Arc Warden Guide: Mastering Tempest Double Micro, Split-Pushing, and Itemization

Feb 16, 2026 | 0 comments

Role and Concept

Arc Warden can pressure two parts of the map at the same time. He does this with Tempest Double, which creates a copy that can use the same items and cast versions of his spells. If enemies ignore the Double, buildings take heavy damage. If they chase it, the real hero keeps farming or takes a better fight elsewhere. This playstyle rewards planning, good positioning, and careful control of two units. Arc Warden is a late-game carry who excels at split-pushing, zoning enemies with traps, and helping in teamfights from a safe distance.

Core Abilities and How to Use Them

Flux: This is single-target magical damage and a slow that works best on isolated targets. It deals 15/30/45/60 damage per second over 6 seconds and slows by 14–35%. Cast it when the enemy has no allies or creeps nearby. You can stack multiple Flux casts on the same target if you and your Double both use it. With Aghanim’s Scepter, Flux gets +30 damage, lasts 8 seconds, and also silences. Cast Flux first in your combo so fleeing targets walk into your traps.

Spark Wraith: This is a delayed homing trap that provides vision and punishes movement. It is costly on mana, so place it with purpose. Good spots include near teleport locations, rune areas, lane entrances, and common ward paths. It triggers on invisible and Smoked units. Two to four Wraiths stacked near a choke point can force an enemy into a bad path, and Flux makes it hard for them to escape.

Magnetic Field: This creates a circular zone that gives allied heroes and buildings inside it high attack speed and strong evasion against attacks coming from outside the field. Use it to protect yourself, your teammates, or towers during sieges or dives. If the enemy team relies on right-click damage, leveling this earlier can keep your team alive and allow safer pushes under towers.

Tempest Double: The ultimate creates a controllable clone that can use your items and cast your abilities. Only one Double can be active at a time. It disappears after a short duration, and you can refresh it with Refresher Orb. In fights, move the Double forward to cast first, while keeping your real hero in the back. Avoid sending both the real hero and the Double to the frontline unless you are certain it is safe.

Standard Combo

A reliable sequence is: cast Flux with your main hero, summon Tempest Double, cast Flux again with the Double, place Spark Wraiths with both units to block escape paths, and drop Magnetic Field from the Double to finish the kill or protect your units. This order saves mana on your main hero and keeps the Double in the risky position instead.

Skill Build Priorities

Max Spark Wraith first if you want strong zoning, scouting, and control of vision during the lane and early skirmishes. After that, level Flux for kill pressure and lane harass. Take points in Magnetic Field when you need extra protection for yourself, your carry, or your tower. Against summons and heavy physical damage, prioritize Magnetic Field earlier over extra Flux levels.

Laning Phase

Start with simple stat items and sustain such as Wraith Band components, a couple of Iron Branches, Faerie Fire, and Tangos. Your attack range is strong, so harass with right-clicks and secure denies when you have control of the wave. Blocking your creeps can pull the enemy ranged creep into awkward spots near the river, which sets up Flux into Spark Wraith kills. After level 6, place Spark Wraiths on the enemy high ground or behind the creep wave to punish opponents who step up. If a gank comes, use Flux to slow the chaser and teleport out when safe. Manipulate creep aggro to isolate targets before casting Flux.

Midgame Plan

Hand of Midas is a common rush because both your hero and the Double can use it, which greatly increases income and experience. After that, build Maelstrom for farming speed and wave clear. Upgrade to Mjollnir when facing many summons or high-health targets that need repeated magic procs. Boots of Travel add global pressure: teleport to a safe creep wave on the edge of the map, push quickly, and send the Double to another lane. After fights, push two lanes at once to force the enemy to choose. Keep distance between your main hero and the Double to avoid getting caught together. Use Magnetic Field on allies and towers during defenses and sieges.

Late Game and Itemization

Arc Warden peaks hard after about 30 minutes when he has several items and level advantages. Keep lanes pressured at all times. Fight with the Double while the real hero stays safe and farms or sets traps. Use Magnetic Field in every engagement for attack speed and protection. If you have extra gold, consider buying a Moon Shard for a core teammate or consuming one yourself. Secure Aegis when possible, as the extra life lets you pressure high ground or take riskier map moves.

Common items include: Hand of Midas for economy; Boots of Travel for map control; Maelstrom into Mjollnir for farming and teamfight damage; Bloodthorn or Scythe of Vyse against mobile heroes or targets that need to be locked down; Black King Bar when you face heavy magic or chain stuns; and Refresher Orb to summon a second Double during a push or to chain key spells and item actives twice. Build defensive mobility like Force Staff or a Shadow Blade variant if you need safer positioning or backline access.

Micro and Positioning

Arc Warden is immobile and depends on correct spacing. Keep the real hero out of reach while the Double takes risks. Cast from maximum range. Send the Double to place Spark Wraiths in vision points and to start fights. When sieging, keep the Double inside Magnetic Field on high ground while the main hero stands far back. Use the Double to check dangerous areas, bait spells, and force TPs. Good mana management is important because Spark Wraiths and repeated Flux casts are costly. Always think about where each unit should be in five seconds, not just where they are now.

Counters, Risks, and Practical Notes

Heroes that can jump long distances or find the backline punish Arc Warden if he mispositions. Swap lanes if you face oppressive pushers like Broodmother or strong zoo lineups. When you expect ganks, place Spark Wraiths on common paths and near your farming spots to break Smoke and reveal movers. Against Blink initiators, keep Wraiths around choke points to force them to commit into slows and vision. Track enemy buybacks and Boots of Travel cooldowns so you know when split-push is safe. If you need to hit supports or backliners, use items like Force Staff or a stealth tool on the Double to reach them while your main hero remains safe.

Map Pressure and Objectives

The hero’s strength is constant, safe pressure. Use the Double to hit towers, take farm in risky areas, or defend a lane while you push another. If opponents commit multiple heroes to catch the Double, mirror their move on the opposite side with your real hero. If they ignore the Double, take the free damage on buildings. Over time, this forces errors and opens up Roshan, tier 2 towers, and then high ground. With clean execution and strict positioning, Arc Warden turns small space into large map wins.

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