Arc Warden Compendium - Electric Mesmer (by Culling)
December 16, 2015
Hello and welcome to my guide on
Zet! The current patch that this guide is effective for is 6.86, December. I go by the name Dionysus in-game.
Zet is the second DotA hero who I've written a guide on. I've been playing DotA since 2005, when it was still a MOD for Warcraft 3. Usually when I play MOBA (Multiplayer Online Battle Arena) games, I pick the tanky bruiser role. I have chosen
Zet as my second hero to write on because no one has written a guide on him yet. If you enjoy playing a carry/pusher who can demolish through tower fortifications and devastate heroes with his multiple item uses, then
Zet is your hero. I hope you can read the whole guide; thanks for spending time here.
If you have any questions,comments, or suggestions, please leave them below in the posting section. You may be referenced in the guide if your suggestion is used somewhere on here.
Zet the Arc Warden
is a Radiant Agility
hero who can be built either as an ability nuker or an attack carry who focuses on single-targets. As you'll soon come to realize,
is the premier ranged Agility pushing hero in mid to late game. Valve has classified
classifies him in the same categories as well. Zet's actual name means "shove", "push", or "move" in Dutch
- his name is very symbolic of his role. He has 4 active spells, with his ultimate being the real game-changer. It allows him to create a fully autonomous illusion who can use its own items and spells -
is the only hero in the game who can do this ( Meepo
seriously got nothin' on you). I would classify his spells as such:
Flux - 1st Skill
Magnetic Field - 2nd Skill
Spark Wraith - 3rd Skill
Tempest Double - 4th Skill
In terms of difficulty, Curse-Gamepedia
has not yet ranked
at a difficulty level. In several categories, I would rate him as such (on a scale of 1 - 5, 1 being easiest to grasp):
Hero / Item Knowledge: 4
- You must know much about items which grant actives, as well as some items which grant passives.
Map Awareness / Knowledge: 3
- You just need a base knowledge of warding, map awareness, and pushing.
Positioning / Reflex: 4
- You must know much about teamfight positions, ability timing, and juking.
Farming Ability: 2
- You should know a little bit about farming - you lack Area of Effect skills, but you make up for it by incorporating micro-management into your play.
- You must have a detailed knowledge and experience with micro-management (the ability to control multiple units), in order to play effectively.
Survival Ability: 3
- You just need a base knowledge of survival and sustainability because you have a guaranteed evasion buff and a spawned illusion to confuse enemies. It will take you a while to get used to your Crowd Control ability, however.
Zet's Lore: In the magnetic and ether touched lands of the far south a perpetual storm rages. In this strange, barren land, only an isolated tribe of nomads know to exist. These nomads worship the very nether storms that plague the land, and born out of this bizarre energy and intense faith, a chaotic god emerges. Sensing the calamity of the approaching battle of the ancients, the infant deity imbues his most trusted prophet with avataric powers and sends him to quell the forces of order and good that impede his growth. Wielding the ether touched powers of lightning, magnetism, and the ability to reverberate an exact duplicate of himself into being, Arc Warden is a force to be reckoned with.
Zet in Original DotA:
was added to the original DotA on the last week of September 2012, as part of the 6.75 DotA Patch
. He shared his model with the Warcraft creep Gnoll Warden
. He used to be considered a Scourge / Dire hero prior to his arrival in DotA 2. Three years later, he joined the DotA 2 hero roster on the December 15, 2015 Patch
, also known as the 6.86
Below, you will see an in-depth look at Zet's 4 basic abilities:
In-Depth Abilities (click this 3 times if you load slowly)
The Definitive Build:
Now we will talk about items for
. You will always start out with 625 Gold
, unless you selected
at random, which will give you 825 Gold
. Typically, you'll either choose to lane in Middle Lane
as a castingNuker
or in Bottom Lane
as an attackingCarry
. Let's observe the builds, progressing from early game to late game:
Late Game (Nuker Build)
Late Game (Carry Build)
7 Slotting (Nuker Build)
7 Slotting (Carry Build)
If you'd like to change up your build (say you don't need Black King Bar, there are many items you can consider depending on your team comp and the enemy comp. The sections below have been split to either represent common alternative items,Nuker items only orCarry items only. Also, after this section are the items which I don't think will benefit
Zet. The items are ordered from cheap to expensive:
Alternative Common Items
Alternative Nuker Items
Alternative Carry Items
Items to NOT Buy/Use
It's important to understand why we skill up
the way we do.
