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Thread: Warding

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  1. #1

    Warding


    Black spots are super useful wardspots that you should learn if you don't know them already

    Planned for later, white spots are wardspots that haven't been put in the guide yet


    INTRODUCTION
    Have you ever been watching honcast or other high level players play and thought to yourself "wow that one team has so much vision right now i need a change of pants right now"? You might ask "how can i too be super good at warding so i can win all of my games and make my team love me?" Luckily for you, there's a handy dandy guide with nice pictures and words so you too can pretend to be really good at this game. And fortunately, warding is relatively easy to learn and you don't have to actually be good at this game to ward like you know what you're doing. I'm not some kind of huge pro but you should listen to me anyways since you don't have anyone better telling you how to ward. trust me, i'm a doctor

    OVERVIEW
    A summary of generally how warding goes in an average game as legion or hellbourne. The map isn't perfectly mirrored, but it's close enough that the hellbourne overview is more or less a copy paste of the legion overview.

    A couple of notes:
    -If you have no clue what you're doing just keep wards up on TR6/BR4 as legion and TR3/BR1 as hellbourne. If you're feeling fancy you can try other wardspots, but try not to put yourself in too much danger. In lower level games tps aren't as common and gamesense isn't quite as developed so generally the other wards aren't too important anyways. plus all anyone does is farm all day anyway lol

    -Please try not to let wards go down. Every second that they're down is a second you are in danger of ganks. Often supports will forget to place the 6 minute ward for a couple of minutes, and unfortunately that is a very popular time to gank, since solo lanes are level 6 and there is a rune up. Besides that, it's much safer to place wards when you still have vision from a previous ward.
    LEGION OVERVIEW
    Generally you want to start off by placing the first ward at TR3 or TR5 to give your mid vision of the top rune. TR3 helps top lane a bit more while TR5 gives your mid more of an advantage. If you want to annoy junglers drop the first ward at TR2, though this isn't recommended since your mid has a bit more difficulty going for top rune and it's incredibly obvious where your ward is. The second ward should be placed at HJ1 to block the pull camp and make your top lane's life easier. Alternately, you can place the second ward at TL1 if you feel like your top lane is going to win really hard and they won't even have a chance to pull, for example if you're running a strong trilane against an obvious dual lane or trashy trilane. If you want to buy a third ward, drop it at bottom rune (preferably BR5 to prevent ganks from bottom lane) or at middle (ML1/ML2) to give your mid lane a nice advantage.

    If bottom lane is ganking your mid a lot, get a ward up at BR5 or LJ1 early on in the game (seriously, this is really important). Otherwise, just keep wards up on top and bottom rune (TR1~6 and BR 1~5) whenever possible and get a ward up on TL1 if the top tower isn't down yet.

    Once a few towers drop and midgame swings around, if you feel like you can force some aggression, try to get a ward up on HJ2 and maybe HJ3 to set up ganks on the hellbourne jungle and top lane. Top rune vision isn't overly important at this point, but keeping up a ward on TR3 or TR6 is still pretty useful. Vision of the heavily traveled middle area is often important (ML1~4). Always keep a ward up on kong from this point forward, as a ninja'd kong can easily swing the game (BR1~4). If you're forced into a more defensive stance, make sure you have a ward up on BL2 or BL1 if possible. Keeping wards up at all 3 entrances to your jungle can secure your carry freefarm easily (ML1~4 or TR6, BR1~5, BL1~2), though often you only need to cover the river entrance and bottom lane entrance (BR5 or BR4 or LJ1, BL2 preferred).

    If your jungle is getting ganked nonstop, getting a ward up on LJ4 and/or maybe LJ3 can help your team countergank them. If you want to attempt to kill kong but can't afford to be initiated on, make sure you have HN5 up.

