Academy / Vision & Map / Where the Ward Actually Goes

Lesson 1 of 6 · 6 min

Where the Ward Actually Goes

Foundations told you what vision is for in each phase. This is the map: the exact spots, the question each one answers, and why a ward you cannot name a question for is decoration.

// What you will be able to do

  • State the question a ward is answering before you place it
  • Place the early-game, objective-setup and late-game ward in the right spot without thinking
  • Choose a spot by what you are about to do, not by what happens to be nearby

Most players below Platinum already know vision matters. They have been told, they believe it, and their vision score is still 18 at thirty minutes. Knowing that vision matters and knowing where to put a ward are different skills, and only the second one shows up on the scoreboard. This track is the second one.

// The four pieces of vision you own, and what each one is for
  • Stealth Ward

    Yellow trinket

    Two charges that refill on their own, and the only vision most players ever place. Free, invisible, ninety seconds, it exists to be spent, not saved.

  • Control Ward

    Control ward

    75 gold, permanent until killed, and the only ward that also deletes theirs. This is the one that decides whether an objective is contestable, and the one nobody buys.

  • Oracle Lens

    Sweeper

    Trades your own vision for taking theirs away. Swap to it when the map has stopped being about whether you get ganked and started being about whether you can walk somewhere.

  • Farsight Alteration

    Blue trinket

    Places from a screen away and is killed in one hit. It is not safety, it is a question asked from behind cover: is the Baron pit occupied right now.

// The three wards that carry the game
WhenWhereThe question
3:00–10:00River bush on the side the enemy jungler startedIs he coming for me in the next fifteen seconds?
Before an objectiveThe enemy's walking route into the pit, not the pitAre they setting up for this, and from which side?
20:00+The chokepoint between your team and where it wants to standCan five of us walk here without getting caught one at a time?

Read the middle row again, because it is the one almost nobody gets right. A ward inside the drake pit tells you the drake is still there, which you already knew, because there is a timer on your screen. A ward on their approach tells you five people are walking toward it right now, which is the only thing you could have acted on. Vision is about the walk, not the destination.

// Common mistake: Warding the bush you are already standing in

You are at your tri-bush, safe, trinket up. You ward the tri-bush. Nothing that happens in that bush can hurt you, because you can see it with your eyes, you are standing there.

The fix
Ward the place you are about to walk to, or the place danger comes from. If you can already see it, the ward is worth nothing. The correct feeling is mild discomfort: a good ward is usually one step further forward than you want to walk.

The early-game ward has a timing as well as a place. Level 2 and level 3 ganks come between 3:00 and 4:30 on the side the jungler started; the second wave of pressure comes after their first clear, around 5:30 to 6:30. Those are the two windows where the river ward pays. Between them, if you are not pushing past the middle of the lane, the ward can wait, and holding a charge for the moment you actually commit is worth more than spending it on schedule.

// The early ward: which river mouth depends on where their jungler started
  1. 1

    Topside river mouth - If their jungler started on their own top side, this is where he comes out. The ward answers the only early question worth asking: is he on me in the next fifteen seconds.

  2. 2

    Botside river mouth - The mirror of it. You do not need both, you need the one on the side he started, which the first camp he cleared already told you.

  3. 3

    Deep in their jungle at 3:30 - The brave ward. It shows you a jungler who has already left the camp, a full screen from your lane, and you cannot act on any of it. Depth is not information.

// The three-second decision
  • Am I about to walk somewhere I could be caught? Ward the approach first
  • Is an objective coming up in the next minute? Ward their route to it, not the pit
  • Is the ward I placed still alive? If not, the map is dark again, behave accordingly
  • If I cannot spare the four seconds to ward, I cannot spare the twenty seconds the death costs
// On the map

15:00. Drake spawns in forty seconds and your team is coming bottom for it. You are the first one there with a trinket up. Click where the ward goes.

4 spots are live on the map. Pick one.

Late game the job changes again, and the change is easy to miss because the ward looks the same. From twenty minutes on, vision is permission. Your team is grouped, and the question is not 'is someone coming for me' but 'can we stand here'. Those wards go on the chokepoints between you and the thing you want, they go down before the team walks, and they are the reason good teams take Baron without a fight while yours dies one at a time trying to see it.

// Check

You place a river ward at 6:00 and it expires at 7:30 without ever showing you anything. Was it a wasted ward?