Arc Warden


Bio

Zet, the Arc Warden
Play "It is not to aid the Ancients that this war is joined, but to destroy them both. This disunity must end."
Role: Carry / Escape / Nuker
Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Zet, the Arc Warden Before the beginning of all, dota2 : 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 further⃢₀⅚

Voice: James Kirkland ( Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage )

General Strategy

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.

Abilities

Flux
Blocked by Linken`s Sphere. Does not pierce spell immunity. Play
Q
C
Ability
Target Unit
Affects
Enemies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
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
Search Radius: 225
Damage per Second: 15/30/45/60 (Talent 35/50/65/80)
Move Speed Slow: 20%/30%/40%/50%
Duration: 6
Cooldown symbol.png 18 (Talent 16.2)
Mana symbol.png 75
Does not pierce spell immunity. Slow persists and attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Modifiers
Debuff Flux: Dispellable with any dispel.
An infinitesimal fraction of the power which imprisoned the Ancients.

Notes:

  • 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 (Talent 17.5/25/32.5/40) 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.
  • Multiple casts on the same target fully stack, with all instances working independently from each other.
  • Choosing the damage upgrading talent does not upgrade any of Arc Warden`s currently active Flux debuffs.


Magnetic Field
Can be used by illusions. Pierces spell immunity. Play
W
F
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 Animation: 0.3+0
Cast Range: 900
Effect Radius: 275
Evasion: 100%
Attack Speed Bonus: 50/60/70/80
Duration: 3.5/4.5/5.5/6.5
Cooldown symbol.png 35/30/25/20 (Talent 31.5/27/22.5/18)
Mana symbol.png 80/90/100/110
Modifiers
Buff Magnetic Field: Undispellable.
Time and space are of little consequence to one as old as Zet.

Notes:

  • Does not evade attacks landing on allies when the source of the attack is within the field.


Spark Wraith
Does not pierce spell immunity. Play
E
R
Ability
Target Area
Affects
Enemies
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2
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 Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2 : 100/160/220/280 (Talent 350/410/470/530)
Slow Duration: 0.4/0.5/0.6/0.7
Wraith Duration: 50
Cooldown symbol.png 4 (Talent 3.6)
Mana symbol.png 80
Does not pierce spell immunity. Attempts to deal damage if target turns spell immune before impact.
Modifiers
Debuff Spark Wraith Purge: Dispellable with any dispel.
Lesser fragments of Zet`s original self.

Notes:

  • The Spark Wraith travels at a speed of 400 and cannot be disjointed.
  • 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.
    • Be that as it may, choosing the damage upgrading talent immediately upgrades all of Arc Warden`s currently active Spark Wraiths.
  • 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.


Tempest Double
Play
R
D
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 consumables and items that drop on death. The duplicate has separate item and ability cooldowns.
Cast Animation: 0.15+0.5
Number of Doubles: 1
Duration: 14/16/18
Cooldown symbol.png 60/50/40 (Talent 54/45/36)
Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.

Notes:

  • 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.
    • This means it is impossible to create more than one double at a time, since recasting Tempest Double merely refreshes the one from the previous cast.
    • The double also gets fully dispelled, getting freed from absolutely every buff and debuff, including usually undispellable ones.
    • Its cooldowns are not refreshed upon getting re-summoned, so all cooldowns from the previous cast carry over.
  • 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.
  • The buffs of a consumed Moon Shard and an Aghanim`s Scepter granted by Alchemist are copied as well.
    • Be that as it may, other permanent buffs (e.g. Duel, Intelligence Steal) are not.
    • Any Duel victory damage the double gains during its uptime is lost upon death.
  • The double itself is treated exactly like a hero by all spells, since it is not an illusion.
  • The double has a fixed 180 gold and a 180 experience bounty. It does not change based on level and is only granted to the killing unit.
  • Spell effects, that grant bonuses when an enemy unit dies (such as Death Pulse), 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 bounty either when it dies while tracked.
    • The upgraded version of Wrath of Nature only spawns a regular Treant (not a Greater Treant) when the double dies.
  • The Tempest Double does not gain any experience like heroes usually do, so it does not leech experience.


