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Arc Warden
Mid · 51.4% ranked win rate · 4.8% pick rate

Arc Warden

Arc Warden Dota 2 is a mid who wins by sending one 18/21/24-second clone to a lane his main body is not in. Public 7.41f ranked games: 51.41% win rate over 926,155 games, picked in 4.80% — a positive record, not a dominant one, and banned at rank 8, more draft respect than the pick rate suggests. Pro games (n=69) run the same script: Midas first at a 6.4-minute median, Maelstrom at 12.2, and since 7.41 a 1400-gold Shard that puts rune buffs on the double. Max Spark Wraith, spend the clone on a job and never let it idle, and remember the field only dodges attacks from outside its 300 radius.

Patch 7.41f · Arc Warden last changed 7.41d · page updated Oct 25, 2026
⚡ 30-second rundown

Role: mid, and only mid. Mid is 90.8% of his picks at 53.1% in dotacoach's public 7.41f sample, 59,402 games; carry is 5.6% at 45.0%, no other role reaches 2%, and 87.0% of pro games start him mid too. The 51.41% over 926,155 games headline is batru's — a different sample. Pick him when you have mid and one stun on your team; with no opener against their catch, pick another hero.

Build: Midas → Maelstrom → Mjollnir, and a Shard when the enemy cannot answer an invisible clone. In 69 pro games (direction, not a rule) Midas is the first completed item in 94.2% at a 6.4-minute median, Maelstrom 88.4% at 12.2, Mjollnir 79.7% at 19.4, Shard 49.3% at 23.7. Scepter is a 7.2% purchase; Gleipnir is not a purchase at all.

Fights: cast the double once the fight is already happening — your team engaged or theirs committed; in a pub, do not assume an ally will open for you. Creeps the clone kills give you gold but no experience, and when it dies the enemy gets 70 gold and 70 experience, plus 10 gold and 10 experience per Arc Warden level. With it down you are a creep until the 60/55/50-second cooldown finishes. Magnetic Field is 100% evasion against attacks from outside its 300 radius — anyone who walks in ignores it, and it does not protect buildings.

Is Arc Warden good in 7.41f?

Yes, as a mid — and the public data is unambiguous about the role. In 7.41f ranked games he wins 51.41% of 926,155 matches with a 4.80% pick rate (public, batru). That is a positive win rate, not a dominant one: batru puts him at tier rank 29 of 127; dotacoach puts his ban rank at 8 and his popularity rank at 82 — a hero teams respect more than they pick.

The bracket curve depends on which public source you read. OpenDota's rolling public sample (161,908 games across seven buckets) climbs from 47.88% in Herald to 52.87% in Ancient, a 4.99-point spread; batru's 7.41f sample sits flat between 50.77% and 52.23%. Different windows, different buckets, so the gap is a hint, not a law. Herald is the only bucket below even, and Immortal returns no games at all.

The pro sample is 69 games, which is not enough to set a standard. Across the whole 7.41 window he was picked 65 times and banned 541 times in 8,789 league games — 8.3 bans for every pick (pro, Explorer). Every pro number on this page is direction, not a rule. The one pro fact that agrees in direction with the public data is the lane: 87.0% mid.

Herald
47.88%
Guardian
50.15%
Crusader
51.48%
Archon
52.16%
Legend
52.65%
Ancient
52.87%
Divine
52.23%
Line = 50% win rate
Pick your bracket — I'll tell you whether this hero is worth picking there.
My bracket:

What position does Arc Warden play?

He is a mid. That is not a preference, it is the data. In dotacoach's public 7.41f sample — 59,402 games, not the 51.41% batru headline — mid is 90.8% of his picks (53,929 games) at a 53.1% win rate. Carry is 5.6% at 45.0%, support 1.5% at 44.4%, hard support 1.3% at 47.7%, offlane 0.9% at 44.2%. The four other roles together are under 10% of his games.

Pro teams agree. 87.0% of 69 pro games start mid (60 of them) at a 56.67% win rate and 714 GPM — the farm the solo lane buys him. The safe-lane games number eight, which is too few to read a win rate from, so safe lane is not a second lane — it is a fill-in.

If you queue carry, you are choosing the 5.6% version. The win rate is 45.0%: those games are consistent with fill-ins, not a second build. Pick him mid or pick another hero.

