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Official Site Developer: Valve Software / Publisher: Valve Software Released / 07-9-2013 / Free to Play Windows, Mac, Linux

Download from Steam Overview Articles Forums Ratings Screenshots Videos Game Wiki Community Articles ArticlesShow GUIDES posted Oct 20th, 2012

DOTA 2: The Art of Warding


Welcome to another in our series of DOTA 2 guides, wherein we bring new features every week in an attempt to familiarize the community as well as new gamers with the game. Today, we will learn the Art of Warding - one of the most important factors in Dota 2.

Warding is one of the most important parts of DOTA 2. One of the goals that we are trying to approach through this guide is to learn the basics of warding, and to simplify the whole concept of support-role in this game. Wards are easy to afford, and in various moments of the game they can be crucial. This guide will lead you through the detailed explanation both visual and textual. The first thing you should know is that there are two different types of wards. Read on

to get the specifics and to learn why they're so important. Observer Ward Costs 150 gold Lasts 6 minutes Contains 2 charges Maximum stock of 2 in store Store stock takes 6 minutes to replenish Stacks with itself in inventory Observer Ward has 1600 vision, 200 HP, and is invisible. Sentry Ward Also costs 200 gold Lasts 3 minutes Stacks with itself in inventory Sentry Ward has 70 vision, 950 AoE True Sight, 200 HP, and is invisible. In the next part of this guide, you will be lead through different situations and particular styles of warding in such situations.

"Warding 1 - Early game - Radiant top ward reveal"

In this picture, it is clearly shown that the area that is affected by the ward makes enemy heroes vulnerable, since it makes the top lane quite visible.

"Warding 1 - Early game - Rune bottom ward": Classic ward for the bottom rune.

"Warding 1 - Early game - Mid wards 2": A bit unusual ward that reveals the top rune and ancient spawn.

"Warding 1 - Early game - Mid wards" Very interesting place for observer wards. This ward planted exactly where it is will reveal both bottom rune spot and passage through the middle lane from the Radiant wood. This way, enemy heroes are surely going to be spotted, unless the smoke of deceit has been used.

"Warding 1 - Early game - Mid ward - Offensive" This ward is planted in both early and middle game by Radiant support heroes. It allows middle hero to control the lane more easy and to know where the

opponent middle hero is in every single moment, which will of course increase his ability to strike someone down.

Picture "Warding 1 - Early game - Mid ward - Defensive" Also a ward that is being set by the Radiant team that would disallow opponent heroes to gang middle lane.

Picture "Warding 1 - Early game - Dewarding creep spawn 1"

This is an easy way of removing enemy wards in case there are any is by planting the sentry ward in the certain area. This is where the sentry ward is usually put while trying to determine where the opponents observer ward is planted.

Picture "Warding 1 - Early game - Dewarding bottom rune spot, 2 spots at once" Sentry ward planted on such a way that is able to deward both uphill places.

Picture "Warding 1 - Early game - Bottom ward 3"

Very good positioned ward placed to reveal the bottom rune and part of the Radiant wood, which would prevent the ganging in a brief measure.

Picture "Warding 1 - Early game - Bottom ward 4 - Radiant3 Dire 1" Great control of the bottom lane in benefit of Radiant side, due to easy lane setting and triple-laning against the Dire hard lane, and usually one hero. This literally means that Radiant support heroes will provide their carry a good protection, as well as safe-lane position, which is why we use to call the bottom radiant side an "easy lane".

"Warding 1 - Early game - Bottom ward" Uphill bottom rune spot ward, quite common and usual. Helps in certain ways, gives rune control and reveals the passage towards the Roshan.

"Warding 1 - Dire side - Top spawn Dire wood + vision" Interesting warding place, usually planted by the Radiant side, increases the vision of the wood teritory, passage towards the top tier 1 tower, but why this ward is most essential and most important is the fact that planted exactly like this it blocks the creep-spawn bellow the ward. This ward is usually planted when you realize that the enemy side have the wood hero such as Lycantrophe, Enigma or either Chen or Enchantress.

"Warding 1 - Dire side - Top rune spawn 21" Reveals the top rune spot, as well as Ancient spawn.

"Warding 1 - Dire side - Top rune spawn" Also a great warding place, reveals the top rune spot, but also provides an extra-vision towards the creep-spawn. It will not block it, but will provide the

vision of an enemy hero farming the spot, which would be useful for one simple gang.

"Warding 1 - Dire side - Rune bottom" Interesting ward revealing the bottom rune, but it also blocks the creep spawn. [Eat the tango before you plant it as it gives you more vision, more effect.]

"Warding 1 - Blocking creep spawn dire wood 2"

Reveals the left wood passage and dissables creep spawn and therefore prevents dire from pulling creeeps on top lane.

