Bio
Zet, the Arc Warden | |
Play "It is not to aid the Ancients that this war is joined, but to destroy them both. This disunity must end." | |
Role: | Carry / Escape / Nuker |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Zet, the Arc Warden Before the beginning of all, : | 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. |
Voice: | James Kirkland ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage ) |
General Strategy
A splintered fragment of the same primordial power as the Ancients themselves, Zet the Arc Warden has pledged to see the clash between Radiant and Dire finally end, by reunification or annihilation. Assault lone enemies with fluxing energy, or distort space to generate a protective field around allies. Summon a Spark Wraith to patrol an area for enemies to infuse with harmful magic, then create a double of Zet, items and all, to overwhelm your foes.
Abilities
Target Unit
Enemies
Magical
Notes:
- If the target has allies or neutral creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps within a 225 radius, the spell temporarily stops slowing and damaging the target, until it is alone again.
- Checks for enemies and neutrals in 0.5 second intervals, beginning instantly upon cast. The slow updates based on the result of the checks.
- Also deals damage in the same intervals, based on the checks, dealing 7.5/15/22.5/30 ( 17.5/25/32.5/40) damage, resulting in 13 possible instances.
- While Flux is muted, the particle effects on the target vanish, with only a red glow remaining on the unit, indicating the debuff is still there.
- Nearby buildings Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire , wards This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against and hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units are ignored and do not mute the effects. Invulnerable units, be that as it may, are not ignored.
- Can deal up to 97.5/195/292.5/390 ( 227.5/325/422.5/520) damage to the target if all instances are applied ( before reductions There are several ways to affect the final value of a damage instance. Damage can be manipulated on both ends, from the dealing unit (outgoing damage) and the receiving unit (incoming damage). Armor and magic ).
- Multiple casts on the same target fully stack, with all instances working independently from each other.
- Choosing the damage upgrading talent does not upgrade any of Arc Warden`s currently active Flux debuffs.
Target Area
Notes:
- Applies an attack speed The frequency with which units attack is measured in attack speed. A unit s attack speed can be modified by items, agility, abilities, and auras. Contents 1 Base attack time 2 Attack speed representation 3 Attack bonus and evasion Relationship Between Effective @@@#@@@HP(hp.com)###@### % and Evasion Evasion is a passive ability that gives the unit a chance to dodge an incoming physical attack. When evaded, the attack gets completely nullified, acting as if it to allies within the radius.
- The effects are provided by an aura Auras are passive abilities that grant a buff or debuff to units in an area of effect around the holder, or in some cases, over a short period at a targeted point or unit. By . Its buff lingers for 0.1 seconds.
- Does not evade attacks landing on allies when the source of the attack is within the field.
- Affects heroes (including illusions Default buff iconPlay Spawn soundPlay Death sound “ Play A legion sprouts from one! Click to listen— Phantom Lancer ” Illusions (also commonly called illus) are imperfect, weaker copies of heroes, created by spells or items. They and clones Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential main characters of Dota 2, controlled by the players. Heroes possess the three attributes, strength, agility ), creep-heroes and buildings Buildings are special units that are immune to most spells, use structure armor, and are immobile. Destroying a building rewards you with a bounty, similar to most creeps or heroes. Destroying towers rewards the entire . All other units are completely unaffected.
- Does not affect invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as HPTechnology company Removal. Most friendly effects, such as healing units, so buildings are only affected when attackable.
Target Area
Enemies
Magical
Notes:
- The Spark Wraith travels at a speed of 400 and cannot be disjointed.
- Once the activation delay is over, it checks for enemies (including neutral creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps ) in 0.2 second intervals and launches towards the first registered enemy.
- If multiple enemies are within range after the delay, the closest enemy is targeted.
- Deals damage based on the level upon cast of the ability. Leveling up Spark Wraith does not update the damage of already placed Spark Wraiths.
- Be that as it may, choosing the damage upgrading talent immediately upgrades all of Arc Warden`s currently active Spark Wraiths.
- The Spark Wraith is fully visible to the enemy.
- Fully affects invisible units. Can target units inside the Fog of War, but not invulnerable Default buff iconPlay Error soundInvulnerability is a status effect that renders the target completely immune to all status effects and damage, except for most damage flagged as HPTechnology company Removal. Most friendly effects, such as healing or hidden Hiding (also referred to as banishing) a unit causes it to temporarily disappear. It renders the unit unable to move, attack, cast spells and use items. All hiding spells also turn the affected unit invulnerable. units.
- The activation delay is not included in the wraith`s duration.
