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UniversalUniversal · Ranged

Arc Warden

Creates a copy of himself to split push

CarryNukerEscapeComplex to play
Arc Warden portrait

Win rate

52.0%

A across all ranks

Pick rate

4.6%

of public matches

Public picks

156K

in the sample

Pro scene

0

1 bans · 0% win rate

Win rate by rank

  • Herald1Herald47.4%
  • Guardian2Guardian50.6%
  • Crusader3Crusader51.3%
  • Archon4Archon52.1%
  • Legend5Legend52.7%
  • Ancient6Ancient52.9%
  • Divine+7Divine+52.1%

Bars start at 50%. Sample sizes: Herald 3.5K · Guardian 13K · Crusader 25.2K · Archon 38.6K · Legend 39K · Ancient 21.7K · Divine+ 15K.

Last 6 days

51.2%

Popular item build

Starting items

Bought before the horn

  1. 1

    Iron Branch

    55g
  2. 2

    Circlet

    155g
  3. 3

    Observer Ward

    0g
  4. 4

    Faerie Fire

    65g
  5. 5

    Tango

    90g

Laning

The first minutes

  1. 1

    Hand of Midas

    47%2,200g
  2. 2

    Boots of Speed

    500g
  3. 3

    Javelin

    900g
  4. 4

    Mithril Hammer

    48%1,600g

Mid game

Core items

  1. 1

    Mjollnir

    52%5,500g
  2. 2

    Orchid Malevolence

    56%3,275g
  3. 3

    Boots of Travel

    53%2,500g

Late game

The full build

  1. 1

    Hyperstone

    53%2,000g
  2. 2

    Bloodthorn

    6,400g
  3. 3

    Ultimate Orb

    2,800g
  4. 4

    Hurricane Pike

    4,550g
  5. 5

    Scythe of Vyse

    5,200g
  6. 6

    Black King Bar

    4,050g

Most-bought items for Arc Warden in OpenDota’s sample of parsed public matches (1,560 purchases counted). Bars compare each item with the most-bought one in its phase. The percentage is the win rate in games where Arc Warden bought the item by minute 30 (green or red when it is clearly above or below Arc Warden’s average). Teams that are ahead buy items sooner, so a high number shows the item goes with winning games, not that it causes the win. Items with fewer than 100 games show no percentage. Cheap components are hidden from the mid and late game.

Best win rate by purchase time

Bought ≤ 12 min

  1. Mithril Hammer

    80 games

    61%
  2. Hand of Midas

    337 games

    50%

Bought 12–15 min

  1. Maelstrom

    138 games

    57%
  2. Mithril Hammer

    142 games

    52%

Bought 15–20 min

  1. Mjollnir

    133 games

    59%
  2. Hyperstone

    128 games

    56%
  3. Boots of Travel

    121 games

    55%

Bought 20–30 min

  1. Aghanim's Shard

    105 games

    61%
  2. Manta Style

    74 games

    61%
  3. Oblivion Staff

    171 games

    58%

Final items compared within the same purchase window (at least 60 games each), so they are not simply ranked by how late or expensive they are. Still a correlation: a team that is far ahead can buy anything sooner.

What these items do

  • Iron Branch

    55

    • +1 All Attributes

    Use: Plant Tree: Targets the ground to plant a happy little tree that lasts for 20 seconds.

  • Circlet

    155

    • +2 All Attributes
  • Observer Ward

    0

    Use: Plant: Plants an Observer Ward, an invisible watcher that gives ground vision in a 1600 radius to your team. Lasts 6 minutes.

    Full description

    1s

    Use: Plant. Plants an Observer Ward, an invisible watcher that gives ground vision in a 1600 radius to your team. Lasts 6 minutes. Hold Control to give one Observer Ward to an allied hero.

  • Faerie Fire

    65

    • +2 Damage

    Use: Imbue: Instantly restores 85 health.

    Full description

    5s

    Use: Imbue. Instantly restores 85 health.

  • Tango

    90

    Use: Devour: Consumes a target tree to gain 7 health regeneration for 16 seconds. Consuming an Ironwood Tree doubles the heal duration. Comes with 3 charges.

