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Heroes/Arc Warden
Arc Warden
UniversalRanged

Arc Warden

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. <br><br>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. <br><br>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. <br><br>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...

Base STR

20 +2.2

Base AGI

20 +2.7

Base INT

24 +2.6

Move Speed

300

Attack Range

625

Base Armor

0

Attack DMG

23–29

Projectile

900

Runic Infusion

Runic Infusion

PassiveInnate

Runes of Power fuse to the Self. Arc Warden gains +1.5 all attributes permanently whenever Arc Warden or the Tempest Double activates a Power Rune.

Flux

Flux

Unit TargetAghanim's Scepter

Cooldown

16s

Mana

75

Infuses a lone enemy unit with swirling, volatile energy, dealing damage over time and slowing the target. The damage is not applied if another enemy unit is near the target.

DURATION:

6

ALLY SEARCH RADIUS:

225

DAMAGE PER SECOND:

15 / 30 / 45 / 60

MOVEMENT SPEED SLOW:

14 / 21 / 28 / 35%

An infinitesimal fraction of the power which imprisoned the Ancients.

Magnetic Field

Magnetic Field

Point TargetAOE

Cooldown

20 / 19 / 18 / 17s

Mana

60 / 70 / 80 / 90

Arc Warden generates a circular distortion field of magnetic energy. The Magnetic Field grants bonus attack speed and protects allied units within it by evading attacks coming from outside the field. The Magnetic Field pulls runes, and runes inside Magnetic Field automatically activate.

RADIUS:

300

DURATION:

4 / 5 / 6 / 7

ATTACK SPEED BONUS:

30 / 60 / 90 / 120

EVASION BONUS:

100%

RUNE PULL FORCE:

100

RUNE PULL RADIUS:

800 / 1200 / 1600 / 2000

Time and space are of little consequence to one as old as Zet.

Spark Wraith

Spark Wraith

Point TargetAOE

Cooldown

4s

Mana

80

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.

SEARCH RADIUS:

375

DURATION:

16

MOVEMENT SLOW:

100%

ACTIVATION DELAY:

1.5

DAMAGE:

100 / 170 / 240 / 310

WRAITH SPEED:

550

SLOW DURATION:

0.7 / 0.8 / 0.9 / 1

  • Spark Wraiths can not be disjointed.

Lesser fragments of Zet's original self.

Tempest Double

Tempest Double

Point TargetAghanim's Shard

Cooldown

60 / 55 / 50s

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 loses its sense of self and fractures over time, becoming slower and less accurate.

BOUNTY:

70

DURATION:

18 / 21 / 24

MAX MISS CHANCE:

35%

MAX SELF SLOW:

35%

  • Tempest Double and Refresher Orb cannot be used by the duplicate.

Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.

+200 Flux Cast Range
10
+200 Health
+20% Flux Slow
15
+25 Magnetic Field Attack Speed
+30s Spark Wraith Duration
20
-4s Magnetic Field Cooldown
+1 Runic Infusion All Attributes Bonus
25
+240 Spark Wraith Damage
Aghanim's Scepter
Flux

Flux

Flux silences when the target is alone, deals more damage, and lasts longer.

Aghanim's Shard
Tempest Double

Tempest Double

The Tempest Double is infused with the bonuses of Arcane, Invisibility, and Haste Runes for 0s when created.

Does not trigger Runic Infusion.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

49%

Win rate in recent matches

Performance

100%

KDA ratio (kills + assists / deaths)

Laning

51%

Last hits per minute over full game

Farm

78%

Average gold per minute

Fighting

34%

Average kills + assists per match

Experience

77%

Average XP per minute

Strategy

When to Pick Arc Warden?

Pick Arc Warden as a carry or mid when the game is expected to go long and you need a hero that can be in two places at once while scaling into a nightmare. He’s strong in 7.41a with the current double tempest, double uptime, and magnetic field changes—once you get Mjollnir + Aghanim's, you farm both the jungle and lanes at the same time and push towers insanely fast.

Good when your team has decent early-game control and can stall for your items, especially against lineups that lack wave clear or global presence. Avoid him in heavy early aggression or gank-heavy lineups that will shut down your lanes before you get your first big item. He feels bad against strong single-target bursts (like Earthshaker, Tiny, or Lina) that can delete your main hero or Tempest Double quickly.

Also struggles if the enemy has heavy silence or lockdown that stops you from using your spells properly. In this patch he still needs time to come online, so don’t pick him if your team wants to fight non-stop from minute 10.

Tips & common mistakes

  • Don’t play too passively early — use Spark Wraith to harass and farm safely while you build levels.
  • Always have a Tempest Double ready for fights or pushes — don’t waste the cooldown farming alone when your team needs you.
  • Level magnetic field early for evasion and attack speed—it's your best defensive and offensive tool in lane.
  • Use Flux to slow and isolate targets—don't just cast it randomly; combine it with Spark Wraiths for real damage.
  • Position your main hero safely behind the Tempest Double in fights — don’t feed the real one like an amateur.
  • Build utility when needed (Scythe of Vyse, Shiva’s Guard, or Guardian Greaves) instead of going full right-click every single game.
  • Don’t afk split-push when your team is getting wiped — one good double-teamfight can end the game faster than extra farm.

Summary

Arc Warden is one of the strongest late-game split-pushers and farmers in 2026. Play safe early, farm both sides of the map with your double, push towers relentlessly, and overwhelm the enemy with constant pressure from two places. He rewards good positioning and patience — if you survive the early game and hit your item timings, you can control the entire map.

Just don’t pick him and then fight every 2 minutes or feed your main hero—stay disciplined, scale, and win the long game.

Starting Items

branchescircletglovestangofaerie_firemagic_wand

Early Game

hand_of_midasbootsjavelinmithril_hammerpower_treadsmaelstrom

Core

mjollnirorchidtravel_bootsdragon_lancecornucopiayasha

Late Game

bloodthornsheepstickforce_staffhurricane_pikemantablack_king_bar
Serrated ShivBrigand's BladeSearing SignetGrove BowGunpowder GauntletWhisper of the Dread

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