    After a couple of towers (and maybe even rax) are down and it hits lategame, kong vision becomes more and more important. Always keep up a ward on one of BR1~4. An extra life on your carry can be gamechanging, and catching your opponents in the narrow kong pit often leads to a won teamfight and easy kong. If your team can still be aggressive, keeping up wards on HJ2 helps a lot to set up ganks and later push hellbourne towers up top. HN3 can set up ganks on heroes trying to farm bottom lane and secure an easy bottom tower as well.
    HELLBOURNE OVERVIEW
    Hellbourne has a bit more variety in their choice of starting wards. You generally want to start off by placing the first ward at TR5 to give your mid vision of the top rune and a bit of vision of the middle lane. If you want to annoy junglers drop the first ward at BR6, though this isn't recommended since your mid has a bit more difficulty going for bot rune and it's incredibly obvious where your ward is. BR5 is also a pretty good choice, since it gives your mid a massive advantage going to bottom rune and prevents all ganks to and from bottom. BR7 is another possibility for the first ward, it gives your bottom lane a small advantage but doesn't help your mid at all. The second ward should be placed at LJ2 to block the pull camp and make your bot lane's life easier. Alternately, you can place the second ward at BL3 if you feel like your bot lane is going to win really hard and they won't even have a chance to pull, for example if you're running a strong trilane against an obvious dual lane or trashy trilane. If you want to buy a third ward, drop it at the rune that isn't covered (preferably BR5 or BR1 to prevent ganks from bottom lane) or at middle (ML3/ML4) to give your mid lane a nice advantage.

    If top lane is ganking your mid a lot, get a ward up at HJ3 and TR1 or TR3 early on in the game (seriously, this is really important). Otherwise, just keep wards up on top and bottom rune (TR1~6 and BR1~5) whenever possible and get a ward up on BL3 if the top tower isn't down yet.

    Once a few towers drop and midgame swings around, if you feel like you can force some aggression, try to get a ward up on LJ4 and/or LJ3 to set up ganks on the legion jungle and bot lane. Top rune vision isn't overly important at this point, but keeping up a ward on TR3 or TR6 is still pretty useful. Vision of the heavily traveled middle area is often important (ML1~4). Always keep a ward up on kong from this point forward, as a ninja'd kong can easily swing the game (BR1~4). If you're forced into a more defensive stance, make sure you have a ward up on TL3 if possible. Keeping wards up at all 3 entrances to your jungle can secure your carry freefarm for a while (ML1~4 or HJ3, TR1~3, TL3), though often you only need to cover the river entrance and top entrance (TR3, TL3 preferred). TR5 is a pretty good replacement for HJ3 to cover heroes headed to your jungle via middle lane.

    If your jungle is getting ganked nonstop, getting a ward up on HJ3 and/or maybe HJ2 can help your team countergank them. It's much easier for hellbourne to ninja kong, but if you want to try for it make sure you have a ward up on BR1 or preferably BR4/5 so you can see any kind of initiation by legion.

    After a couple of towers (and maybe even rax) are down and it hits lategame, kong vision becomes more and more important. Always keep up a ward on one of BR1~4. An extra life on your carry can be gamechanging, and catching your opponents in the narrow kong pit often leads to a won teamfight and easy kong. If your team can still be aggressive, keeping up wards on LJ4 and LJ3 helps a lot to set up ganks and later push bot legion towers. LN1 can set up ganks on heroes trying to farm top lane and secure an easy top tower as well.

    WARD SPOTS
    A bit of analysis about each wardspot. If you want to look up a specific wardspot, hit ctrl+F and type "[wardspot]" without the quotes. For example to find BL2 you'd type "[BL2]". You can even drop the second brace and type "[BL2" instead! (how fancy)

    TOP LANE
    [TL1]

    Legion: Useful ward when you plan to push the first hellbourne top tower. Gives vision of tps and anyone coming from the jungle. Can also be used if legion is certain their lane will be much stronger than hellbourne's; it doesn't block the creep pull but prevents tp ganks and gives vision of the pull so you can kill them if they try anyways.
    [TL2]

    Hellbourne/Legion: Useful when you want to ensure safer laning up top. Good against roamers and junglers or in a trilane versus trilane situation.
    [TL3]

    Hellbourne: Place this ward in conjunction with a ward that covers the hellbourne jungle entrance (TR1-4) to secure your carry safe farm. Also often placed early on in the game to spot any tp-ganks, which is especially important in 3-1-1 setups against heroes like bubbles, hellbringer, or pharaoh.
    [TL4]

    Hellbourne: Offensive ward that can be used when pushing top lane, and later sets up ganks on heroes trying to farm top lane. Can also be used to set up easy towerdives.
    HELLBOURNE JUNGLE
    [HJ1]