  • Hand of Midas

    2,200

    • +40 Damage

    Active: Transmute: Kills a non-hero target for 160 gold. Killing a neutral creep additionally grants a madstone bundle. Cannot be used on Ancient creeps.

    Win rate when bought47.3% · 387 games

    • ≤ 12 min50%337
    • 12–15 min31%42
    • 15–20 min–8
    • 20–30 min–0
    Full description

    Active: Transmute. Kills a non-hero target for 160 gold. Killing a neutral creep additionally grants a madstone bundle. Cannot be used on Ancient creeps.

    • The gold given is unreliable gold (you do not get the normal creep bounty).
    • Experience gained by using Transmute is not shared.
  • Boots of Speed

    500

    • +45 Move Speed

    Movement speed bonuses from multiple pairs of boots do not stack.

  • Javelin

    900

    Passive: Pierce: Grants each attack a 25% chance to pierce through evasion and deal 60 bonus magical damage.

  • Mithril Hammer

    1,600

    • +24 Damage

    Win rate when bought47.6% · 378 games

    • ≤ 12 min61%80
    • 12–15 min52%142
    • 15–20 min33%112
    • 20–30 min45%44
  • Mjollnir

    5,500

    • +25 Damage
    • +90 Damage

    Active: Static Charge: Places a charged shield on a target unit for 12 seconds which has a 20% chance to release a 225 magical damage shocking bolt at a nearby attacker…

    Win rate when bought52.1% · 284 games

    • ≤ 12 min–9
    • 12–15 min–12
    • 15–20 min59%133
    • 20–30 min43%130
    Full description

    35s50

    Active: Static Charge. Places a charged shield on a target unit for 12 seconds which has a 20% chance to release a 225 magical damage shocking bolt at a nearby attacker and 4 additional enemies.

    Passive: Chain Lightning. Grants a 25% chance on attack to release a bolt of electricity that leaps between 12 targets within a 650 radius, dealing 180 magical damage to each. Lightning proc pierces evasion.

    • Static Charge cannot trigger more than once per second.
    • Static Charge's shock deals magical damage centered on hero with the Static Charge. Static Charge's targets cannot be more than 900 range away.
    • Static Charge procs will not bounce to heroes that are invisible or hidden by Fog of War.
  • Orchid Malevolence

    3,275

    • +35 Damage
    • +20 Damage
    • +2.5 Mana Regen
    • +12 Intelligence

    Active: Soul Burn: Silences the target unit for 5 seconds. At the end of the silence, 30% of the damage received while silenced is inflicted as bonus magical damage.

    Win rate when bought55.8% · 172 games

    • ≤ 12 min–4
    • 12–15 min–17
    • 15–20 min57%44
    • 20–30 min53%107
    Full description

    18s125

    Active: Soul Burn. Silences the target unit for 5 seconds. At the end of the silence, 30% of the damage received while silenced is inflicted as bonus magical damage.

  • Boots of Travel

    2,500

    • +90 Move Speed

    Upgrade: Town Portal Scroll: Upgrades your Town Portal Scroll, allowing it to target units, reduces cooldown and does not consume a charge on usage.

    Win rate when bought53.3% · 302 games

    • ≤ 12 min–10
    • 12–15 min–20
    • 15–20 min55%121
    • 20–30 min50%151
    Full description

    Upgrade: Town Portal Scroll. Upgrades your Town Portal Scroll, allowing it to target units, reduces cooldown and does not consume a charge on usage. Movement speed bonuses from multiple pairs of boots do not stack.

  • Hyperstone

    2,000

    • +60 Damage

    Win rate when bought52.6% · 293 games

    • ≤ 12 min–9
    • 12–15 min–27
    • 15–20 min56%128
    • 20–30 min46%129
  • Bloodthorn

    6,400

    • +25 Intelligence
    • +70 Damage
    • +4 Mana Regen
    • +20 Damage

    Active: Soul Rend: Silences a target for 5 seconds. At the end of the silence, an additional 60% of all damage taken during the silence will be dealt to the target as…

    Full description

    15s150

    Active: Soul Rend. Silences a target for 5 seconds. At the end of the silence, an additional 60% of all damage taken during the silence will be dealt to the target as magical damage. All attacks on the silenced target will deal additional damage equal to 50 if the attacker is a hero, and 25, if the attacker is a creep. Provides True Strike for your attacks and attacks from your controlled units against the silenced target.

