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DotA2 Skill: Tempest Double




Tempest Double


Casting Method:Active
Targetting Method:Point Target
Allowed Targets: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 special Tempest Double versions of his spells, except most consumables and items that drop on death. The duplicate has separate item and ability cooldowns.

If killed by the enemy, the Tempest Double gives bounty gold to enemies, and the ability's cooldown is restarted.

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


Bounty Gold: 180 / 240 / 300
Duration: 60
Penalty Distance: 2000
Penalty Increased Damage: 60%
Cooldown Time: 100 / 90 / 80
Additional Information
Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.

NOTES:
  • 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 dispelled as if it died, removing all modifiers which are removed by death. This means 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 Moon Shard and an Aghanim's Scepter granted by Alchemist are copied as well.
    • However, other permanent buffs (e.g. Duel, Intelligence Steal) are not.
    • Any Duel victory damage the double gains during its uptime is lost upon death.
  • The double itself is treated exactly like a hero by all spells, since it is not an illusion.
  • The double has a 180 / 240 / 300 gold and a 180 / 240 / 300 experience bounty. The gold is granted to the killing player, while 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.
  • Spell effects that grant bonuses when an enemy unit dies (such as Death Pulse) 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 Track bounty either when it dies while tracked.
    • The upgraded version of Wrath of Nature only spawns a regular Treant (not a Greater Treant) when the double dies.
  • The Tempest Double does not gain any experience like heroes usually do, so it does not leech experience.


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