    Legion: Three spots that block the hellbourne pull, often placed at the zero minute mark to provide some lane control. The rightmost spot should only be used if you're almost certain that your opponents are going to try and counter your ward. The bottommost spot gives nice vision of the ramp, and if you cut the tree to the left you can see and gank unsuspecting junglers in the hard camp. The topmost spot can deflect some ganks where hellbourne heroes try to circle around behind the trees.
    [HJ2]

    Legion: Often placed mid-lategame to scout out ganks to the hellbourne jungle and push top second tower.
    Hellbourne: Sometimes placed mid-lategame to prevent ganks and defend the top second tower and rax. Prevents backdooring of the top rax.
    [HJ2]

    Legion: Often placed mid-lategame to set up ganks to the hellbourne jungle.
    Hellbourne: Often placed mid-lategame to prevent ganks to the jungle.
    TOP RUNE
    [TR1]

    A bit difficult to place; put the ward as far up and right on the cliff as you can or it won't give as much vision.
    Legion/Hellbourne: Use this spot if you need vision in this general area and TR3 is counterwarded or too far. Does not provide vision of the two upper mid ramps for rune control.
    Legion: Provides some vision of the hard camp to the left and the medium camp to the right, and can help set up some ganks against junglers.
    [TR2]

    Legion: Blocks the medium camp to the right, but is otherwise inferior to TR3. Does not provide vision of the two upper mid ramps for rune control.
    [TR3]

    Legion/Hellbourne: Very useful wardspot that gives vision of the two upper mid ramps as well as the entrance to the hellbourne jungle.
    Hellbourne: Remember that you can place this ward from the medium neutral camp northwest of this wardspot. It's a lot safer than running into the river to ward at least.
    A common mistake is to place the ward in the center of the cliff, try not to do this or you won't have vision to the ramp.
    DON'T DO THIS

    DON'T DO THIS

    [TR3.1]

    Two alternative placements for TR3 or TR5 that are generally only placed when you expect to be or have been counterwarded.
    [TR4]

    Legion/Hellbourne: Bad ward spot for bad situations. Pretty much only useful if your opponents are being annoying and counterwarding all of your wards at top rune. This one is rarely counterwarded because it's not very good and doesn't cover the two upper middle ramps or even the split into the hellbourne jungle, just the rune and a whole lot of river.
    Legion: Can be useful if TR6 is being counterwarded and you can't cross the river safely.
    [TR5]

    Legion: Very useful wardspot that gives vision of a large portion of mid lane and top rune. Sometimes placed at the zero minute mark.
    Hellbourne: Fairly useful wardspot that gives vision of one of the entrances to the jungle and top rune. Also gives vision of heroes headed from middle to your jungle via the river entrance.
    [TR6]

    Hellbourne: Very useful wardspot that gives vision of a large portion of mid lane and top rune. Also provides vision on the legion ancients, which can secure kills on heroes that often stack the ancients like puppet or moon queen.
    Legion: Very useful defensive wardspot for vision of the top rune and ramp. Also provides a pretty good amount of vision toward the middle lane. Useful if you can't cross the river safely or you don't plan on being aggressive toward the hellbourne jungle anyway.
    MIDDLE LANE
    [ML1]

    Legion: Useful early on in the game to give your mid player an advantage, especially if they have to spam spells that require vision like SS or TB. Also makes midding against devo about ten times easier and prevents tp ganks. Gives a bit of advance warning about ganks from the top lane too. Don't place this ward against TB, ML2 is better since often his lightning will reveal this spot.
    Legion/Hellbourne: Useful mid-lategame when the mid first tower is down. Gives vision of a heavy traffic area that is often passed through for ganks.
    [ML2]

    Legion: Useful early on in the game to give your mid player an advantage, especially if they have to spam spells that require vision like SS or TB. Also makes midding against devo about ten times easier and prevents tp ganks. Gives a bit of vision of ganks from bottom lane, though often gankers from that lane won't pass through the river, so if you see them it will probably be too late.
    [ML3]