    Passive: Pierce. Grants each attack a 40% chance to pierce through evasion and deal 60 bonus magical damage.

  • Ultimate Orb

    2,800

    • +15 All Attributes
  • Hurricane Pike

    4,550

    • +15 Intelligence
    • +200 Health
    • +20 Agility
    • +15 Strength
    • +130 Attack Range

    Active: Hurricane Thrust: Pushes you and target enemy 425 units away from each other, and for 5 seconds, allows you to make 5 attacks against the target without range…

    Full description

    19s150

    Active: Hurricane Thrust. Pushes you and target enemy 425 units away from each other, and for 5 seconds, allows you to make 5 attacks against the target without range restrictions and with +100 attack speed. Can be cast on self or allies to push the target 600 units in the direction it is facing. Enemy Range: 425

    • Self-cast will use Hurricane Pike on yourself.
    • Hurricane Pike doesn't interrupt the target's actions.
    • Will not work on a unit inside Chronosphere, Duel, or Black Hole.
    • Attack Range bonuses from Monkey King Bar and Dragon Lance and its upgrades do not stack.
  • Scythe of Vyse

    5,200

    • +30 Intelligence
    • +8.5 Mana Regen

    Active: Hex: Turns a target unit into a harmless critter for 2.8 seconds. The target has a base movement speed of 140 and will be silenced, muted, and disarmed.

    Full description

    20s250

    Active: Hex. Turns a target unit into a harmless critter for 2.8 seconds. The target has a base movement speed of 140 and will be silenced, muted, and disarmed. Instantly destroys illusions.

    • The target will have a base movement speed of 140, but buffs granting maximum movement speed won't be disabled.
  • Black King Bar

    4,050

    • +10 Strength
    • +24 Damage

    Active: Avatar: Applies a basic dispel. Grants 60% magic resistance and immunity to reflected and pure damage.

    Full description

    95s50

    Active: Avatar. Applies a basic dispel. Grants 60% magic resistance and immunity to reflected and pure damage. For the duration of the effect, any negative effect from enemy spells has no effect. Duration: 9 / 8 / 7s Dispel Type: Basic Dispel

    • Purchasing another Black King Bar will not reset its immunity duration.
    • Avatar duration is not affected by increases to buff duration.

Abilities

Flux

16s75

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

DURATION
6
ALLY SEARCH RADIUS
225
DAMAGE PER SECOND
15 / 30 / 45 / 60
MOVEMENT SPEED SLOW
20 / 25 / 30 / 35%

Aghanim’s ScepterFlux silences when the target is alone, deals more damage, and lasts longer.

Magnetic Field

20 / 19 / 18 / 17s60 / 70 / 80 / 90

Arc Warden generates a circular distortion field of magnetic energy. The Magnetic Field grants bonus attack speed and protects allied units within it by evading attacks coming from outside the field. The Magnetic Field pulls runes, and runes inside Magnetic Field automatically activate.

RADIUS
300
DURATION
4 / 5 / 6 / 7
ATTACK SPEED BONUS
30 / 60 / 90 / 120
EVASION BONUS
100%
RUNE PULL FORCE
100
RUNE PULL RADIUS
800 / 1200 / 1600 / 2000

Spark Wraith

4 / 4 / 4 / 4s80

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
DURATION
16
MOVEMENT SLOW
100%
ACTIVATION DELAY
1.5
DAMAGE
100 / 170 / 240 / 310
WRAITH SPEED
550
SLOW DURATION
0.7 / 0.8 / 0.9 / 1
  • Spark Wraiths can not be disjointed.

Runic Infusion

Innate

Runes of Power fuse to the Self. Arc Warden gains +1.5 all attributes permanently whenever Arc Warden or the Tempest Double activates a Power Rune.

