warding is a must-know skill in Dota 2 because of the importance of vision. It’s not a hard thing to grasp but due to the complex terrain in Dota 2 makes warding work difficult for newbies. In this article, we will go over the basic ward placements at different stages of the game and hope that this article will help the supports quite a lot.
1. The locations of wards at the beginning of the game
Wards in lanes and runes are often the most useful and popular early game positions
- Ward in lane (in front of turrets)
Usually plugged in by Radiant to clearly see teleport ganks.
Usually plugged in by Radiant to see the mid area up high during the laning phase
Usually plugged by Radiant to see Dire’s offlane hero position.
These two ward positions are quite common, used to protect mids from being ganked from rotations.
- Ward in lane (behind turrets)
Plug by Dire before pushing the bot tower at Radiant tier 1 to see if Radiant is defending this turret.
Plug by Dire before pushing mid tier Radiant tier 1 to see if Radiant is defending this turret. In addition, is also a good ward to guard the enemy courier (chicken).
Plug in by Dire before pushing the top Radiant tier 1 turret to see if Radiant is holding this turret.
These positions help to see runes well and protect mid from ganking
This is my favorite position when playing on Radiant, it helps to see the bot rune and bounty rune Dire in the bottom lane, and also gives you an idea of what the Dire offlane wants to do.
You can also destroy the tree to plant this ward. Not only does it show a view of runes and rivers, but it also blocks the Dire Ancient stack. This is a good plug position if you have to go up against a Gyrocopter or Medusa. In addition, this is also a difficult position to deward.
As you can see in the picture, this ward cannot be dewarded if the sentry is placed higher, or skewed to the right.
2. The ward placements in the middle of the game
The main purpose of these wards in the mid game is to spy on the enemy’s movements
The advantage of being planted on the hill is that it gives a wide field of vision, but the weakness is obvious: they are very easy to deward.
These wards are usually placed near shrines and paths.
3. Late game ward positions
If the game is still even at the end of the game, you should still prioritize planting wards in the hill or forest. In addition, the following two types of wards will be very useful in certain situations.
The above wards can know split-push heroes and catch Tinker and Monkey King
- Plug ward push high ground
These wards are placed on the enemy highround. They show the location of the defending heroes. If you can’t see them with these wards, be careful, they’re probably smoking.
A few points of note:
- Compared to the mid and late game, early game wards are less important because turrets and creeps still give you enough vision. If the above two are not there, you need to make sure you have a good ward.
- Pay attention to the duration of the wards you have placed and after 10 games you will know which ward is more effective (less deward).
- If you’re in the lead, focus on warding the enemy jungle and place an anti-tinker ward to catch pushy heroes. If you’re in the lead, ward on your jungle hill to protect the carry.
- Placing a ward while smoking is a superior way if the team has a surplus of smoke.
Article translated from: DOTA2萌新引路人
Source link: Dota 2: Basic warding guide for beginners
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