• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:45
CEST 18:45
KST 01:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week8[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4Firefly given lifetime ban by ESIC following match-fixing investigation17
StarCraft 2
General
Heaven's Balance Suggestions (roast me) Magnus Carlsen and Fabi review Clem's chess game. Who will win EWC 2025? Why doesnt SC2 scene costream tournaments RSL Season 1 - Final Week
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame
Brood War
General
BW General Discussion Corsair Pursuit Micro? BGH Auto Balance -> http://bghmmr.eu/ Pro gamer house photos Flash Announces (and Retracts) Hiatus From ASL
Tourneys
[Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET The Casual Games of the Week Thread BWCL Season 63 Announcement
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 781 users

The Art of Support, Part 4 - Page 2

Forum Index > Dota 2 Strategy
Post a Reply
Prev 1 2 3 Next All
If you want to read previous installments you can find Part 1, Part 2, and Part 3 in our strategy forum.
Hexo_
Profile Joined May 2014
Croatia59 Posts
September 20 2014 08:13 GMT
#21
"If you count how much enemy movement is spotted by wards, you can determine between good and bad wards. Good wards show a lot of enemy movement, while bad wards show literally no movement."

Oh I get it, so instead of wasting money on sentry to deward, we can stick to lanes for about 12 minutes and render their wards completely useless + their support will look like a total fool.

Win-Win.

But no seriously now; I'd argue that ward that spots 0 movement is still a legit ward because in case of defensive warding you don't have to know exactly where they are, you have to know where they aren't. If you know 100% that they aren't on a point X, you know that from that point, there will be no hooks, spears, hookshots, etc. You ward defensively so you can farm without fear of getting ganked and if they don't gank you, your ward is useless? It's stupid not to ward to protect farm (protect yourself from a gank, that is). Because the risk is too great and 150 gold is nothing compared to the amount you're going to farm given the vision from the wards.

I don't see why people have the need to quantify everything. If they don't decide to gank, my defensive wards are bad? They could have been invested in something else (gold), but that's too great of a risk. Without wards all they have to do is decide, and I'm dead.

That definition seems kind of only partially right, I don't know...
top kek ... >implying
Hexo_
Profile Joined May 2014
Croatia59 Posts
September 20 2014 08:13 GMT
#22
On September 20 2014 16:26 Badjas wrote:
Applause for Ler, great contribution!
There is nothing better for pro dota than to increase the skill level of the breeding pool.


What is a "breeding pool"?
top kek ... >implying
drumandbass
Profile Joined June 2014
Hungary63 Posts
September 20 2014 08:43 GMT
#23
This is fucking amazing, thank you! Makes me wanna play support again. In fact its so good that it got me to contribute to LD for the first time, by linking the 3rd and 4th part of this guide to Liquipedia! Yay!
"... you put water in a cup, it becomes the cup; you put water into a bottle it becomes the bottle; you put it in a teapot it becomes the teapot. Now water can flow or it can crash. Be water, my friend." - Bruce Lee
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
September 20 2014 09:45 GMT
#24
On September 20 2014 17:13 Hexo_ wrote:
Show nested quote +
On September 20 2014 16:26 Badjas wrote:
Applause for Ler, great contribution!
There is nothing better for pro dota than to increase the skill level of the breeding pool.


What is a "breeding pool"?

Trash tier
Everyone started there. Many high-potential players will quit the game in favor of other activities for various reasons, one of them being that they have a hard time improving.
I <3 the internet, I <3 you
Archeon
Profile Joined May 2011
3253 Posts
Last Edited: 2014-09-20 09:58:45
September 20 2014 09:57 GMT
#25
On September 20 2014 11:46 Acritter wrote:
The main thing you're missing here is a section that details when it is acceptable to skip wards as a support. I've included the text here, so you can copy it right into the guide easily.

