Arc Warden/Counters

Bad against...

 * None of Arc Warden's abilities are very effective against Broodmother and her spiderlings.
 * A good Broodmother looks to end the match early while Arc Warden, a very item reliant hero, thrives in longer matches.
 * Arc Warden has no innate disables to stop Broodmother from lifestealing with and shredding through his relatively lower armor.


 * His Forged Spirits can negate Flux.
 * Provided he does a right combo with Chaos Meteor, Invoker can easily burst down Arc Warden (plus his clone if he spawns it.)
 * An early Orchid Malevolence can shut down Arc Warden pretty hard, especially when Invoker has a good lane against him if he kills him early on.
 * Deafening blast and Ice Wall limit's Arc Wardens mobility and damage, crippling him greatly.


 * Arc Warden's high reliance on casting abilities leads him to be dependent on mana, which Anti-Mage can quickly burn with.
 * 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 his Tempest Double.
 * Anti-Mage also frequently buys, and can use it so dispel Arc Warden's items that can threaten an Anti-Mage like.
 * significantly reduces the effectiveness of Arc Warden's magical damage.
 * However, do keep in mind that when Arc Warden has a, jumping him alone may not be the best idea as it puts you in a bad position, while Arc Warden summons his doubles and rain damage into you.


 * Magnetic Field doesn't provide a protection against and  and his high attack speed together with Tempest Double will often trigger.
 * The threat of a blink and may make the real Arc Warden stay further back, thus effectively halving the team's damage output for a while.
 * Axe also has the tools to even solo kill a Tempest Double, with his and  build, and can also de-push the lanes Arc Warden shoves in.


 * Arc Warden has relatively lower armor and mobility, which makes him an easy target to apply and  stacks.
 * Arc Warden also does not like to build a as it takes a long time to build up and may slow down the timings for other important items needed in the game. (eg. an  versus a )
 * However, do note that in a game where your team has many jumping capabilities or good passives, like a or, a  becomes incredibly valuable on Arc Warden as not only can he run away from the jumps, he effectively gets 2 breaks, and Bristleback may not be the best pick.


 * 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 depush the lanes pushed by the Tempest Double, relieving the pressure.
 * dispels Flux, and the illusions stop Flux from working.


 * combined with leaves Arc Warden effectively useless for a while as he struggles to escape the silence with low mobility.
 * With Arc Warden's low mobility, often deal decent damage to him before he moves out of it.


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

Others

 * Heroes with summons or illusions counter Flux, such as, , or.
 * ,, and other heroes with good escape mechanisms are a nuisance to deal with in the early phase of the game.
 * Heroes that have strong powerspikes early into the game can shut down the Arc Warden before he can fight, such as or.
 * Melee carries who usually buy an early, and have gap closing abilities can be good against the Arc Warden, such as ,  with  etc.

Items

 * negates Arc Warden's mostly magical damage.
 * usually reflects most of Arc Warden's frequently built items back onto him.
 * allows enemies to attack Arc Warden through Magnetic Field.
 * can dispel Flux, frequently bought and makes Spark Wraith much less effective.

Good against...

 * Magnetic Field prevents Legion Commander from getting wins with.


 * Flux removes charges very quickly, and Arc Warden can hit her freely with his better attack animation, speed and range. If she tries to mute in her creep wave, Spark Wraith can quickly kill the ranged creep, forcing her to stay near the melee creeps, again, allowing for easy right clicks.
 * With Tempest Double, Arc Warden can easily output 1000 damage (with the stacking of Flux and Spark Wraith and kill Templar Assassin within seconds. She cannot avoid this combo as Spark Wraith will still hit her in.
 * A good Arc Warden can destroy the item timings of a Templar Assassin, and mitigate her impact during the mid-game, when she is the strongest.
 * In the late game, if Templar Assassin tries to split push with, Arc Warden's double can always threaten to kill her if equipped with a and a  , or a , forcing her to have to use  to survive.
 * Quick reactions can also protect Arc Warden and his allies from strike with Magnetic Field, and if equipped with a, Arc Warden can double force himself away from the attacking Templar Assassin to safety, where after her  ends, she can die to Arc Warden's right clicks.


 * 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.


 * 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