Warding is a must know skill in Dota2 due to the importance of vision. It’s not a difficult concept to grasp but the complexity of Dota2 terrain makes this job confusing to some newcomers. In this article we will be discussing about the basic warding spots in different stages of the game and I hope some support beginners will find it useful.
1. Early game warding spots
Lane wards and rune wards are the most useful and common ones during early game.
- Lane wards(In front of towers)
Mostly planted by Radiant side to foresee teleport ganks.
Mostly planted by Radiant side to provide midlaner high ground vision during laning phase
Mostly planted by Radiant side to observe the position of Dire offlaner.
Those two warding spots are also pretty common, they are useful to protect midlaner from rotations
- Lane wards(Behind towers)
Planted by Dire side before pushing Radiant bottom tier 1 to scout out if Radiant is defending this tower.
Planted by Dire side before pushing Radiant mid tier 1 to scout out if Radiant is defending this tower. Also it’s a great courier sniping ward.
Planted by Dire side before pushing Radiant top tier 1 to scout out if Radiant is defending this tower.
- Rune Wards
These spots provide good vision of rune and also protect mid lane from ganks
This is one of my favorite spots when I play from Radiant side. It provides the vision of bottom rune and dire bottom bounty rune, also it helps you understand what Dire offlaner is up to.
You need to cut a tree here to plant this ward. It provides good vision of top rune and river. And most importantly, it’s hard to get de-warded.
You also need to cut a tree to plant this ward. It not only provides the vision of rune and river, but also blocks the Dire ancient. It’s a good choice when you are playing against Gyro or Medusa. Moreover, it’s also difficult to de-ward this one.
As shown in the picture, It wouldn’t get de-warded if the sentry was planted slightly upper or lefter.
2. Mid-game warding spots
The main purposes to plant wards during mid game is to scout out the movement of enemy.
- Cliff wards
The strength of cliff wards is that it provides massive vision, but the down-side is also obvious: it’s super easy to deward them.
- Jungle wards
These wards are usually planted near shines and intersections.
3. Late Game warding spots
If the game is still even in late game then you should keep planting necessary cliff wards and jungle wards. On top of that, there are 2 types of warding spots that could help under certain circumstance.
- Anti-Tinker Wards
These wards can scout out split-pushers and also work wonders when playing against Tinker and Monkey King
- High-ground pushing Wards
These wards are planted on enemy high gourd. They provide the positioning of defending heroes and if you don’t see any enemy with these wards, then watch out, they’ve probably smoked.
A few more words:
1. Comparing to mid and late game, warding is less important in early game as the towers and creeps provide sufficient vision. But when those are gone, you need to make sure you have good wards up.
2. Pay attention to the average surviving time of the wards you placed and after 10 games you will find out which ones are more cost-effective.
3. If you are in the lead, focus on enemy jungle and put down a anti-tinker ward to catch split-pushers. If you are far behind, plant a cliff ward in your own jungle to protect your carry.
4. Warding under the cover of smoke is always a superior choice if your team has spare smokes.
Authorized by Orginal Author: DOTA2萌新引路人 to translate