Farklı kulvarlardan aynı anda ittirme yapabilmek için kendi kopyasını oluşturur
Kadimlerin meydana geldiği aynı iptidai güçten kopan kopmuş bir parça olan Arc Warden Zet, Radiant ve Dire arasındaki savaşı bitirmeye yemin etti. Eriyik enerjiyle yalnız düşmanlara saldırır veya dostlarının etrafında korunaklı bir alan yaratmak için uzayı büker. Bir bölgede devriye gezmesi ve düşmanlara büyü hasarı vermesi için bir Spark Wraith çağırır ve daha sonra Zet'le her şeyi aynı olan bir kopya yaratarak düşmanlarına üstünlük kurar.
Kazanma Oranı 54.5%
Seçim Oranı 3.7%
Özellikler
440 +52.8/lvl
288 +31.2/lvl
20 +2.4/lvl
20 +3/lvl
24 +2.6/lvl
İstatistikler
Damage:
31 - 37 + 3/seviye (118 - 124 seviyede 30)
Range:
625
Armor:
0 + 0.5/seviye (14.5 seviyede 30)
Movement:
285
Roller
Carry
Escape
Nuker
Initiator
Durable
Disabler
Support
Pusher
Yüzler
Order
Kazanma Oranı: 47.3%
Seçim Oranı: 21.7%
Arc Warden and Tempest Double have their respective ability effects.
Disorder
Kazanma Oranı: 56.5%
Seçim Oranı: 78.3%
Arc Warden and Tempest Double have their ability effects swapped.
Yetenekler
Runic Infusion
Upon activating any rune, gain the Regeneration Rune buff for 4s.
Flux
Yalnız bir düşman birimine dönen ve değişken bir enerji aşılayarak zamanla hasar verir ve hedefi yavaşlatır. Hedefin yakınında başka bir düşman birimi varsa hasar uygulanmaz.
AFFECTS:unit
PASSIVE:No
DISPELLABLE:basic
DEBUFF:yes
duration:6
search radius:225
think interval:0.5
damage per second:15 / 30 / 45 / 60
move speed slow pct:14 / 21 / 28 / 35
tempest damage per second:20 / 45 / 70 / 95
tempest move speed slow pct:6 / 10 / 14 / 18
AbilityCastRange:500 / 600 / 700 / 800
+200 Flux Kullanma Menzili
+2 sn Flux Süresi
16
75
Magnetic Field
Arc Warden, kendi etrafında manyetik enerjiden oluşan dairesel bir bozulma alanı oluşturur.
AFFECTS:area
PASSIVE:No
radius:300
duration:4 / 5 / 6 / 7
attack speed bonus:30 / 60 / 90 / 120
evasion chance:100
tempest duration:4 / 5 / 6 / 7
attack range bonus:150
attack damage bonus:20 / 40 / 60 / 80
attack magic damage:20 / 40 / 60 / 80
Aghanim`s Shard Upgrade
Magnetic Field slows enemies and enemy attack projectiles while they are in it. Also provides allies inside with increased attack projectile speed. Increases the radius by undefined.
radius:75
projectile slow:75
+20 Magnetic Field Saldırı Hızı/Fazladan Hasarı
-7 sn Magnetic Field Dolum Süresi
Magnetic Field Yaratıkları ve Binaları Etkiler
20 / 19 / 18 / 17
50 / 70 / 90 / 110
Spark Wraith
Yavaşça oluşan ve hedeflenen bölgede bir düşman gelene kadar devriye gezen bir Spark Wraith çıkarır. Hedef hayaletleri bulunca büyüsel hasar verir ve birimi yavaşlatır. Kahraman olmayan birimler %%40 daha fazla hasar alır.
