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Arc Warden
Arc Warden
Strength attribute symbol
Agility attribute symbol
Intelligence attribute symbol
25 + 3
15 + 2.4
24 + 2.6
Level 0 1 15 25 30
Health 120 670 1594 2518 2892
+0.25 +2.75 +6.95 +11.15 +12.85
Mana 75 363 795 1251 1431
+0 +1.2 +3.02 +4.92 +5.67
Armor -2 0.5 6.1 12.1 14.43
Magic Resist 25% Expression error: Unrecognized punctuation character "%".% Expression error: Unrecognized punctuation character "%".% Expression error: Unrecognized punctuation character "%".% Expression error: Unrecognized punctuation character "%".%
Damage Block -
Damage

31
41

46
56

79
89

115
125

129
139

Attack Rate 0.59/s 0.68/s 0.87/s 1.09/s 1.17/s
Attack Range Ranged 625 (800)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.3 + 0.7
Projectile Speed 900
Move Speed ▶️ 280 (Nighttime 310)
Turn Rate Takes 0.15s to turn 180°. 0.7
Collision Size 24
Bound Radius 24
Vision Range (G) 1800 (Nighttime 800)
Gib Type Ethereal
Internal Not Provided

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.

Bio

Arc Warden minimap iconZet, 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…

Abilities

Flux
Flux icon
Affects
Enemies
Damage
Magical
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 520/620/720/820)
Search Radius: 225
Damage per Second: 15/30/45/60
Move Speed Slow: 20%/30%/40%/50%
Duration: 6
Cooldown symbol
 16 (Talent -12)
Mana symbol
 75
Buff/Debuff
Modifiers [?]
Flux
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
Affects
Allies
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 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 symbol
 20 (Talent -15)
Mana symbol
 50/70/90/110
Buff/Debuff
Modifiers [?]
Magnetic Field Evasion
Undispellable
Magnetic Field Attack Speed
Undispellable
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 Tempest Double minimap icon 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
Spark Wraith icon
Affects
Enemies
Damage
Magical
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 110/180/250/320)
Slow Duration: 0.4/0.5/0.6/0.7
Wraith Duration: 50
Cooldown symbol
 4 (Talent -31)
Mana symbol
 80
Buff/Debuff
Modifiers [?]
Spark Wraith Purge
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 10 talent can further reduce this to 23.25 (-3 without the level 20 talent).


Tempest Double
Tempest Double icon
Ability
No Target
Affects
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 symbol
 60/50/40 (Talent -45/-37.5/-30)
Upgradable by Aghanim's Scepter.
Aghanim's Scepter Upgrade:
Grants a new ability, Rune Forge. Creates a random Rune in front of you.
Buff/Debuff
Modifiers [?]
Tempest Double
Undispellable
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 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 Tempest Double minimap icon 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 icon 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 icon Track bounty either when it dies while tracked.
    • The upgraded version of Wrath of Nature icon Wrath of Nature only spawns a regular Nature's Prophet Treant icon Treant (not a Nature's Prophet Treant icon 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
Ability
No Target
Creates a random rune in front of you.
Cast Animation: 0.15+0.5
Rune Spawn Distance: 200
Rune Duration: 20
Cooldown symbol
 60
Mana symbol
 100
Buff/Debuff
Modifiers [?]
Scepter
Undispellable

  • 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

  • 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 Observer Ward and Sentry Ward icon 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 Aegis of the Immortal, Animal Courier icon Animal Courier, Bottle icon Bottle, Cheese icon Cheese, Clarity icon Clarity, Divine Rapier icon Divine Rapier, Dust of Appearance icon Dust of Appearance, Elixir icon Elixir, Enchanted Mango icon Enchanted Mango, Faerie Fire icon Faerie Fire, Gem of True Sight icon Gem of True Sight, Greater Faerie Fire icon Greater Faerie Fire, Healing Salve icon Healing Salve, Mango Tree icon Mango Tree, Observer and Sentry Wards icon Observer and Sentry Wards, Refresher Shard icon Refresher Shard, Repair Kit icon Repair Kit, Royal Jelly 1 icon Royal Jelly, Smoke of Deceit icon Smoke of Deceit, Tango icon Tango, Tango (Shared) icon Tango (Shared), Third Eye icon Third Eye, Tome of Knowledge icon 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 Town Portal Scroll) are copied.
  • The double's Bloodstone icon 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 Hand of Midas can be used by the double. Using Transmute grants the gold and experience to the main hero.
  • If Radiance icon Radiance or Ring of Basilius icon Ring of Basilius 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 Power Treads. The double copies whichever attribute the main hero had selected.
  • The Tempest Double's Black King Bar icon 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 cooldown/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 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 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.
  • Refresher Orb icon Refresher Orb is always on cooldown for the double, but it can still benefit from its stats.

Talents

Hero Talents
+10s Tempest Double icon Tempest Double Duration25No Damage Penalty Distance For Tempest Double icon Tempest Double
-7 Magnetic Field (Radiant) icon Magnetic Field Cooldown20+35% Spark Wraith (Radiant) icon Spark Wraith Damage
+20 Magnetic Field (Radiant) icon Magnetic Field Attack Speed/Bonus Damage15+1.5s Flux (Radiant) icon Flux Duration
+200 Health10+175 Flux (Radiant) icon Flux Cast Range
Notes:
  • The health talent increases the max health capacity and keeps the current health percentage.

Recent Changes

Main Article: Arc Warden/Changelogs
Version
Description
Level 10 Talent Health decreased from +250 to +200 Level 20 Talent Magnetic Field Cooldown Reduction decreased from 8s to 7s


Recommended items

Gameplay

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.
Roles: Carry Carry Escape Escape Nuker Nuker
Complexity: Hero ComplexityHero ComplexityHero Complexity
Adjectives: Legs ( 2 )


Audio

History

Equipment

Trivia

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

Gallery

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