Item Build


Starting Items
Laning Phase

Sustain
Boots of Choice

Core Items
Be Creative



Ability Build


Flux

1
3
5
7

Magnetic Field

11
13
14
16

Spark Wraith

2
4
8
9

Tempest Double

6
12
18

Talent Tree

15
20
25

+{s:bonus_AbilityCastRange} Flux Cast Range

+{s:value} Health

+{s:bonus_duration}s Flux Duration

+{s:bonus_attack_speed_bonus} Magnetic Field Attack Speed/Bonus Magic Damage

+{s:bonus_spark_damage_base}% Spark Wraith Damage

-{s:bonus_AbilityCooldown}s Magnetic Field Cooldown

No Damage Penalty Distance For Tempest Double

+{s:bonus_duration}s Tempest Double Duration


Author's Ability Notes


Flux is an amazing ability if your opponent refuses to play around it or if you catch someone solo. It creates a powerful DoT that also slows an enemy for 50% movement speed. When the enemy stands close to one of his allies (including creeps), the debuff stops working but the duration still goes on. The enemy takes damage again as soon as he moves away. Stacks with itself, so you can use your Double to cast it twice on the same target. Useful to set up Spark Wraith.
Your only option in defense besides items you pick up. Creates a field with 100% attack damage evasion but works only against enemies who doe not stand in the field with you. Works for you and allied heroes, works even for towers but not for creeps. Gives also a nice attack speed boost, so you can use it offensively as well. If you place it correctly you can protect a tower from pushing enemies that don't want to dive too hard and risk dying.
Spark Wraith is a powerful nuke with a big cast delay. You can use it like a mine, denying an are from enemies or you can use it to keep watch for you because it grants vision in its area. The mini slow helps you to catch up with enemies or make it easier to hit another Wraith.
This ability is what divides the Arc Warden Chad from other hero virgins. Your Tempest double shares all your abilites and items but has its own cooldowns, which means you can double down on eanything you have. You can use it as safety net in situations that are too risky for yourself. Don't feed it thoughj, it gives up to 300 gold. Since its duration and cooldown are very close together, use it as often as possible to apply pressure, even when you are farming.
+{s:bonus_AbilityCastRange} Flux Cast Range : My favourite, initate with Flux, crippling enemies so they cannot escape while you come closer for the finishing blow. Works also great to cripple a back line in team fights, a region where people mostly stand isolated.
+{s:bonus_attack_speed_bonus} Magnetic Field Attack Speed/Bonus Magic Damage : The ability has already a low cooldown and if you have super fast hands you can use Wraith many times in a single team fight. Do not underestimate this, especially since you can use it also to deny areas or detect enemies.
+{s:bonus_spark_damage_base}% Spark Wraith Damage : 300 extra damage are quite a hefty chunk, you suddenly have double the damge on Spark Wraith. The damage is comparable to Dagon, making it super strong but with a much shorter cooldown.

Author's Item Notes


Starting Items

Tangos are nice. They give you a much needed regen during the laning stage and you can eat an ironbranch to get an even better result. Ask either your support to share some or buy them yourself, your choice. Buy some more in the lane when needed.

Laning Phase

For an agility hero Arc warden really troubles with right click damage, especially in the early game. It's really pathetic, getting Wraith Band removes at least some of those flaws. While it will not make Arc Warden super powerful in lane, it should help you secure more CS to get to your Midas. If you have a hard time to stay alive, replace one or two with Bracers, its better to stay alive than having more damage early on.

Sustain

Remember the time when the Double would also have a Healing Salve and you could sustain yourself forever with just buying one? Good times. Healing Salve is the standard choice of regen when you need HP very fast for an example when you are in a more defensive position and have to hold your lane.
Everyone loves Mangos now. Having many of those can give you a lot of passive HP regen and using them actively gives you mana for another spell cast.
Useful to get mana if your lane is more passively and you don't have to worry that your opponent nukes you with a spell all the time. Don't waste the gold if you know you cannot make the most out of it and just get a mango.
Arc Warden is generally played in the middle,he also has no escape mechanisms and his only defensive ability is unreliable at best and does not work against spells. Because of this Infused Raindrops are in my book a MUST. If you can survive multiple nuke shots to the head when you are ganked, you can make it out alive. The passive mana regen is also nice on Arc because he uses his abilites quite often.

Boots of Choice

Honestly, I don't even know why you would get any other boots on Arc Warden. His main strength is that he can savely push out waves with his Double and he can make use of this only if you can teleport directly onto the lane. At some point or another you always want to replace your boots with this, no matter what you have chosen before.
This is in my opinion the only other acceptable chocie of boots. Arc Warden has super low cooldowns on his abilites but he is an agility hero and has quite the low mana pool. With your double you can replenish mana twice for both of you and your team migth thank you to. Don't upgrade them to Greaves because the HP heal cannot be used twice on the same target until the cooldown has finished.

Core Items

This is a very important core item on Arc Warden and should be your first purchase after your laning items. Arc Warden can create double the amount of gold thanks to his ultimate and because of this he has a reliable source of gold even if he feeds a lot in the early game (you still shouldn't though). The gold and exp of the double are also granted back to you, so use it as often as possible.
As Core hero you want to stay active in fights and BKB does this for you. It blocks most spells and protects you fom almost any disable. Your double gets his own BKB with his own duration and cooldown which means you can safely use the BKb on it without having to fear that yours looses duration ticks.

