Skip to main content
Todos os Guias
Correção 7.40c

Dota 2 Ward Placement Guide — Vision Wins Games

Vision wins Dota games. A ward that spots a smoke gank saves your carry. A ward that gives Roshan vision secures the Aegis. A deward that removes enemy vision enables your initiation. This guide covers every warding scenario — laning, mid-game, late-game, and dewarding — so your team never plays blind.

Rivalspor Rivals

Laning Phase Wards

Starting Ward Placement

You get two Observer Wards at the start of the game. Where you place them determines how safely your lanes farm for the first 6 minutes. Do NOT place both wards before the horn — save one for a reactive placement based on how the lanes develop.

Rune Wards

  • Top river rune ward: Place on the cliff south of the top power rune. This gives vision of the rune, the enemy mid rotation path, and part of the enemy jungle.
  • Bottom river rune ward: Place on the cliff north of the bottom power rune. This spots incoming ganks from the enemy mid and gives your safe lane carry time to retreat.
  • Never place both wards on rune spots. One rune ward + one lane ward is always better coverage than two rune wards.

Pull Camp Wards

  • If you are the offlane support (pos 4), place a ward that blocks the enemy pull camp. This prevents the enemy support from pulling and keeps the creep wave in a favorable position for your offlaner.
  • Place the blocking ward on the edge of the spawn box — not in the middle. Edge placement is harder to deward because sentries placed in the camp center will not reveal it.
  • If the enemy dewarded your pull block, do not re-block the same camp. Move to a different ward spot — the enemy support will check the same location again.

Mid High Ground Wards

If your mid is struggling, place a ward on the enemy mid high ground. This gives your mid full vision of the enemy mid hero — they can see every last hit attempt and harass timing. This ward changes the matchup dramatically but is risky to place because you need to walk into enemy territory.

Mid Game Vision — Roshan, Jungle & Smoke Paths

Roshan Vision

From minute 15 onward, Roshan vision is the single most valuable ward in the game. Knowing when the enemy is doing Roshan lets you contest it, steal Aegis, or wipe their team while they are low HP from fighting Rosh.

  • Primary Rosh ward: Place on the cliff above the Roshan pit entrance. This shows heroes entering AND exiting the pit.
  • Secondary Rosh ward: Place inside the pit itself (on the right wall). This shows the enemy actually hitting Roshan and their HP — you know exactly when to contest.
  • Counter-ward: If you are doing Roshan, always place a sentry near the pit entrance to deward enemy Rosh vision. Getting spotted doing Rosh leads to a wipe.

Jungle Entry Wards

  • Place wards at jungle entrances, not inside the jungle. A ward that spots enemies entering your jungle gives you 5-10 seconds of warning. A ward inside the jungle spots them when they are already there.
  • Radiant triangle entrance: Ward the cliff between the two large camps. This spots enemies walking into your triangle from the river.
  • Dire triangle entrance: Ward the cliff above the ancient camp. This covers the most common gank path into Dire jungle.
  • Always ward the side of the map your carry is farming. If your carry is farming Dire jungle, ward the Dire jungle entrances.

Smoke Path Wards

Smoke of Deceit makes heroes invisible until they come within 1025 range of an enemy hero or tower. Wards do NOT reveal smoked heroes. However, wards on common smoke paths let you see enemies gathering before they smoke — 5 heroes grouping near your jungle entrance means a smoke gank is coming.

  • Ward the area behind the enemy mid tower. This is where most smoke ganks originate — you will see 3-4 heroes gathering before they use smoke.
  • If you spot the enemy grouping, immediately ping and retreat. Do not try to fight a smoke gank — they have the element of surprise.

Late Game Wards — High Ground & Base Siege

Defending High Ground

When the enemy is pushing your high ground, ward placement becomes critical. You need vision of their approach routes and their blink initiation positions. A single well-placed ward can prevent a surprise Blink + Berserker's Call that wipes your team.

  • Place wards in the trees on your high ground looking down at the enemy approach path. These are extremely hard to deward because the enemy has to walk uphill into your territory.
  • Ward both side lanes near your barracks. Enemies often split-push a side lane while pressuring mid — vision prevents this from working.
  • Place a sentry near each set of barracks to spot invisible heroes (Nyx, Clinkz, Bounty Hunter) trying to sneak in during pushes.

Sieging Enemy High Ground

  • Before pushing high ground, place a ward that gives vision ON the enemy high ground. Without uphill vision, your team misses 25% of attacks and cannot see enemy movements.
  • The best siege ward is on the cliff next to the enemy tier 3 tower. It gives vision of the tower, the barracks, and heroes standing behind them.
  • Use a Beastmaster hawk, Clockwerk rocket flare, or any scouting ability to supplement ward vision. More vision = more confident pushes.

Base Race Wards

In base race scenarios (both teams pushing each other's base simultaneously), place a ward inside the enemy base to track their progress. Knowing whether they are hitting your tier 4 towers or still on barracks determines whether you need to TP back or continue pushing.

Deward Spots & Sentry Placement

How to Deward Efficiently

Dewarding is not random — there are patterns. Most players place wards on cliffs because they give the best vision. Start by placing sentries on the most common cliff ward spots. If you deward successfully, the enemy will move their wards to less common spots.

  1. 1.Check common cliff spots first. 70% of Observer Wards are placed on cliffs because they give unobstructed vision.
  2. 2.If the enemy has suspiciously good information about your movements, there is a ward near your farming pattern. Place sentries where you farm most frequently.
  3. 3.Use Quelling Blade or tangoes to cut trees around suspected ward locations. Many creative wards are hidden inside tree clusters.
  4. 4.Buy a Gem of True Sight when you can afford it (900 gold). Gem reveals all wards in a 1100 radius — walk through common ward areas to find them all.

Sentry Placement Rules

  • Place sentries at the edges of vision, not the center. A sentry placed on a cliff edge reveals wards on the cliff AND in the area below.
  • Sentries last 8 minutes. Mark on your minimap when your sentries expire so you know when to re-sentry.
  • Priority sentry locations: Roshan pit entrance, your jungle entrances, and the area behind your tier 1 towers where gank wards are commonly placed.
  • Do not waste sentries in empty areas. Only place sentries where you suspect a ward based on enemy behavior (they rotate to your ganks, dodge your smoke, or contest your Roshan attempts).

Budget Management

  • Observer Wards are free (replenish in shop). Never let 2 observer wards sit in stock — always have wards on the map.
  • Sentry Wards cost 50 gold each. As a position 5 support, budget 100-200 gold per 5 minutes for sentries.
  • Every successful deward gives you 100 gold (bounty for killing an Observer Ward). This means dewarding pays for itself — two dewards fund 4 sentries.
  • If you are position 4 (soft support), share the warding responsibility. Buy observer wards and let the pos 5 focus on sentries.

Want to put this to the test? Join a tournament