Dota 2
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22 Tips & Tricks that will make you a better Arc Warden Player
Oleh moral of the story
Hope you learn something new ^^
   
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1# Intersection of Magnetic Fields
Like you can see it in the picture, place Magnetic Fields from both Arc Wardens and become invulnerable to basic attacks. Be sure you don't move even a bit and enemy won't able to get inside since you cover it. Basically you will gain %100 evasion. If enemy has Phase Boots he can manage to get inside for a very short duration, be aware of this. This trick may won't work in later stages of game where enemies get items like Maelstrom or Monkey King Bar.
2# Magnetic Fields on Unreachable Spots
This trick can save your life. Using Magnetic Field on yourself or your allies that you are standing on edge of it and rest of the field is on an unreachable spot. You can just teleport out or even outplay your enemy by ignoring the physical damage and winning a critical fight. Be sure that your enemy don't have enough spell damage or a stun to prevent you from doing that and you will be fine. Like on number 1# trick it won't work enemies with evasion piercing abilities.
3# Checking Your Double
You can check your clone (Double) from left top side I have marked with red square. You can see remaining cooldowns of items eg. Boots of Travel and Hand of Midas, and create clone on a smarter time. Don't forget Boots of Travel's cooldown is higher than Level 3 Tempest Double's cooldown. So wait a bit before respawning the clone on Level 18 or higher and you won't lose time waiting for it to refresh.
4# Static Charge to Push Lanes
This trick is so simple but requires luck & patience:
When you send the clone to a lane to split push/farm, check the lifetime of your double (3 seconds of lifetime or less must be remain in order to apply those) and use Mjollnir on the foremost allied creep, even after your clone disappears that creep will keep your pushing since whenever the creep takes damage it will release static charges for %20 chance. Thats why you need to be lucky. The creeps died by those charges will give you gold bounty. Use this to empower your farming. Also if you have Force Staff or Hurricane Pike, use it on the creep you used Mjollnir on. And all enemy creeps will have priority in it. If there is no creeps remaining but a siege creep its such better because siege creep will take more damage and it means more chance to release more static charges. Something in addition to this will be informed in trick 5#.
5# Manta Style Split Push
Its almost same as the trick 4#, but instead of using Mjollnir, use Manta Style right before your double disappears (you can check its lifetime under the heros portrait.) and use an Attack Move command on the farthest ground on lane. Dont click on a specific target like a tower, and Manta illusions will move toward and clear the next creep wave. If you wish you can use Mjollnir on one of the illusions to empower your pushing.
6# Double Force Staff/Hurricane Pike
Are you in trouble? Need to get rid of enemies chasing you?
No problem, just use Force on yourself with your double, then from yourself, and you will move double the distance. Also its not a common trick but using Force Staff on enemies to force them to run towards your Spark Wraith is a thing aswell.
7# Substantional Disable Items
Arc Warden is not a hero that you would like to built like a hypercarry. You need atleast 1 of the items in the picture to be usefull on both fights or on pickoffs. Arc Warden with total right click items is useless even if your team has enough disables. My recommendation is to build 2 of the items you see in picture; Hex/Bloodthorn or Bloodthorn/Nullifier. If you want to build only one, Hex or Bloodthorn. You can build 3 of them too. But I don't recommend it. You will need other mobility items like Hurricane Pike or Silver Edge. Aswell as defensive items like Manta Style. The items you will build from those 3 can be changed from game to game, like if enemy is rough and you need a lot of time to kill, Bloodthorn/Nullifier for sure, but if enemy is fragile and 3.5 seconds (7.0 with clone) is enough to kill them, you should prefer Scythe of Vyse, maybe. The key to win with Arc is to disable enemies and get pickoffs after all. But its not your responsiblity get pickoffs and apply powerful disables like silence or mute until its a game went to late and everything is inevitable.
8# Silver Edge
If enemy heroes has powerful passive abilities eg. Mars, Bristleback, Spectre... building an early Silver Edge instead of building items like Orchid or Hurricane Pike, will be better. But don't forget you can't kill targets alone without enough disables. Send both your double and yourself to pickoff those targets.
9# Don't Stick With Your Clone
When you are with your clone, instead of selecting both yourself and clone, select them individually, and be sure that they aren't sticking to each other, it will give enemies harder time while disabling you, especially targets with area stuns like Earthshaker, Lion etc. That trick is very helpfull in early stages of game when enemies attempt to gank you.
10# Denying Yourself
You can deny yourself with your clone or manta illusions when you are sure about being dead, maybe doomed, or affected by Shadow Strike dagger of Queen of Pain.
11# Issue Orders with LShift
Right after teleporting to a lane with your double, hold LShift and use items like Mjollnir, Manta Style or spells like Spark Wraith, Magnetic Field. You can leave your double since it will apply all the commands you given in order. Be sure to attack move on the farthest enemy ground after orders end (by clicking A and pressing ground, don't select a specific target!).
12# Placing Magnetic Field on Buildings
Like in picture, place Magnetic Field on structures like that and enemy will have rough time hitting towers. Try to place it too far as much as possible. It doesn't really matters where you place it when placing on Ancient, as long as you place it on middle of it.
