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Arc Warden
Arc Warden icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
22 + 2.6
20 + 2.5
24 + 2.6
Level 0 1 15 25 30
Health 200 640 1360 2120 2420
+0.25 +2.45 +6.09 +9.89 +11.39
Mana 75 363 795 1251 1431
+0 +1.2 +3.02 +4.92 +5.67
Armor -1 2.33 8.17 14.33 16.75
Damage Block -
Magic Resistance 25%
Status Resistance 0%
Damage 27‒37 47‒57 82‒92 119‒129 133‒143
Attack Rate 0.59/s 0.71/s 0.91/s 1.13/s 1.21/s
Attack Range Ranged 625 (800)
Attack Speed ▶️ 100 (1.7s BAT)
Attack Animation 0.3+0.7
Projectile Speed 900
Movement Speed ▶️ 285
Turn Rate Takes 0.15s to turn 180°. 0.7
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Ethereal
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.
Magnetic Field
Spark Wraith

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.


Arc Warden minimap icon.pngZet, the Arc Warden
▶️ "It is not to aid the Ancients that this war is joined, but to destroy them both. This disunity must end."
Before the beginning of all, there existed a presence: a primordial mind, infinite, awesome, and set to inscrutable purpose. As the universe thundered into being, this mind was fragmented and scattered. Two among its greater fragments—who would come to be named Radiant and Dire--found themselves locked in vicious opposition, and began twisting all of creation to serve their conflict.

As war and cataclysm threatened the nascent cosmos, the will of a third fragment made itself known. Naming itself Zet, this intellect sought to resolve the disharmony and return all to perfect unity. Appalled by its kin's conflicting nature, Zet gathered the sum of its power. In a sudden flash, it overwhelmed its siblings, and fused the warring aspects into a stellar sphere before hurling them into the darkness to orbit a nondescript world. Harmony was restored, though only the barest fraction of Zet's strength remained. Setting its gaze on the prison, Zet chose to use its weakened power to serve as watchful warden until time's end. For uncounted aeons, this vigil stood.

Life flourished upon the world below, oblivious to the dangers imprisoned within the softly glowing moon, or of Zet's struggles to contain them. As the captives' eternal clash reverberated within, the surface of the prison shuddered, over time beginning to crack. Ultimately, Zet's depleted power proved insufficient to contain the breach, and at last the moon was shattered. The prison's ancient inhabitants had escaped to sow their conflict anew.

Flung to the farthest reaches by the prison's explosion, Zet was transformed by the dissonant energies of its former captives. No longer of single form and thought, its presence had become split among many—some lesser, some greater—each connected by a fleeting arc of consciousness. Struggling to suppress its own disunity, Zet sped toward the burgeoning conflict of its siblings, bending its fractured wills toward a singular conclusion: the aspects of the primordial mind must be made to reunite, or all must be destroyed lest the conflict spread further…


Flux icon.png
Infuses a lone enemy unit with swirling, volatile energy, slowing its movement speed and dealing damage over time. The effect is muted if another enemy unit is near the target.
Cast Animation: 0.3+0.77
Cast Range: 500/600/700/800 (Talent 675/775/875/975)
Search Radius: 225
Damage per Second: 15/30/45/60 (Talent 55/70/85/100)
Move Speed Slow: 20%/30%/40%/50%
Duration: 6
Cooldown: 16
Mana: 75
Does not pierce spell immunity. Slow persists and attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Debuff modifier_arc_warden_flux: Dispellable with any dispel.
An infinitesimal fraction of the power which imprisoned the Ancients.


  • 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 (Talent 27.5/35/42.5/50) 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.
  • Can deal up to 97.5/195/292.5/390 (Talent 357.5/455/552.5/650) damage to the target if all instances are applied (before reductions).
    • The damage per second increasing Talent 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.

