More Arc Warden guides
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.
Build cheat sheet
Pick the build that fits what you want to do this game.
- Laning itemsBalancedRecommendedWhat leaves the fountain and what lands in the first ten minutes, with what each item gives you.
- Most-played buildBalancedAdvancedThe items most bought with this hero, phase by phase. Pick it when you don't have a clear reason to deviate. Built from what Arc Warden players buy in the public matches we measured.
Builds
Laning items
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.

213%
185%- MidMain85% of matchesMid lane, one against one (pos. 2).
- Safe lanePriority 213% of matchesSafe lane as the farming core (pos. 1).
Starting items
Early game
Core items
- 1Maelstrom
Boots
Skill order
Max order:Spark Wraith›Magnetic Field›Flux
Talents by level
- +240 Spark Wraith Damage+1.0 Runic Infusion All Attributes Bonus25
- +30s Spark Wraith Duration-4s Magnetic Field Cooldown20
- +20% Flux Slow+25 Magnetic Field Attack Speed15
- +200 Health+200 Flux Cast Range10
Most-played build
When to use it
The items most bought with this hero, phase by phase. Pick it when you don't have a clear reason to deviate. Built from what Arc Warden players buy in the public matches we measured.
Where it's played
Picked before the game: the main lane first, then the alternatives.

213%
185%- MidMain85% of matchesMid lane, one against one (pos. 2).
- Safe lanePriority 213% of matchesSafe lane as the farming core (pos. 1).
Starting items
Early game
Core items
- 1Maelstrom
- 2Mjollnir
- 3Orchid Malevolence
- 4Aghanim's Shard
Boots
Late game
Skill order
Max order:Spark Wraith›Magnetic Field›Flux
Talents by level
- +240 Spark Wraith Damage+1.0 Runic Infusion All Attributes Bonus25
- +30s Spark Wraith Duration-4s Magnetic Field Cooldown20
- +20% Flux Slow+25 Magnetic Field Attack Speed15
- +200 Health+200 Flux Cast Range10
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%
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
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
- Guide created for patch 7.41.
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