Mid
53.1%
Carry
45%
Offlane
44.2%
Support
44.4%
Hard support
47.7%
Line = 50% win rate

What changed in 7.41?

7.41 removed facets from the whole game, and Arc Warden has none. His two old facets were folded into the kit instead: Magnetic Field pulls runes as a basic ability, Runic Infusion is an innate that gives 1.5 to all attributes for every Power Rune, and the clone's rune buff moved to a 1400-gold Shard. There is no facet to choose in 7.41f. That is the biggest change if you last played him before March 2026.

The clone's death bounty was rescaled and the hero became faster. 7.41 cut strength growth to 2.2 and agility growth to 2.7, cut damage per level to 3.4, and raised base move speed from 285 to 300. It also replaced the clone's flat death bounty of 180/240/300 with 70 gold and 70 experience plus 10 gold and 10 experience per Arc Warden level.

The Shard moved from Spark Wraith to Tempest Double, and that is the one real build change. The clone now spawns with 12 seconds of the Arcane, Invisibility and Haste rune buffs. Pro purchase went from 5.6% of 90 pro games in 7.40 to 49.3% of 69 in 7.41, at a median 23.7 minutes among the 34 buyers (pro). Correlation with the patch, not proof that the item wins games.

7.41d is his last change, not 7.41f. 7.41d set Flux cast range to 625/700/775/850 and the slow to 20/25/30/35%. 7.41e and 7.41f changed nothing about him, so this patch is not a buff. The smaller changes: 7.41b swapped the 20 and 25 talents, and 7.41c added two agility and put level-1 damage at 52–58.

What's the Arc Warden skill build?

Max Spark Wraith. It is the farming spell and the one pros max first. 73.9% of pro games max it before anything else (pro, n=69), 91.3% take it at level 1, and the median pro game casts it 87 times against 19 Flux casts. Flux is the second spell you max, Magnetic Field is third; the bar below already does that. 7.41d gave Flux range and slow, and pros still finish Spark Wraith first — the only open question is the single point at level 2.

The level-2 point is a real fork, not a consensus. Flux 42.0% versus Magnetic Field 40.6% with 69 games is noise. Take Magnetic Field when you are zoned and need the attack speed to last-hit; take Flux when a roaming teammate can hold the target still and you are trading.

The modal 1–10 upgrade entries are SW-MF-SW-Flux-SW-TD-SW-Flux-Flux-Flux, and it is only 21.7% of games. The ultimate at 6 is the one fixed point (98.5% of 67 games), and both later points are taken almost as consistently (98.4% of 64, 96.4% of 55). After the fourth Spark Wraith point, fill Flux, then Magnetic Field.

Spark Wraith1
·
Magnetic Field2
·
Spark Wraith3
·
Flux4
·
Spark Wraith5
·
Tempest Double6
·
Spark Wraith7
·
Flux8
·
Flux9
·
Talent10
·
Flux11
·
Tempest Double12
·
Magnetic Field13
·
Magnetic Field14
·
Talent15
·
Magnetic Field16
·
+2
17
·
Tempest Double18
·
Talent20
·
Talent25
Talents take the skill point for their level — 10, 15, 20 and 25 — so the modal's fourth Flux point, the tenth ability entry, lands at 11; the +2 slot is a stat point. The bar follows the modal sequence; the level-2 point is the one real fork: Magnetic Field when you are zoned, Flux when a roaming teammate can hold the target.

What items does Arc Warden build in Dota 2?

Midas first when the lane holds; Maelstrom first when it does not. In pro games (n=69) Hand of MidasHand of Midas is the first completed item in 94.2% of them at a 6.4-minute median, with three out of four done by 7.9 minutes. MaelstromMaelstrom is the first real core in 88.4% at a 12.2-minute median, and MjollnirMjollnir lands at 19.4 in 79.7% of games. If you are zoned and losing the lane, buy Maelstrom first only when that gets the core sooner; if the timing is the same either way, keep Midas — a late Midas is a setback only when it delays the core.

Boots of Travel and Orchid are their own decisions, not automatic follow-ups. Boots of Travel in 50.7% of pro games at a 19.5-minute median; Orchid in 59.4% at 21.1, upgraded to Bloodthorn in 29.0% at 28.3. Every one of them pays twice on him, because the clone duplicates the item and runs its own cooldowns: two Orchid silences in one fight, two Midas uses, two sets of Travel teleports for separate lanes.

