Grants sight over the surrounding 450 units. Cannot have its sight disabled. Is untargetable and will be scared away if an enemy champion comes near it.
Placing a ward while at its limit will replace your earliest respective placed ward of its type.
The sight from wards is classified as allied vision, and will be lost while under the effects of Nearsight. This includes wards that you placed.
Newly set wards are not visible nor audible to nearsighted units outside of their proper sight radius.
Nearsight prevents the unit from being able to reveal stealthed wards and traps.
Attacking any visible ward, or using the Enemy Vision or Genericpings near one within 10 seconds of placement, grants 5. This gold is removed from the ward's total bounty and cannot be regained if the ward regenerates health (such as in the case of Control Wards).
As of V7.16, passively-generated one-use on-hit effects such as Energized, Power Chord or Headshot, will not be consumed when attacking wards. Some cases were not added until later and other missing cases should be reported as a bug.
Activated on-hit effects and attack resets, such as Power Fist and Hyper Charge, will still be consumed as the player is choosing to prime them.
Thresh'sFlay will also not reset the bonus damage when attacking wards.
Like with minions, if more than one allied champion is nearby when a ward is killed, all champions gain an equal share of Champions killed with Trueshot Barrage (R)124% of the experience bounty.
If more than one allied champion is involved in the kill, only the killer earns the Gold bounty. This is unless another ally is granting vision with a Sweeper Drone, Control Ward, Scryer's Bloom or Umbral Glaive, in which case both receive the full Gold bounty.
Effects such as Zombie Ward will track assists even if no gold is earned.
As of V12.22, allied wards that have a set duration appear withered on the minimap, whenever their remaining duration reaches a third of its total.
Stealth Ward trinkets reach the break-even point between Totem Ward duration and charge regeneration time at Level 18. At this level it is possible to always have another charge ready to use when the last ward placed with the trinket has expired of natural causes.
At level 1 Stealth Ward only has an uptime of 37.5% (90s duration, 240s recharge) but this is increased to 75% with the Ghost Poro rune.
Ward Timers[]
Ward Timer (full)
A timer for the exact remaining duration of an enemy ward appears after any ally attacks it, or uses any Regular ping or the Enemy Vision ping near it within 10 seconds of an enemy placing it or an ally revealing it.
If the duration of the ward is indefinite, the timer will display as always full.
Ward timers may last for the ward's full duration. However, the timer immediately disappears if the ward is both a) visibleand b) expires, is destroyed by an ally, or is replaced by an enemy.
Both conditions must be met in order to acquire information about the ward's actual existence or absence.
Ward timers behave differently when their indicated ward is replaced (e.g. due to the enemy reaching their ward limit upon placing a new ward), depending on the ward's stealth/visibility type.
Timers on replaced non-stealthed wards will remain until your team acquires any form of sight of their assumed location's Fog of War (including effects that would reveal the ward).
A ward timer hides if the ward is revealed and allies gain persistent sight of the ward itself, such as through standard sight, unobstructed vision, or a placed Control Ward. If sight of a ward that already had a timer is lost again, the ward timer for that specific ward will re-appear, denoting its correct duration.
A ward timer also temporarily hides when a visible unit's gameplay radius coincides with their indicator, for game clarity reasons.
A ward placed near the outside of a brush will not grant vision over the area it covers. Placing a ward inside of the brush will grant vision of the brush as well as the surrounding area.
Placing wards near objectives or critical pathways on the map such as Dragon pit, Baron pit, and entrances to the jungle grant valuable information.
Targetable allied wards can be targeted by Teleport, Jax'sLeap Strike, Lee Sin'sSafeguard, and Senna'sPiercing Darkness. Note that doing so will expose the ward for 2 seconds. Teleport's channel will continually refresh the exposure, but renders the ward invulnerable until the channel completes.
Sweeper Drones will reveal and disablestealthed wards within its radius, and highlight non-stealthed wards as a red silhouette. Note that the drone can see into brush and over terrain.
Umbral Glaive's passive, Blackout, triggers when a ward or stealthed trap is nearby. While it is active, you disable all nearby wards and expose nearby stealthed wards and traps. Unlike a Sweeper Drone, Blackout does not allow you to see over terrain or highlight other unseen units.
When a ward is killed, times out or is replaced, it leaves behind Ward rubble for 5 minutes. This can be used to gain knowledge of the enemy's warding habits.
The rubble's transparency increases overtime.
Attack Resets
Trivia[]
When a Control Ward has been alive for more than 2 minutes and 30 seconds, it will automatically gain the following buff:
Distinguished Order of Ward Longevity and Health: Perhaps this ward has been protected. Perhaps it has merely sat in a disused lane. Whatever the case, it has persisted for eons in ward years and joins an ancient regal order of Wards that have lasted a really really really long time.
Wards now display new, dynamic indicators when placing them. The indicators show targeted location, placement location, and whether the locations are valid or not, at all points of the map.
This overrides previous behavior of only a generic indicator being shown when targeting brush or not.
The effect of the existing targeting indicator visual for brushes is virtually unchanged, but its visual has been updated to match the new ones.
Ward Timers: Pinging a ward within the lasts 10 seconds of an enemy placing it, or attacking it, will now cause an accurate timer for that ward to appear until it is destroyed or has expired.
New ward visuals are now displayed on the minimap that will indicate when wards are close to expiring. They will change appearance when wards reach a third of their remaining duration.
Wards can now be targeted by Leap Strike and Shunpo specifically (reverting last patch's change on these abilities only), but this will reveal the ward for 2 seconds.
New Effect:Teleporting to a ward will now reveal the ward to enemies. Teleport will make the ward invulnerable, however.
Removed: Wards are no longer classified as minions for targeting purposes. For example, they will no longer block Rammus'Powerball or intercept skill shots.