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Arc Warden Strategies

Ranged, Carry, Escape, Nuker

109th

Popularity

49.85%

Win rate

Gameplay

"It is not to aid the Ancients that this war is joined, but to destroy them both. This disunity must end."

Before all things began, there was an existence: a primordial consciousness, limitless and terrifying, to fulfill a profoundly unfathomable purpose. When the universe was born, this consciousness shattered and drifted into many small pieces. The two largest pieces - often called Radiant and Dire - oppose each other on two fronts, circling around and then beginning to enchant every creature to serve the war between them.

As war and catastrophe threaten this nascent universe, the will of the third fragment emerges. Naming itself Zet, this consciousness seeks to resolve discord and bring everything back to its proper unity. Disgusted at the strife of his kin, Zet gathered his strength. In the blink of an eye, it completely overpowered its brethren, merging them all into one star and hurling it into eternal darkness, making it a satellite for some unknown planet. The balance is restored, at the cost of Zet remaining only the most primitive of power. Even though he had little strength left, Zet was determined to devote all of his time and energy to the task of administering this prison. Thousands of years have passed, the warden never neglected his duties.

Life had thrived in the world below, oblivious to the dangers ensnared in the bright moon above, or Zet's struggle to contain them. The prison Zet held in captivity appeared in turmoil, the surface of the prison shook, and began to gradually crack. In the end, Zet's depleted power was unable to hold back this rebellion, and the moon broke. The ancient prisoners of the prison have escaped to sow the seeds of their conflict once again.

Pushed as far as possible by the explosion, Zet was transformed by the inconsistent energies of the former prisoners. No longer a separate entity and consciousness, its presence was broken up into many fragments - some small, some large - each connected by an arc of consciousness. To combat the inconsistency of consciousness, Zet rushes into the escalating conflict his brothers have wrought, to bend his shattered consciousness toward a single concept. : all fragments of primordial consciousness must be united, or all must be annihilated to prevent the conflict from spreading...

Arc Warden Guide Building Items and Indicators

Ability Builds

Level: 0 1 15 25 30

Health: 200 640 1360 2120 2420

Health regen: +0.25 +2.45 +6.09 +9.89 +11.39

Mana: 75 363 795 1251 1431

Mana regen: +0 +1.2 +3.02 +4.92 +5.67

Armor: -1 2.33 8.17 14.33 16.75

Damage Block: -        

Magic Resistance: 25%    

Status Resistance: 0%    

Damage: 27‒37 47‒57 82‒92 119‒129 133‒143

Attack Rate: 0.59/s 0.71/s 0.91/s 1.13/s 1.21/s

Attack Range: 625 (800)

Attack Speed: 100 (1.7s BAT)

Attack Animation: 0.3+0.7    

Projectile Speed: 900    

Movement Speed: 285    

Turn Rate: 0.7    

Collision Size: 24    

Vision Range: 1800 • 800    

Legs: 2    

Gib Type: Ethereal.    

Ability Upgrades:    

  • Upgradable by Aghanim's Scepter - Magnetic Field.

  • Upgradable by Aghanim's Shard - Spark Wraith.


Talents

Arc Warden Hero Talents

Tips & Tactics

General

Arc Warden Ability Build

E - Spark Wraith is Zet's most versatile ability in dealing damage to enemies. That's why you should raise the max level of this skill first. Next will go to Flux to improve the ability to catch odd, single target damage. Finally, W - Magnetic Field to support teammates in big late game teamfights. In addition, the ultimate ability Tempest Double should be upgraded according to the level milestones.

Abilities

Flux

Cast Animation: 0.3+0.77

Cast Range: 500/600/700/800 (Talent 675/775/875/975)

Search Radius: 225

Damage per Second: 15/30/45/60 (Talent 55/70/85/100)

Move Speed Slow: 20%/30%/40%/50%

Duration: 6

Effect: Infuses a single enemy unit with whirling, volatile energy, limiting their mobility and causing damage over time. If another enemy unit is close to the target, the effect is muffled.

Magnetic Field

Cast Animation: 0.3+0

Cast Range: 900

Effect Radius: 300

Evasion: 100%

Attack Speed Bonus: 50/60/70/80 (Talent 90/100/110/120)

Aura Linger Duration: 0.1

Duration: 3.5/4.5/5.5/6.5

Effect: Creates a magnetic energy field with a circular distortion that shields allied heroes and structures within it from assaults from outside the field.

Spark Wraith

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 225/295/365/435)

Slow Duration: 0.4/0.5/0.6/0.7

Wraith Duration: 45

Effect: Summons a Spark Wraith, which materializes slowly and patrols a designated area until an adversary gets within range. The wraith unites with the victim after it has been identified, causing magical damage and slowing the unit.

Tempest Double

Cast Animation: 0.15+0.5

Number of Doubles: 1

Duration: 18/22/26 (Talent 30/34/38)

Bounty: 180/240/300

Effect: The Arc Warden is able to make a flawless electrical copy of itself by briefly focussing its broken pieces into a single shape. Except for most consumables and equipment that drop on death, the replica can utilize all of Arc Warden's existing items and spells. The duplicate has its own cooldowns for items and abilities. When foes are slain by the Tempest Double, they get bounty money.

Items