The Shard is the build change of the patch. It went from 5.6% of 90 pro games in 7.40 to 49.3% of 69 in 7.41 at a median 23.7 minutes, because 7.41 moved Aghanim's ShardAghanim's Shard off Spark Wraith and onto Tempest Double: 12 seconds of Arcane, Invisibility and Haste on the clone. If the enemy has no answer to an invisible double, it is the cheapest power spike in the build.

Items to leave alone. Aghanim's ScepterAghanim's Scepter is a 7.2% purchase at a 30.4-minute median (pro, n=69) — a single-target answer, not a core. Gleipnir was bought in 0 of 69 pro games in 7.41 and 0 of 90 in 7.40; it is an item that counters Arc Warden, not one he buys. Necronomicon left the game in 7.29, so treat any build that still lists it as out of date.

If they have two point-and-click disables that can reach you (Lion, Shadow Shaman, Bane, Legion Commander)
then buy Black King BarBlack King Bar (4050) after Maelstrom and before Mjollnir — read the threat at the draft, not after the clone has died twice
BKB was bought in 10 of 69 pro games (14.5%, median 29.9 minutes) — a late minority purchase, and the sample is too small to tell whether buying it wins games. It is the item that keeps you alive long enough to cast the double. The 19.4-minute Mjollnir median is a benchmark, not a deadline; putting BKB ahead of Mjollnir does not ruin the build.

Default build:Start TangoTangoFaerie FireFaerie FireSlippers of AgilitySlippers of AgilityIron BranchIron Branch ×2→Lane Wraith BandWraith BandMagic WandMagic WandBoots of SpeedBoots of Speed→First item — Midas when the lane holds; Maelstrom first when zoned and that gets the core sooner Hand of MidasHand of Midas→First core MaelstromMaelstrom→Defence (BKB before Mjollnir vs two instant disables) Black King BarBlack King Bar→Upgrade MjollnirMjollnir→Mobility Boots of TravelBoots of Travel→Silence Orchid MalevolenceOrchid MalevolenceBloodthornBloodthorn→Utility Aghanim's ShardAghanim's ShardDragon LanceDragon Lance→Late Scythe of VyseScythe of VyseHurricane PikeHurricane Pike

Which talents do you take?

Level 10 is a coin flip with no win-rate answer. Of the pro players who reached level 10, 59.7% took +200 health and 40.3% took +200 Flux cast range (n=67 level-10 talents); their win rates are 55.0% and 55.6%, a -0.56-point difference with an error bar near 24.3 points. Take health unless you are the team's only catch — the cast range is a lane and positioning talent: it is what lets you start Flux from behind your own wave, and later from fog.

Level 15 is 86.2% +25 Magnetic Field attack speed (50 of 58 level-15 talents). The field already gives 30/60/90/120 attack speed on a 20/19/18/17-second cooldown, and this raises the ceiling for your ranged core. The alternative, +20% Flux slow, was taken in 8 of 58 recorded talents — too few to compare.

Level 20 is decided and level 25 is not measured. −4 seconds of Magnetic Field cooldown took 97.6% of the level-20 votes (41 of 42); +30 seconds of Spark Wraith duration got one. At 25 the default is +1 Runic Infusion (1.5 to 2.5 per rune): it is 76.9% of 13 recorded talents and keeps scaling all game. Any win rate at 25 only describes games that were already won, so the data does not make this call — but the talent does not stop working.

10
+200 health
The default (59.7% of 67 level-10 talents). Take it unless you are the team's only catch — the health is what survives the burst before the clone gets a second cast off.
+200 Flux cast range
40.3% of 67 level-10 talents take it. Cast range goes to 1050 at level 4, which is what lets you start Flux from behind your own wave.
15
+25 Magnetic Field attack speed
86.2% of 58 level-15 talents. On a 20/19/18/17-second cooldown, this is the talent that turns the field into damage for your whole team.
+20% Flux slow
Raises the level-4 slow from 35% to 55%. Take it when the target has to be kept from walking away; only 8 of 58 level-15 talents did.
20
−4s Magnetic Field cooldown
97.6% of 42 level-20 talents. Four seconds off a 20/19/18/17-second cooldown is a second field in most fights.
+30s Spark Wraith duration
One pro vote. Takes a 16-second ghost to 46 seconds; take it only when the enemy has to walk through the same choke repeatedly.
25
+240 Spark Wraith damage
310 base plus 240 at level 4. Take it when the ghost is your only reliable way to hit a backliner.
+1 Runic Infusion (1.5 to 2.5 per rune)
The pro pick (76.9% of 13 recorded talents). Permanent stats, retroactive on runes already eaten, and it scales with game length.

