Killed by 6.87 - Repick this hero
deathkidkun
April 27, 2016
Pros and Cons
Pros
[*] Decent lane presence
[*] Very strong and abusive late game
[*] Very fast farmer
[*] Very effective pusher
[*] Global presence
[*] Extremely fun
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Cons
[*] Medoicre stats and horrible stat gain
[*] Has a small timing window where he is extremely vulnerable
[*] Heavy micro dependency
[*] Cheesy pick
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Flux
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.
Flux at it's peak has a ridiculous range for a 50% slow that lasts a whopping 6 seconds. Paired with it's high damage DoT and low mana cost, it makes for a very strong ganking tool. The only downside of it is the mute effect when enemies are next to each other.
Basically max this out first cause I feel like it scales the best among his spells, with the range and damage increase. This spell basically allows you to punish overly aggressive who can't organize attacks properly.
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What to keep in mind when using it
-The mute effect, make sure the target isn't near creeps or his/her allied heroes.
Magnetic Field
Generates a circular distortion field of magnetic energy that grants evasion and attack speed bonuses to allied heroes and buildings within.
Magnetic Field is arguably his strongest spell as it has a lot of utility to it. You can use it to turn a fight around, take towers really quickly or defend your towers. I generally like to max this second as it has better scaling than Spark Wraith
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What to keep in mind when using it
-Doesn't work on creeps, only buildings and heroes.
Spark Wraith
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.
Spark Wraith is really tricky to utilize for a nuke, as you have to predict an enemy running into it due to its 3 seconds materialization period, and has a chance to proc on other targets that run into it. It's also very obvious when you're trying to set it up behind the enemy.
I like to abuse this spell more towards the later game when I have the mana to sustain it. I prefer to utilize it for vision as it provides 300 flying vision wherever you put it. It's a great anti-ganking mechanism as well as a way to prevent initiations when you're pushing towers. It has an extremely long cast range, very low mana cost and cooldown so be sure to use it as much as you can late game to find enemies or set up traps.
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What to keep in mind when using it
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Can seek invisible targets or targets in fog. Be sure to use that information you get from them!
Gameplay
Arc Warden should always be played as a farming core. He has slight potential as a support, but your ability to farm and utilize active items is just too good to pass on, and not getting enough farm as a support role is just wasting potential
EARLY GAME
In lane, your base damage is awful but your attack animation is good. Try to get as many last hits as possible to secure your fast Hand of Midas. With any other disabler, you should be able to snag kills easily with Flux if you use it right, and avoid some deaths or harass with Magnetic Field. If needed, you can get a level in Spark Wraith to try out for some tricky kills or to provide vision if you're in a lot of danger. However in a sticky situation Magnetic Field feels more reliable than Spark Wraith. Keep in mind its cooldown is really high so be sure not to waste it.
MID GAME
IN LANE:
Got your
Hand of Midas? Good. Even if you don't have it so, just take
Tempest Double at level 6 and this is where things start to get really tricky. As expensive as it may seem, you should be abusing
Tempest Double everytime it's off cooldown for the extra
Hand of Midas. Here's a trick for sustain, ALWAYS CARRY A
Healing Salve AND AN
Enchanted Mango. Use it on yourself from the clone to keep your health and mana at full, then you can use the clone to YOLO right at the enemy after using
Hand of Midas with
Flux and
Magnetic Field. This will ensure you can harass your enemy while sustaining yourself in lane.
OUT OF LANE:
This is where it starts getting tricky, as
Tempest Double takes up a large portion of health, if you're not abusing
Healing Salve and
Enchanted Mango you're gonna have a lot of health and mana problems. You don't want to go back to base as it will slow down your
Necronomicon timing and you want to stay as active as possible. You can abuse your double's
Magnetic Field and
Flux to farm jungle camps if you're not ganking or harassing anybody. Always use
Tempest Double when it's off cooldown. This is where you're vulnerable.
One you've got the first level of your
Necronomicon, jungling will become much easier and trust me, you will reach
Necronomicon level 3 at a rapid rate if you're not wasting your time at all. Once you've obtained it you should be at or close to level 11, which will make your life a lot easier with the reduced health and mana cost. You can accelerate your gold gain through pushes even with the level 1
Necronomicon Don't try to death push a heavily contested tower, instead try to use your double to cause a commotion somewhere else and use the distraction to take towers. Farm up for
Boots of Travel for your global presence and you can start becoming a menace.
