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Thursday, 17 December 2015

Arc Warden Hero Dota 2

Sebelum awal semua, ada ada kehadiran: pikiran primordial, tak terbatas, mengagumkan, dan diatur untuk tujuan ajaib. Sebagai alam semesta bergemuruh menjadi ada, pikiran ini terfragmentasi dan tersebar. Dua di antara fragmen yang lebih besar - yang akan datang untuk diberi nama Radiant dan Dire - menemukan diri mereka terkunci dalam oposisi setan, dan mulai memutar semua ciptaan untuk melayani konflik mereka.
Perang dan bencana mengancam kosmos baru lahir, kehendak fragmen ketiga membuat dirinya dikenal. Penamaan itu sendiri Zet, kecerdasan ini berusaha untuk mengatasi ketidakharmonisan dan mengembalikan semua kesatuan yang sempurna. Terkejut oleh alam bertentangan kerabat-nya, Zet mengumpulkan jumlah kekuatannya. Dalam flash tiba-tiba, itu kewalahan saudara nya, dan menyatu aspek yang bertikai menjadi lingkup bintang sebelum melemparkan mereka ke dalam kegelapan mengorbit dunia mencolok. Harmony dipulihkan, meskipun hanya sebagian kecil sederhana dari kekuatan Zet tetap. Pengaturan tatapan pada penjara, Zet memilih untuk menggunakan kekuatannya melemah untuk melayani sipir sebagai waspada sampai akhir waktu itu. Untuk aeon terhitung, berjaga ini berdiri.
Kehidupan berkembang pada dunia bawah, menyadari bahaya dipenjarakan dalam bulan lembut bersinar, atau perjuangan Zet untuk mengandung mereka. Sebagai bentrokan abadi para tawanan 'bergema dalam, permukaan penjara bergidik, dari waktu ke waktu mulai retak. Pada akhirnya, kekuatan Zet ini habis terbukti tidak cukup mengandung pelanggaran, dan akhirnya bulan hancur. Penduduk kuno penjara melarikan diri menanam bibit konflik mereka lagi.
Melemparkan ke terjauh oleh ledakan penjara, Zet berubah dengan energi disonan mantan tawanan nya. Tidak lagi dari bentuk dan pikiran tunggal, kehadirannya telah menjadi terpecah antara banyak - beberapa lebih rendah, beberapa lebih besar - masing-masing terhubung dengan busur sekilas kesadaran. Berjuang untuk menekan perpecahan sendiri, Zet melesat ke arah konflik berkembang dari saudara nya, membungkuk kehendak retak ke arah kesimpulan tunggal: aspek dari pikiran primordial harus dilakukan untuk menyatukan kembali, atau semua harus dihancurkan agar konflik menyebar lebih lanjut .. .


Abilities

Flux
Blocked by Spell Immunity. Blocked by Linken's Sphere. Can be dispelled. Play
Q
C
Flux icon.png
Ability Affects Damage
Target unit Enemies Magical
Infuses a lone enemy unit with swirling, volatile energy, slowing its movement speed and dealing damage over time. The effect is muted if another enemy unit is near the target.
Cast Time: 0.3+0.77
Cast Range: 600/700/800/900
Search Radius: 225
Damage per Second: 15/30/45/60
Move Speed Slow: 50%
Duration: 6
Cooldown 20 Mana 75
An infinitesimal fraction of the power which imprisoned the Ancients.
Notes:

  • If the target has allies or neutral creeps within a 225 radius, the spell temporarily stops slowing and damaging the target, until it is alone again.
  • Checks for unit presence in 0.5 second intervals and updates the slow accordingly.
  • Deals damage in 0.5 second intervals, starting immediatly upon cast, resulting in 12 possible instances.
  • Fully stacks with itself by applying independent Debuffs.
Magnetic Field
Not blocked by Spell Immunity. Cannot be dispelled. Partially usable by illusions. Play
W
F
Magnetic Field icon.png
Ability Affects
Target Area Allies
Generates a circular distortion field of magnetic energy that grants evasion and attack speed bonuses to allied heroes and buildings within.
Cast Time: 0.3+0
Cast Range: 900
Effect Radius: 275
Dodge Chance: 100%
Attack Speed Bonus: 50/60/70/80
Duration: 3.5/4/4.5/5
Cooldown 50 Mana 110
Partially usable by illusions. Evasion affects illusion and necro warriors, attack speed does not.
Time and space are of little consequence to one as old as Zet.
Notes:

