Arc Warden

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[e][h]Arc Warden
Dire Hero

24 +3

15 +1.8

24 +2.6

Base Stats
Sight Range:
1800 / 800
Attack Range:
Missile Speed:
Attack Duration:
0.3 + 0.7
Cast Duration:
0.3 + 0.51
Base Attack Time:
Magic Resistance:
Turn Rate:
Level Changes
Hit Points:
Spell Amp:
Most played as

Zet, the Arc Warden[edit]

Recommended Roles
Carry Escape Nuker

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...


Targeting Type
Unit Target
Enemy Units
Damage Type
Infuses a lone enemy unit with swirling, volatile energy, slowing its movement speed and dealing damage over time. The effect is inactive if another enemy unit is near the target.
Damage Per Second15 / 30 / 45 / 60
Movement Speed Slow20% / 30% / 40% / 50%
8 Level 15 Talent
Search Radius225
Cast Range500 / 600 / 700 / 800
Cast Point0.3
 Affected By Blocked by Spell Immunity Blocked by Linken's Sphere and echoed by Lotus Orb Can be dispelled
An infinitesimal fraction of the power which imprisoned the Ancients.
  • Total damage:
    • 97.5 / 195 / 292.5 / 390
    • 127.5 / 255 / 382.5 / 510 Level 15 Talent
  • Deals damage in 0.5 second intervals. One damage instance is dealt immediately upon cast.
  • The debuff fully stacks with itself when cast multiple times. Each stack operates independently.
  • Enemy units and neutrals will disable the debuff if the target comes within range of them. Ancients will not disable it.
  • If the target no longer has any enemy units within range, the debuff resumes dealing the damage and slow.
  • The debuff still counts down its duration while disabled.
  • Blocked by Spell Immunity and Linken's Sphere.
  • Can be dispelled.
Magnetic Field
Targeting Type
Point Target
Allied Heroes
Generates a circular distortion field of magnetic energy that grants evasion and attack speed bonuses to allied heroes and buildings within.
80 / 90 / 100 / 110
35 / 30 / 25 / 20
Attack Speed Bonus50 / 60 / 70 / 80
Duration3.5 / 4.5 / 5.5 / 6.5
Cast Range900
Cast Point0.3
 Affected By  Illusions gain part of this ability
Time and space are of little consequence to one as old as Zet.
  • Units must remain within the area to receive the buff.
  • Only evades attacks done from outside of the field.
  • Illusions are affected by the evasion and the attack speed.
Spark Wraith
Targeting Type
Point Target
Enemy Units
Damage Type
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.
Damage100 / 160 / 220 / 280
630 Level 25 Talent
Wraith Duration50
Activation Delay2
Search Radius375
Movement Speed Slow100%
Slow Duration0.4 / 0.5 / 0.6 / 0.7
Cast Range2000
Cast Point0.3
 Affected By Blocked by Spell Immunity
Lesser fragments of Zet's original self.
  • The Spark Wraith has 400 movement speed and provides 300 ground vision.
  • Attacks the closest unit in its search area. Ignores spell immune units.
  • Cannot be disjointed.
  • Blocked by Spell Immunity.
Tempest Double
Targeting Type
No Target
By vibrating at extreme speeds, Arc Warden is able to create a perfect electrical incarnation of himself for a short time, at the cost of his current health and mana. This incarnation can use any spells or items he has, and spawns with his health and mana after the cast.
60 / 50 / 40
Duration14 / 16 / 18
Cast Point0.15
Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.

Talent Tree[edit]

Talent Tree
+350 Spark Wraith Damage 25 30% Lifesteal
+100 Attack Range 20 10% Cooldown Reduction
+2s Flux Duration 15 +350 Health
+25 Attack Speed 10 +5 Armor

Recommended Items[edit]

Starting Items Early Game
Healing Salve
Hand of Midas
Ring of Aquila
Boots of Speed
Iron Branch
Iron Branch
Enchanted Mango
Mid Game Late Game
Boots of Travel
Dragon Lance
Manta Style
Hurricane Pike

General Strategy[edit]

A splintered fragment of the same primordial power as the Ancients themselves, Zet the Arc Warden has pledged to see the clash between Radiant and Dire finally end, by reunification or annihilation. Assault lone enemies with fluxing energy, or distort space to generate a protective field around allies. Summon a Spark Wraith to patrol an area for enemies to infuse with harmful magic, then create a double of Zet, items and all, to overwhelm your foes.


Skill Build[edit]

Level 1 2 3 4 5 6 7 8 9 10
Level 11 12 13 14 15 16 18 20 25

Early Game[edit]

Arc Warden's early game should be focused on farming up his Hand of Midas. Flux is used to pressure and potentially kill enemy heroes. Spark Wraith is used for vision to prevent ganks, and controlling the enemy heroes movement. Magnetic Field is a powerful defensive spell if the enemy attempts to kill you and can often turn ganks around in your favour. Flux along with a support can easily result in a kill if the enemy hero gets caught with no friendly units nearby. When attempting to kill a hero, Spark Wraith should be positioned behind the enemy hero such that they have to either take the Spark Wraith damage or turn around and fight your hero. Once Arc Warden reaches level 6, his ability to kill out of position heroes on his own is greatly increased with the ability to use Flux 2 times and spam Spark Wraiths. Tempest Double also provides sustain through a Healing Salve and an Enchanted Mango allowing liberal use of Spark Wraith and Flux. Once Hand of Midas has been purchased, Tempest Double should be used as soon at it is off cooldown due to the gold and experience gain it provides.