6.3 Skipping the Purchasing of Wards
6.3.1 When can I skip buying wards?
-Never.

(this is probably an important point to make)

I have to say that i had games where buying wards on cd was just plainly wrong. The main purpose of warding is to understand your enemies plans and movements and e.g. in a game where your enemy pretty much just 5-man pushes you more than two wards are hardly necessary.

Don't get me wrong, it would be good for the enemy to 5-man smoke gank into the push, but that rarely ever happens in pubs. Also in that scenario you need very aggressive wards and guess by their absence that they are 5-man-smoking, which is usually risky if your enemies have the better skirmish/teamfight.

@Ler: Thank you for the guides, that had to be a lot of work.
When is it acceptable to risk not seeing a rosh attempt? Cause I tend to have a ward down at rosh after 15 mins always, but 99% of the rosh attempts that aren't done by lycan/troll/ursa (who pretty much always smoke anyways) are done after big won teamfights. Which makes the ward very underwhelming on average.
low gravity, yes-yes!
Kreb
Profile Joined September 2010
4834 Posts
September 20 2014 11:37 GMT
#26
Shift-queuing a move command in the same direction you're going after a ward placement can make it hard/impossible to spot you placing a ward (unless they look at your inventory).
babysimba
Profile Joined November 2010
10466 Posts
September 20 2014 12:51 GMT
#27
Just want to add on the point that not seeing any enemies in 1 side of the map under your ward vision means you can infer that the heroes are on the other side on maps. Sometimes you just have to weigh the choice of planting sub-optimal wards VS the difficulty of planting the best possible ward.

Using the same logic, aggressive wards can also part of the roles which defensive wards perform. If you see no heroes farming their lanes and jungle on the other side of the map, you can safely back off and not risk losing any farming time because you know they are not farming anything either. Whereas with just only defensive wards, you have to somewhat make an intelligent guess whether they are smoked up or actually still farming outside your vision.

Also another category of wards where you place before battles to help you teamfight better. Vision that helps the team to initiate or prevent enemy initiation (e.g. playing against void during night time), and also reveals positioning of their backline heroes.
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
September 20 2014 16:01 GMT
#28
Great stuff.
Administrator
Hertzy
Profile Joined September 2011
Finland355 Posts
September 20 2014 18:09 GMT
#29
On September 20 2014 09:48 Chewbacca. wrote:
I know putting in every common ward spot would be too much work. But I would suggest at least the common pull camp blocking/dewarding spots and maybe the off map tinker hunting spots. People seem to screw those up all the time.


I'll just drop a link to CritWhale's map here: http://critwhale.com/DotaMap.jpg

It shows the spawn block boxes, and all (?) the juke points and where you need to cut the trees down to get there.
My dotabuff: http://dotabuff.com/players/94774350
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
September 21 2014 01:27 GMT
#30
On September 20 2014 17:13 Hexo_ wrote:
"If you count how much enemy movement is spotted by wards, you can determine between good and bad wards. Good wards show a lot of enemy movement, while bad wards show literally no movement."

Oh I get it, so instead of wasting money on sentry to deward, we can stick to lanes for about 12 minutes and render their wards completely useless + their support will look like a total fool.

Win-Win.

But no seriously now; I'd argue that ward that spots 0 movement is still a legit ward because in case of defensive warding you don't have to know exactly where they are, you have to know where they aren't. If you know 100% that they aren't on a point X, you know that from that point, there will be no hooks, spears, hookshots, etc. You ward defensively so you can farm without fear of getting ganked and if they don't gank you, your ward is useless? It's stupid not to ward to protect farm (protect yourself from a gank, that is). Because the risk is too great and 150 gold is nothing compared to the amount you're going to farm given the vision from the wards.

I don't see why people have the need to quantify everything. If they don't decide to gank, my defensive wards are bad? They could have been invested in something else (gold), but that's too great of a risk. Without wards all they have to do is decide, and I'm dead.

