DotA2 Arc Warden Skill Build Guide

Dota2 Arc WardenDotA2 Arc Warden (Zet): In the magnetic and ether touched lands of the far south a perpetual storm rages. In this strange, barren land, only an isolated tribe of nomads know to exist. These nomads worship the very nether storms that plague the land, and born out of this bizarre energy and intense faith, a chaotic god emerges. Sensing the calamity of the approaching battle of the ancients, the infant deity imbues his most trusted prophet with avataric powers and sends him to quell the forces of order and good that impede his growth. Wielding the ether touched powers of lightning, magnetism, and the ability to reverberate an exact duplicate of himself into being, Arc Warden is a force to be reckoned with.

Arc Warden Overview

Faction: The Radiant
Primary Attribute: Agility
Attack Type: Ranged
Role(s): Carry, Escape

Arc Warden Stats

STR: 71.5 at 25 (24 + 1.9/level)
AGI: 60 at 25 (15 + 1.8/level)
INT: 76.5 at 25 (24 + 2.1/level)
Health: 1841 at 25
Mana: 1222 at 25
Damage: 40 – 50
Range: 625
Armor: 0.001
Movement: 295

Arc Warden Skills

Flux Flux (Active)
Targetting Method: Unit | Allowed Targets: Enemy Units
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 Time: 0.3 + 0.77
Cast Range: 600 / 700 / 800 / 900
Search Radius: 225
Damage per Second: 15 / 30 / 45 / 60
Move Speed Slow: 50%
Duration: 6

Notes

  • If the target has allies or neutral creeps within a 225 radius, the spell temporarily stops slowing and damaging the target, until it is alone again.
  • Checks for unit presence in 0.5 second intervals and updates the slow accordingly.
  • Deals damage in 0.5 second intervals, starting immediately upon cast, resulting in 12 possible instances.
  • Can deal up to 90 / 180 / 270 / 360 damage (before reductions).
  • Fully stacks with itself by applying independent Debuffs.
Magnetic Field Magnetic Field (Active)
Targetting Method: Point | Allowed Targets: Allied Heroes and Buildings
Generates a circular distortion field of magnetic energy that grants evasion and attack speed bonuses to allied heroes and buildings within.
Cast Time: 0.3 + 0
Cast Range: 900
Effect Radius: 275
Dodge Chance: 100%
Attack Speed Bonus: 50 / 60 / 70 / 80
Duration: 3.5 / 4 / 4.5 / 5
Mana Cost: 110
Cooldown Time: 50

Notes

  • Applies an attack speed bonus to allies within the radius and grants them evasion.
  • The effects are provided by an aura. However, its buff does not linger.
  • Fully affects buildings. Does not affect creeps or creep-heroes.
Spark Wraith Spark Wraith (Active)
Targetting Method: Point | Allowed Targets: Enemy Units
Summons a Spark Wraith that slowly materializes and haunts a targeted area until an enemy comes within its range. Once a target has been found the wraith fuses with them, dealing magical damage.
Cast Time: 0.3 + 0.76
Cast Range: 2000
Search Radius: 375
Activation Delay: 3
Damage: 150 / 200 / 250 / 300
Wraith Duration: 50
Mana Cost: 100 / 110 / 120 / 130
Cooldown Time: 4

Notes

  • The Spark Wraith travels at a speed of 400 and cannot be disjointed.
  • Once the activation delay is over, it periodically checks for enemies and launches towards the first registered enemy.
  • If multiple enemies are within range after the delay, the closest enemy is targeted.
  • Provides 300 radius flying vision for its full duration. The vision does not linger.
  • The launched projectile also provides the same vision. Its vision lingers for 3.34 seconds after reaching the target.
  • The Spark Wraith is fully visible to the enemy.
  • Fully affects invisible units.
Tempest Double Tempest Double (Active)
Targetting Method: Instant | Allowed Targets: 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. When the duplicate is created, all of its available items and normal abilities are off cooldown.
Cast Time: 0 + 0
Current Health and Mana as Cost: 30% / 15% / 0%
Number of Doubles: 1
Duration: 20
Cooldown Time: 65 / 60 / 55

Notes

  • Tempest Double interrupts Arc Warden’s channeling spells upon cast.
  • The Tempest Double is visually distinguishable for enemies, being darker than Arc Warden himself.
  • The Tempest Double cannot copy Observer and Sentry Wards and Smoke of Deceit. Copied Refresher Orbs always on cooldown and never refreshable.
  • The Tempest Double cannot drop items, including Gem of True Sight and Divine Rapier, nor activate runes or use bottled ones. Bloodstone death effects are muted on the Tempest Double.
  • The double itself is treated exactly like a hero, except that it neither grants gold nor experience to the enemy. It does not count as an illusion.

Arc Warden Skill Build Guide

  1. Spark Wraith (1)
  2. Flux (1)
  3. Spark Wraith (2)
  4. Magnetic Field (1)
  5. Spark Wraith (3)
  6. Tempest Double (1)
  7. Spark Wraith (MAX)
  8. Flux (2)
  9. Flux (3)
  10. Flux (MAX)
  11. Tempest Double (2)
  12. Magnetic Field (2)
  13. Magnetic Field (3)
  14. Magnetic Field (MAX)
  15. Stats (1)
  16. Tempest Double (MAX)
  17. Stats (MAX)

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