Arc Warden/Counters

Bad against...

 * None of Arc Warden's skills work against Broodmother and her Spiderlings.
 * Arc Warden is forced to go any lane other than mid, which he doesn't want to do, because on the lane against Broodmother he'll die over and over again.
 * Broodmother is a hero best known for ending the game very early, and Arc Warden needs a couple of items to be effective.
 * Arc Warden has no disables to stop Broodmother from lifestealing with and shredding through Zet's low armor.


 * Arc Warden's high reliance on casting spells leads him to be dependent on mana, which Anti-Mage can easily burn with . Coupled with the fact, that doesn't work against melee gap-closing heroes and Zet's low armor, Anti-Mage will almost always be able to kill Arc Warden in one-on-one situation.
 * mitigates the threat of Flux slow and allows Anti-Mage to close the distance between himself and Arc Warden.
 * Anti-Mage's ability to farm quickly allows him keep up with Arc Warden's farm while also de-pushing the lanes Arc Warden shoves in with Tempest Double. When Tempest Double clone meets Anti-Mage, the former will be killed very quickly, giving Anti-Mage even more farm.
 * significantly reduces the effectiveness of Arc Warden's magic damage.


 * Magnetic Field doesn't provide a protection against and  and his high attack speed together with Tempest Double will often trigger Counter Helix.


 * activates frequently while he escapes from Arc Warden's Necronomicon army.
 * Arc Warden has little armor and mobility, which makes him an easy target to apply and  stacks.


 * Chaos Knight can dispel Flux with.
 * Chaos Knight can use to pull Arc Warden out of Magnetic Field.
 * Once Chaos Knight jumps on Arc Warden with, Arc Warden struggles to escape due to low mobility.


 * Flux is severely impaired against Meepo because of.
 * Meepo's farming speed and early powerspikes allows him to pressure Arc Warden before he is capable of fighting effectively.
 * Without, and  can finish Arc Warden quickly before he has time to do much.


 * Her illusions can push better than Arc Warden's Tempest Double because has a longer duration.
 * dispels Flux, and the illusions stop Flux from working.


 * prevents Arc Warden from initiating or helping his team, as he struggles to escape the silence with low mobility.
 * With Arc Warden's low mobility, is wide enough to deal decent damage to him.


 * dispels Flux.
 * closes the distance between Phantom Lancer and Arc Warden.
 * overwhelms Arc Warden and nullifies his kit which is only effective against isolated opponents.

Others

 * Heroes with summons or illusions to counter Flux, such as, , or.
 * ,, and such with a good escape mechanism are a nuisance to deal with in the early-game.
 * Heroes that have strong powerspikes early into the game can shut down the Arc Warden before he can fight, such as or.
 * Simular to the previous group, melee carries who usually buy an early, and can possibly close the gap to Zet, such as ,  with  etc.

Items

 * makes Arc Warden's skills and most bought items useless.
 * will protect Arc Warden's enemies from him and his attacks, because Zet rarely has a free slot for.
 * reflects all of Arc Warden's item usages back onto himself.
 * allows enemies to attack Arc Warden through Magnetic Field.
 * can dispel Flux, often bought and makes Spark Wraith severely less effective.

Good against...

 * Magnetic Field prevents Legion Commander from getting wins with.


 * Arc Warden can use his summons to prevent from hitting himself or his allies.
 * Mirana doesn't build items that give armor often, so she usually can't fight against a late game Arc Warden.


 * Arc Warden’s Magnetic Field allows him to defend against Terrorblade if he used.
 * Arc also buys a or a, which can prevent Terrorblade from using his abilities.


 * Tempest Double, Magnetic Field's attack speed bonus, and Arc Warden's high attack range will easily destroy a Phoenix using much faster than usual.
 * Phoenix is very weak against pushers, especially those like Arc Warden who can kill him easily, as his skillset works best in teamfights.


 * Magnetic Field's evasion completely negates Sniper's attacks unless he has True Strike.
 * Sniper always positions himself far away from battles, which makes him especially vulnerable for Flux and Spark Wraith.


 * Flux wastes Templar Assassin's unless she has a  or a.
 * Spark Wraith can be used to bully a Templar Assassin that used.


 * Magnetic Field protects Arc Warden and allies from Drow Ranger's ranged attacks. She most likely will not enter the field since she will lose 's bonus agility.
 * Beware however, as procs will still hit since they have True Strike, so the most damaging arrows will still hit you inside Magnetic Field.


 * Magnetic Field makes miss; if Enchantress decides to enter the field, she is giving up bonus damage since Impetus deals greater damage at higher distance away from targets.

Others

 * Ranged heroes will have a hard time hitting enemies inside Magnetic Field:,.

Works well with...

 * Flux and also have some synergy. Spark Wraith also applies a 100% slow, in case Flux is muted by allies or neutrals.
 * does somewhat buff the heavy magic damage coming from Spark Wraiths and Flux. Two fluxes cast by both clones do stack, increasing the damage.
 * A global can certainly help any hero with pick-off potential, like Arc Warden.

Others

 * Ranged heroes who will benefit greatly from the attack speed given by Magnetic Field, such as or

List of heroes that counter Arc Warden, and list of heroes that work well with Arc Warden.

Arc Warden/Neutralizações Arc Warden/Противостоящие 天穹守望者/克制