That definition seems kind of only partially right, I don't know...


that is exactly what I wanted to post!
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Demartan
Profile Joined May 2014
Netherlands38 Posts
September 21 2014 10:30 GMT
#31
On September 20 2014 06:03 Heyoka wrote:
Aaaaaaaaand now that it's done I'll get a post up that has the whole guide in something like a PDF so you can reference it all at once easier.

Can't wait!
dota 3 boys
saocyn
Profile Joined July 2011
United States937 Posts
September 21 2014 14:40 GMT
#32
how did you guys determine the circumference of the ward vision when scaling it down for the minimap. and is the radius of the vision accurate in proportion? i would like to know due to the fact i keep a log of specific ward spots and would like to use the same image for my own.
saocyn
Profile Joined July 2011
United States937 Posts
Last Edited: 2014-09-21 14:44:57
September 21 2014 14:44 GMT
#33
On September 20 2014 17:13 Hexo_ wrote:
"If you count how much enemy movement is spotted by wards, you can determine between good and bad wards. Good wards show a lot of enemy movement, while bad wards show literally no movement."

Oh I get it, so instead of wasting money on sentry to deward, we can stick to lanes for about 12 minutes and render their wards completely useless + their support will look like a total fool.

Win-Win.

But no seriously now; I'd argue that ward that spots 0 movement is still a legit ward because in case of defensive warding you don't have to know exactly where they are, you have to know where they aren't. If you know 100% that they aren't on a point X, you know that from that point, there will be no hooks, spears, hookshots, etc. You ward defensively so you can farm without fear of getting ganked and if they don't gank you, your ward is useless? It's stupid not to ward to protect farm (protect yourself from a gank, that is). Because the risk is too great and 150 gold is nothing compared to the amount you're going to farm given the vision from the wards.

I don't see why people have the need to quantify everything. If they don't decide to gank, my defensive wards are bad? They could have been invested in something else (gold), but that's too great of a risk. Without wards all they have to do is decide, and I'm dead.

That definition seems kind of only partially right, I don't know...


this is faulty. this also contrast with objective wards. a simple example would be, placing a defensive safelane ward at 2 mins when it was clear the composition had a solo offlaner & the safelaner had a dual lane. this is one of the worst mistakes i always see happen. the offlaner could have used that ward for incoming ganks or to block spawn or the mid laner could have used the ward to spot high ground & rune. there is literally no ganks coming unless the enemy team has a level 1 roam pair like mirana & sd, but too often this is not the case.

EDIT:sorry didnt mean to double post.
Ler
Profile Blog Joined August 2012
Germany543 Posts
September 21 2014 19:32 GMT
#34
On September 21 2014 23:40 saocyn wrote:
how did you guys determine the circumference of the ward vision when scaling it down for the minimap. and is the radius of the vision accurate in proportion? i would like to know due to the fact i keep a log of specific ward spots and would like to use the same image for my own.


its not accurate
Twitter: @Ler_GG | Facebook: lergg | youtube: lerlolgg | Twitch.tv/gg_nore | #ArtOfSupport
R3DT1D3
Profile Joined January 2012
285 Posts
September 21 2014 19:53 GMT
#35
Awesome series, I disagree somewhat about rune wards though. If you're placing a ward JUST for the rune and nothing else then I agree, but several ward positions give vision of the rune AND important paths. Examples: ward near radiant ancients, dire jungle ward that everyone uses, wards that cover rune and rosh, etc.
prplhz
Profile Blog Joined November 2010
Denmark8045 Posts
September 22 2014 06:21 GMT
#36
nice
http://i.imgur.com/M7t7egx.png
FetTerBender
Profile Blog Joined September 2010
Germany1393 Posts
September 22 2014 08:16 GMT
#37
Great warding guide, thanks for this
There's a fine line between bravery and stupidity.
absinthfee
Profile Joined October 2010
Germany718 Posts
September 22 2014 10:35 GMT
#38
On September 22 2014 04:53 R3DT1D3 wrote:
Awesome series, I disagree somewhat about rune wards though. If you're placing a ward JUST for the rune and nothing else then I agree, but several ward positions give vision of the rune AND important paths. Examples: ward near radiant ancients, dire jungle ward that everyone uses, wards that cover rune and rosh, etc.

