Hello there! We are conducting a survey to better understand the user experience in making a first edit. If you have ever made an edit on Gamepedia, please fill out the survey. Thank you!
在复制体死亡时只会产生一个普通的 (而不是 )
， ， ， ， ， ， ， ， ， ， ， ， ， ， ， ， ，或所有天穹守望者物品栏中被锁闭的物品(比如友方和敌方的物品)
|+350 ||25||30% 吸血|
|+125 攻击距离||20||-2秒 |
|+400 ||15||+300 生命|
|+35 攻击速度||10||8% 冷却时间减少|
and a give the stats Arc Warden needs early on and can later be built into a . gives Arc Warden sustain in lane.
improves Arc Warden's mediocre movement speed and gives him some form of escape from enemies. gives stats and a source of pushing at a cheap price. Remember to keep the aura turned off when you're not trying to push the lane.
is essential on Warden as otherwise he could not farm at all. Keep track of its CD on Tempest Double to know when optimal times to call it are. gives Warden map wide presence for fighting, pushing, and farming. is a good way to heal back up some health and some mana. It also makes use of the circlet and branches bought earlier and frees up inventory space. is a great pick up on Arc Warden. As it helps with sustaining and manage runes. improves Warden's farming and pushing and can later build into . provides useful stats for a highly cost effective price and the increased range allows Arc Warden to easily achieve good positioning to space himself from enemies from inside his Magnetic Field.
are an alternative to Travels if you need to fight early on. These can later be sold for Travels anyway. should be the go to boots for a Support Warden. With Tempest Double, you can replenish 270 mana to heroes nearby, which can be enough to have them use a team fight changing ult. can give tons of healing if it's mainly Tempest Double using it, or even heal multiple allies at once. can effectively have infinite charges if usage of the charges is restricted to the Double only, or give a charge twice as long with both the Double and main hero using it after the current charge duration ends. is a great disable and immensely boosts Arc Warden's mana and mana regeneration, eliminating mana problems which may occur. The Hex duration can also be effectively doubled with the help of a Double. buffs both yours and your Tempest Double's attack speed as well as punishing enemies who attack either. gives a purge, and it improves Warden's dreadful agility gain. helps with both pushing towers and tearing down foes, all at an efficient price Warden can easily reach. helps against disables or nukers if such are problems. It can also be used to send in the double in fights and staying back in safety with the main Arc Warden. The Double can use Avatar, but its duration is independent of the main Zet's Black King Bar. is an alternative to for a more offensive Warden. It lets him stay in the back with the increased range from it, and gives him an escape that, if used by Tempest Double as well, can effectively double the distance traveled. is a luxury item on Warden that gives him all the stats he needs and another piercing slow. It does not, however, stack with . is another luxury item that can be considered. It improves his rather frail nature and stacks fully with , but it does not stack with either. into gives Warden more utility and a huge dps increase with Bloodthorn's crit that works with anyone on the team, including the double. It gives true strike as well for those pesky heroes with evasion. is great when focusing on picking off heroes. Dagon itself already does a lot of burst damage. Doubling that with a Tempest Double, combined with the rather high damage of Arc Warden's other spells, this item can help to deal with even very tanky foes. Throwing in an can turn Arc Warden into one of the strongest nukers. makes Arc Warden attack extremely fast when combined with Magnetic Field. When consumed, the Tempest Double also gains the permanent buff. can be good on Arc Warden for the same reason why Butterfly can be: it turns him into a strong hitter in the later phases of the game. Although Daedalus is chance based, Zet can still constantly deliver crits thanks to the enormous attack speed boost provided by Magnetic Field. Butterfly should be acquired before a Daedalus, to first get some attack damage and more speed first, to make critical strikes more effective. is a great alternative to Daedalus when dealing with evasive enemies. Also thanks to its already high chance to interrupt an enemy with its mini-bash, it can even slow down an enemy heavily when attacking it with the Double as well, due to the amount of mini-bashes from 2 heroes attacking it with Monkey King Bar. The chances to quickly interrupt an enemy's channeling spells is very high. is a great item for pushes, as Arc Warden can have 4 illusions thanks to the Double. Just like with Necronomicon, the double's and the original's Manta Style are independent from and do not replace each other. The illusions also benefit from Magnetic Field's evasion, making them more resistance against physical attacks. They do not get the attack speed bonus, though. should be considered over on a support Warden, as you can apply the spell block twice in a fight, while you can only heal with Mek once every 35 seconds, rendering the second usage useless. can turn Arc Warden into a heavy hitter. His primary attribute is still agility, so he benefits a lot from its stats. The Tempest Double has no attack damage penalties like most illusions do, since it is not an illusion, so it can greatly increase Arc Warden's overall damage output. Arc Warden's 2 damaging spells deal both magical damage and do not scale. A Butterfly helps him keep on doing damage to the enemy in the late game. The attack damage he gets from the item is also great for pushing and synergises very well with Magnetic Field. 30px}} is very effective on Arc Warden as well, again, thanks to his ultimate. He can have 2 sets of Necronomicon units up at the same time, since the units summoned by the double are independent and do not replace the units summoned by the main Zet. Necronomicon is an essential item for a pushing Arc Warden. is a cheap utilty item for a support Warden that can keep a foe slowed for twice as long, or even slow 2 people down so they can't escape as quickly. provides some protection against carries as it increases armor and slows their attacks passively. The active ability is also great for pushes. Although the aura does not stack when creating a Double, two Arctic Blasts also deal a decent amount of damage in fights.
|定位：||核心 逃生 爆发|
|玩法风格：||As old as the Ancients themselves, Zet endeavors to end the disharmony among the warring factions through whatever means necessary. Solitary foes are thrown into a volatile state of Flux, ripping away at their health over time. Allies find shelter under its Magnetic Field, evading and attacking with greater efficiency. Zet summons Spark Wraiths, fragments of its former self that circle in place, and seek out nearby foes. Is there one Arc Warden, or two? Armed with the original's items and abilities, Zet's Tempest Double duplicates each spell and every attack, bringing twice the chaos to any fight.|
- 台词▶️"You will just have to accept this, and move on."是引用自根据Dota 2制作的动画短片The Dota 2 Reporter(Dota 2 战地报告)中的，其中里面的角色在问有关游戏逻辑上的问题时，就经常用这句话回应来表达无奈
后的台词，▶️"Inferior form."和▶️"Apex predator, you are not. "，也说明了这一点