Dota 2- General Warding Locations

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Dota 2- General Warding Locations

Postby Cirno on Thu May 03, 2012 4:57 pm

THIS IS AN IMAGE HEAVY THREAD.

In the following posts will be a list of ward locations, when to use them, why to use them and likewise when not to use them. (While this may be a lengthy list, this is not all the ward locations available, just some of the more effective/commonly used)
Remember while some ward locations are amazing, do not blindly always ward the same spots, change dependent on what the game requires.



Basic information about wards-
Observer Wards cost 200g for a purchase of 2, they last 6 minutes and have a restock time of 6 minutes upon purchase.
Observer Wards have 200 health, and can only be destroyed via straight attack commands.
Observer Wards give 1600 vision radius (Characters have 1800 at daytime) and cannot see over trees or cliffs.

Who should be warding?-
Typically a support character should be warding all game, for example; Lion, Crystal Maiden and Dazzle.
However, if this is not the case everyone should chip in (Yes, even you carries after your core can slap 200g down every once in a while for a set).
IF your support character is having hell getting money to sustain warding, help them, wards should always be on restock cool-down.

When should I be warding?-
Always, if you are playing a support your first set of items should nearly always have a set of wards in it.
In terms of actual time try not to ward before it's really needed to extend the actual useful lifetime of the ward- My personal guidelines are
Jungle spawns before 0:20-0:25
Runes before around 1:40 (Try to gank mid with the 2:00 rune if you get it, and if mid doesn't need it.)
Other then that, whenever they despawn, putting them up in whichever area they are needed.

Why should I be warding?-
If you have to ask this, I don't know what to say.
VISION IS A HUGE ADVANTAGE, be it giving ganking opportunities, avoiding ganks, giving runes, blocking spawns they are all amazing uses.




Where should I be warding? Well here we go.




Warding the Dire base.
These are all commonly used when pushing into the tier 3 towers for vision before a possible teamfight. The towers will NOT see these wards, any other location and they will.
Gives vision almost entirely into the enemy base.
They can all be placed when on the other side of the wall, so you will never have to go into the base to ward.
Enemies CAN see you due to high ground if they are on the other side, take caution placing these as they could initiate on you while placing.

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Warding the Dire side of the map.

An extremely aggressive Radiant ward, and risky to put up especially if the tower is still up.
If not in this exact spot the tower will see it.
Hard to place.
It will give vision of the inner tower and the area behind it preparing you for any teamfight in the area.
This ward can also be used defensively by the Dire if the inner tower has been destroyed and the Radiant are pushing.

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Another aggressive Radiant ward, and once again risky to put up.
Gives vision of the inner tower and the surrounding area, preparing you for a push or teamfight.
Able to be used defensively for the Dire if Radiant are pushing.

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Yet another aggressive Radiant ward behind a tier 2 tower boasting the same benefits are previously mentioned.
This one is easy to put down.
Provides vision of the Dire inner tower and ramp behind it.
Is not as useful as other ward locations in the same area.
Can be used defensively by Dire, but once again isn't as useful as other locations.

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One of the most common ward locations used, and with good reason, however this is usually always counterwarded FAST if it is then the above ward location becomes useful.
Provides vision on and behind the tier 2 tower, also provides jungle vision.
Easy to ward

Often counterwarded

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Provides a small area of vision behind the tier 2 tower
Mediocre ward for Roshan protection.
Other wards do this ones job better.

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Provides a large area of vision seeing The Secret Shop, Dire Ancients and the entrance from bot lane.
One of the best Roshan gank-protection wards available for the Radiant.

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Provides vision of the secret shop and an extremely small area behind mid tier 2 tower.
Decent Roshan gank-prevention

Not as effective as the previous ward

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Has vision of the Entrance to Dire Ancients
Has vision on Roshan Entrance
Will NEVER be found

Awful vision other then the above (Doesn't see the ancients, only the entrance, and only a small slither of Roshan entrance)
Hard to place, if not in that exact spot it sees even less.
Only useful if EVERY other roshan ward location has been counter warded.

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Gives vision of mid tier 1 tower.
Give vision into the entrance of the Dire Jungle

Other wards can do this better.

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Gives vision of multiple jungle paths (This can be put to the right of the rock for vision behind tier 1 tower at the price of less jungle paths)
Good defensive ward in conjunction with the big rock to the north of it for the Dire.
Generally doesn't pick up on much

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Gives a large area of vision into the jungle.
In conjunction with the big rock to the northeast, covers nearly all of the dire jungle.
Gives a small area of vision into the river (Gank protection from mid/top if they choose to go via the jungle)
Gives no protection if the ganker chooses to go all the way up the river to gank.