    Hellbourne: Useful early on in the game to give your mid player an advantage, especially if they have to spam spells that require vision like SS or TB. Also makes midding against devo about ten times easier and prevents tp ganks. Provides a bit of advance warning against ganks from the top lane, but often if you see them with this ward it'll be too late. Don't place this ward against TB, ML3 is better since often his lightning will reveal this spot.
    [ML4]

    Hellbourne: Useful early on in the game to give your mid player an advantage, especially if they have to spam spells that require vision like SS or TB. Also makes midding against devo about ten times easier and prevents tp ganks. Provides some pretty good vision of ganks from the bottom lane.
    BOTTOM RUNE
    This whole section needs to be updated a bit, most of it is still accurate though
    [BR1]

    No longer works as of new patch (2011/6/10)
    Legion/Hellbourne: Useful ward all game long that provides vision of the rune, kong pit, and the ramp into the legion jungle.
    Hellbourne: Good spot to drop wards if you cannot safely cross the river or BR4 is being counterwarded.
    [BR2]

    Legion: Gives vision of bottom rune, hellbourne ancients, and the ramp into legion jungle. Should pretty much only be used when you know your opponents are stacking ancients and you plan to kill them.
    Hellbourne: Defensive, last-resort ward. Inferior to BR1 and BR4, but safer to place and less likely to be counterwarded.
    [BR3]

    Legion: Gives alright vision of the bottom rune and the hellbourne/legion ramps. Also gives vision of the most common route for hellbourne to kong.
    [BR4]

    Legion/Hellbourne: A very useful wardspot, though it un. Covers both ramps into the legion jungle and bottom rune.
    [BR5]

    No longer covers middle two ramps as of new patch (2011/6/10)
    Legion/Hellbourne: Incredibly useful wardspot, though it loses some power later on in the game when kong vision is important. Gives vision of important ramps in legion jungle and vision of the bottom rune.
    Legion: Prevents all ganks to mid from bottom lane, even the ones where they try to skirt around vision by circling all the way around.
    Hellbourne: Gives your mid a large advantage going to bottom rune, since he'll have vision of his opponent for a long way. Also can sometimes help set up ganks on junglers, since you'll see when they move between the right three camps and the left two camps. Often placed at the zero minute mark.
    [BR6]

    Hellbourne: Blocks the medium camp right below it and provides a sliver of mostly useless vision against ganks, but is otherwise inferior to any other bottom wardspot. Only gives vision of a lot of useless river and the rune.
    [BR7]

    Hellbourne: Gives vision of the rune and prevents ganks to bottom lane, though sometimes when you see them here it's already too late. Does, however, give you a fairly large advantage in bottom lane against players that like to circle around behind the trees. Often placed at the zero minute mark.
    LEGION JUNGLE
    [LJ1]

    Legion: Defensive ward that gives vision of all entrances to your jungle, but doesn't provide vision of the rune or kong obviously. Like BR5, prevents all ganks from bottom lane toward mid.
    Hellbourne: Offensive ward used to control the easy camp and the entrances into the legion jungle.
    [LJ2]

    Hellbourne: Four wardspots that should all block the creep pull. The ones on the left and right should only be used if you're almost certain your opponents are going to try to counterward the pull. The spot at the top provides a bit of vision of the two creep camps above it, which can help set up ganks on junglers and prevent ganks from mid. The spot at the bottom can help prevent ganks where the legion team tries to circle around behind the trees.
    [LJ3]

    Mirror placement to HJ2 and used for the same purposes
    Hellbourne: Often placed mid-lategame to scout out ganks to the legion jungle and push bottom second tower.
    Legion: Sometimes placed mid-lategame to prevent ganks and defend the bottom second tower and rax. Also helps prevent backdooring of the bottom rax.
    [LJ4]

    Legion: Super defensive ward, but if hellbourne team is 4~5 man roam ganking your jungle it can be very useful.
    Hellbourne: Offensive ward that can set up ganks on the three camps to the right
    BOTTOM LANE
    [BL1]

    Mirror position to TL3 and used for the same purposes
    Legion: Place this ward in conjunction with a ward that covers the legion jungle entrance (BR1-5) to secure your carry safe farm. Also often placed early on in the game to spot any tp-ganks, which is especially important in 1-1-3 setups against heroes like bubbles or hellbringer or pharaoh. Often BL2 is preferred over this spot since it gives some useful vision of the jungle
    [BL2]

