Zet, the Arc Warden, is a ranged agility hero that requires micromanagement and farm to spiral out of control. In the early stages of the game, it is a very powerful nuker. Its first ability, Flux, allows Arc Warden to cripple an enemy down and deal large amounts of damage. It and other allied heroes or buildings can be protected from physical attacks with its second ability Magnetic Field, while gaining swift attack speed. Similar to Techies' Proximity Mines, Arc Warden's third ability, Spark Wraith, allows it to place wraiths that attack when an enemy goes near them, potentially dealing large amounts of magical damage. Finally, thanks to its ultimate, Tempest Double, which allows it to make a perfect copy of itself that can use all of Arc Warden's spells and item abilities, it can spam all of its other abilities and most items twice and easily take down fragile heroes in the early game, or keep itself or its 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.
- If the target has allies or neutral creeps within the 225 search radius, the ability temporarily stops slowing and damaging the target, until it is alone again.
- Checks for enemies and neutrals in 0.5-second intervals, beginning instantly upon cast. The slow updates based on the result of the checks.
- Also deals damage in the same intervals, based on the checks, dealing 7.5/15/22.5/30 ( ) damage, resulting in 13 possible instances.
- While Flux is muted, the particle effects on the target vanish, with only a red glow remaining on the unit, indicating the debuff is still there.
- Nearby buildings, wards and hidden units are ignored and do not mute the effects. Invulnerable units, however, are not ignored.
- Can deal up to 97.5/195/292.5/390 ( ) damage to the target if all instances are applied (before reductions).
- The talent does not upgrade already existing instances of Flux.
- Multiple casts on the same target fully stack, with all instances working independently from each other.
- The effects are provided by an aura. Its buff lingers for 0.1 seconds.
- Does not evade attacks landing on allies when the source of the attack is within the field.
- The evasion effect of fields from Arc Warden and its
- This means when an ally is within the intersection of two fields, attacks are evaded unless their source is also within the intersection.
- Affects heroes (including illusions and clones), creep-heroes and buildings. All other units are completely unaffected.
- Does not affect invulnerable units, so buildings are only affected when attackable.
- The attack speed bonus of multiple Magnetic Fields does not stack.
- Despite its visual effects, the effective area is a cylinder not a sphere.
- The talent immediately upgrades all currently active Magnetic Fields, but not already placed buffs.
- With pushes every enemy within its 300 radius out of it upon cast.
, Magnetic Field
- The knockback is not a set distance. It pushes every enemy so that they are range away from the center of the targeted area. So the minimum knockback distance is 50 and the maximum is 350.
- The knockback duration is always 0.3, so the speed varies between , depending on the knockback distance.
- Enemies are not disabled during the knockback, and are, besides moving, able to act freely during it.
- Can push units over impassable terrain. Any trees the knocked back unit collides with gets destroyed.
, immediately causes all already placed Magnetic Fields to apply the magic resistance and movement speed slow.
- Increases both heroes and buildings' magic resistance within its 300 effect radius.
- The movement speed slow of multiple fields stack additively with each and with other sources of movement speed slow.
- Reduces enemies' movement speed by by stacking two instances.
- The magic resistance bonus of multiple fields stack multiplicatively with each and with other sources of magic resistance.
- Assuming basic 25% magic resistance for heroes or 0% magic resistance for buildings with no other sources of magic resistance:
- Increases most heroes' total magic resistance to (or by stacking two instances).
- Increases all buildings' total magic resistance to (or by stacking two instances).
- The Spark Wraith travels at a speed of 400.
- Once the activation delay is over, it checks for enemies (including neutral creeps) in 0.2-second intervals and launches towards the first registered enemy.
- If multiple enemies are within range after the delay, the closest enemy is targeted.
- Deals damage based on the level upon cast of the ability. Leveling up Spark Wraith does not update the damage of already placed Spark Wraiths.
- The wraith first applies the damage, then the debuff.
- The Spark Wraith is fully visible to the enemy.
- Fully affects invisible units. Can target units inside the Fog of War, but not invulnerable or hidden units.
- The activation delay is not included in the wraith's duration.
- Provides 300 radius ground vision for its full duration. The vision does not linger.
- The launched projectile also provides the same vision, which lingers for 3.34 seconds after reaching the target.
- The talent immediately upgrades all already placed wraiths, including ones which already seek a target.
