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Great guide, i was OK on warding in the Radiant jungle but never been too sure on the Dire side.
Quick question though, any advice on how this has changed with 6.82? I know the jungle's are largely untouched, but the Dire's ancients have moved, so what would the most efficient block be for them now?
This is a very useful guide, and well done. Thank you for that.
A clarification should be made regarding Dire Observer #1 ("magic bush"): the ward should be placed a short distance above (north) of the bush, which will still block both camps and give better vision to the south. I've tested it, and it works really well.
It's also not true that the position of that ward is "extremely precise"; there certainly is some wiggle room, at least towards the north.
Wow, this is a pretty good guide on warding and dewarding!
I use to ward A LOT and throughout the game when playing as a support up to the point I use 1-2 Observer Wards to ward right between their Tier 3 towers and as close to the ledge as possible to enable me puting a ward there from outside.
Why? Because 6 minutes of insights from within enemy base is totally worth even your support death, as nobody even THINKS an enemy ward is there!
And by judging their independent or group movement I can judge if they assemble for a midgame gank/Roshan rush/pushing/defending a specific way.
Now I even know how to block enemy camps and to deward the enemy!
As a sidenote, I use to place the Radiant Defensive Ward 2 (#9) exactly near the middle of the largest rock in the river, granting me some vision towards the bottom pull camp, too.
Another ward place I use as a Dire support when we have a mid Pudge on the team is on the right hand side of the mid tower ledge, again near the center of the largest rock in the river, that provides me some narrow vision over the (Radiant) mid to small camp path.
But if I support and our Pudge doesn't buy any wards from the start, I always (Radiant or Dire, regardless) put a ward on the center of the enemy slope landing, as far as I can from the tower, that will greatly help Pudge increase his hit rate of hooks.
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Quick question though, any advice on how this has changed with 6.82? I know the jungle's are largely untouched, but the Dire's ancients have moved, so what would the most efficient block be for them now?
+1
Romark
A clarification should be made regarding Dire Observer #1 ("magic bush"): the ward should be placed a short distance above (north) of the bush, which will still block both camps and give better vision to the south. I've tested it, and it works really well.
It's also not true that the position of that ward is "extremely precise"; there certainly is some wiggle room, at least towards the north.
Cf. gso's warding guide (number 34).
I use to ward A LOT and throughout the game when playing as a support up to the point I use 1-2 Observer Wards to ward right between their Tier 3 towers and as close to the ledge as possible to enable me puting a ward there from outside.
Why? Because 6 minutes of insights from within enemy base is totally worth even your support death, as nobody even THINKS an enemy ward is there!
And by judging their independent or group movement I can judge if they assemble for a midgame gank/Roshan rush/pushing/defending a specific way.
Now I even know how to block enemy camps and to deward the enemy!
As a sidenote, I use to place the Radiant Defensive Ward 2 (#9) exactly near the middle of the largest rock in the river, granting me some vision towards the bottom pull camp, too.
Another ward place I use as a Dire support when we have a mid Pudge on the team is on the right hand side of the mid tower ledge, again near the center of the largest rock in the river, that provides me some narrow vision over the (Radiant) mid to small camp path.
But if I support and our Pudge doesn't buy any wards from the start, I always (Radiant or Dire, regardless) put a ward on the center of the enemy slope landing, as far as I can from the tower, that will greatly help Pudge increase his hit rate of hooks.
Very nice guide, keep it up!
Hi-Breed