AFFECTS:area
PASSIVE:No
DEBUFF:yes
radius:375
duration:16
move speed slow pct:100
base activation delay:2
spark damage base:100 / 180 / 260 / 340
wraith speed base:400
ministun duration:0.4 / 0.5 / 0.6 / 0.7
tempest activation delay:1
spark damage tempest:75 / 140 / 205 / 270
wraith speed tempest:725
ministun duration tempest:0.6 / 0.8 / 1 / 1.2
think interval:0.2
wraith vision radius:300
wraith vision duration:3.34
creep damage bonus pct:40
Aghanim`s Scepter Upgrade
Causes Spark Wraiths to spawn a new Spark Wraith after impacting an enemy, which then starts its 2 second activation period. The new Spark Wraiths last 15 seconds and has a radius of 225
+%35 Spark Wraith Hasarı
4 / 4 / 4 / 4
80
Yetenekler
+200 Flux Kullanma Menzili
+200 Sağlık
+2 sn Flux Süresi
+20 Magnetic Field Saldırı Hızı/Fazladan Hasarı
+%35 Spark Wraith Hasarı
-7 sn Magnetic Field Dolum Süresi
Tempest Double Mesafe Cezası Almaz
Magnetic Field Yaratıkları ve Binaları Etkiler
Strateji
Make use of Spark Wraiths to secure creep last hits, especially the ranged creeps.
If an opponent splits away from creeps or his ally, you can Flux him and follow up with right-clicks and Spark Wraiths.
Use Spark Wraiths to scout the opponents and protect yourself while farming.
Make sure not to feed Tempest Double to opponents as it gives away a lot of gold and experience.
Use Tempest Double as frequently as possible to split push the sidelanes and damage buildings.
Avoid being part of the teamfights from the very start until you get first major item that will tank you up.
Whenever opponents teleport back on a hero or two to address your split push, look to fight the remaining opponents, smoke up or take Roshan.
Karşı Önlem Stratejisi
Arc Warden's Flux does no damage to you if you are close to another unit.
Arc Wardens Spark Wraith takes time to charge which gives you an opportunity to run away and dodge it.
Units inside Arc's Warden's Magnetic Field can be hit if you are inside of it or have evasion piercing items.
Arc Warden is a weak laner. Pressure him early on.
Arc Warden's Tempest Double gives a lot of gold and experience. Kill it if possible.
Arc Warden farms the jungle a lot. Plant deep wards and gank him. Also block off camps with sentries.
Buy gap closing items to get on top of Arc Warden.
Boots of Travel allow to defend against Arc Warden's split-pushing and to quickly rejoin the team.
Lore
Before the beginning of all, there existed a presence: a primordial mind, infinite, awesome, and set to inscrutable purpose. As the universe thundered into being, this mind was fragmented and scattered. Two among its greater fragments--who would come to be named Radiant and Dire--found themselves locked in vicious opposition, and began twisting all of creation to serve their conflict. As war and cataclysm threatened the nascent cosmos, the will of a third fragment made itself known. Naming itself Zet, this intellect sought to resolve the disharmony and return all to perfect unity. Appalled by its kin's conflicting nature, Zet gathered the sum of its power. In a sudden flash, it overwhelmed its siblings, and fused the warring aspects into a stellar sphere before hurling them into the darkness to orbit a nondescript world. Harmony was restored, though only the barest fraction of Zet's strength remained. Setting its gaze on the prison, Zet chose to use its weakened power to serve as watchful warden until time's end. For uncounted aeons, this vigil stood. Life flourished upon the world below, oblivious to the dangers imprisoned within the softly glowing moon, or of Zet's struggles to contain them. As the captives' eternal clash reverberated within, the surface of the prison shuddered, over time beginning to crack. Ultimately, Zet's depleted power proved insufficient to contain the breach, and at last the moon was shattered. The prison's ancient inhabitants had escaped to sow their conflict anew. Flung to the farthest reaches by the prison's explosion, Zet was transformed by the dissonant energies of its former captives. No longer of single form and thought, its presence had become split among many--some lesser, some greater--each connected by a fleeting arc of consciousness. Struggling to suppress its own disunity, Zet sped toward the burgeoning conflict of its siblings, bending its fractured wills toward a singular conclusion: the aspects of the primordial mind must be made to reunite, or all must be destroyed lest the conflict spread further...