Tempest Double

Ultimate60 / 55 / 50s

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 loses its sense of self and fractures over time, becoming slower and less accurate.

BOUNTY
70
DURATION
18 / 21 / 24
MAX MISS CHANCE
35%
MAX SELF SLOW
35%
  • Tempest Double and Refresher Orb cannot be used by the duplicate.

Aghanim’s ShardThe Tempest Double is infused with the bonuses of Arcane, Invisibility, and Haste Runes for 12s when created. Does not trigger Runic Infusion.

Talents

+1 Runic Infusion All Attributes Bonus

25

+240 Spark Wraith Damage

+30s Spark Wraith Duration

20

-4s Magnetic Field Cooldown

+20% Flux Slow

15

+25 Magnetic Field Attack Speed

+200 Flux Cast Range

10

+200 Health

Base stats

Attributes

  • StrengthStrength20+2.2/lvl
  • AgilityAgility22+2.7/lvl
  • IntelligenceIntelligence24+2.6/lvl

Universal heroes get bonus damage from every attribute.

At level 1

Damage
23–29
Attack time
1.7s
Attack range
625
Move speed
300
Armor
3.7
Magic resistance
25%
Health
560 (+2.3/s)
Mana
363 (+1.2/s)
Vision day / night
1800 / 800

Recent changes

latest 12 patches
  1. 7.41d
    • Flux:Cast Range increased from 500/600/700/800 to 625/700/775/850
    • Movement Speed Slow increased from 14/21/28/35% to 20/25/30/35%
  2. 7.41c
    • Base Agility increased from 20 to 22
    • Damage at level 1 increased from 51-57 to 52-58
  3. 7.41b
    • Talents:Level 20 Talent Magnetic Field Cooldown Reduction decreased from 5s to 4s
    • Level 20 Talent +200 Spark Wraith Damage replaced with +30s Spark Wraith Duration
    • Level 25 Talent +30s Spark Wraith Duration replaced with +240 Spark Wraith Damage
    • Level 25 Talent Runic Infusion All Attributes Bonus decreased from +1.5 to +1
  4. 7.41
    • Strength gain decreased from 2.4 to 2.2
    • Agility gain decreased from 3.0 to 2.7
    • Damage gain per level decreased from 3.6 to 3.4
    • Base Movement Speed increased from 285 to 300
    • Runic Infusion:No longer grants the Regeneration Rune buff upon activating any rune
    • Now provides Arc Warden with +1.5 all attributes permanently whenever Arc Warden or the Tempest Double activates a Power Rune
    • Magnetic Field:The field now also pulls runes, and automatically activates ones that are inside. Rune Pull Force: 100. Rune Pull Radius: 800/1200/1600/2000
    • Spark Wraith:Slow Duration increased from 0.5/0.6/0.7/0.8s to 0.7/0.8/0.9/1s
    • No longer upgraded with Aghanim's Shard
    • Tempest Double:Gold and XP Bounty rescaled from 180/240/300 to 70 + 10 per level
    • Now upgraded with Aghanim's Shard
    • The Tempest Double is infused with the bonuses of Arcane, Invisibility, and Haste Runes for 12s. These bonuses don't provide Runic Infusion stacks
    • Talents:Level 20 Talent +50% Spark Wraith Damage replaced with +200 Spark Wraith Damage
    • Level 25 Talent -1.1s Spark Wraith Activation Delay replaced with +30s Spark Wraith Duration
    • Level 25 Talent Tempest Double Has No Penalties replaced with +1.5 Runic Infusion All Attributes Bonus (applies retroactively)
  5. 7.40
    • Base attack speed increased from 100 to 110
    • Magnetic Field:Mana Cost rescaled from 50/70/90/110 to 60/70/80/90

Lore

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...

Win rates come from public Dota 2 matches (OpenDota), 3.4M matches counted, refreshed Oct 24, 2026. Tiers use the win rate in the chosen rank: S 52.5%+, A 51%+, B 49%+, C 47.5%+, D below; heroes with too few games are left unrated. Hero data and patch notes are Valve’s. Builds Forge is an unofficial fan site, not affiliated with Valve.