Starting Items

A Wraith Band helps Arc Warden last hit as his base damage is relatively low. Tangos provide lane sustain for any early harassment or creep damage taken.

Laning Items

With one of the highest attack ranges in the game, an Orb of Venom allows Arc Warden to harass the off-lane effectively. Boots should be purchased either first or second, after the Orb of Venom, depending on the lane. A Healing Salve and an Enchanted Mango, in conjunction with Tempest Double, provides copious amounts of sustainability along with alleviating the health and mana costs from using his ultimate, and thus should be purchased as soon as level 6 is reached. A Hand of Midas provides a massive boost in both gold and experience gain and should be purchased as soon as possible.

Core Items

Necronomicon greatly boosts Arc Wardens ability to farm, push, and fight along with providing the ability to de-ward with Spark Wraith and True Sight once upgraded to level 3. Boots of Travels allow both Arc Warden and his Tempest Double to be anywhere on the map and should be purchased immediately after the fully upgraded Necronomicon. The items purchased following this greatly differ and numerous builds are available depending on play-style and the game.

Mid Game[edit]

Late Game[edit]

Version History[edit]

Balance Patch History
Patch Version Balance Changes[1]
  • Nerf Base movement speed reduced by 5
  • Rework Reworked Talent Tree
  • Buff Turn rate improved from 0.4 to 0.6
  • Buff Strength gain increased from 2.3 to 2.7
  • Buff Magnetic Field mana cost rescaled from 110 to 80/90/100/110
  • Buff Tempest Double duration increased from 12/14/16 to 14/16/18
  • Buff Level 25 Talent increased from +175 Spark Wraith Damage to +250
  • Rework Level 10 Talent from +125 Health to +20 Flux DPS
  • Buff Level 15 Talent from +8 Strength to +200 Health
  • Rework Added to Captains Mode
  • Nerf Spark Wraith vision type changed from flying to ground
  • Nerf Flux cast range reduced from 600/700/800/900 to 500/600/700/800
  • Nerf Tempest Double no longer copies consumables (includes Bottle)
  • Nerf Tempest Double cooldown increased from 40/35/30 to 60/50/40
  • Nerf Tempest Double gold/XP bounty increased from 160 to 180
  • Nerf Tempest Double now decrements its BKB charges when it uses it
  • New Added Talent Tree
  • Nerf Spark Wraith no longer dispels (still slows)
  • Nerf Movement speed reduced by 10
  • Nerf Tempest Double gold and XP bounty increased from 140 to 160
  • Nerf Flux slow reduced from 35/40/45/50% to 20/30/40/50%
  • Nerf Tempest Double now gives a 140 Gold/XP bounty when killed
  • Buff Flux cooldown reduced from 20 to 18
  • Buff Tempest Double duration increased from 12/13/14 to 12/14/16
  • Buff Tempest Double cooldown reduced from 50/40/30 to 40/35/30
  • Buff Base damage improved by 4
  • Nerf Flux no longer slows magic immune units
  • Nerf Flux is now purgeable
  • Nerf Flux slow reduced from 50% to 35/40/45/50%
  • Buff Magnetic Field cooldown reduced from 50 to 35/30/25/20
  • Buff Magnetic Field duration increased from 3.5/4/4.5/5 to 3.5/4.5/5.5/6.5
  • Nerf Magnetic Field now only evades attacks done from outside of the field
  • Buff Spark Wraith mana cost reduced from 100/110/120/130 to constant 80
  • Buff Spark Wraith activation delay reduced from 3 to 2
  • Buff Spark Wraith now applies a 0.4/0.5/0.6/0.7 second purge
  • Nerf Spark Wraith damage rescaled from 150/200/250/300 to 100/160/220/280
  • Buff Tempest Double no longer has an HP/Mana cost
  • Nerf Tempest Double ability/item cooldowns now persist on the unit
  • Nerf Tempest Double no longer replicates items that drop on death
  • Buff Tempest Double cooldown reduced from 65/60/55 to 50/40/30
  • Nerf Tempest Double duration reduced from 20 to 12/13/14
  • Nerf Tempest Double cast point increased from 0 to 0.15
  • Buff Strength growth increased from 1.9 to 2.3
  • Buff Intelligence growth increased from 2.1 to 2.6
  • Nerf Spark Wraith mana cost increased from 50 to 100/110/120/130
  • Nerf Magnetic Field AoE decreased from 325 to 275
  • Nerf Tempest Double unit is now visible to the enemy players as the fake
  • Nerf Magnetic Field no longer affects units other than Heroes and Structures
  • Nerf Magnetic Field aoe reduced from 375 to 325
  • Nerf Tempest Double cooldown from 55 to 65/60/55
  • Nerf Magnetic Field gives half the AS bonus for non-hero units (they used to gain the full AS Bonus)
  • New New Hero

See also[edit]

External links[edit]