
Attributes
Combat
Resources





Win Rate by Rank
Bar scale: 40% – 60% win rate range
Herald
0–770
Guardian
770–1540
Crusader
1540–2310
Archon
2310–3080
Legend
3080–3850
Ancient
3850–4620
Divine + Immortal
5000+
Arc Warden remains a niche but potent pick in the right circumstances, excelling as a utility carry that punishes greedy positioning and farm patterns. The hero's ability to create map pressure through Tempest Double and itemize flexibly makes him dangerous in extended games where opponents lack natural counters, but he lacks the raw fighting power of meta carries and struggles against heroes with built-in dispels or gap-closing mobility.
Building Arc Warden successfully centers on securing utility and survivability early before pivoting into scaling items that amplify the Tempest Double's effectiveness. Mana sustain is critical in the early game to enable frequent ability usage and farming, making early items that provide intelligence and regeneration valuable. Once Arc transitions into the mid-game, items that offer both stats and utility like Aghanim's Scepter, Maelstrom, and Shiva's Guard allow the double to contribute meaningfully to fights while Arc himself remains relevant through debuffing and utility rather than raw damage output.
Arc Warden struggles significantly against teams built around early aggression and sustained teamfight presence, particularly lineups with natural dispel mechanics or heroes that punish isolated positioning. Heavy roaming supports and mobile cores that can chase down Arc's fragile frame before the double provides meaningful defense create scenarios where Arc cannot find safe farming patterns. Additionally, Arc performs poorly into lineups that itemize early Nullifier or Orchid, as these items completely neuter the hero's ability to kite and control his space, making coordination around these pickups essential when selecting Arc into potentially hostile drafts.
Meta Insight
Meta insight unavailable.
Duration data unavailable.
Position 1 carries are the primary damage dealers who farm efficiently to become the team's win condition in the mid and late game. Arc Warden is a versatile carry who scales with items and uses summons (Tempest Double) to multiply farm and pressure. See the Fundamentals page for the full position breakdown.
Full position breakdown → FundamentalsArc Warden's early lane identity centers on stable farming and avoiding extended trades where his limited mobility becomes a liability. The data shows Maelstrom is the critical first item spike at 17 minutes (50.9% win rate), so prioritize safe last-hitting and map awareness over early aggression. Winning Arc Warden players tend to avoid overextending in lane and instead focus on securing farm patterns that lead cleanly into the Maelstrom timing.
Maelstrom completion (17 min) into Travel Boots (18 min) marks Arc Warden's first major power spike, with Boots of Travel reaching 57.3% win rate. Once these items are online, the data suggests successful players rotate to farm multiple map areas simultaneously using Tempest Double while maintaining split-push pressure. Smoke ganks (ambushing with smoke of deceit) or grouping for objectives become viable once Oblivion Staff (20 min, 55.1% win rate) is added, as this provides mana sustain and damage.
Arc Warden's late-game win condition revolves around controlled teamfights where Tempest Double allows for item duplication and sustained DPS from multiple angles. The data shows a significant win-rate dip before 25 minutes (33.6% at 15–20 min versus 50.6% at 25–30 min), indicating Arc Warden punishes teams that extend into the mid-game without closing; positioning him in the backline with escape routes and letting his clone frontload aggression tends to maximize survival and damage output. As the game stretches past 40 minutes, win rates plateau around 46–50%, so closing windows around Mjollnir and Orchid completion (23 min) becomes critical.
Based on 505 pro matches — ESL One Birmingham 2026 + PGL Wallachia Season 8 + DreamLeague Season 29 + BLAST Slam VII
View full research → Research page⚠️ Item timing data reflects all pub game modes and skill tiers — competitive timings will be faster, particularly for Maelstrom and Travel Boots in high-level play.