Videos

Info

Hero Strategy   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Contents 1 Gameplay 1.1 Carry 1.2 Support 2 Ability dota2 Counters Play “Many hands make light work.” This article is badly written or needs more information. Please help the community by updating it. Read this formatting guide first.   Hero   Strategy   Counters   Equipment   Equipment   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e Arc Warden Equipment (collapse sets)Sets Fractured EnvoyArms Bracers dota2 Gear   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     This is a list of cosmetic items that reflects dota2 Responses   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e  Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Sounds   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     v • d • e  Dota 2 Sounds Hero Sounds Abaddon Alchemist Ancient Apparition Lore   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Zet, the Arc Warden Before the beginning of all, dota2 Old Abilities   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     No records NewPP limit report Cached time: 20170623113357 Cache Changelogs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Contents 1 Version history 2 Patch history Version history dota2 Known Bugs   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs   Known Bugs     Contents 1 General 2 Magnetic Field 3 Tempest Double
Arc Warden
Strength attribute symbol.png
24 + 3
Agility primary attribute symbol.png
15 + 1.8
Intelligence attribute symbol.png
24 + 2.6
Level Base 1 15 25
Health “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 200 680 1520 2120
H. Regen “ Play Life becomes death becomes new life. As it should be.  Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life dota2 0 1.44 3.96 5.76
Mana Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 75 339 735 1021
M. Regen Play Out of mana! “ Play It s a new age of magic! Click to listen— Keeper of the Light ” Mana (also known as MP, which is short for mana points) represents the magic power of a dota2 0.01 0.97 2.43 3.47
Damage Attack damage is the amount of damage a unit is dealing with an unmodified basic attack; the base values are different for every hero. The total attack damage of a unit is the sum of dota2 29‒39 44‒54 69‒79 87‒97
Armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor dota2 -2 0.14 3.74 6.31
Spell Dmg   Spell damage   Spell damage sources     Spell damage is all damage which is not dealt by physical attacks. This includes all spells which deal magical, physical or pure damage. Even the damage dota2 0% 1.71% 4.31% 6.17%
Att / Sec 0.58 0.67 0.82 0.92
Movement Speed DPS multiplier when chasing Minimum (pursuer MS / target MS) Ratio for Maximum Chase DPS Movement speed (sometimes abbreviated as move speed or MS) is the speed at which a unit can move. Movement speed dota2 285
Turn Rate Turn rate is the speed at which a unit can turn. When moving to a location, a unit first turns to face that location, then begins walking. Similarly, when targeting another unit with an attack 0.4
Vision Range Vision changes around while the hero moves. Vision describes what a unit can and cannot see from its current location and state. Places a unit cannot see are filled with the Fog of War, a dota2 1800/800
Attack Range Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by 625
Projectile Speed 800
Attack Animation Every unit in Dota 2 has an attack animation. In mechanical terms, this is a delay between when an attack command is issued, and damage is dealt (in the case of melee units) or a 0.3+0.7
Base Attack Time 1.7
Magic resistance Magic resistance is an attribute of heroes, similar to armor. Instead of reducing physical damage, it reduces magical damage. All heroes, except for Meepo and Visage, possess 25% magic resistance from their armor type. This dota2 25%
Collision Size 24
Legs 2

Zet, the Arc Warden, is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by dota2 agility Agility is the attribute that grants armor and attack speed. For each point of agility a hero gets: 0.14 (1/7) Armor 1 Attack speed Additionally, agility heroes also get 1 attack damage per agility point. dota2 hero   Main   Mechanics   Attributes Table   Release Dates   Grid Layout     Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During dota2 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` Land 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. At long last, 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.

Item interactions

Zet, the Arc Warden

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...

Abilities

Flux
Ability: Unit Target
Affects: Enemy Units
Damage: Magical
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.
QC
75
18
Damage Per Second:


Movement Slow:

Duration:
Ally Search Radius:
Cast Range:
₠15 / 30 / 45 / 60
35 / 50 / 65 / 85
(Level 10 talent)
₠20% / 30% / 40% / 50%
₠6
₠225
₠500 / 600 / 700 / 800
Affected By:₠
An infinitesimal fraction of the power which imprisoned the Ancients.
Notes
  • Total damage: 97.5 / 195 / 292.5 / 390.
  • Total damage: 227.5 / 325 / 422.5 / 520 (Level 10 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
Ability: Point Target
Affects: Allied Heroes
Buildings
Generates a circular distortion field of magnetic energy that grants evasion and attack speed bonuses to allied heroes and buildings within.
WF
80 / 90 / 100 / 110
35 / 30 / 25 / 20
Attack Speed Bonus:
Duration:
Evasion:
Radius:
Cast Range:
₠50 / 60 / 70 / 80
₠3.5 / 4.5 / 5.5 / 6.5
₠100%
₠275
₠900
Affected By:₠
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.
  • Illusions are affected by the evasion but not the attack speed.
Spark Wraith
Ability: Point Target
Affects: Enemy Units
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.
ER
80
4
Damage:

Wraith Duration:

Activation Delay:
Search Radius:
Movement Slow:
Slow Duration:
Cast Range:
₠100 / 160 / 220 / 280
530 (Level 25 talent)
₠50
₠2
₠375
₠100%
₠0.4 / 0.5 / 0.6 / 0.7
₠2000
Affected By:₠
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.
  • Cannot be disjointed.
  • Blocked by Spell Immunity.
Tempest Double
Ability: No Target
Affects: Self
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.
RD
60 / 50 / 40
Duration:
Cast Point:
₠14 / 16 / 18
₠0.15
Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.
Notes
  • The Tempest Double is visibly different from the original, which can be seen by enemies.
  • Ability and item cooldowns persist on the unit even after being resummoned.
  • The double cannot copy Consumables, Refresher Orb, Aegis of the Immortal, and items that drop on death such as Divine Rapier and Gem of True Sight.
  • The double cannot pick up or drop items.
  • When the double uses Hand of Midas, the original Arc Warden receives the Midas experience bonus.
  • Gives a 180 Gold/XP bounty when killed.

Talent Tree

Talent Tree
+250 Spark Wraith Damage 25 30% Lifesteal
+100 Attack Range 20 10% Cooldown Reduction
+200 Health 15 +30 Damage
+25 Attack Speed 10 +20 Flux DPS

Recommended Items

Standard Build
Starting Items Early Game Mid Game Late Game

Overview



Skill Build


Level 1 2 3 4 5 6 7 8 9 10
Spell