, Spark Wraiths create a secondary wraith immediately upon hitting the enemy.
- These secondary wraiths have to go through a seconds activation delay.
- This effect only occurs once per Spark Wraith. Secondary Spark Wraiths cannot spawn new wraiths.
- The Tempest Double always spawns with Arc Warden's current mana and health.
- On the first cast of Tempest Double, the double is actually summoned. On every following cast, it is just healed or revived.
- The double gets dispeled as if it died, removing all modifiers which are removed by death. This means most modifiers which persist through death are not removed.
- Its cooldowns are not refreshed upon getting re-summoned, so all cooldowns from the previous cast carry over.
- Resummoning the Tempest Double does not disjoint projectiles.
- Arc Warden and his clone are represented by an icon with health and mana bars for each on the top left corner of the screen.
- When a Zet is selected, its icon becomes brighter. When a Zet takes damage, its icon blinks red.
- The Tempest Double is visually distinguishable from the original Zet for enemies, just like how it is for allies, except for its minimap icon.
- The buffs of a consumed
, and are copied as well.
- However, other permanent buffs (e.g. , ) are not.
- Any Duel victory damage the double gains during its uptime is lost upon death.
- The double is a clone and therefore treated exactly like a hero by all abilities, since it is not an illusion.
- The double has a and a XP bounty. The gold is granted to the killing player, the experience is distributed like any other experience.
- However, if the double is killed by creeps or buildings, the gold gets distributed as well, similar to how hero kills do when not killed by players.
- Ability effects that grant bonuses when an enemy unit dies (i.e.
), do not grant any bonuses for killing the double.
- This non-crediting also prevents Duel from granting damage when the double loses.
- It does not grant any bonus gold bounty either when it dies while affected by .
- The Tempest Double does not gain any experience like heroes usually do, so it does not leech experience.
- The double has its own, independent inventory, carrying the same item as the original Arc Warden does.
- On each cast, the double's inventory gets updated and adapted to that of Arc Warden. This also sets all charges of charge-based abilities to match the charges on Arc Warden, no matter how many the double had left the last time it was summoned.
- The double can neither pick up, nor drop any items. It cannot be given items by allies or Arc Warden directly either.
- It can be given an Ctrl) work different than those of other items. and , since their sharing mechanics (
- Since the double gets resummoned on each cast, all its item and ability cooldowns do not reset, just like how heroes do not get their cooldowns reset as they respawn.
- The double does not copy the following items: , , , , , , , , , , , , , , , , or any muted item which Arc Warden has in its inventory (allied and enemy items alike).
- All other items are copied, although some have a slightly altered effect. Shareable items (e.g. and Neutral Items) are copied.
- The double's does gain charges, but does not retain the charges when the duration ends and any kills the double gets are credited to the main hero. The double will spawn with the same amount of charges as the main hero.
- Transmute grants the gold and experience to the main hero. can be used by the double. Using
- If Off upon summoning the double, they are also toggled off on the double.
or are toggled
- The item's toggled On / Off status gets copied.
- The same applies to and . The double copies whichever attribute the main hero had selected.
- The Tempest Double's
works completely independent from the main hero's Black King Bar. 's duration is not bound to the main hero's Black King Bar.
- This means the double's Black King Bar starts off fresh and its duration decreases whenever it uses it throughout the entire match, regardless of the duration of the main hero's Black King Bar.
- When having a unit dominated with , the unit does not die when the double expires. However, it does die as soon as the double gets re-summoned, even if the unit was dominated by the hero and not the double.
- 's active ability cannot be used by the double itself, but it can still be copied as a standalone item or as a buff, if the main Arc Warden carries the buff.
- While is always on cooldown for the double (it can still benefit from its stats), , an item-only refresher, is fully functional.
|+40Attack Speed||15||+8 Armor|
|+225 Health||10||+175Cast Range|
- gives Arc Warden sustain in lane.
- gives a bit of damage and can be a lifesaver.
- restores large amount of health in the early game.
- provides attribute bonuses and build into Magic Wand.
- gives agility for Arc Warden to last hit early on and can later be built into a .
- can be an alternative starting item if playing against casters.
- improves Arc Warden's mediocre movement speed and gives him some form of escape from enemies.
- restores some health and mana, allowing Arc Warden to use his abilities and escape items like .
