Warding is tough, but vision is everything in Dota, and if you want to win more games in 7.06d, our guide outlines some of the best warding spots we've found.
Dota 2

Dota 2: Best Cheeky Warding Spots in 7.06

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(Featured image via Redmoon Workshop on Steam.)

Being good at warding is a skill that often gets overlooked, but if you’ve played enough Dota, you know that vision can make or break a game. Indeed, vision is everything in Dota, and if you can use observer wards to control key areas of the map, everything from laning, farming, to teamfighting just got a whole lot easier. You’ll find the key kills you need, get caught out by surprise ganks less often, and initiate fights on your terms. Let’s take a look at some of our favorite warding spots in 7.06.

Common Warding Mistakes

First, we need to go over some of the most common warding mistakes, many of which you’ll see in almost every low-tier pub game.

Offlane Wards

Placing an offlane ward is a great way to make sure that your offlaner avoids feeding kills to the other team’s carry. Plus, they’ll help your offlaner farm creeps safely, ensuring that they’re able to get at least something out of the lane. You’ll generally need to get an offlane ward down fast if you don’t want to be spotted by the other team’s support — consider buying a TP during Strategy Time and placing an offlane ward immediately. The ward above is a great example of a good offlane ward when you’re on Dire. It gives you vision on both pull camps, as well as a way to keep an eye on the movements of the enemy supports, which helps your offlaner avoid ganks.

If you’re on Radiant, this is an example of an offlane ward that gives you similar benefits, in addition to providing vision of the top bounty rune.

Mid Game Wards

There are plenty of great ward spots for the mid game, but the one above is my go-to choice when I’m playing on Dire. It gives you vision of the rune, Roshan, and one of the Radiant Ancient camps. Not only will it not get dewarded by a sentry placed on the “eye” warding spot located directly to the north, but it also blocks the camp, which means that the other team’s supports can’t stack it and neutrals won’t respawn while the observer ward is up. Enemy carries are likely to spend a bit of time farming this Ancient camp, so this ward can often set up a crucial kill on a key enemy hero, which, in turn, will let your team claim Roshan or make a 5 v 4 push to claim objectives.

Warding Shrines

Since the addition of Shrines in 7.00, offensive Shrine wards have become a huge part of the vision game. Why are they so good? Teams often group at Shrines before smoking or attempting to gank, enemy heroes frequently teleport into Shrines, and these wards also often give vision of Ancient camps.

You need to be careful when placing these wards – walking uphill towards an enemy Shrine is a risky move. It’s also not a terrible idea to place a defensive ward near your own Shrine to ensure that your team can complete their rotations successfully. This is most useful in late-game scenarios when you’ve lost your outer towers, since there’s a higher likelihood that enemies will be lurking near your shrines.

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Alex Dyet

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An English student and freelance writer from London, UK, Alex has spent far more time than he'd care to admit battling it out on FIFA's Ultimate Team mode, before moving on to the more competitive eSports out there, like Dota and Hearthstone. He's got big plans for Blizzard's upcoming shooter, Overwatch, and he's counting down the days until the game goes live in May. You can catch him on twitter @Alexcd13D.

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