Arc Warden

Zet the Arc Warden is an Agility carry hero that requires micromanagement and farm to spiral out of control. In the early stages of the game, he is a very powerful nuker. His first ability, Flux, allows Arc Warden to cripple an enemy down and deal large amounts of damage. He and other allied heroes or buildings can be protected from physical attacks with his second ability Magnetic Field, while gaining swift attack speed. Similar to Techies' Land Mines, Arc Warden's third ability, Spark Wraith, allows him to place wraiths that attack when an enemy goes near them, potentially dealing large amounts of magical damage. Finally, thanks to his ultimate, Tempest Double, which allows him to make a perfect copy of himself that can use all of Arc Warden's spells and item abilities, he can spam all of his other abilities and most items twice and easily take down fragile heroes in the early game, or keep himself or his team doubly sustained through certain buffing or healing items. This makes Arc Warden very powerful in both early and late game if given enough farm, from magical nuker to physical carry, or if the time calls it, a very potent support.

Equipment

 * Arc Warden currently has no equipment.

Tips

 * Consumables and  can be used by the Tempest Double. Early game, it can be beneficial to keep at least one such item in your inventory that you can use on the main Arc Warden every time your Double is active.
 * The same applies to items with charges such as and . You could have potentially unlimited uses of these items if you kept at least 1 charge on the main Arc Warden, then only used it on the Tempest Double.
 * A on the Tempest Double always has 10 seconds of duration available, regardless of how the item is on the main Arc Warden.
 * Items that place buffs or debuffs can have their duration doubled if timed right, as well as perhaps correcting any mistakes the main Arc Warden has made (such as targeting the wrong unit).
 * Items that place buffs on allies, such as and, can be used on the main Arc Warden for increased protection and then using the main one's own to their allies, or vice versa.
 * The Double can use teleport items such as or . This means while the main Arc Warden is somewhere else, farming, pushing or defending, the Double can be on the opposite side of the map contributing to a gank or farm the enemy jungle easily.
 * The Double's items and abilities are always off cooldown, with exceptions such as or  itself. This means items with long cooldowns, such as  or, can be used immediately by the Double.
 * Using Hand of Midas with the Double will give you the extra gold but no extra experience. This can be wisely used to improve the gold income due to the off cooldown abilites of the Double. He can earn 190 extra gold using Hand of Midas each 65/60/55 seconds instead of 100, the original Midas' cooldown, almost duplicating the extra gold if used each time the ultimate is off cooldown.
 * Using Midas: original hero benefit - 190 extra gold per 100 sec = 114gold/60sec.
 * Using Midas: Tempest Double benefit - 190 extra gold per 65/60/55 sec = 175/190/207 gold per minute (plus original hero benefit).
 * It is wise to use the Double to farm or stack neutral camps if it has nothing else to do with its remaining duration to gain more gold and experience for yourself.
 * 's incredible range means it can be used for many different purposes. For one, it can be used to scout areas that your team may deem too dangerous to enter yourselves, or stack multiple creep camps from a distance if timed right.
 * The delay can also let you summon the wraith ahead of an enemy (if chasing) or yourself (if being chased). Luring an enemy to a group of Spark Wraiths can be very damaging to your aggressor and can put them on the retreat, if not outright killed.
 * Stacking Spark Wraiths in an area can be a good ambush technique, very akin to and their . Since enemies can see Spark Wraiths, try to hide them behind trees or in cliffs. Since they are not considered actual units, they can be placed literally anywhere on the map.
 * Applying on an enemy first before summoning a Spark Wraith can make hitting the enemy with it easier.
 * The Tempest Double is not an illusion, therefore it does not take bonus damage from, nor are they killed by or Roshan.
 * affects buildings, so it can and should be used to deter a push.
 * While cannot be used by the Tempest Double, it does allow the summoning of another Double for you to use. If done right, this could mean an item could be used four times (once by the main Arc Warden, once by the first Double, refreshed, used again by the main Arc Warden, then once more by the second Double).
 * If steals  and uses it, he will have a Rubick's double. As Tempest Double is the only ability which the doubles have already in cooldown when summoned, this means  is completely available to use in the double, fully able to steal and cast a spell as the same way the original hero. Wisely managed and well timed, Rubick and his doubles can steal and cast important ultimates such as  or  with ease.

Trivia

 * The line arcwar_kill_12.mp3 "You will just have to accept this, and move on." is a reference to a Dota 2 based web cartoon "The Dota 2 Reporter", where it is a recurring gag for the characters to question the game's logic, only to be answered by this line.
 * The lines arcwar_attack_15.mp3 "Doggedly." and arcwar_move_22.mp3 "Hounding." are references to Arc Warden's former appearance in WC3 Dota, where his model was that of a Gnoll, a canine-like creature from Warcraft.