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Arc Warden

From Liquipedia Dota 2 Wiki
[e][h]Arc Warden
Dire Hero
Attributes
Primary Attribute
Base Stats (Level 0)
Vision Range

1800 / 800
Attack Type
0.3 + 0.7
Level Changes
Level
1
15
25
30
Health
(Regen)
604
2.45
1396
6.09
2232
9.89
2562
11.39
Mana
(Regen)
363
1.2
795
3.02
1251
4.92
1431
5.67
Armor
3.33
10.33
17.33
20.17
Magic R
27.4%
31.04%
34.84%
36.34%
Damage
51-57
93-99
135-141
152-158
Notes
2
Release Date
2015-12-16
Competitive Span
2016-12-12 — Present

Arc Warden 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...

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. 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.

Abilities[edit]

Flux
QC
Targeting
Unit Target
Affects
Enemy Units
Damage Type
Magical
Infuses a lone enemy unit with swirling, volatile energy, slowing its movement speed and dealing damage over time. The damage is not applied if another enemy unit is near the target.
Damage Per Second15/30/45/60
Movement Speed Slow14%/21%/28%/35%
Duration6
7.5
Search Radius225

Cast Range 500/600/700/800
                     675/775/875/975
Cast Point 0.3
Cast Backswing 0.77
Cooldown
16
75
Does not pierce Debuff Immunity.

Blocked by Spell Block.

Reflected by Spell Reflection.

Dispellable.

Affected by cast range bonus.
An infinitesimal fraction of the power which imprisoned the Ancients.
Notes
  • Total damage:
    • 97.5/195/292.5/390
  • Deals damage in 0.5 second intervals. One damage instance is dealt immediately on 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 it is disabled.
Magnetic Field
WF
Targeting
Point Target
Affects
Allies
Enemies
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.
Attack Speed Bonus50/60/70/80
70/80/90/100
Duration3.5/4.5/5.5/6.5
Evasion100%
Radius300

Magic Resistance40%
Slow30%
Cast Point 0.3
Cast Backswing 0
Cooldown
20/19/18/17
     13/12/11/10
50/70/90/110
Magnetic Field slows pushes enemies out of the area when cast and slows them while they are in it, and provides allies in it with magic resistance.
Reflected by Spell Reflection.

Undispellable.
Shard effect is dispellable.
Affect illusions.

Affected by cast range bonus.
Time and space are of little consequence to one as old as Zet.
Notes
  • Units must remain within the area to receive the buff.
  • Only evades attacks done from outside of the field.
Spark Wraith
ER
Targeting
Point Target
Affects
Enemy Units
Damage Type
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.
Damage100/180/260/340
135/243/351/459
Wraith Duration45
Activation Delay2
Search Radius375
Movement Speed Slow100%
Slow Duration0.4/0.5/0.6/0.7
Creep Damage Bonus40%
Projectile Speed400

Second Wraith Activation Delay2
Second Wraith Duration15
Second Wraith Search Radius225

Cast Range 2000
Cast Point 0.3
Cast Backswing 0.77
Cooldown
4
80
Causes Spark Wraiths to spawn a new Spark Wraith after impacting an enemy, which then starts its activation period.
Does not pierce Debuff Immunity.

Dispellable.

Cannot be disjointed.

Affected by cast range bonus.
Lesser fragments of Zet's original self.
Notes
  • The Spark Wraith has 400 movement speed and provides 300 ground vision.
  • Attacks the closest unit in its search area. Ignores spell immune units.
Ultimate Ability
Tempest Double
RD
Targeting
Point Target
Affects
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.
Duration18/22/26
28/32/36
Gold/XP Bounty180/240/300
Penalty Distance2000
Attack Damage Penalty50%
Cast Point 0.15
Cast Backswing 0.5
Cooldown
70/60/50
Undispellable.

Affected by cast range bonus.
Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.
Notes

Innate[edit]

Innate Ability
Tempest
Targeting
Passive
Affects
Self
The upheaval has attuned Arc Warden to the Ancients.
Innate AbilityThis is an Innate ability.
Not disabled by Break.