Magnetic Field
Magnetic Field icon.png
Generates a circular distortion field of magnetic energy that protects allied heroes and buildings within it by evading attacks coming from outside the field.
Cast Animation: 0.3+0
Cast Range: 900
Effect Radius: 300
Evasion: 100%
Attack Speed Bonus: 50/60/70/80 (Talent 90/100/110/120)
Aura Linger Duration: 0.1
Duration: 3.5/4.5/5.5/6.5
With Aghanim's Shard Magic Resistance Bonus: 40%
With Aghanim's Shard Enemy Move Speed Slow: 30%
With Aghanim's Shard Enemy Max Knockback Distance: 350
With Aghanim's Shard Enemy Knockback Duration: 0.3
Cooldown: 20
Mana: 50/70/90/110
Aghanim's Shard upgrade: Magnetic Field pushes enemies out of the area when cast, and provides allies in it with +40% Magic Resistance. Slows enemies inside by 30%.
Partially pierces spell immunity. Fully affects spell immune allies and self.
Knockback and slow do not affect spell immune enemies.
Buff modifier_arc_warden_magnetic_field_thinker_evasion: Undispellable. Persists death.
Buff modifier_arc_warden_magnetic_field_thinker_attack_speed: Undispellable. Persists death.
Buff or Debuff, based on the target's alliance modifier_arc_warden_magnetic_field_evasion: Undispellable. Persists death.
Buff modifier_arc_warden_magnetic_field_attack_speed: Undispellable. Persists death.
Debuff modifier_knockback: Dispellable with any dispel.
Time and space are of little consequence to one as old as Zet.


  • 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 Arc Warden Tempest Double minimap icon.png Tempest Double works independently.
    • This means when an ally is within the intersection of two fields, attacks are evaded unless their source is also within the intersection.
  • 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 attack speed increasing Talent talent immediately upgrades all currently active Magnetic Fields, but not already placed buffs.
  • With Aghanim's Shard icon.png Aghanim's Shard, Magnetic Field pushes every enemy within its 300 radius out of it upon cast.
    • The knockback is not a set distance. It pushes every enemy so that they are 350 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 1166.67 — 166.67, 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.
  • With Aghanim's Shard icon.png Aghanim's Shard, immediately causes all already placed Magnetic Fields to apply the 40% magic resistance and 30% 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 60% 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 55% (or 73% by stacking two instances).
      • Increases all buildings' total magic resistance to 40% (or 64% by stacking two instances).

Spark Wraith icon.png
Summons a Spark Wraith that slowly materializes and patrols a targeted area until an enemy comes within its range. Once a target has been found the wraith fuses with them, dealing magical damage and slowing the unit.
Cast Animation: 0.3+0.77
Cast Range: 2000
Search Radius: 375
Activation Delay: 2
Move Speed Slow: 100%
Damage: 100/170/240/310 (Talent 225/295/365/435)
Slow Duration: 0.4/0.5/0.6/0.7
Wraith Duration: 45
With Aghanim's Scepter Second Activation Delay: 2
Cooldown: 4
Mana: 80
Aghanim's Scepter upgrade: Causes Spark Wraiths to spawn a new Spark Wraith after impacting an enemy, which then starts its 2 activation period.
Does not pierce spell immunity. Attempts to deal damage if target turns spell immune before impact.
Buff modifier_arc_warden_spark_wraith_thinker: Undispellable. Persists death.
Buff modifier_projectile_vision: Undispellable. Persists death.
Debuff modifier_arc_warden_spark_wraith_purge: Dispellable with any dispel.
Lesser fragments of Zet's original self.


  • 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.
  • 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 damage increasing Talent talent immediately upgrades all already placed wraiths, including ones which already seek a target.
  • With Aghanim's Scepter icon.png Aghanim's Scepter, Spark Wraiths create a secondary wraith immediately upon hitting the enemy.
    • These secondary wraiths have to go through a 2 seconds activation delay.
    • This effect only occurs once per Spark Wraith. Secondary Spark Wraiths cannot spawn new wraiths.

Arc Warden's icons at the side of the screen. The currently selected unit is highlighted.

Tempest Double
Tempest Double icon.png
No Target
The Self
Briefly refocusing its fractured elements into a single form, the Arc Warden is able to create a perfect electrical duplication of itself. The duplicate can use all of Arc Warden's current items and spells, except most consumables and items that drop on death. The duplicate has separate item and ability cooldowns. The Tempest Double gives bounty gold to enemies when killed.
Cast Animation: 0.15+0.5
Number of Doubles: 1
Duration: 18/22/26 (Talent 30/34/38)
Bounty: 180/240/300
Cooldown: 60/50/40
Can be cast while rooted or leashed. Root does not prevent the Tempest Double from being teleported back to Arc Warden.
Buff modifier_arc_warden_tempest_double: Undispellable. Persists death.
Buff modifier_kill: Dispellable with death only.
Ability Draft Notes
Ability Draft Notes:
This ability is not available in Ability Draft.
Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.


  • 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 Arc Warden Tempest Double minimap icon.png minimap icon.
  • 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 180/240/300 Gold and a 180/240/300XP 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. Heartstopper Aura), 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 Track.
  • The Tempest Double does not passively gain any experience like heroes usually do, so it does not leech experience from its allies.
    • Experience the Double would have gained, by killing an enemy hero or using Hand of Midas, is always given to the main Arc Warden instead.