How do you counter Arc Warden in Dota 2?

Counter him with multi-unit push, and with anything that can walk into the field. His five worst public ranked matchups in 7.41f are Meepo (41.43%, 13,960 games), Broodmother (42.96%, 19,809), Phantom Lancer (45.64%), Wraith King (45.87%) and Lycan (46.71%). All five put bodies on the map faster than he can clear them, and Flux stops its damage and slow when the target has any friendly unit within 225 — neutral creeps included.

The counter is to step inside the field. Magnetic Field's 100% evasion only works against attacks from outside its 300 radius; a hero standing inside attacks normally, and Monkey King Bar or Bloodthorn ignore the evasion anyway. The field also does not affect buildings, so it cannot save a tower.

Kill the clone when it is out of position. It lives 18/21/24 seconds, and when it dies the enemy gets 70 gold and 70 experience, plus 10 gold and 10 experience per Arc Warden level. Black King Bar and other debuff immunity stop Flux and Spark Wraith, since neither pierces it. And a 4200-gold Aghanim's Scepter is what turns Flux into a silence on a lone target — the window to punish is before that item arrives.

The pro matchup sample cannot arbitrate. The 7.41 window recorded 28 opponents over 69 games with a maximum of 10 games against any one hero, so there is no usable pro matchup number. Every matchup number in this section comes from public ranked games, which have the sample the pro games lack.

Lowest win rates vs these opponents

MeepoMeepo41.43% · n=13,960
BroodmotherBroodmother42.96% · n=19,809
Phantom LancerPhantom Lancer45.64% · n=65,259
Wraith KingWraith King45.87% · n=54,375
LycanLycan46.71% · n=8,639
RikiRiki46.9% · n=25,262
Legion CommanderLegion Commander47.07% · n=68,453
BloodseekerBloodseeker47.53% · n=21,544

Highest win rates vs these opponents

Shadow FiendShadow Fiend57.99% · n=68,086
DoomDoom57.84% · n=22,874
Nature's ProphetNature's Prophet57.54% · n=42,163
Templar AssassinTemplar Assassin56.69% · n=27,470
HuskarHuskar56.33% · n=24,326
TinkerTinker55.92% · n=31,816
Storm SpiritStorm Spirit55.87% · n=26,517
Shadow DemonShadow Demon55.82% · n=10,719

7.41f ranked games (public, batru). Each number is Arc Warden's win rate with that hero on the opposing team; the game count is on each row. The number still includes that hero's own strength, so use it as a draft hint, not a duel verdict.

How do you lane as Arc Warden?

Level 1 Spark Wraith is the lane, not the fallback. 91.3% of pro games take it first (pro, n=69). It has 2000 cast range, a 375 search radius and 100/170/240/310 damage on a 4-second cooldown for 80 mana. Put it where the ranged creep will walk and it last-hits and harasses in the same cast.

Every Power Rune is permanent stats. Magnetic Field now pulls runes within 800/1200/1600/2000 and activates them, and Runic Infusion gives 1.5 to all attributes per Power Rune, or 2.5 with the level-25 talent. Only the seven Power Runes count for Runic Infusion — Bounty and Water Runes do not. Field-pull the rune when you are zoned off it or it is contested; spend the clone only if the rune is the fight.

Flux needs the target alone. The target's friendly units, neutral creeps or invulnerable units within 225 switch the damage and slow off while leaving the debuff on. Trade with Flux only when their support has stepped away or the wave has moved; against a grouped lane, Spark Wraith is the better spell.

Zoned and losing the lane: Magnetic Field at 2. Trading with a roaming teammate who can hold the target: Flux at 2. That is the 42.0% versus 40.6% pro split — a real fork, so take the point your lane needs. The field gives you attack speed for last-hitting and 100% evasion against attacks from outside it; Flux gives that roaming teammate a slow to hit.

