There are very few reasons to hold onto both charges for any prolonged period of time. If you have extra charges, use them to place wards. The other starting trinket you can take onto the Rift is the Oracle Lens. This trinket allows you to spot unseen units, traps, and wards within a reasonable distance of yourself as you move around. Once detected, you can attack and destroy these hidden wards and units. Most of the time you will want to take the Warding Totem in the early game, but the Oracle Lens can be handy too, especially in the mid-to-late game.
In addition to the starting vision trinkets, you can also pick up a Farsight Alteration after your reach level 9, which allows you to place a farsight ward a considerable distance away from yourself.
This is useful to spot enemies lying in wait without having to put yourself in danger. The trade-off for this benefit is that the ward remains visible while deployed. Unless you are looking in a very particular location, these are often best placed in brush to obscure them from passing enemies. Each of the support quest items will also transform into an improved item capable of deploying stealth wards, but the charges can only be replenished by visiting your fountain.
You may only have three stealth wards placed at any given time. Placing another will remove your oldest ward immediately.
Control wards are the last major type of ward in LoL. Unlike the other ward types, control wards stay on the map and do not expire though you are limited to only one active control ward on the map at any given time. Additionally, control wards reveal Evelynn and other stealthed champs, but they cannot reveal champions with true stealth, such as Akali and Shaco.
They are very powerful, but they are single use and must be purchased from the store. Having a Control Ward in that Bush provides an option to push the Lane with more safety and less worry about a backdoor gank. It will also help your own jungler have a safe passage into the River to attempt ganks if your Lane happens to be shoved in. The Blue Side is much more in danger from the River, so warding close to the Dragon pit wall provides excellent deep Vision into the River.
However, if the enemy jungler happens to be around your own jungle, he can use the Blast Cone to circumvent this Ward, meaning that a second ward in the Bush against the wall is also very useful to have. Depending on how pushed in the Lane is, warding the sides of the lanes is important. It would be best if you warded every exit and entrance in and out of the Lane, both in bushes and in general.
Knowing these chokepoints and pathways is important to provide at least some safety in the late game, as you may need more farm or push the Lane back. As we can see, the Warding system is difficult to fully grasp and very complex and extensive in every way possible. It spans out for so long and has so many different elements contained within it that nothing but simply playing the game will help you too much.
You have to play to understand how everything works. Climbing the ranks and reaching those near-professional Divisions is when you will truly see how it feels to play a game where everyone knows their Vision.
Knowing how Vision works in any sort of capacity, however great or small that capacity is, will always be beneficial. Vision is something that cannot negatively affect your games. It can only improve them and make them easier. Take your time to study through its rigorous nature, grind through the extensive knowledge required to utilize it to its full potential, and then you will see just how good it is.
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October 8, Share on Facebook Share on Twitter. The Importance of Vision. What are Wards? Best Time to Ward. Closing Thoughts. Spezzy Just another League of Legends addict. Related Posts. League Guides. Skin Reviews. Bot Lane Synergies. Discussion about this post. New Effect: Now regenerates 1 health every 3 seconds when out of combat for 5 seconds.
Bug Fix: Fixed a bug where it wasn't properly granting true sight in an enclosed area such as Baron pit and Dragon pit. Heal increased to 3 from 5. Duration increased to infinite from seconds.
Cost reduced to from Now limited to 1 placed on the map per player. Bug Fix: No longer state that they have 20 attack damage. Instead, it will destealth the ward to be seen if an enemy is near and reveal the teleport particle through Fog of War to all enemies. Attack-move will now target visible wards. Locally jumping to a ward will now destealth the ward for 2 seconds.
This means, for example, that wards will no longer be able to block Rammus' Powerball , mushrooms will not block skillshots, and Jax is no longer able to Leap Strike onto a ward.
New Effect: Immune to healing effects and takes only 1 damage from every attack. Armor reduced to 0 from?. For example, it only grants vision of the units surrounding it, and it cannot be targeted by allies. The latter of these points is relevant for champions like Jax or Lee Sin, both of whom can use abilities to dash to wards. However, the most important difference is that a farsight ward can be placed at units away from whoever is placing it, much longer than the other placeable wards which can only be placed relatively close to the champion placing them.
At a simpler level, this ward is also fully visible to enemies who could see it if it were otherwise a unit as in, if it is not in a bush, it is fully visible if an enemy has vision in that area, and if it is in a bush, enemies can see it if they have vision in that bush , which is much different than the stealthier wards mentioned previously. Delving further into these differences, a Farsight Ward only has one health point, meaning that it can be destroyed with one basic attack, but it also will live until such an event occurs.
There is also no limit as to how many farsight wards one champion could have placed at a time, although the cooldown on Farsight Alteration does limit this to one every seconds early in the game and one every 99 seconds late into the game. When slain, these wards grant 15 gold and either No other ward is even remotely similar to a Farsight Ward, so knowing how it is different from other wards is crucial to using and countering it.
The first of the wards that are spawned by the middle of the Domination rune tree, Ghost Poros appear whenever another type of ward that can expire via time ultimately does so. This ward is significantly weaker than whatever ward came before it, as it only grants vision of units around itself.
While both allies and enemies alike cannot target this ward, that does not mean that it is invulnerable; if an enemy moves within the radius of vision that it grants, it will stop producing vision and run away. It is also fully visible to anyone who could otherwise see it if it were a unit, meaning that it is incredibly vulnerable atop its existing weaknesses.
That being said, the only limiting factor to how many of these poros could be on the map is the limit of how many wards that you can place. Further, this type of ward is the only exception to the gold and experience rule, meaning that it does not grant anything to an enemy who destroys it.
Thus, while this ward is weaker than many of its counterparts, it only exists as something that empowers otherwise strong wards, making it more of an auxiliary assistant than anything else.
As the second type of ward that can be spawned by the middle of the Domination rune tree, this type of ward can only be chosen if Ghost Poro is not.
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