Notes
  • When the hero's faction is the Radiant, the Zet will have its regular abilities, while its Tempest Double will have the Tempest Component's ability traits and values as alternatives.
  • When the hero's faction is the Dire, the Zet will have the Tempest Component's ability traits and values by default, while its Tempest Double will retain the original ability traits and values.

Tempest Double Version[edit]

Flux
QC
Targeting
Unit Target
Affects
Enemy Units
Damage Type
Magical
Infuses a lone enemy unit with swirling, volatile energy, slowing its movement speed and dealing damage over time. The damage is not applied if another enemy unit is near the target.
Damage Per Second20/45/70/95
Movement Speed Slow6%/10%/14%/18%
Duration6
7.5
Search Radius225

Cast Range 500/600/700/800
                     675/775/875/975
Cast Point 0.3
Cast Backswing 0.77
Cooldown
16
75
Does not pierce Debuff Immunity.

Blocked by Spell Block.

Reflected by Spell Reflection.

Dispellable.

Affected by cast range bonus.
An infinitesimal fraction of the power which imprisoned the Ancients.
Notes
  • Total damage:
    • 97.5/195/292.5/390
  • Deals damage in 0.5 second intervals. One damage instance is dealt immediately on 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 it is disabled.
Magnetic Field
WF
Targeting
Point Target
Affects
Allied Heroes
Buildings
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.
Attack Damage Bonus20/40/60/80
40/60/80/100
Ranged Attack Range Bonus150
Duration5/6/7/8
Radius300
Cast Point 0.3
Cast Backswing 0
Cooldown
20/19/18/17
     12/11/10/9
50/70/90/110
Reflected by Spell Reflection.

Undispellable.
Shard effect is dispellable.
Affect illusions.

Affected by cast range bonus.
Time and space are of little consequence to one as old as Zet.
Spark Wraith
ER
Targeting
Point Target
Affects
Enemy Units
Damage Type
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.
Damage75/140/205/270
101/189/276/364
Wraith Duration45
Activation Delay1
Search Radius375
Movement Speed Slow100%
Slow Duration0.6/0.8/1/1.2
Projectile Speed725

Second Wraith Activation Delay2
Second Wraith Duration15
Second Wraith Search Radius225 aghstext=Causes Spark Wraiths to spawn a new Spark Wraith after impacting an enemy, which then starts its activation period.

Cast Range 2000
Cast Point 0.3
Cast Backswing 0.77
Cooldown
4
80
Does not pierce Debuff Immunity.

Dispellable.

Cannot be disjointed.

Affected by cast range bonus.
Lesser fragments of Zet's original self.
Notes
  • The Spark Wraith has 400 movement speed and provides 300 ground vision.
  • Attacks the closest unit in its search area. Ignores spell immune units.

Talent Tree[edit]

+10s Tempest Double Tempest Double Duration 25 No Damage Penalty Distance for Tempest Double Tempest Double
-7s Magnetic Field Magnetic Field Cooldown 20 +35% Spark Wraith Spark Wraith Damage
+20 Magnetic Field Magnetic Field Attack Speed/Bonus Damage 15 +1.5s Flux Flux Duration
+200 Health 10 +175 Flux Flux Cast Range

Recent Changes[edit]

Version Balance Changes
7.35d
  • Talent Talent
    • Nerf Level 10 Talent Health decreased from +250 to +200
    • Nerf Level 20 Talent Magnetic Field Cooldown Reduction decreased from 8s to 7s
7.35
  • Talent Talent
    • Nerf Level 15 Talent Magnetic Field Attack Speed/Bonus Damage decreased from +25 to +20
    • Nerf Level 25 Talent Tempest Double Duration decreased from +12s to +10s
7.34d
  • Spark Wraith Spark Wraith
    • New Now deals 40% more damage to non-hero units
  • Tempest Double Tempest Double
    • New Now can be self-cast to spawn the Double next to Arc Warden
7.34c
  • Spark Wraith Spark Wraith
    • Buff Tempest Damage increased from 75/135/195/255 to 75/140/205/270
  • Tempest Double Tempest Double
    • Rework The Double now always spawns with full health and mana

Notable Players[edit]

RdO 

Additional Content[edit]

References[edit]