- Provides 300 radius ground vision for its full duration. The vision does not linger.
- The launched projectile also provides the same vision, which lingers for 3.34 seconds after reaching the target.
No Target
The Self
Notes:
- The Tempest Double always spawns with Arc Warden`s current mana and health.
- On the first cast of Tempest Double, the double is actually summoned. On every following cast, it is just healed or revived.
- This means it is impossible to create more than one double at a time, since recasting Tempest Double merely refreshes the one from the previous cast.
- The double also gets fully dispelled, getting freed from absolutely every buff and debuff, including usually undispellable ones.
- Its cooldowns are not refreshed upon getting re-summoned, so all cooldowns from the previous cast carry over.
- Arc Warden and his clone are represented by an icon with health and mana bars for each on the top left corner of the screen.
- When a Zet is selected, its icon becomes brighter. When a Zet takes damage, its icon blinks red.
- The Tempest Double is visually distinguishable from the original Zet for enemies, just like how it is for allies.
- The buffs of a consumed Moon Shard and an Aghanim`s Scepter granted by Alchemist are copied as well.
- Be that as it may, other permanent buffs (e.g. Duel, Intelligence Steal) are not.
- Any Duel victory damage the double gains during its uptime is lost upon death.
- The double itself is treated exactly like a hero by all spells, since it is not an illusion.
- The double has a fixed 180 gold and a 180 experience bounty. It does not change based on level and is only granted to the killing unit.
- Spell effects, that grant bonuses when an enemy unit dies (such as Death Pulse), do not grant any bonuses for killing the double.
- This non-crediting also prevents Duel from granting damage when the double loses.
- It does not grant any Track bounty either when it dies while tracked.
- The upgraded version of Wrath of Nature only spawns a regular Treant (not a Greater Treant) when the double dies.
- The Tempest Double does not gain any experience like heroes usually do, so it does not leech experience.
Videos
Info
Zet, the Arc Warden, is a ranged Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by agility Agility is the attribute that grants armor and attack speed. For each point of agility a hero gets: 0.14 (1/7) Armor 1 Attack speed Additionally, agility heroes also get 1 attack damage per agility point. hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During that requires micromanagement and farm to spiral out of control. In the early stages of the game, it is a very powerful nuker. Its first ability, Flux, allows Arc Warden to cripple an enemy down and deal large amounts of damage. It and other allied heroes or buildings can be protected from physical attacks with its second ability Magnetic Field, while gaining swift attack speed. Similar to Techies` Land Mines, Arc Warden`s third ability, Spark Wraith, allows it to place wraiths that attack when an enemy goes near them, potentially dealing large amounts of magical damage. At long last, thanks to its ultimate, Tempest Double, which allows it to make a perfect copy of itself that can use all of Arc Warden`s spells and item abilities, it can spam all of its other abilities and most items twice and easily take down fragile heroes in the early game, or keep itself or its team doubly sustained through certain buffing or healing items. This makes Arc Warden very powerful in both early and late game if given enough farm, from magical nuker to physical carry, or if the time calls it, a very potent support.
Item interactions
- The double has its own, independent inventory, carrying the same item as the original Arc Warden does.
- On each cast, the double`s inventory gets updated and adapted to that of Arc Warden. This also sets all charges of charge-based spells to match the charges on Arc Warden, no matter how many the double had left the last time it was summoned.
- The double can neither pick up, nor drop any items. It cannot be given items by allies or Arc Warden directly either.
- It can be given an Observer Ward and Sentry Ward, since their sharing mechanics work different (CTRL override) than those of other items.
- Since the double gets re-summoned on each cast, all its item (and ability) cooldowns do not reset, just like how heroes do not get their cooldowns reset as they respawn.
- The double does not copy the following items: Aegis of the Immortal, Animal Courier, Bottle, Cheese, Clarity, Divine Rapier, Dust of Appearance, Enchanted Mango, Faerie Fire, Flying Courier, Gem of True Sight, Healing Salve, Observer and Sentry Wards, Smoke of Deceit,
Zet, the Arc Warden
Recommended Roles |
Carry Escape Nuker |
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...
Abilities
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Talent Tree
Talent Tree | ||
+250 Spark Wraith Damage | 25 | 30% Lifesteal |
+100 Attack Range | 20 | 10% Cooldown Reduction |
+200 Health | 15 | +30 Damage |
+25 Attack Speed | 10 | +20 Flux DPS |
Recommended Items
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Starting Items | Early Game | Mid Game | Late Game | |||||||||||
Overview
Skill Build
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
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Spell |