HERO / GET TO KNOW THEM

Arc Warden

Abilities, roles and builds with an explanation for every purchase.

VALVE · 7.41fChecked 06.10.2026Game data source ↗
Arc WardenHERO GAME PLAN

What I want to do in the game

I farm and apply pressure with the double while keeping the main hero in a safe position.

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. 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.

01 / ROLE IN THE TEAM

A pick is not a plan yet.

My recommendation is a starting point. We choose another position together with the team and for its needs.

02

Mid · position 2

Initial recommendation

Levels, lane control and joining the team at the right moment matter.

01

Carry · position 1

I need protected farm, my item window and damage on important targets.

MY VIEW OF THE HERO

Pick for a purpose. Play with a plan.

When I pick

I pick this if I am ready to control the double and gain farm without unnecessary risk to the main hero.

What I watch out for

A quick dive onto the original and losing track of the double's duration can defeat a strong inventory. Two places on the map need two decisions.

What I do in combat

I pressure or check a relevant area with the double and leave the original in a safe position. I do not send both where the enemy is already ready to engage.

What I check first

The double has its own lifetime and controls: I do not automatically send my main hero after it.

02 / ITEMS FOR A PURPOSE

What I buy and why.

This is an editorial starting plan based on hero mechanics. It is not presented as a match I have already tested or a popularity ranking.

Mid · position 2

My starting plan

Here is my initial plan: I do my role's job first, then choose the items the team needs. I adapt the order and expensive purchases to the opponent.

  1. 01 / First stepPower Treads

    Provide attack speed and switchable attributes for farming and managing my resources.

  2. 02 / FoundationHand of Midas

    Accelerates your economy if you have time. A greedy choice: I first consider the team’s urgent needs.

  3. 03 / FoundationMaelstrom

    Speeds up creep clearing and adds attack damage against multiple targets.

  4. 04 / Next choiceGleipnir

    Adds an area root to the Maelstrom build path and helps the team follow up on a focused target.

  5. 05 / Next choiceBlack King Bar

    Provides a window for my actions against eligible magical damage and disables. I check effects that pierce the protection.

What I change for the situation 3 options
Boots of Travel ↗

Help you quickly move between areas of the map and pressure lanes; you need safe places to arrive.

Scythe of Vyse ↗

Provides a strong targeted disable for an important target when a normal slow or silence is not enough.

Bloodthorn ↗

Strengthens focus fire on one target; an expensive upgrade path when a regular Orchid is no longer enough.

I see the minute on the clock. And the situation too.

I do not assign one ‘correct’ minute to every purchase. I look at my gold, the next fight and the problem: am I missing mana, target access, control or protection? If an expensive slot will arrive too late, I get a useful answer earlier.

03 / HERO ABILITIES

Abilities. As in the game.

Original Valve icons and descriptions. Cooldowns and mana are shown by level from the data snapshot; talents and upgrades can change the values.

Ability

Flux

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.

↻ 16 sec.Mana 75
Details and upgrades

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.

Aghanim’s Scepter

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

Ability

Magnetic Field

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.

↻ 20 / 19 / 18 / 17 sec.Mana 60 / 70 / 80 / 90
Ability

Spark Wraith

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.

↻ 4 sec.Mana 80
Ability

Tempest Double

Briefly concentrating his fragments into a single form, the hero creates a perfect electrical copy of himself whose abilities and items have separate cooldowns.

↻ 60 / 55 / 50 sec.
Details and upgrades

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.

Aghanim’s Shard

On creation, the copy gains the effects of Arcane, Invisibility and Haste runes for 12 sec. Does not grant Runic Infusion bonuses.

Innates, upgrades and other forms1 ability +

These abilities are not necessarily available at the same time. I check the condition beside the name: innate ability, another form or an Aghanim purchase.

Innate

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.

Full description

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.

Valve base stats +
Health · base
560
Mana · base
363
Damage · Valve field
23–29
Armour · Valve field
3.67
Movement speed
300
Attack range
625
Strength · base / gain
20 / 2.2
Agility · base / gain
22 / 2.7
Intelligence · base / gain
24 / 2.6

These are fields from the official source. The hero's final values in the client account for attributes and other active mechanics.

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One hero. Many decisions.

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