Item Interactions[]

  • 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 Observer Ward icon.png Observer Ward and Sentry Ward icon.png Sentry Ward, since their sharing mechanics (Ctrl) work different than those of other items.
  • 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: Aegis of the Immortal icon.png Aegis of the Immortal, Bottle (Full) icon.png Bottle, Cheese icon.png Cheese, Clarity icon.png Clarity, Divine Rapier icon.png Divine Rapier, Dust of Appearance icon.png Dust of Appearance, Enchanted Mango icon.png Enchanted Mango, Faerie Fire icon.png Faerie Fire, Gem of True Sight icon.png Gem of True Sight, Healing Salve icon.png Healing Salve, Observer and Sentry Wards 1 icon.png Observer and Sentry Wards, Refresher Shard icon.png Refresher Shard, Smoke of Deceit icon.png Smoke of Deceit, Tango icon.png Tango, Tango (Shared) icon.png Tango (Shared), Tome of Knowledge icon.png Tome of Knowledge, 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. Town Portal Scroll icon.png Town Portal Scroll and Neutral Items) are copied.
  • The double's Bloodstone icon.png Bloodstone 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.
  • Hand of Midas icon.png Hand of Midas can be used by the double. Using Transmute grants the gold and experience to the main hero.
  • If Radiance (Active) icon.png Radiance or Ring of Aquila (Active) icon.png Ring of Aquila are toggled Off upon summoning the double, they are also toggled off on the double.
    • The item's toggled On / Off status gets copied.
    • The same applies to Power Treads icon.png Power Treads and Vambrace icon.png Vambrace. The double copies whichever attribute the main hero had selected.
  • The Tempest Double's copied Black King Bar icon.png Black King Bar and Aeon Disk icon.png Aeon Disk work completely independent from the original items on the main hero. Avatar's duration and Combo Breaker's cooldown are not bound to the main hero's items.
    • This means the double's Black King Bar and Aeon Disk start off fresh and their duration and cooldown respectively decrease whenever it uses it throughout the entire match, regardless of the duration and cooldown of the original items on the main hero.
  • When having a unit dominated with Helm of the Dominator icon.png Helm of the Dominator, 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.
  • Moon Shard icon.png Moon Shard'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 Refresher Orb icon.png Refresher Orb is always on cooldown for the double (it can still benefit from its stats), Ex Machina icon.png Ex Machina, an item-only refresher, is fully functional.


Hero Talents
+12s Tempest Double Duration2535% Lifesteal
+40 Flux Damage20+125 Spark Wraith Damage
+40 Magnetic Field Attack Speed15+8 Armor
+225 Health10+175 Flux Cast Range
  • The health talent increases maximum health capacity, and keeps the current health percentage.
  • The lifesteal talent stacks additively with other sources of lifesteal.

Recent Changes[]

Main Article: Arc Warden/Changelogs
Level 25 right talent: 25% lifesteal increased to 35%.
Level 15 left talent changed: 12% cooldown reduction ➜ +40 Magnetic Field attack speed.
Level 15 right talent changed: +40 attack speed ➜ +8 armor.
Level 20 left talent changed: +100 attack range ➜ +40 Flux damage per second.
  • Aghanim's Shard icon.png Aghanim's Shard upgrade:
    • Magnetic Field
      • Now also causes it to slow enemy movement speed by 20%.
      • Increased magic resistance bonus from 20% to 40%.
  • Talents:
Level 10 left talent: +200 health increased to +225.
Level 10 right talent: +200 Flux cast range reduced to +175.

Recommended Items[]

Starting items:

  • Tango icon.png Tango gives Arc Warden sustain in lane.
  • Faerie Fire icon.png Faerie Fire gives a bit of damage and can be a lifesaver.
  • Healing Salve icon.png Healing Salve restores large amount of health in the early game.
  • Iron Branch icon.png Iron Branch provides attribute bonuses and build into Magic Wand.
  • Slippers of Agility icon.png Slippers of Agility gives agility for Arc Warden to last hit early on and can later be built into a Wraith Band icon.png Wraith Band.
  • Magic Stick icon.png Magic Stick can be an alternative starting item if playing against casters.

Early game:

  • Boots of Speed icon.png Boots of Speed improves Arc Warden's mediocre movement speed and gives him some form of escape from enemies.
  • Magic Wand icon.png Magic Wand restores some health and mana, allowing Arc Warden to use his abilities and escape items like Hurricane Pike icon.png Hurricane Pike.
  • Hand of Midas icon.png Hand of Midas accelerates Arc Warden farming game. Keep track of its cooldown on Tempest Double to know when optimal times to use it are.

