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  1. Home/
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  3. Arc Warden
Arc Warden

Arc Warden

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Abilities

Abilities

talents image
+175 Flux Cast Range
10
+225 Health
+2s Flux Duration
15
+40 Magnetic Field Attack Speed
+125 Spark Wraith Damage
20
+40 Flux Damage
+50% Tempest Double Cooldown Reduction
25
+12s Tempest Double Duration
ability image

Flux

ABILITY:Unit Target
AFFECTS:Enemy Units
DAMAGE TYPE:Magical
PIERCES SPELL IMMUNITY:No
DISPELLABLE:Yes

Infuses a lone enemy unit with swirling, volatile energy, slowing its movement speed and dealing damage over time. The damage is not applied if another enemy unit is near the target.

DURATION:
6
DAMAGE PER SECOND:
15 / 30 / 45 / 60
ALLY SEARCH RADIUS:
225
MOVEMENT SPEED SLOW:
14% / 21% / 28% / 35%
CAST RANGE:
500 / 600 / 700 / 800
75
16
ability image

Magnetic Field

ABILITY:Point Target
PIERCES SPELL IMMUNITY:Yes

Generates a circular distortion field of magnetic energy that grants bonus attack speed and protects allied heroes and buildings within it by evading attacks coming from outside the field.

RADIUS:
300
DURATION:
3.5 / 4.5 / 5.5 / 6.5
ATTACK SPEED BONUS:
50 / 60 / 70 / 80
EVASION BONUS:
100%
50 / 70 / 90 / 110
20
ability image

Spark Wraith

ABILITY:Point Target
DAMAGE TYPE:Magical
PIERCES SPELL IMMUNITY:No

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.

SEARCH RADIUS:
375
ACTIVATION DELAY:
2
DURATION:
45
WRAITH SPEED:
400
DAMAGE:
100 / 180 / 260 / 340
SLOW DURATION:
0.4 / 0.5 / 0.6 / 0.7
MOVEMENT SLOW:
100%
80
4 / 4 / 4 / 4
ability image

Tempest Double

ABILITY:No Target

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. The Tempest Double loses its sense of self if he is too far away from Arc Warden and deals less attack damage.

DURATION:
18 / 22 / 26
BOUNTY GOLD:
180 / 240 / 300
PENALTY DISTANCE:
2000
ATTACK DAMAGE PENALTY:
50%
0
60 / 50 / 40
ability image

Magnetic Field

Magnetic Field pushes enemies out of the area when cast and slows them while they are in it. Also provides allies inside with magic resistance.

MAGIC RESISTANCE:
40%
MOVEMENT SLOW:
30%
50 / 70 / 90 / 110
20
Shard
ability image

Spark Wraith

Causes Spark Wraiths to spawn a new Spark Wraith after impacting an enemy, which then starts its 2 second activation period.

80
4 / 4 / 4 / 4
Scepter

Attributes

Attributes

Main attribute
agilityAgility
Attack type
rangedRanged
Complexity
complexitycomplexitycomplexity
Health
640 +2.5
Mana
363 +1.2
strength
22 + 2.6
agility
20 + 3
intelligence
24 + 2.6

Information

Movement Speed
285
Base Attack Speed
100
Vision Range
1800 / 800
Attack Range
625
Projectile Speed
900
Base Attack Damage
31 - 37
Base Attack Time
1.7 Sec
Gib Type
Ethereal
Primary Attribute
Agility
Attack Capabilities
Ranged

Description

Character description

Arc Warden is a ranged character. His primary attribute is agility. The hero is mainly taken to the easy kane as a carry or to the mid lane as a midlaner. Most effective in the late game.

Role description

The character in especially strong in the late game thanks to the Tempest Double ability, which allows him to safely push lanes, participate in team fights, and farm in unexplored areas. In the early game, Arc Warden can be a real threat to single enemy characters due to his Flux and Spark Wraith abilities. The Magnetic Field spell will be very useful when besieging a tower or defending it. After purchase of Aghanim's Shard, Magnetic Field will reduce the damage from enemy's spells, and Aghanim's Scepter will make Spark Wraith a strong harass spell in early domination.

Character lore

Before the beginning of all, there existed a presence, but the universe thundered into being splitting it into Radiant and Dire, which found themselves locked in vicious opposition, and began twisting all of creation to serve their conflict. Zet tried to resolve the disharmony, but when his strength ran out, he shattered into a thousand pieces. 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.

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