Dota Underlords: Best Arc Warden builds

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Valve constantly changes balance in Dota Underlords, but some features may get out of control. For example, Arc Warden is on the top of current meta and we (players) should use it to the fullest until the next week. According to some leaks, there will be a new patch.
We present you three most effective builds for Arc Warden and remind you that he is from Primordial and Shaman alliances, so one of these will be the base of the build.
Items that we want to get for Arc Warden — Blink Dagger/Arcane Boots/Refresher Orb.
1. Primordial/Shaman/Mage/Human
Unit | Alliance 1 | Alliance 2 |
Morph/Tiny | Primordial | Assassin/Warrior |
Razor | Primordial | Mage |
Enigma | Primordial | Shaman |
Arc Warden | Primordial | Shaman |
Crystal Maiden | Human | Mage |
Lina | Human | Mage |
Lich | Heartless | Mage |
Puck | Dragon/Elusive | Mage |
Keeper of the Light | Human | Mage |
Disruptor | Brawny | Shaman/Warlock |
- 4 Primordials: when hit, units have a 30% chance to disarm melee attackers (10% for range attackers) for 4 seconds.
- 6 Mages: enemies receive -100% to magic resist.
- 3 Shamans: cursed, silent and stunned enemies get -200% Mana for taken damage.
- 3 Humans: two is enough to apply silence (with a 20% chance for 4 seconds) when hit.
Such a build is for weakening the enemy: stunned, silent, became a frog, no magic resist - there is nobody to fight. This build is especially strong in the late game.
2. Primordial/Knight/Mage/Dragon/Human
Unit | Alliance 2 | Alliance 2 |
Morph/Tiny | Primordial | Assassin/Warrior |
Razor | Primordial | Mage |
Enigma | Primordial | Shaman |
Arc Warden | Primordial | Shaman |
Crystal Maiden | Human | Mage |
Puck | Dragon/Elusive | Mage |
Dragon Knight | Human/Dragon | Knight |
Omniknight | Human | Knight |
Abaddon | Heartless | Knight |
CK/Luna/Batrider (radiance only) | Demon/Elusive/Troll | Knight |
- 4 Primordials: when hit, the enemy units have a 30% chance to disarm melee attackers (10% for range attackers) for 4 seconds.
- 4 Knight: Knights receive 20% less physical and magical damage. The bonus increases by another 20% when the units are in 1 cell radius of another knight.
- 3 Mages: enemies get -40% magic resist.
- 2 Dragons: all heroes of the alliance get additional ability.
- 3 Humans: two is enough to apply silence (with a 20% chance for 4 seconds) when hit.
You should start collecting your ideal build from Primordials and Knights to survive in the early game. Mages and Dragons will complete the deck with damage.
3. Primordial/Warrior/Scaled/Mage/Shaman/Warlock
Unit | Alliance 1 | Alliance 2 |
Tiny | Primordial | Warrior |
Razor | Primordial | Mage |
Enigma | Primordial | Shaman |
Arc Warden | Primordial | Shaman |
Crystal Maiden | Human | Mage |
Puck | Dragon/Elusive | Mage |
Slardar | Scaled | Warrior |
Tidehunter | Scaled | Warrior |
Shadow Fiend | Demon | Warlock |
Disruptor | Brawny | Shaman/Warlock |
Yes, six alliances — the bonus will be good:
- 4 Primordials: when hit, the enemy units have a 30% chance to disarm melee attackers (10% for range attackers) for 4 seconds.
- 3 Warriors: Warriors get +10 to armor.
- 3 Mages: enemies get -40% magic resist.
- 3 Shamans: cursed, silent and stunned enemies get -200% Mana for taken damage.
- 2 Warlocks: using the ability, Warlock forms a bond with the least healthy ally for 3 seconds. Any damage done by the connected heroes recovers health to them both, equal to 50% damage.
Didn't get it? You have everything! Heal, armor, one opponent disarm for at least 6 seconds, and weakening opponents. The main difficulty is that you still need to collect all of it. You can survive until the late game with Mages, Primordials and Warlocks.
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