Mid game:

  • Boots of Travel 1 icon.png Boots of Travel gives Arc Warden map wide presence for fighting, pushing, and farming.
  • Maelstrom icon.png Maelstrom improves Arc Warden's farming, wave clear and fighting capabilities and later upgrades to Mjollnir icon.png Mjollnir or Gleipnir icon.png Gleipnir.
  • Gleipnir icon.png Gleipnir 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 Linken's Sphere icon.png Linken's Sphere.
  • Mjollnir icon.png Mjollnir buffs both yours and your Tempest Double's attack speed as well as punishing enemies who attack either.
  • Manta Style icon.png Manta Style is a great item for mid-game fights, as it's component - Yasha icon.png Yasha - 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.

Late game:

  • Hurricane Pike icon.png Hurricane Pike 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.
  • Monkey King Bar icon.png Monkey King Bar helps tremendously to counter evasion and highly armored heroes, while dealing less to those with high magic resistance.
  • Nullifier icon.png Nullifier allows Arc Warden to dispel and slow down enemies so they cannot be protected by defensive items like Glimmer Cape icon.png Glimmer Cape or Force Staff icon.png Force Staff. 80 damage and 8 armor for low price can't be ignored, either. An ideal item both to kite melee rightclickers like Sven minimap icon.png Sven and prevent heroes like Drow Ranger minimap icon.png Drow Ranger or Zeus minimap icon.png Zeus from escaping.
  • Scythe of Vyse icon.png Scythe of Vyse boosts Arc Warden's mana and mana regeneration to use abilities liberally. The Tempest Double can use hex as well, doubling the disabling duration. Take care with chain disabling, as the enemy may use Black King Bar icon.png Black King Bar right after.

Situational items:

  • Blink Dagger icon.png Blink Dagger allows offensive Arc Warden and Tempest Double to approach enemy targets and unleash their abilities and items quickly.
  • Shadow Blade icon.png Shadow Blade provides attack speed and attack damage, as well as invisibility for Arc Warden to escape or initiate on enemies. It can upgrade to Silver Edge icon.png Silver Edge to apply break, suppressing both offensive and defensive passives.
  • Bloodthorn icon.png Bloodthorn boosts mana regeneration as well as damage output with attack speed, attack damage, and True Strike. The silence also prevents much of retaliation or escape from enemies. Black King Bar icon.png Black King Bar and other dispel items can counter this effect, so take caution.
  • Black King Bar icon.png Black King Bar 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.
  • Butterfly icon.png Butterfly 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.
  • Daedalus icon.png Daedalus, 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.
  • Ethereal Blade icon.png Ethereal Blade 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.
  • Eye of Skadi icon.png Eye of Skadi increases Arc Warden's stats, HP and Mana. Its frost attack, synergizing it with Flux, his Tempest Double clone, and his Manta Style icon.png Manta Style Illusions, make it significantly harder for enemies to escape.
  • Desolator icon.png Desolator 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 Illusions coming from Manta Style icon.png Manta Style from both the prime and Double Warden.


Roles: Carry Carry Escape Escape Nuker Nuker
Complexity: ★★★
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 Lycan minimap icon.png Lycan, ▶️ "Inferior form." and ▶️ "Apex predator, you are not. ", are also a nudge to this.
  • A lot of Arc Warden's lore and responses reference the work of the psychiatrist Carl Gustav Jung.
    • Arc Warden's focal point of unification is based on the psychological concept of individuation. Put in simple terms, in Jungian Psychology, the concept of individuation is when the conscious ego combines with the unconscious shadow, creating "the Self". Arc Warden exclusively refers to itself as "The Self". Tempest Double's concept also references this, with Arc Warden representing the conscious ego, and the Tempest Double representing the unconscious shadow. As stated in the ability's lore, Arc Warden despises this ability, since it brings disharmony; Arc Warden can only be The Self if not split apart.
    • Some of Jung's work is also reflected in Arc Warden's abilities, like how Flux is only harmful when the target is alone, i.e. not united with their allies, or how Magnetic Field only works against enemies outside its area of effect. Spark Wraith's ability description also states that it affects its target by "fusing" with them.
    • The line ▶️ "From the Primordial Consciousness all came. Return to it, all must." refers to the pyschological concept of the Collective Unconscious, which refers to the unconscious mind and shared mental concepts. This term was also coined by Carl Gustav Jung.