Flux
Blocked by Spell Immunity.
Ability: Target unit
Affects: Enemies
Damage: Magical
Engulfs an enemy unit with swirling volatile energy, slowing its movement speed and dealing damage over time if it is alone. The effect is muted if there is a nearby enemy unit.
Cast Time: 0.3
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
Notes:
If the target has allies nearby, the spell temporarily stops slowing and damaging the target, until it is alone again.
Deals damage in 1 second intervals, starting 1 second after cast, resulting in 6 possible instances.
Can deal up to 90/180/270/360 damage (before reductions).
Magnetic Field
Not blocked by Spell Immunity.
Ability: Target Area
Affects: Allies
Distorts space, generating a circular field that grants evasion and bonus attack speed to allied heroes and buildings within.
Cast Time: 0.3
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
Notes:
Applies an attack speed bonus to allies within the radius and grants them evasion.
Fully affects buildings.
Spark Wraith
Blocked by Spell Immunity.
Ability: Target Area Affects: Enemies Damage: Magical
Summons a Spark Wraith that slowly materializes; haunts the targeted area until an enemy comes within its range and then fuses itself into them dealing magical damage.
Cast Time: 0.3
Cast Range: 2000
Search Radius: 375
Activation Delay: 3
Damage: 150/200/250/300
Wraith Duration: 50
Cooldown: 4 Mana: 100/110/120/130
Notes:
The Spark Wraith travels at a speed of 400 and cannot be disjointed.
Once the activation delay is over, it checks for enemies in 0.2 second intervals and launches towards the first registered enemy.
The Spark Wraith is fully visible to the enemy.
Fully affects invisible units.
Tempest Double
Ability: No Target Affects: *Self *
By vibrating at extreme speeds, Arc Warden is able to create a perfect electrical incarnation of himself, at the cost of his current health and mana. This incarnation can use any spells or items he has, and spawns with his health and mana after the cast.
Cast Time: 0
Current Health and Mana as Cost: 30%/15%/0%
Number of Doubles: 1
Duration: 20
Cooldown: 65/60/55
Notes:
Tempest Double interrupts Arc Warden's channeling spells upon cast.
The Tempest Double is visibly different as are its illusions.
The Tempest Double cannot copy Wards, Smoke of Deceit, or Refresher Orb.
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.
I would call him the 'Arc Warden'