"Warding 1 - Blocking creep spawn at top lane" Like the previous ward this one as well prevents creeps from spawning.

"Warding 1 - Blocking creep spawn + revealing rune spot on bottom"

When properly placed like on the picture this ward can reveal both bottom rune and prevent creep spawn left from the ward.Also it can reveal the passage from middle to the bottom rune and vice-versa, which would prevent the ganging.

"Warding 1 - Basevision Sentinel Base 2" Offensive tier 3 tower ward that grants vision on the enemy base and radiant hero movement.

"Warding 1 - Basevision Sentinel Base 1" Like the previous example, this one has the same purpose.

"Warding 1 - Ancient spot bot" Another offensive ward on the radiant side. Point of this ward is to reveal the secret shop on the dire side as well as the passage to the ancient creep stack.

"Ward blocking 2 creep spawns in the Radiant Wood" When playing for radiant this fabulous ward can grant enormous sight on enemy woods and prevent two stacks from respawning.

"Warding 1 - EarlyMid game - Top rune spot - Dewarding" You can place a sentry in a range of 200-300 in order to successfully remove the opponents ward.

"Warding 1 - Hill ward - Defensive for Radiant, offensive for Dire side" This ward is usually planted by the dire side in an offensive game period. It is the highest place for ward planting and therefore grants the largest sight on the enemy woods. Grants vision on the nearby creep spawn and the passage towards the tier 2 radiant tower.

"Warding 1 - Hill ward2 - Defensive for Dire side - Offensive for Radiant" Defensive for Dire side - Offensive for Radiant side. There is also an example of dewarding this ward spot.

"Warding 1 - Radiant side - Vision with ward in the woods" Mediocre ward in the dire wood providing vision on the wood entrance from middle. Also reveals passage towards the either tier 1 or tier 2 towers.

"Warding 1 - Revealing the woods - Radiant ward"

Another example of providing sight on wood entrance. Enables the top lane to see if radiants mid hero is ganking.

Warding 1 - Uphill Middle Ward - Offensive Offensive dire ward enabling middle hero to see enemy heroes movement on the lane. Finally, The True Meaning of Warding Many of you would wonder why wards are so important. Many would think that the wards are unnecessary. However, it has been proven many times so far that the wards are of the essential importance, and is having the greatest impact on the game. Many professional support players can predict the flow of the game, and therefore ward properly throughout the whole game. This is very important because the number of observer wards are limited. This means that you have to plan every single ward properly, in order not to waste money. You have to consider which part of the game is moving on defensively or offensively, and furthermore predict the opponets support heroes ward-placing, so you don't get counter-warded which would result in catastrophic position due to lack of vision. Vision is literally one of the most important things in Dota2, and without vision the game is not the same. For instance, every part of the game has its own flow. In the early game, support heroes are mostly based on blocking the pullcamps and granting vision for runes. This is the very known battle between the support heroes. In the middle part of the game however, support heroes are supposed to provide vision for runes, Roshan, vision behind towers, ambush areas and such. In the late game, support heroes usually provide Roshan vision, ambush areas, and base wards that are revealing enemy heroes defending their base.
Other items/skills with true sight:

It's good to know few other things that are related with both observer and sentry wards. There are other skills or items that provide true sight, some of them are going to be listed: Gem of True Sight [700 gold] - Assured the best way to counter Wards. Oftenly, gem is put in the flying courier, making it possible to deward without buying sentries, and wasting money. The only downside is that the gem is droppable within the death of the courier or the hero carrying it, so you always have to risk 700 gold. Therefore, you better know where and how you move with it. Necronomicon LVL3 [5200 gold in overall] - When upgraded to level3, necronomicon warrior grants you a 1000 AoE True Sight. Those summons can spot and kill wards alone. Cooldown for this item is 90 seconds, that's the only downside.

Lightning Bolt [Zeus's 2nd ability] - Very situational usage to spot Wards since it gives true sight within 900 range for 3 seconds.

Thundergod's Wrath [Zeus's ultimate ability] - When casted, provides true sight to all invisible heroes and can also have purpose for spotting the enemy wards, but usually there is not enough time to destroy the wards, you can only spot it where it is placed. Conclusion Experienced support player will always aim to make the best use of observer and sentry wards to its maximum. This means that he will make sure to plant wards in an accurate moment, enabling his team to execute gangs and prevent his opponents to successfully carry out the gang on his own carry. Proper warding can make the difference in a tight match with similarly skilled players, because in such games there are few things that can determine the winner.

By Kasz / Oct 20, 2012 Tags: Esports, Dota 2, Guide, Warding


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Jump to reader comments below Comments Hycoo @ Oct 20th, 2012 @ 8:39 PM Observer wards costs 150 gold now i believe!

KaSz @ Oct 21st, 2012 @ 2:44 AM Oopsie completely ignored that fact !

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