Arc Warden/Guide

Carry
Arc Warden is mostly play as a carry, going either safe lane or mid and farming for a. If mid, use a combo of and  to quickly nuke foes down, and with  you can double the nuking power to dominate in lane. If safe lane, focus more on trying to get Midas up as soon as you can, as his abilities aren't suited well vs 2 enemies. After Midas, helps you farm incredibly fast, and  lets you be almost anywhere on the map for farming, fighting, and split pushing.

Support
While not as common as Carry Warden, Zett can still be played as an effective, if greedy, support if he needs to be. While rushing is still essential, he can now focus on more supportive item pick ups such as  and. He can then transition into a semi carry, using his decent farming speed with midas to get items that help the team while making him a significant threat to enemy towers.

General

 * Arc Warden is squishy early on with no escape tools. Pair him with a support if Safe Lane, or if heading mid make sure to keep wards up so you can see incoming ganks and know when it's time to fall back
 * Warden's abilities are strongest in a 1v1 situation. As such, placing him mid can see him easily dominate most other heroes there and gain a gold advantage.
 * Never skip . Warden needs it to farm as he has no way to farm in his abilities, but he absolutely needs items. He also gains the hugest benefit out of it because his can use Midas with the gold and XP going to the main Warden.


 * The ability only slows and damages if there's no enemy heroes, creeps, or jungle creeps within 225 range. However, if casted on an enemy near a tower or ward, they are still slowed and damaged.
 * Upon casting, the enemy always takes one damage instance, no matter if they're near another hero.
 * It deals damage every 0.5 seconds, resulting in 13 total damage ticks overall.
 * The slow goes through, and if BKB ends before the duration of Flux ends the hero will receive damage from Flux until Flux's duration ends.


 * The evasion works on towers, so you can place this on towers to give it some extra time before being destroyed
 * If enemies enter the Field, you lose evasion vs them but keep the attack speed
 * The attack speed does not work on illusions, but the evasion does.


 * Spark Wraith gives 300 vision at it's area. Thus, it can be used as a pseudo ward for scouting for possible ganks.
 * Enemies can see the Spark Wraith, so try to place it in elevated areas or within the trees so enemies can't see it until it's already jumping on them.
 * The Wraith can only hit one enemy at a time. It always hits the closet enemy to the Wraith itself within the radius, including creeps.
 * Purges units it hits, so it can be used to counter things like . It does not, however, pierce Magic Immunity.


 * The Tempest Double essentially acts like an advanced version of an illusion. The main differences are:
 * Tempest Double uses the current stats of Warden, benefits from both stats and things like that just add flat amounts. Only takes 100% damage as well.
 * Deals 100% of Warden's current damage including damage from items such as, and gains the attack speed from items like . It also gains the passive attack speed from
 * The Double can use s,, and on the main Warden. If giving a , the main Warden receives a  instead.
 * Can use abilities and items. They have their own, separate cooldowns on the Double.
 * A few items, however, are not 100% usable by the Double. These include:
 * is always on cooldown for the Double
 * does not apply the heal when the Double dies.
 * are not placeable by the Double.
 * isn't copied to the Double at all.
 * is usable by the Double. However, any units dominated by the Double are lost when it's resummoned.
 * The Double does not give experience or gold when killed by enemy heroes
 * It benefits from both buffs from.
 * Use when you have the Double selected to split push. When you move the Double into a lane, force attack (default button: A) the end of the lane and the Double will auto attack every creep, hero, and tower that comes its way.

Starting:

 * and a give the stats Zett needs early on and can later be built into a.
 * and a gives Zett sustain in lane and a slight damage buff to make last hitting easier.

Early Game:

 * improves Zett's mediocre movement speed and gives him some form of escape from enemies.
 * gives stats and a source of pushing at a cheap price. Remember to keep the aura turned off when you're not trying to push the lane.
 * can give Zett a constant source of cheap mana if you don't consume it and instead let the use it on you whenever you need the mana.

Core Items:

 * is essential on Warden as otherwise he could not farm at all. Keep track of it's CD on to know when optimal times to call it are.
 * improves Warden's farming and pushing and can later build into.
 * gives Warden map wide presence for fighting, pushing, and farming.
 * are an alternative to Travels if you need to fight early on. These can later be sold for Travels anyway.

Situational Items:

 * can be used to keep an enemy carry locked for an extended time or lock down 2 enemies at once to give your team a huge advantage in fights.
 * buffs both yours and your 's attack speed as well as punishing enemies who attack either.
 * gives a purge that's more reliable than 's purge, and it improves Warden's dreadful Agility gain.
 * helps with both pushing towers and tearing down foes, all at an efficient price Warden can easily reach.
 * and both serve similar purposes on Warden to give him a way to block spells that could stop him from escaping or kill him during fights.
 * let's Warden rat with impunity, as he can blink into the tree lines and teleport away.
 * is an alternative to for a more offensive Warden. It lets him stay in the back with the increased range from it, and gives him an escape that, if used by  as well, can effectively double the distance traveled.
 * is a luxury item on Warden that gives him all the stats he needs and another piercing slow. It does not, however, stack with.
 * is another luxury item that can be considered. It improves his rather frail nature and stacks fully with, but it does not stack with either.
 * into gives Warden more utility and a huge dps increase with Bloodthorn's crit that works with anyone on the team, including the double. It gives true strike as well for those pesky heroes with evasion.
 * can be considered if you're already six slotted but still need some attack speed. benefits from the consumed version of this.
 * is a more damage, less utility oriented version of that's cheaper to purchase but can't be used to silence a foe outside of just killing them. The crit stats are better than Bloodthorn's.
 * should be considered over if the enemies have evasive heroes.
 * is a bit weak on Warden, as his poor base agility and agility gain mean the illusions won't deal a ton of damage, nor do they benefit from 's attack speed bonus, but they can be used to further confuse enemies or just push slightly harder.
 * should be the go to boots for a Support Warden. With, you can replenish 270 mana to heroes nearby, which can be enough to have them use a team fight changing ult.
 * lets you scout farther ahead with and increase the range and damage on both that and.
 * can give tons of healing if it's mainly using it, or even heal multiple allies at once.
 * should be considered over on a support Warden, as you can apply the spell block twice in a fight, while you can only heal with Mek once every 35 seconds, rendering the second usage useless.
 * can effectively have infinite charges if usage of the charges is restricted to the Double only, or give a charge twice as long with both the Double and main hero using it after the current charge duration ends.
 * is a cheap utilty item for a support Warden that can keep a foe slowed for twice as long, or even slow 2 people down so they can't escape as quickly.