However this is exactly what he meant. For example it may be smarter to block the ancients with the ward near the radiant ancient instead of providing rune vision, if the opponents have a tinker on their team. In this case blocking the ancients is worth more than having rune vision.
absinthfee
Profile Joined October 2010
Germany718 Posts
September 22 2014 10:36 GMT
#39
On September 20 2014 17:13 Hexo_ wrote:
"If you count how much enemy movement is spotted by wards, you can determine between good and bad wards. Good wards show a lot of enemy movement, while bad wards show literally no movement."

Oh I get it, so instead of wasting money on sentry to deward, we can stick to lanes for about 12 minutes and render their wards completely useless + their support will look like a total fool.

Win-Win.

But no seriously now; I'd argue that ward that spots 0 movement is still a legit ward because in case of defensive warding you don't have to know exactly where they are, you have to know where they aren't. If you know 100% that they aren't on a point X, you know that from that point, there will be no hooks, spears, hookshots, etc. You ward defensively so you can farm without fear of getting ganked and if they don't gank you, your ward is useless? It's stupid not to ward to protect farm (protect yourself from a gank, that is). Because the risk is too great and 150 gold is nothing compared to the amount you're going to farm given the vision from the wards.

I don't see why people have the need to quantify everything. If they don't decide to gank, my defensive wards are bad? They could have been invested in something else (gold), but that's too great of a risk. Without wards all they have to do is decide, and I'm dead.

That definition seems kind of only partially right, I don't know...

I do agree with you. However he is still right on average. Wards that see more movement are in general more valuable.
Alventenie
Profile Joined July 2007
United States2147 Posts
September 23 2014 03:44 GMT
#40
I like the guide but I agree that some points may be too vague for people that have trouble warding in the first place.

A prime example is defensive wards aren't always for your safe lane. I regularly use them for my mid lane to be safe from incoming ganks, and they usually see the rune as well (which you say is not necessary but always a perk whenever you can't defend a rune you can know what to expect if the opposing mid doesn't get it).

A lot of times too I will use wards in some what less optimal way because you either aren't in a spot to get your best ward, or because you want to accomplish an immediate objective at the cost of your ward becoming less effective after you accomplish you objective. This is common when warding behind outer towers to take them and see how aggressive you can be pushing into it.

Most of my points though don't include the effect of smoke since that is used to get around wards efficiently but you can't down play the effect of some wards covering runes/other defensive positions.

Overall good guide for newer players and I like it.
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 17h 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mcanning 299
BRAT_OK 122
UpATreeSC 104
StarCraft: Brood War
Flash 3801
Jaedong 2340
Barracks 2244
Mini 1085
EffOrt 1021
BeSt 659
Soma 581
Stork 483
firebathero 368
Snow 306
[ Show more ]
Larva 281
Zeus 245
Free 144
Hyun 111
Mind 106
Rush 101
Sharp 53
TY 51
soO 41
Shine 33
zelot 32
Shinee 29
Movie 26
sorry 23
scan(afreeca) 21
Terrorterran 18
Yoon 15
SilentControl 9
ivOry 4
Dota 2
canceldota91
Counter-Strike
ScreaM1674
flusha197
allub163
fl0m43
Other Games
FrodaN1775
Beastyqt643
ceh9371
KnowMe126
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• poizon28 42
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• Azhi_Dahaki43
• FirePhoenix3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3222
• WagamamaTV714
League of Legends
• Nemesis5483
• TFBlade745
Other Games
• Shiphtur256
Upcoming Events
Esports World Cup
17h 15m
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
1d 17h
Esports World Cup
2 days
Esports World Cup
3 days
CranKy Ducklings
4 days
BSL20 Non-Korean Champi…
4 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
5 days
BSL20 Non-Korean Champi…
5 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
CC Div. A S7
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.