13# Controlling Mana and Position for Tempest Double Combos
Arc Warden needs roughly 235 mana to apply his burst damage on a single target in early game (345 with Magnetic Field later). Arc's clone is always summoned with its current health/mana, so its better to summon it before spending mana to summon a double can cast more spells. But its not like that when you are at over %50-60 mana, if you create the double but enemy runs away before you can flux him. Double is absolutely wasted (as long as you don't have a ready Hand of Midas in it). So if enemy is close enough to you, first summon clone then use spells. If your mana is enough to do it, always go for Flux > Double > Flux > 2x Spark Wraith instead of; Double > 2x Flux > 2x Spark Wraith.
14# Drum of Endurance
This item, is way too great on Arc Warden. You can infuse both your clone and yourself with only one use of Drum, not only that. As long as you keep 1 charge on main Arc Warden, your double will always have the 1 charge, since double always carries the same charge as the original self.
15# Black King Bar
It's way different on Drum of Endurance to Black King Bar. Arc and its clone have seperate duration of Black King Bar. even if you don't use Black King Bar on the main Arc, clone will always reduce its own Black King Bar's duration with each use, or the opposite. Try not to use it on main arc too often and use it anytime you can on clone, and it will increase your survivability. Still, don't be stingy; use it when you are in need!
16# Kiting Enemies with Flux
This trick works well against enemies with melee power and no lockdown abilities. When you are about to die and double is ready, summon the double, use Flux and slow the target via clone, then use it from yourself after keeping a distance between you and the enemy. Then run to a safe spot, or turn your back and put some Spark Wraiths to turn it to your advantage and get a kill.
17# Buffs
Clone wont benefit from all bufs you gained on main hero. For example, like you can see in the picture, the main Arc has duel damage bonus but clone doesn't, however, if Duel was used on clone and clone won the Duel, it will have damage bonus until it disappears. Also like you can see it in the pictures, both Arc's clone and Arc itself benefits from Moon Shard and Aghanim's Blessing.
18# Smarter Way of Using Spark Wraiths
When playing against heroes like Queen of Pain, Puck that can make its way out to Spark Wraiths, you can simply wait for them to use their escape abilities then go, or force them to use those abilities. I will tell how to do the second one:
First use Flux from your original self, if enemy starts fighting you instead of getting away, create the double and go for basic attacks, wait for their reaction and go for the second flux from double, look carefully where enemy turns before using their escape ability, and go place Spark Wraiths far away to that direction.
19# HoM on Summons
When enemy is always around with their summoned units, use Hand of Midas on their summons and go for your combos afterwards, if enemy has more than 2 summons that trick won't work at all, still you will get rid of few summons which worths it.
20# Gold > XP
Always, always use the Midas on lowest gold bounty creep, so more gold will yield from other units, Arc relies on gold and not really needing XP since his stat grows aren't a big deal, and talents aren't that usefull without enough items. In Exception to this, if enemy siege creep is on lane, its better to use Midas on it, so towers won't be hurt.
21# Urn of Shadows/Spirit Vessel
When having Urn or SV, killing enemies will always grant charges to main Arc and never the double, however, double will be summoned with current charges of Urn/SV on the main Arc. You can double heal allies or deal more damage to enemies with that, or just have infinite charges by only using it from the clone, which is unnecessary since you can get many charges from kills, do not need to be mean.
22# Skull Basher/Abyssal Blade
Skull Basher or Abyssal Blade will grant full of their stats to both Arc and its double, however, double can't benefit from the passive ability of Skull Basher/Abyssal Blade. Still you can use the active of Abyssal Blade to lockdown melee initiators for a total of 4 seconds.
Final Words
Thats all I remember for now, if guide gets enough attention, I will gladly add new ones as time flows. Stay tuned!
8 Komentar
KBeth 28 Mei 2020 @ 3:00pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2108772205 can u give a like? pls just 1 sec y like ure guide too / puedes darle like? solo 1 segundo te devuelvo el like /может тебе это понравится Я уже дал твои это только 10 секунд
kok 30 Jul 2019 @ 3:33am 
Nice one.
Mercurial 26 Jul 2019 @ 4:02pm 
Wow Im Intersted ! Thanks For Guide ^^
TwinZet 18 Jul 2019 @ 5:52am 
As an Arc Warden master, I probably learned maybe a thing or to. With one of the hardest heroes in the game to play, any tips are nice.
moral of the story  [pembuat] 18 Jul 2019 @ 3:30am 
Yes you can, but as I said, Arc itself have %10 chance to use the passive bash ability of Skull Basher/Abyssal Blade.
However, Tempest Double have %0 chance, it basically can't benefit from its passive.
You can try Basher + 5 Moon Shard in a lobby, you can clearly see even if you land 200 hits it won't bash once.
Luuuunnnnaaaa 18 Jul 2019 @ 2:14am 
Ok but like. You can bash with ranged heroes? It's 10% not 25. But you can bash.
Swizzle 17 Jul 2019 @ 3:31am 
ek number
EmergeExtempore 16 Jul 2019 @ 3:35pm 
tip number 1 don't play this hero because no one can support you and he's a bad mid if you're not 7k mmr already thank you dogshit community of dota 2 and icefrog