instances on the same target can deal up to 227.5/487.5/747.5/1007.5 ( 280/600/920/1240) damage (before reductions).
Magnetic Field
Arc Warden:
Generates a circular distortion field of magnetic energy that grants bonus attack speed and protects allied heroes and buildings within it by evading attacks coming from outside the field.
Tempest Double:
Allies gain bonus attack range and deal bonus damage with their attacks. Duration is increased.
Generates a circular distortion field of magnetic energy that grants bonus attack speed and protects allied heroes and buildings within it by evading attacks coming from outside the field.
Tempest Double:
Allies gain bonus attack range and deal bonus damage with their attacks. Duration is increased.
Cast Range: 900
Effect Radius: 300
Evasion: 100%
Attack Damage Bonus: 0
Ranged Attack Range Bonus: 0
Aura Linger Duration: 0.1
Duration: 3.5/4.5/5.5/6.5
Magnetic Field pushes enemies out of the area when cast and slows them while they are in it. Also provides allies inside with magic resistance.
Modifiers [?]
modifier_arc_warden_magnetic_field_thinker_evasion
Undispellable
modifier_arc_warden_magnetic_field_thinker_attack_speed
Undispellable
modifier_arc_warden_magnetic_field_evasion
Undispellable
modifier_arc_warden_magnetic_field_attack_speed
Undispellable
modifier_knockback
Time and space are of little consequence to one as old as Zet.
- All effects, except the knockback, are provided by an aura. Its buff lingers for 0.1 seconds.
- Affects heroes, illusions, clones, creep-heroes and buildings. All other units are completely unaffected.
- Does not affect invulnerable or hidden units, so buildings are only affected when attackable.
- Grants the following bonuses to allies within the radius:
- Flat attack speed bonus. However, the attack speed bonus of multiple Magnetic Fields does not stack.
- 100% evasion bonus from incoming attacks outside of the radius.
- Therefore, it does not evade attacks landing on allies when the source of the attack is within the field.
- The evasion effect of multiple fields works independently.
- This means when an ally is within the intersection of two Magnetic Fields, attacks are evaded unless their source is also within the intersection.
- Grants the following bonuses to allies within the radius:
- Flat ranged attack range bonus.
- Increases both Arc Warden's and the Tempest Double's attack range to 775.
- Grants flat base attack damage to attacks that are launched while the attacking hero is still within the radius.
- Fully benefits illusions, and is affected by every percentage-based base attack damage increasing or reducing effects.
- Both effects of the Tempest Component affect buildings and fully stack with themselves.
- Flat ranged attack range bonus.
- Despite its visual effects, the effective area is a cylinder, not a sphere.
- Magnetic Field pushes every enemy within its 300 radius out of it upon cast.
- The knockback is not a set distance. It pushes every enemy so that they are 350 range away from the center of the targeted area. So the min and max knockback distance are 50 — 350 respectively.
- The knockback duration is always 0.3, so the speed varies between 1166.67 — 166.67, depending on the knockback distance.
- Enemies are not disabled during the knockback, and are able to act freely, except moving during it.
- Can push units over impassable terrain. Any trees the knocked back unit collides with gets destroyed.
- All active instances now grant magic resistance bonus and immediately apply movement speed slow.
- Increases both heroes' and buildings' magic resistance within its 300 effect radius.
- The movement speed slow of multiple fields stack additively with each and with other sources of movement speed slow.
- Can reduce affected enemies' movement speed by 60% by stacking two instances.
- Stack multiplicatively with other magic resistance sources.
- Increases most heroes's magic resistance to 55% ( 40%).
- With the magic resistance bonus from this source, every 10 points of intelligence further increases the total magic resistance by 0.6%. [?]
- TALENT NOTESThe attack speed and attack damage increasing talent immediately upgrade all current active instances, but not already placed buffs.
Arc Warden:
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.
Tempest Double:
Increased Wraith Speed and slow duration, decreased Activation Delay and Damage.
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.
Tempest Double:
Increased Wraith Speed and slow duration, decreased Activation Delay and Damage.
Cast Range: 2000
Search Radius: 375
Activation Delay: 2
Projectile Speed: 400
Creep Damage Multiplier: 1.4
Move Speed Slow: 100%
Slow Duration: 0.4/0.5/0.6/0.7
Wraith Duration: 16
Vision Radius: 300
Causes Spark Wraiths to spawn a new Spark Wraith after impacting an enemy, which then starts its 2 second activation period. The new Spark Wraiths last 15 seconds.
Modifiers [?]
modifier_arc_warden_spark_wraith_thinker
Undispellable
modifier_projectile_vision
Undispellable
modifier_arc_warden_spark_wraith_purge
Lesser fragments of Zet's original self.
- The Spark Wraith is fully visible to the enemy.
- Once the activation delay is over, it checks for enemies, including neutral creeps, in 0.2-second intervals and launches itself toward the first registered enemy at a speed of 400.
- Both the activation delay and second activation delay are independent of the wraith's duration.
- The Spark Wraith has a 725 projectile speed instead.
- If multiple enemies are within range after the delay, the closest enemy is targeted.
- Damage values are based on the current level of the ability upon cast.
- Leveling up Spark Wraith and chosing the damage increasing talent does not update the damage of already placed or launched Spark Wraiths.
- However, upgrade from Aghanim's Scepter immediately upgrades all placed and launched Spark Wraiths.
- Treats clones, illusions, the Spirit Bear and Roshan as heroes, and other creep-heroes as creeps.
- Can deal up to 140/252/364/476 ( 189/340.2/491.4/642.6) damage (before reductions) to creeps.
- Can deal up to 105/196/287/378 ( 141.4/264.6/386.4/509.6) damage to creeps.
- Fully affects invisible units.
- Can target units inside the Fog of War, but not invulnerable or hidden units.
- Provides 300 radius ground vision for its full duration. The vision does not linger.
- The launched projectile also provides the same vision values, which linger for 3.34 seconds after reaching the target.
- The wraith first applies the damage, then the debuff.
- Despite the internal modifier name, Spark Wraith does not dispel the target.
- Spark Wraiths create a secondary wraith immediately upon hitting the enemy.
- These secondary wraiths have to go through a 2-second activation delay.
- This effect only occurs once per Spark Wraith. Secondary Spark Wraiths cannot spawn new wraiths.
Tempest Double
Ability
Target Point
Target Point
Affects
Self
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 special Tempest Double versions of his spells, except most consumables and items that drop on death. The duplicate has separate item and ability cooldowns. The Tempest Double loses its sense of self if he is too far away from Arc Warden and deals less attack damage.
Cast Range: 700
Number of Doubles: 1
Self Max Health as Clone Health: 100%
Self Max Mana as Clone Mana: 100%
Modifiers [?]
modifier_arc_warden_tempest_double
Undispellable
modifier_kill
Death
modifier_arc_warden_distance_penalty
Undispellable
Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.
- The Tempest Double ability is always inactive for the Tempest Double.
- Other ultimate abilities are also always inactive, if the Tempest Double attempts to copy them (e.g. in custom games).
- Creates a Double based on Rubick's model, that has all Rubick's basic abilities, with Spell Steal inactive, and without the other acquired abilities. Losing and reacquiring the ability allows Rubick to summon another Double from the previous steal.