How do you teamfight as Arc Warden?

The clone is a 24-second window, not a second hero — so spend it. Tempest Double lasts 18/21/24 seconds on a 60/55/50-second cooldown and brings its own item and ability cooldowns. Send it where your hero cannot go: the lane pushing into you, their jungle, a rune contest, Roshan, or a fight that is already happening — your team engaged or theirs committed. It can shove a lane or farm the unsafe half; what it must not do is idle.

It gains no experience from creeps, and it pays the enemy when it dies. Creeps the clone kills give gold to you and no experience; when the clone dies the enemy gets 70 gold and 70 experience, plus 10 gold and 10 experience per Arc Warden level. A double that dies to a hero without taking anything has funded the enemy's next item.

The field is for your team, not for a tower. Magnetic Field gives 30/60/90/120 attack speed and 100% evasion against attacks from outside its 300 radius. Anyone who steps inside ignores the evasion, and the field does not affect buildings, so place it on your ranged core rather than on the wave you are pushing. When they group and walk at your T3 you cannot hold it five-on-five — field your carry, send the clone at their T2, and make them choose.

Spam Spark Wraith for vision; cast Flux to isolate. The median pro game casts Spark Wraith 87 times and Flux 19. The ghost gives 300 radius of vision, cannot be disjointed and slows whatever it hits. Flux is the follow-up — cast it on whoever is furthest from their team.

What does the tooltip not tell you?

Magnetic Field
The field's evasion has a direction.
Only attacks from outside the 300 radius miss. A melee hero who walks inside hits you at full accuracy, and true strike from Monkey King Bar or Bloodthorn ignores the field entirely. It also does not affect buildings, hidden units or wards.
Flux
Flux switches itself off when the target has company.
A friendly unit of the target, a neutral creep or an invulnerable unit within 225 stops the damage and the slow; the debuff stays. The check runs twice a second, so a creep only pauses Flux — the damage returns as soon as it leaves. Silence is not part of the spell — that needs Aghanim's Scepter.
Spark Wraith
Everyone can see your Spark Wraith.
It is not an invisible ward: both teams see the ghost. It gives 300 radius of vision, searches 375, and cannot be disjointed. Damage is locked at the moment you cast it, so levelling the spell or taking +240 at 25 does not upgrade ghosts already on the map.
Tempest Double
The clone does not level you.
Creeps the double kills give gold and no experience, because it is not a valid experience source. It also does not copy Divine Rapier, Gem of True Sight or Aegis of the Immortal, cannot use Refresher Orb, and cannot use most consumables — Town Portal Scroll is the exception.
Runic Infusion only counts Power Runes.
1.5 to all attributes per Power Rune, permanent on Arc Warden — runes the clone takes also count, and a newly summoned clone inherits the stats. The level-25 talent raises it to 2.5. Bounty and Water Runes do not count. The Shard's 12 seconds of rune buffs do not trigger it either.
Aghanim's Shard
The Shard is a clone buff now, not a Spark Wraith buff.
12 seconds of Arcane, Invisibility and Haste on the double when it spawns. That is what moved the pro purchase rate from 5.6% of 90 in 7.40 to 49.3% of 69 in 7.41. It does not add Runic Infusion stacks.
Hand of Midas
Two Midas, one wallet.
The clone has its own Hand of Midas cooldown, and the gold it makes goes to the main hero. That is why Midas comes first in 94.2% of pro games at a 6.4-minute median: it is the earliest item that pays twice, not the only one.

Which mistakes should you avoid?

