Dota 2 Basics Part 5: The Vision Game [A guide to warding]
Fundamentals of playing the vision game
Red Bull E-Sports Zone (RBEZ) is proud to bring you another guide for Dota 2 and today is about warding and vision.
Vision is an important asset in any game. And wards allow you to see regions of the map for incoming ganks or to monitor enemy location. The map should never be black with fog of war when possible.
Some common places to insert wards during early game are at choke points towards middle lane and covering vision of the rune. These wards are useful as the heroes will be fighting over the runes in middle and want to avoid ganks.
Other wards to place during early game depend on the situation. Most though would go towards blocking small camps to prevent the enemy from pulling and denying the offlaner experience. Wards are considered as a unit and if placed in the neutral spawn boxes, it will stop the respawns. Otherwise you might want to consider which lane needs most protection or is more susceptible to ganks.
As the game progresses, you may want to ward according your objective. If you're pushing a tower, placing a ward behind the tower or paths they would take to counter your push would be a good idea.
Perhaps you're going to take Roshan, so placing wards around the area would warn your team of incoming threats.
Lastly is the idea of counter warding. Countering the enemy vision is ideal but not always easy. Generally, the best places to check are the common spots, especially the cliff wards. To be even more precise, observe the enemy’s gameplay. If they start to act weird when you pass a choke point, most likely they knew you were coming and warded in that general area. Look for signs as to why the enemy acted in a specific manner to gauge where they place their wards. Else, it really is a game of luck unless you can see an enemy placing a ward within your vision.