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Arc Warden · Mid (pos. 2)

Arc Warden Laning Guide

Laning phaseData-drivenMediumPatch 7.41
930Updated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

Mid is a one-on-one: whoever has more last hits and levels usually wins it. Contest the power runes every two minutes and use a good one to gank a side lane. Early, you fight for runes, for the enemy mid tower and for kills on the side lanes after a rune.

Strengths

  • Long attack range (625) to harass and last hit safely.
  • Heavy magical burst: Valve lists it as a Nuker.
  • Strong this patch: wins 52.2% of measured public matches.

Weaknesses

  • Low base armor (0): vulnerable to physical harass early on.
  • The enemy jungle and supports will target you for ganks.

Builds

Laning items

BalancedRecommended
Open build

When to use it

What leaves the fountain and what lands in the first ten minutes, with what each item gives you.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Seen from RadiantRadiant · bottom leftDire · top right
  1. MidMain85% of matchesMid lane, one against one (pos. 2).
  2. Safe lanePriority 213% of matchesSafe lane as the farming core (pos. 1).

Starting items

Iron Branch+1 All Attributes.Circlet+2 All Attributes.Faerie Fire+2 Damage.TangoGloves of Haste+20 Attack Speed.Magic Wand+3 All Attributes. Active: Energy Charge.

Early game

Hand of Midas+40 Attack Speed. Active: Transmute.JavelinBottleActive: Regenerate.Wraith Band+5 Agility, +2 Strength, +2 Intelligence.

Core items

  1. 1Maelstrom

Boots

Power Treads+45 Move Speed, +10 Selected Attribute, +25 Attack Speed. Active: Switch Attribute.

Skill order

Max order:Spark Wraith›Magnetic Field›Flux

Ability1234567891011121314151617
●·●·●·●··········
·●·●·········●●··
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Talents by level

  1. +240 Spark Wraith Damage
    +1.0 Runic Infusion All Attributes Bonus
    25
  2. +30s Spark Wraith Duration
    -4s Magnetic Field Cooldown
    20
  3. +20% Flux Slow
    +25 Magnetic Field Attack Speed
    15
  4. +200 Health
    +200 Flux Cast Range
    10

Abilities

  • Flux16s75 mpInfuses 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%
  • Magnetic Field20 / 19 / 18 / 17s60 / 70 / 80 / 90 mpArc 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 Wraith4s80 mpSummons 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
  • Runic InfusionPassiveRunes 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 Double60 / 55 / 50sBriefly 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
    Bounty
    70
    Duration
    18·21·24
    Max miss chance
    35%
    Max self slow
    35%
    Ultimate. Plan your fights around its cooldown.

Most played skill order

The most played order in the last 14 professional matches with this hero. Highlighted levels are the points spent on talents.

Max order:Spark Wraith›Magnetic Field›Flux

Ability1234567891011121314151617
●·●·●·●··········
·●·●·········●●··
·····●······●···●
·······●●●·●·····

Strategy

1Starting and early items

The first items decide how comfortable the lane is. The lane build below lists them with what each one gives you.

  • Key early items: Hand of Midas and Javelin.

2Trading

Trade when the enemy mid goes for a last hit and when you are a level ahead: in the solo lane each level is a real edge.

3Wave management

Keep the creep equilibrium close to your tower when you're weaker, deny to cut the enemy's experience and pull the jungle camp to reset a lane that's pushing too far.

4Early objectives

Early, you fight for runes, for the enemy mid tower and for kills on the side lanes after a rune. Your spikes are level 6, when Tempest Double comes online, and your core items: Maelstrom and then Mjollnir.

Tips

  • Trade when the enemy mid goes for a last hit and when you are a level ahead: in the solo lane each level is a real edge.
  • Hand of Midas is your first purchase that changes the lane: get it early.
  • Early, you fight for runes, for the enemy mid tower and for kills on the side lanes after a rune.
  • Don't fight next to the enemy creeps: early on they hit hard.

Matchups

Strong against

  • Arc Warden fights at range and Dark Seer is melee with no dash in the kit to close the gap.

  • Arc Warden fights at range and Mars is melee with no dash in the kit to close the gap.

  • Arc Warden fights at range and Legion Commander is melee with no dash in the kit to close the gap.

Weak against

  • Geomagnetic Grip silences Arc Warden, whose damage comes from abilities.

  • Ancient Seal silences Arc Warden, whose damage comes from abilities.

  • Arcane Curse silences Arc Warden, whose damage comes from abilities.

Changelog

  1. Guide created for patch 7.41.

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