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This is every ward location that will block the Dires main creep pull.
The two inner wards are counterwarded easily.
The left ward is hard to place, it needs to be in that exact position.

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These two wards are extremely good for the Radiant (And the Dire if the Radiant are creep pulling the lower camp)
Both block the lower spawn and protect from forest ganks

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Warding the Runespawn.

This is the best location for warding Top Rune early game.
Gives vision on Rune
Gives vision on a bit of Jungle
Gives vision on a stretch of river
Gank protection from Top/Mid

Not effective late game, as is dwarfed by the usefulness of Radiant Ancient ward location.

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DO NOT USE THIS WARD LOCATION IT IS NOT ANYWHERE NEAR AS EFFECTIVE AS THE ABOVE LOCATION.

It provides rune vision.
It is worse then the above by a long margin.

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Another bad ward location, only use this if the Dire Ancient spawn AND the rune spot described as best is counter-warded.
Gives Rune vision.
Gives alot of useless river vision.

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A good ward for when you're attempting to push that tier 1 dire tower as a team.
Gives rune vision.
Gives vision of the tier 1 Dire tower.
Gives vision of the Radiant ancient ramps.

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An excellent choice of ward location late game for both sides, especially Dire.
Gives rune vision.
Gives vision of the Radiant tier 1 tower.
Gives vision of Radiant Ancients and surrounding area.

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Another great location for both teams, And I would say the Joint best location in bot river.
Gives vision of Dire tier 1 tower.
Gives river vision.
Gives vision of Radiant jungle ramp.
Gives rune vision.
Gives Roshan entrance vision.

Often counter-warded quickly.

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The other great location in bot river.
Gives river vision.
Gives Rune vision.
Gives vision into the Radiant jungle.
Best Roshan gank-protection available to the Dire.
Not often counter-warded

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A popular ward spot, however not as good as any other in this region.
Gives rune vision.
Gives Roshan vision.

Often counter-warded.

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A general popular ward spot, however when placed in this exact location it will block the creep spawn next to it.
Gives jungle vision.
Gives gank protection from Bot/Mid.
Gives rune vision.

Often counterwarded.

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Essentially the same as above, for when it has been counterwarded.
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Warding the Radiant side of the map.





For anyone laning at Bot this ward should always be placed.
Gives rune vision.
Gives gank protection.

Often counter-warded.

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Obvious places for countering the Radiant pull, these are usually counter-warded.

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The @magic bush@ changed from its dota1 location, this bush blocks two creep spawns (the pull and the top left) at once when a ward is on of it.
Always use it if you can.

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Not often used however this can be used if they have a good Jungler.
Gives rune vision.
Blocks the jungle camp to the left of it.

General lack of vision.

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Basic Jungle Ward for vision, not much to say about it. Works for defensive and offensive purpouses.

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Yet again, another basic ward for vision. Radiant jungle is simple, use it when you're on the aggressive side.
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Aggressive ward for pushing the tier 2 tower.
Gives vision a long way behind the tower.
Able to be used defensively for Radiant.

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A ward that works for both sides, works VERY well in a 5v5 mid standoff. (You can also do it on the dire side of the river for the same effect)
Gives vision on both sides of the river.

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Another really common one, works wonders in conjunction with any other jungle ward.
Good Jungle Vision.
Often counter-warded.

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A unique ward, not often used.
Prevents being ganked from above when pushing mid.
If defending tier 2 tower can prevent engagements from above.

Poor vision otherwise.

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Basic defensive ward used by Radiant, Extremely aggressive ward for the Dire.
Gives vision behind the tier 2 tower.

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Aggressive ward for the Dire, Defensive for Radiant.
Gives vision behind Tier 2 Tower
Gives vision down the ramp, cliffs, above and to the side.

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Warding Radiant base.
Basic again, just like the Dire base, these exact positions will not be found and give vision into their base.

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Last edited by Cirno on Thu May 03, 2012 5:28 pm, edited 1 time in total.
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Re: Dota 2- General Warding Locations

Postby Cirno on Thu May 03, 2012 5:00 pm

Reserved post for counter-warding later, I just spent 5 hours making this and am le bored of writing.
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Re: Dota 2- General Warding Locations

Postby MittinsKittens on Thu May 03, 2012 5:40 pm

Awesome guide here Cirno. Tip top work :D!
Even managed to teach me where the magic bush is, where as other guides just have a really zoomed in picture of it with no details and assume you know where it is..
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Re: Dota 2- General Warding Locations

Postby Trell on Thu May 03, 2012 8:38 pm

Great guide, Cirno, really helpful
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