✕
Parking the double beside your own hero. It lasts 18/21/24 seconds, the creeps it kills give you gold but no experience, and when it dies the enemy gets 70 gold and 70 experience, plus 10 gold and 10 experience per Arc Warden level. Running it down the lane you cannot show in, alone, is the play; parking it next to you is the mistake. Send it somewhere with a purpose, and if there is no purpose, do not cast it.
✕
Maxing Flux before Spark Wraith. 73.9% of pro games max Spark Wraith first and 91.3% take it at level 1. Flux is the second spell you max — after Spark Wraith, before Magnetic Field — even after 7.41d gave it cast range and slow.
✕
Buying Gleipnir. None of 69 pro games in 7.41 bought it, and none of 90 in 7.40. It is a catch item: good against him, not on him.
✕
Treating Aghanim's Scepter as core. 7.2% of pro games buy it, at a 30.4-minute median. Buy it when a lone-target silence decides the fight; otherwise buy the 5500-gold Mjollnir for damage.
✕
Standing in your own Magnetic Field against melee. Enemies inside the 300 radius ignore the 100% evasion. Against a hero who has already jumped you, the field gives attack speed and nothing else.
✕
Expecting a five-on-five. The clone is the bait: play the hero from fog and let them spend spells on the double. If they can see your hero, the clone bounty — 70 gold and 70 experience, plus 10 gold and 10 experience per Arc Warden level — no longer matters: you just lost the body that cannot be replaced. If it arrives after the first death, the fight is already decided.

Any off-meta ideas?

Support Arc Warden shows a losing record, not a proven losing role. Support is 1.5% of picks at 44.4% and hard support 1.3% at 47.7% (public, dotacoach) — 2.8% of games in total — though the data cannot separate the role from the drafts it gets picked into. The 7.38 facet that made the role cheap — Runed Replica, which put rune buffs on the clone for free — was deleted in 7.41; the same buff is now a 1400-gold Shard. If you want the clone to arrive invisible while the main hero stays out of sight, you are paying 1400 gold for it.

Carry is a fill-in, not a second plan. 5.6% of picks at 45.0%. Carry Arc Warden wants the same items but does not get the solo lane that makes the Midas timing work. Queue mid.

Manta plus Bloodthorn is the one off-meta route with a mechanic behind it. Pros bought Manta Style in 15.9% of games at 26.7 minutes and Bloodthorn in 29.0% at 28.3. The clone already has its own Orchid and Bloodthorn cooldowns, so one hero can silence twice in a fight; Manta adds a dispel and two more bodies to hit with. No purchase data supports it as a win-rate play; the case rests on the clone's independent cooldowns.

Do not queue him as a 4. If you are forced into it, the pick only works when the draft already has two farming cores and a stun. Max Spark Wraith for the 2000-range scouting and harass, buy the Shard for the clone's rune buffs, and use the double as a second body in fights your team has already started.
The cost: Support is 1.5% of his picks at 44.4%, and the facet that made the role cheap is now a 1400-gold item. The data cannot tell whether the low win rate is the hero or the drafts he gets picked into.
How to check it yourself: Check your lane first: if nobody can hold a target still for you, the pick has no plan.
Skip Midas and take Maelstrom first when you are losing the lane and need the core before the game gets away. Midas at a 6.4-minute pro median is a snowball item; bought late while you are losing, it pushes the 2950 Maelstrom back with it.
The cost: 94.2% of pro games buy Midas — only 4 of 69 pro games skipped it, far too few to evaluate the branch. This is a decision, not a data-backed build.
How to check it yourself: Look at your own timing: if buying Maelstrom first does not get the core any sooner, Midas is still the better gold item.
Buy Blink Dagger when your team has damage but no way in. Blink is in 24.6% of pro games at a 21.9-minute median, and the clone gets its own Blink cooldown, so the clone is what blinks; the hero casts from behind the fight and stays in fog. Blink on the main hero only when you are the last initiation your team has.
The cost: It gives no farm and no damage, and it moves the Maelstrom timing. If your team cannot follow a jump, the gold is wasted.
How to check it yourself: Count your team's openers: with two already, Maelstrom first is better; with none, Blink is what turns a pick into a fight.
Go queue a game

Four things to take into the game: max Spark Wraith first, Flux second, Field last. Treat 6.4 minutes for Midas and 12.2 for Maelstrom as pro medians, not deadlines. The clone is the body you are allowed to lose: send it to the half of the map your hero cannot stand in — the lane pushing into you, their jungle — and never park it beside your hero. Put Magnetic Field on your team, not on a tower: it does not affect buildings, and the evasion only covers attacks from outside. The rest is timing — DOTA Timer alerts you for Bounty Rune, Wisdom Rune, Lotus, Tormentor and Roshan, with voice reminders. All you do is play.

Open DOTA timer →

Updated Oct 25, 2026 · Patch 7.41f · Arc Warden last changed 7.41d