    Legion: Similar to BL1, but gives up vision of tps for some more vision into the jungle. Preferred spot over BL1 since it gives vision of a large area behind the trees. Very useful ward in a trilane v trilane situation, since it prevents tp ganks and can sometimes net easy kills on heroes running around behind the trees.
    [BL3]

    Mirror location to TL1 and used for the same purposes
    Hellbourne: Useful ward when you plan to push the first legion top tower. Gives vision of tps and anyone coming from the jungle. Can also be used if hellbourne is certain their lane will be much stronger than legion's; it doesn't block the creep pull but prevents tp ganks and gives vision of the pull so you can kill them if they try anyways.
    [BL4]

    Mirror location to TL4 and used for the same purposes.
    Legion: Offensive ward that can be used when pushing bot lane, and later sets up ganks on heros trying to farm bot lane. In general HN3 is better for these purposes though. It can also set up ganks on heroes headed to farm ancients.
    LEGION NEARBY
    [LN1]

    This ward is kind of hard to place. You have to be at one of the rev ward spots and place the ward on the statue's axe area. You get zero vision when this ward is misplaced, so make sure you know how to place this ward before you use this spot. This isn't a very good wardspot anyways, all it does is give a bunch of useless vision toward the passage to the secret shop.
    Legion: Defensive ward used to help prevent backdooring of the top rax.
    Hellbourne: Offensive ward that can help set up ganks when heroes travel from top lane to mid or vice versa. Can also sometimes set up a kill on the courier, though this is more luck and bad play than anything else.
    [LN2]

    Legion: Defensive ward that gives vision of blinkers from the cliff and hellbourne ganks from this area.
    Hellbourne: Offensive ward that gives vision of blinkers and legion reinforcements from the cliff. Useful when you plan to push the legion second tower. Can also set up ganks on unsuspecting heroes headed to the ancients.
    [LN3]

    Hellbourne: Offensive ward that can help push mid 2nd tower. Also helps set up ganks on heroes headed through this area, which is a lot of heroes.
    [LN4]

    Hellbourne: Not a very good wardspot, but can be useful if your side lanes are roaming mid nonstop to set up easy towerdives. Can also help push mid first tower and later set up ganks on heroes traveling through this area.
    HELLBOURNE NEARBY
    [HN1]

    Mirror location to LN3 and used for the same purposes.
    Legion: Offensive ward that can help push mid 2nd tower. Also helps set up ganks on heroes headed through this area, which is a lot of heroes.
    [HN2]

    Mirror location to LN4 and used for the same purposes
    Legion: Not a very good wardspot, but can be useful if your side lanes are roaming mid nonstop to set up easy towerdives. Can also help push mid first tower and later set up ganks on heroes traveling through this area.
    [HN3]

    Mirror location to LN1 and used for mostly the same purposes
    Hellbourne: Defensive ward used when you fear a push for bottom second tower or rax. Also prevents backdooring of the bottom rax.
    Legion: Offensive ward that can be useful when you plan to push the second hellbourne bot tower or second hellbourne middle tower. Can also help set up ganks when heroes travel from bot lane to mid or vice versa. Can also sometimes set up a kill on the courier, though this is more luck and bad play than anything else. Much more useful than LN1 since it can spot heroes headed to kong or the ancients, and since it gives a good amount of more vision into the lane.
    [HN4]

    Hellbourne: Not a very good ward spot, only provides vision of kong. The only redeeming quality is that you can place this ward from the two rev wards and set up an easy genocide at kong. Useful if BR1-4 are all counterwarded or not placed and you're almost entirely certain that they're in kong. Note that if you have an invis hero on your team like scout or nighthound or valk often teams will buy a rev and put it in kong pit to prevent ganks or token ninja shenanigans.
    [HN5]

    Legion: Place this ward if you're doing kong and you won't be able to win a teamfight where you get initiated on. Prevents pretty much any kind of initiation from this area.
    LEGION BASE
    [LB1]