  • The effects are provided by an aura. However, its buff does not linger.
Spark Wraith
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Play
E
R
Spark Wraith icon.png
Ability Affects Damage
Target Area Enemies Magical
Summons a Spark Wraith that slowly materializes and haunts a targeted area until an enemy comes within its range. Once a target has been found the wraith fuses with them, dealing magical damage.
Cast Time: 0.3+0.76
Cast Range: 2000
Search Radius: 375
Activation Delay: 3
Damage: 150/200/250/300
Wraith Duration: 50
Cooldown 4 Mana 100/110/120/130
Lesser fragments of Zet's original self.
Notes:

  • The Spark Wraith travels at a speed of 400 and cannot be disjointed.
  • Once the activation delay is over, it periodically checks for enemies and launches towards the first registered enemy.
  • If multiple enemies are within range after the delay, the closest enemy is targeted.
  • Provides 300 radius flying vision for its full duration. The vision does not linger.
  • The launched projectile also provides the same vision. Its vision lingers for 3.34 seconds after reaching the target.
  • The Spark Wraith is fully visible to the enemy.
Tempest Double
Play
R
D
Tempest Double icon.png
Ability Affects
No Target Self
Briefly refocusing its fractured elements into a single form, the Arc Warden is able to create a perfect electrical duplication of itself. The duplicate can use all of Arc Warden's current items and spells. When the duplicate is created, all of its available items and normal abilities are off cooldown.
Cast Time: 0+0
Current Health and Mana as Cost: 30%/15%/0%
Number of Doubles: 1
Duration: 20
Cooldown 65/60/55
Warped by the power of its peers, Arc Warden becomes what it despises most: disharmony.
Notes:
Tempest Double interrupts Arc Warden's channeling spells upon cast.
  • The Tempest Double is visually distinguishable for enemies, being darker than Zet himself.
  • The Tempest Double cannot copy Wards and Smoke of Deceit. Copied Refresher Orbs always on cooldown and never refreshable.
  • The Tempest Double cannot drop items, including Gem of True Sight and Divine Rapier, nor activate runes or use bottled ones. Bloodstone death effects are muted on the Tempest Double.
  • The double itself is treated exactly like a hero, except that it neither grants gold nor experience to the enemy. It does not count as an illusion.

Recommended items

Tips

  • Salves, Mangos, Clarities, Tangos, and your Bottle transfer to the Tempest. You can then use them on yourself for mana or regeneration.
  • His double has his own items cooldown and are all ready to use once invoked. His BKB has always 10 seconds use.
  • Using Hand of Midas with Tempest will give you the extra gold but no extra exp.
  • You can use the Tempest to stack camps to avoid missing out on lane xp.
  • You can also stack 2 camps at once using a Spark Wraith if you time it right.
  • You can farm a 2 / 3 stack with the Tempest by utilizing Magnetic Field and Spark Wraith
  • Use Flux then Spark Wraith on an enemy to ensure the Spark Wraith can hit.
  • You can TP your Tempest to another lane for ganks/counterganks; you could then stay mid and get xp.
  • Tempest Doubles are not illusions, and do not take bonus damage from Arcane Orb, nor are they killed by Stone Gaze or Roshan.
  • Spark Wraith has 2000 cast range, set some up on escape paths before a gank.
  • Magnetic Field affects buildings! Use it to defend a siege or protect your barracks.
  • Enemies can see Spark Wraiths, try to hide them behind trees or in cliffs, they can be placed anywhere since they aren't units.
  • Grab a Mango, 2 Clarities and a TP Scroll and stack wraiths around the rune spot. Easier for Radiant, very difficult for Dire.
  • You could have potentially infinite Drum / Diffusal charges if you kept at least 1 charge on yours, then only used it on the Tempest.
  • Dust of Appearance can be used once on the Tempest, then again on Zet for extended detection or in case the first one missed.
  • The Tempest is capable of casting its Linken's / Lotus Orb on the main hero for increased protection 
Source: http://dota2.gamepedia.com/Arc_Warden