is only level dependent in the sense that he must reach level 10 to maximize his nuking potential. Afterwards, his skill levels only make a minor impact in his overall effectiveness, especially considering that his skills do not have cooldown reduction per level up. We pick up Spark Wraith
at level 1
for its zoning potential. Considering the low 4 second cooldown, you will be able to set wraiths up around runes before the game starts. After level 1 however,
should skill up Flux
at level 2
for the slow and Magnetic Field
at level 4
for counter-ganks and pushing. When you level up Spark Wraith
at the respective levels of 3, 5, and 7
, it will only become more damage-to-mana efficient. Afterwards, you'll focus maxing Flux
at levels 8 - 10
for the additional range and DoT damage. From there, you're free to decide the build depending on enemy matchups - max Magnetic Field
over attributes if the enemy team is comprised of auto-attackers. For your ultimate, you should skill it up at levels 6, 11, and 16
and use it whenever it's cooldown, to exploit the Hand of Midas
You'll have to pick between
Bottom Lane or Middle Lane, depending on what your team needs. For both lanes, it's vital that you know how to deny creeps. Denying is the act of killing your own creeps or towers when they drop below a 50% / 10% health threshold. Denied creeps will reward 36 EXP to nearby enemies while towers will reward 100 - 160 gold, depending on the tower's tier. Back on topic, let's take a look at what it means to reside in these lanes:
Zet's Runes: Runes
are special consumable items that give you a powerful effect for 30, 45, or 70 seconds depending on the type of rune. They spawn either in the middle of the north riverside OR in the middle of the south riverside. The initial spawn time of a rune will be 0:00
. After that, runes will spawn every 2 minutes
on one of the sides. The rune types will always be different from the previous and successive ones. You may refill a Bottle
by storing a rune inside for 2 minutes; when those 2 minutes are over, the rune will automatically be used. My recommendation of runes for
will be in this list. If you plan on going into middle lane, it will primarily be your job to ward around rune areas and obtain them. Here is the list of runes:
Using Observer Ward
and Sentry Ward
are not your main obligations. If you are running middle lane however, you should set one of these up on each side of the river. Here I will provide you with item information as well resources which will teach you how to use them. Here are their profiles:
Observer Ward Profile
Sentry Ward Profile
Zet's Good Allies
Zet's Bad Allies
The Study of Matchups:
If you've played DotA 2 or any other MOBA game, you probably realize that matchups are not necessarily black and white. The advantages and disadvantages around certain heroes or groups of heroes are not quantifiable in a simple way. Even though we can make an outrageous theory thatStrength
heroes (due to stable damage and high health pools),Intelligence
heroes (due to crowd control and burst damage), andAgility
heroes (due to evasion and critical strikes), it would be a mistake to make this assumption. DotA 2 is such a radical game that not only incorporates a base-level game theory like roshambo
, but it evolves outward to include playstyles, skill builds, item choices, lane partnerships, whole team compositions, and random number generation to make matches dynamic. If we do want to go back and play on the idea of rock-paper-scissors when considering matchups, I'd like to propose an idea which expands it further so you can understand the complexities within analyzing counters. This is my Roshambo
The DotA Attribute Triangle
Now that we know and recognize this as being just simply the Attribute Combat Triangle
, there are also other variants of roshambo
such as in Item Choices
or more importantly, Hero Roles
. For instance:
Roamers will always prey on
Carries in the early game. You can't relegate this fact - this is an issue of timing in the game. With principles of karma in mind, the opposite will be true in the late game.
Gankers can potentially be countered by
Pushers, provided that their kit has spells to defend from sneak attacks. This is our case.
is an Agility
hero who dominates other
AGI heroes and defends well against
gankers, especially if he has a supportive ally nearby. How can we be so sure of this claim? Let's ponder at two certain active abilities in his kit - Magnetic Field
and Spark Wraith
. Zet's playstyle stresses that the player who plays him must farm diligently, take advantage of offensive opportunities, and position himself and his abilities correctly.
When to pick Zet:
Now that you know a bit more about the chemistry of DotA 2 and
, let's look at when the appropriate time to pick him is.
+ When there are fewInitiators orGankers on the enemy team.
+ When your team has already chosen aLaner for top lane and the jungle.
+ When there is aMiddle Laner on the enemy team who is vulnerable to magic damage.
+ When your team needs a strongPusher to shove the lanes and keep the enemy team preoccupied to roaming.
+ When there are slowRoamers on the enemy team.
+ When you have a solidSupport who can benefit you if you go to bottom lane.
+ When there are many auto-attackingCarries (who rely on invisibility) on the enemy team.
+ When there aren't AoENukers on the enemy team that pose a threat to your summoned units.
- When there are more than 2Initiators or Semi-Initiators on the enemy team.
- When there is a strongMiddle Laner on the enemy team who emphasizes burst magical damage.
- When there is aLane Support on the enemy team who can possess your units ( Enchantress and Chen).
- When there is aLane Support on the enemy team who can summon or teleport instantly to assist their teammates ( Io or Nature's Prophet).
- When there are many enemyCarries who purchase Monkey King Bar or Radiance as part of their core build.
- When there are 2 or more burstyNukers on the enemy team who can silence you or reduce your magical resistance.
Zet's Actual Matchups:
Zet as a Counterpick
Counterpicks against Zet
Tips and Tricks
Seeing as this is an in-depth guide to
and DotA 2, I thought it would be useful to provide a small reference for terms you will encounter when you play DotA. Well seasoned gamers can probably skip this section, as they will already be familiar with these terms. For those who aren't, I suggest you take a quick glance and familiarize yourself with these definitions:
Glossary of Gaming Terms
Here are some tips and tricks for using shop items and
Item Tips and Tricks
Other Tips and Tricks
-- COMING SOON --
Thanks to Curse-Gamepedia for all the information resources used to supplement this guide.
12/16/2015 - Changes started, due to hero addition and new patch.
04/14/2014 - Guide published.
04/10/2014 - Guide started.