
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
Innate Abilities

Runic Infusion
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.
Abilities

Flux
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
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
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
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.
Talents

Aghanim's Scepter

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

Aghanim's Shard

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.
Hero Performance
Median across all public matches · OpenDotaForm
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.





