You can partake in fights at any given time, and
Arc Warden is pretty strong at that once you've gotten your
Necronomicon.
MAKE SURE TO NOT FEED YOUR NECRONOMICONS.
LATE GAME
Here is where you can start to be very abusive. I generally frown upon early
Divine Rapier rush as it makes it harder for you to fully utilize your hero with the main one cowering in base in fear of throwing the game. Instead I opt to get utility first like
Scythe of Vyse, which arguably is your best bet as you can farm it extremely fast. With it you can be a potential threat when split pushing as you can disable defenders and possibly kill them.
Blink Dagger and Upgraded Boots of Travel allows you to get really crucial pick offs globally. Having a
Black King Bar in conjuction with
Blink Dagger allows your clone to be a potential initiator during the high ground fights. Always use
Spark Wraith whenever it is off cooldown if possible to gain vision which is crucial information during this time.
Even if you're in a pinch, try to discipline yourself from the
Divine Rapier. It is a great item to have, but can be very risky or heavily limit your hero if you're not comfortable with it.
Item Synergy
Arc Warden is an extremely item abusive hero, and items are very crucial for him.
CORE :
Upgraded Boots of Travel |
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This gives you global presence with your clone, allowing you to attempt at multiple objectives at once, something not every hero is capable off.
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CORE EXTENSION:
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To compliment the pushing, and dispel silences or other stuff if you're getting ganked. However I frown upon this as Arc Warden's stats are pretty garbage to begin with.
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It is a clone, it isn't hindered by stat-only-limitations. Raw values add to its stats. Always a nice 7th item to have.
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For a quick reset on your clone. You can't refresh items on the clone as summoning it will have refresher on cooldown for the clone.
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If you're going for the DPS build
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Every other item just seem a bit lackluster or highly situational in the other list.
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Rod of Atos seems redundant as you already have
Flux and
Orchid Malevolence just pales in comparison to a
Scythe of Vyse which you can farm very easily.
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Glimmer Cape,
Lotus Orb,
Force Staff and
Linken's Sphere are more supportive defensive items which aren't that bad to get if you wish to play a more lifesaver role. However I prefer to go more offensive as you can farm up some of the best offesive items really quickly.
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Drum of Endurance serves like the
Black King Bar in which you will have charges all the time, but
Magnetic Field already is good enough for attack speed boost.
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Mjollnir is fun to get not just as a pushing sweeper item, but so you can abuse lightning shield on two of your tankiest front liners.
-I personally hate
Eul's Scepter of Divinity, but it can help as a setup, although
Scythe of Vyse is always superior. However the movement speed it provides will benefit your clone as well so that's always nice.
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Ethereal Blade and Dagon is good at bursting down low health targets later on, but peaks off against
Black King Bar carries. Still you can go for those juicy underfarmed supports.
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Diffusal Blade is really good against heroes like
Omniknight, as you basically have infinite charges.
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Abyssal Blade is a bit peculiar to get on a ranged hero, but it does give you sort of a solution to
Black King Bar or other magic immune targets.
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Octarine Core gives you more uptime on your clone, also allowing it to cast
Flux twice in its lifetime. However it doesn't really give beneficial stats to your clone, and isn't an active item.
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Gem of True Sight you don't have the risk of losing it but it's redundant in my opinion, since you're already going for
Necronomicon. You can swap it around with an ally for your clone to split deward from the
Necronomicon units.
Notable Heroes
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Double global presence with summons equals to really strong pushing and ganking.
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As an enemy, screw this b*tch seriously.
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Author's Notes
Remember, all item and skill builds are fluid. Dota is a game that is ever-changing and to be good at it, one must be able to adapt to the situation and do what is needed in that situation. Be more flexible and look at the synergy with your team and the counters to enemies.
In Arc Warden's case, he has a lot to experiment on, and is a very flexible hero in terms of playstyle.
Also if you pick him like I do, you're a jerk xd
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