    Hellbourne: Great wardspot after you take down the mid tower, especially if the rax are still up. Sets up a later easy kill on the rax, and once the rax are down sets up ganks on heroes traveling through this area, which is a lot of heroes. Careful if you have an invis hero on your team like scout or nighthound or valk, since often teams will buy a rev and put it in this general area to prevent invis shenanigans in and around their base.
    [LB2]

    Hellbourne: Place from the revelation ward. Useful when you want to push top rax and you need vision for your initiator to initiate (eg. behe, pharaoh). Somewhat hard to place; a little more to the left and the tower hits it, and a little more to the right and the vision is reduced by a good amount. Not overly useful since it doesn't give too much vision
    [LB3]

    Hellbourne: Place from the revelation ward. Useful when you want to push mid rax and you need vision for your initiator to initiate (eg. behe, pharaoh). Use LB4 over this spot unless you plan to push top soon too, since it provides some alright vision in that general direction.
    [LB4]

    Hellbourne: Place from the revelation ward. Useful when you want to push mid or bot rax and you need vision for your initiator to initiate (eg. behe, pharaoh). Covers a huge vision radius and can be used for the same purposes as LN1, to set up a later easy kill on the rax or set up ganks on heroes traveling through the area.
    HELLBOURNE BASE
    [HB1]

    Mirror location to LB1 and used for the same purposes
    Legion: Great wardspot after you take down the mid tower, especially if the rax are still up. Sets up a later easy kill on the rax, and if the rax are already down sets up ganks on heroes traveling through this area, which is a lot of heroes. Careful if you have an invis hero on your team like scout or nighthound or valk, since often teams will buy a rev and put it in this general area to prevent invis shenanigans in and around their base.
    [HB2]

    Legion: Place from the revelation ward. Useful when you want to push top rax and you need vision for your initiator to initiate (eg. behe, pharaoh).
    [HB3]

    Legion: Place from the revelation ward. Useful when you want to push mid rax and you need vision for your initiator to initiate (eg. behe, pharaoh). Interchangeable with HB4; place in whichever spot is more convenient if you need the ward.
    [HB4]

    Legion: Place from the revelation ward. Useful when you want to push mid rax and you need vision for your initiator to initiate (eg. behe, pharaoh). Interchangeable with HB3; place in whichever spot is more convenient if you need the ward.
    [HB5]

    Legion: Place from the revelation ward. Useful when you want to push bot rax and you need vision for your initiator to initiate (eg. behe, pharaoh). Interchangeable with HB3.
    Last edited by SzpT; 06-21-2011 at 11:33 AM.

  2. #2
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    seems nice, that's pretty much every viable ward location I know. gj!


  3. #3
    IMO, you should recapture the areas for top rune with the rune actually present. Not sure why S2 hasn't done anything about that stupid statue on LN1...
    Critique my guides:
    Plague Rider
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  4. #4
    And now, can you tell us the best positions to counter ward ? And maybe show us the range of each revelation ward that you place. At least, I'm interested !

  5. #5
    @extract thx!

    @man_guy honestly that sounds like too much work lol
    but every ward i placed in the top rune and bottom rune sections cover the rune

    @bramas that's on my to-do list but it probably won't be done in the near future so i didn't bother creating a work in progress section

  6. #6
    Counter warding the ones watching the runes can be difficult because there are so many different locations but based on enemy behavior, you could possibly figure it out. For instance, if you're legion and farming the ancients and all of a sudden get ganked/pk'ed on, you know that there's a ward placed on your ramp. That was an easy example. Usually, I'll guess and try to counter the most common rune ward spots.

    Advice for countering the less common ward positions is to judge based on enemy behavior. For instance, I was an Andro on hellbourne at mid standing on the top of the ramp. The creeps were fighting in river and a magmus standing at the creep wave stuns me as if he somehow saw me so I bought a coutnerward and found that they had warded mid. Otherwise, that mag would not have vision of me up the ramp and stunned me in such a manner. Another example would be if pebbles pked onto you in an area without teammmates or any way for him to get vision on you, then you know there's a ward nearby. There are just a few examples off the top of my head but with practice, you'll be able to tell where certain wards are.