Be Creative

Arc Warden lacks an escape mechanic and you want to migate that. The invisibility is your "get out of jail" card and can be also used to gank a person. The extra attack damage and speed are a nice bonus on him because.
Arc Warden does not like it when people get too close to him, especially when he is in Magnetic Field. You can push them away from you but keep in mind that this will also push you out of the field. Otherwise than that, you can use this a second time with your double, making it really hard for enemies to getting close to you. An extra bonus is that you can use it like a normal force staff to get out of tough situations and your double can push you out even further.
Tear down those nasty towers and melt enemy heroes away. Desolator boosts your main damage by a big amount and makes it super easy for your double to take on heroes and towers by himself.
In my book the best combination of the three swords for Arc Warden. Arc Warden is mainly two things a super string caster and a fast auto-attacker. Yasha &Kaya combines the best of two worlds, it imrpoves the damage of your nukes but also improve your attack damage capabilities.
Makes it super easy to push out creep waves, something you want on Arc Warden. The active can be used one after another on a target of your choice or on two targets at the same time.
This item is as versatile as Arc Warden himself. You can use it to reduce the armor and attack speed of an enemy, you can use it to boost yourself or your double and you can boost any ally you want. The debuff and the buff do not stack, so don't use it twice on the same target. Funny thing, the self-debuff duration is tied to your cooldown which means with cooldown reduction your opponent has his armor longer reduced than you do.
An alternative or complement to BKB. If you have to fear Doom, Dismember, Viper Strike or any similiar ability that can pierce BKB, pick this up. You can block a second spell if you use your Tempest Double to transfer it to yourself.
Did you know that the active ability of Lotus Orb purges Debuffs on the target? Got silenced? Lotus?. Slow? Lotus. Does not work on stuns and hex though. But if you get silenced, you or your double an use it while reflecting following spells. If you have cooldown reduction, you can even have it active forever together with your double (if you remmeber to use it every 6 seconds).
For a more attack damage oriented Arc Warden who cannot be troubled with stuff like Micromanagement. This baby improves your damage so much and don't forget that your Double gets independent crit procs from yourself. Buy some attack damage items to complement this choice.
An additional source of evasion for your hero and a good source for attack damage. Makes it super easy for Arc Warden to simply auto-attack foes down until they die.
A very cost expensive tiems but very worthwhile on Warden. You can silence a single enemy for the duration of 10 seconds, silence two enemies or silence an enemy that purged your first silence with Manta Style (looking at you, Anti Mage). Because of Midas it is not that hard to get this item early but it might set you back for a longer time than intended. If you are aming for the long game, go for it.
You can have 4 illusions at the same time, that's a lot of additional damage. If you go for a stat focused Arc Warden, this item is a good choice to pick up because the illusions get the stats as well. They do NOT benefit from bonus attack damage, so if you want to make the most of them, buy items that give you agility and strength. If you keep this in mind you can push lanes super fast with them without risking you or your double.
Why should you allow your enemies to use abilities? Why would you allow them anything? If you went for a disabler build as ARc Warden, this item is a nice addition. The extra attack damage is huge on him and enemies that cannot use items like BKB or Shadow Blade are easier to kill. Combien this with Bloodthorn to cripple them even more.
The 100 extra damage proc is nice because it works individually on you and your double which means you always make sure you get a lot of extra hits with it.
Since you deal already so much magic damage, why not go for double Dagon? 1600 extra damage every 35 seconds sure sounds nice enough and you still can spam your other abilities if this does not kill anyone on the spot.
Right clicking your way to victory I see? MPick this up. Boosts your stats and the debuff is super useful against enemy heroes. More potent against ranged heroes, so make the right choice here.
Normally you wouldn't want to get so close to enemies but damn, this is a 4 second stun that pierces BKB! Arc Warden can deal a ton of damage in 4 seconds thanks to his double.
Did I mention that ARc Warden is a nuker? Might as well pick up an item that boosts your magic damage even more. 40 extra agility are very helpful on Warden because he does not have so much himself and you can tear down enemies super fast with so much magic damage. Don't forget that you can use it twice. Add Double Dagon for extra salt.
Keep those enemies down, if they cannot act, they are food for your team. You can hex a single enemy for 7 seconds and when they are finally free to act again, the item is almost ready again.
The spell lifesteal is nice but what makes this item super fun is that additional cooldown reduction that stacks with your talent. Keep your Double around more often and don't forget that it reduces the cooldown of items as well, increasing all the fun you have with them. This is obviously a choice if you have bought another item first with an active ability.
You can use this during the down time of magnetic field or if someone gets close enough to step into it. The duration works longer on ranged enemies.
Burning 50 mana is for nerds, try burning 100 mana! You can combine this with Manta Style to burn even more mana in a short amount of time, making casting abilities impossible. Wraith King players hate this trick. Yopu can also use the active to cripple an opponent so you can hit him very easy with Spark Wraith.
Sounds strange but this is a 200 AoE damage nuke with a 30 seconds cooldown. Double the damage and suddenly you have a very potent team fight ability. The debuff does obviously not stack but you might want to go for the damage alone or to extend the duration.
Want to have your own army of minions? Use Necronmicon! You can have up to 4 demonic minions that serve you and push towers for you. The best thing is, if you get this early, it is very risky for the enemy team to kill your creeps because they risk to die from the return fire.
Weird item, even on Arc Warden. I think this item would be better if you could control what rune you could get. You can pick this up if you are already six slotted and have too much money but other than that I don't see much potential from it because of the RNG issue.