- accelerates Arc Warden farming game. Keep track of its cooldown on Tempest Double to know when optimal times to use it are.
- gives Arc Warden map wide presence for fighting, pushing, and farming.
- improves Arc Warden's farming, wave clear and fighting capabilities and later upgrades to or .
- gives decent stats and crowd control, a good alternative. It's ideal for early to mid game skirmishes, as well as late game teamfights. The major disadvantage of the item is being countered heavily by dispels and lack of attack speed, although the active bypasses .
- buffs both yours and your Tempest Double's attack speed as well as punishing enemies who attack either.
- is a great item for mid-game fights, as it's component - - is one of the most cost-efficient items for agility heroes, giving Arc Warden much needed agility and movement speed. The active dispels some negative effects, and four illusions from Tempest Double and Zet can wreak havoc. The double's and the original's Manta Style are independent from and do not replace each other. The illusions also benefit from Magnetic Field, making them more resistant to physical attacks and speeding up their attack speed.
- lets Arc Warden stay in the back with the increased attack range, and gives him an escape that, if used by Tempest Double as well, can effectively double the distance traveled.
- evasion and highly armored heroes, while dealing less to those with high magic resistance. helps tremendously to counter
- dispel and slow down enemies so they cannot be protected by defensive items like or . 80 damage and 8 armor for low price can't be ignored, either. An ideal item both to kite melee rightclickers like and prevent heroes like or from escaping. allows Arc Warden to
- hex as well, doubling the disabling duration. Take care with chain disabling, as the enemy may use right after. boosts Arc Warden's mana and mana regeneration to use abilities liberally. The Tempest Double can use
- allows offensive Arc Warden and Tempest Double to approach enemy targets and unleash their abilities and items quickly.
- break, suppressing both offensive and defensive passives. provides attack speed and attack damage, as well as invisibility for Arc Warden to escape or initiate on enemies. It can upgrade to to apply
- silence also prevents much of retaliation or escape from enemies. and other dispel items can counter this effect, so take caution. boosts mana regeneration as well as damage output with attack speed, attack damage, and True Strike. The
- counters most disables so Arc Warden can attack and use items. It can also be used to send in the double in fights and staying back in safety with the main Arc Warden. The Double can use Avatar, but its duration is independent of the main Arc Warden's Black King Bar.
- turns Arc Warden into a heavy hitter. His primary attribute is agility, so he benefits a lot from its attributes. The Tempest Double has no attack damage penalties like most illusions do, since it is not an illusion, so it can greatly increase Arc Warden's overall damage output. Arc Warden's two damaging spells deal both magical damage and do not scale. A Butterfly helps him keep on doing damage to the enemy in the late game. The attack damage he gets from the item is also great for pushing and synergizes very well with Magnetic Field.
- , like Butterfly, significantly increases your damage output, as Arc Warden can constantly deliver crits thanks to the enormous attack speed boost provided by Magnetic Field. Note that this passives doesn't work against buildings.
- can be useful in the late game, especially facing attack damage. Synergizes very well with Spark Wraith talents. Also gives 40 agility, so it can be considered even when focusing on attack damage.
- Illusions, make it significantly harder for enemies to escape. increases Arc Warden's stats, HP and Mana. Its frost attack, synergizing it with , his clone, and his
- Illusions coming from from both the prime and Double Warden. can be useful in the late game stage, which gives him 55 damage. It allows Arc Warden to eliminate enemy heroes, creeps, and towers much quickly, with the aid of his
|Roles:||Carry Escape Nuker|
|Playstyle:||As old as the Ancients themselves, Zet endeavors to end the disharmony among the warring factions through whatever means necessary. Solitary foes are thrown into a volatile state of Flux, ripping away at their health over time. Allies find shelter under its Magnetic Field, evading and attacking with greater efficiency. Zet summons Spark Wraiths, fragments of its former self that circle in place, and seek out nearby foes. Is there one Arc Warden, or two? Armed with the original's items and abilities, Zet's Tempest Double duplicates each spell and every attack, bringing twice the chaos to any fight.|
- The line ▶️ "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 ▶️ "Doggedly." and ▶️ "Hounding." are references to Arc Warden's former appearance in DotA, where its model was that of a Gnoll, a canine-like creature from Warcraft. Its rivalry lines towards , ▶️ "Inferior form." and ▶️ "Apex predator, you are not. ", are also a nudge to this.