  7. #7
    yeah generally once you get warding down counterwarding becomes pretty intuitive, especially if you notice constant visionless ganks
    there is a little bit to learn though, for example three counterwards will cover every single ward for top rune, three for bottom rune, and two for kong pit. they aren't nearly as important as wardspots though, since wards are used every game, and if you're just throwing down counterwards willy nilly you're usually pretty far ahead anyway
    honestly the vast majority of it is really just minimap awareness, since the easiest way to counterward is to just watch them ward

  8. #8
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    Amazing guide, thank you very much! I was placing wards in completely wrong locations and noone ever told me.

  9. #9
    I want to make a note on LJ4, if you place it just below the last tree to the right on the upper neutral camp, you gain the same vision of the large area plus some mor vision to the right side =p

  10. #10
    you also forgot this one, it gives site of the ward and any incoming ganks!


  11. #11
    @nikotsy thx glad i could help!

    @agentorange whoops i messed up the [img][/img] tags, fixed it up thx

    @garinoth i might add that in later, but it's not that big of a difference. the upper spot was only really used in dota because it also blocked the hard camp next to it. the upper spot also gives a bit more vision of the ramp from rune to jungle, which is kind of nice since usually you have a bit more time to see ganks from mid, but usually bottom rune is warded anyways so it's not that big of a deal
    also if you place the bottom spot just right (i actually misplaced it in the picture, it needs to be a bit more to the right lol) it gives a sliver of vision into bottom lane and lets you see the pull, which isn't incredibly useful but can sometimes come in handy.

    i might add a couple more spots in the next week, but none of them are really too useful except in a few rare circumstances. most notable is probably one in the hellbourne jungle (above the ramp next to the easy camp) and a better placement of LN1 (near the ramp southwest of it)

    as a side note i have no clue why LN1 still has a black dot on it i swear i removed it earlier lol

    edit: removed ambiguity

  12. #12
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    Fantastic ward spots! I've used many of them, but I see a few new (or rarely used) spots here. Thanks, I'll have too try them out!
    With friends like you, there's no need for enemies. With friends like you, there's no need for anything.

  13. #13
    @pathard thx for the support!

    as of new patch i have a lot of work to do, i gotta take a picture of the new map and edit a bunch of stuff lol
    hopefully i can finish soonish

    notes for now:
    br1 no longer covers the rune. a lot weaker now, even though it does give vision of the new legion ramp and entrance to kong
    new wardspot in the center of all the ramps to kong. can be placed pretty much anywhere in the general area and cover rune, kong, and all ramps nearby.
    br2 br4 br5 do not cover new legion ramp or hellbourne mid ramp. enemy heroes can walk directly from mid lane to behind your tower without being seen
    br3 and lj1 both cover new legion ramp. br3 is a bit stronger now that it covers all 3 important ramp and hellbourne's likely path to kong. lj1 is still used like it was before, to prevent ganks to mid, however it is now the only ward that does it perfectly

    i probably missed some stuff, but those are the most important ones i think

    edit: man this is so much stuff ~_~
    i'm probably gonna wait a bit for everyone to get used to the changes before any updates
    Last edited by SzpT; 06-18-2011 at 09:22 PM.

  14. #14
    Thank you SzpT for this very useful guide !
    Last edited by Mo0n; 07-13-2011 at 04:54 AM.

  15. #15
    How would you counterward a ward that is blocking the pull spot (assuming that the ward is at the most usual location, the one that gives some vision of the lane and is directly in front of the camp)?

  16. #16
    Quote Originally Posted by MTING933 View Post
    How would you counterward a ward that is blocking the pull spot (assuming that the ward is at the most usual location, the one that gives some vision of the lane and is directly in front of the camp)?

    just put a counter-ward anywhere close to enemy ward and where it won't block the camp as well. I think that counter-wards have 800 reveal range (and 200 sight range), so if you put it anywhere within 800 units of the enemy ward, it will be revealed.


  17. #17
    ye pretty much anywhere in the general area works; if you just drop them in front of the creep camp (without blocking spawn obv) you'll counter the ward most of the time
    here's where i usually put them tho, and an approximate reveal range


    as a side note i lost a lot of motivation to work on this, since i found i'd rather be playing hon instead of taking pictures lol
    pretty much everything still holds true tho, br1 = the new spot in the middle of the huge pool of water

  18. #18
    thx

  19. #19
    Awesome guide

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