- This page is for the deployable units. See also: , Warding (Passive) and Ward skins.
A ward is a deployable unit that removes the fog of war over the surrounding area.
Types of Ward[]
Grants sight over the surrounding 900 units.
Life Span: |
90 − 120 (based on average of all champion levels) seconds for |
---|---|
Limit: |
3 Placed, shared with Stealth Wards, increases by 1 with |
Visible: |
Becomes stealthed after 2 seconds of placement. |
Health: |
3 |
Bounty: | |
Source: |
|
Grants sight over the surrounding 900 units. Cannot have its sight disabled. Its sight also:
- Reveals and disables enemy wards.
- Reveals enemy stealthed traps.
- Reveals Camouflaged champions.
It is also exposed to enemies while it is revealing one of the above stealthed units, or granting vision of a .
Life Span: |
Indefinite |
---|---|
Limit: |
1 Placed, increases by 1 with |
Visible: |
Yes |
Health: |
4, regenerates after 6 seconds of not being attacked. |
Bounty: | |
Source: |
|
Grants sight over the surrounding 900 units.
Life Span: |
150 seconds |
---|---|
Limit: |
3 Placed, shared with Totem Wards, increases by 1 with |
Visible: |
Becomes stealthed after 1 second of placement. |
Health: |
3 |
Bounty: | |
Source: |
|
Grants sight over the surrounding 500 units. Untargetable to allies.
Life Span: |
Indefinite |
---|---|
Limit: |
No Limit (20 in Practice Tool) |
Visible: |
Yes |
Health: |
1 |
Bounty: | |
Source: |
|
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.
Life Span: |
90 seconds |
---|---|
Limit: |
No Limit |
Visible: |
Yes |
Health: |
N/A |
Bounty: |
N/A |
Source: |
|
Grants sight over the surrounding 900 units. Untargetable to allies.
Life Span: |
120 seconds |
---|---|
Limit: |
No Limit |
Visible: |
Yes |
Health: |
1 |
Bounty: | |
Source: |
|
- Effigy e
Grants sight over the surrounding 900 units. Cannot have its sight disabled. Is also a clone. Reacts to nearby enemy champions with mutual vision.
Life Span: |
130 − 280 (based on level) seconds for |
---|---|
Limit: |
No Limit |
Visible: |
Yes |
Health: |
1 |
Bounty: | |
Source: |
|
- Featured Game Modes
- Nexus Siege features a Siege Ward, placed by the trinket.
General[]
- A ward's vision does not extend over terrain.
- 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 Generic pings 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).
- The mutated on reduces the health of wards it reveals to 1.
- As of V7.16, passively-generated one-use on-hit effects such as Energized, or , 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 and , will still be consumed as the player is choosing to prime them.
- will not be consumed when attacking wards.
- 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 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, , or , in which case both receive the full Gold bounty.
- Effects such as 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.
- 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 only has an uptime of 37.5% (90s duration, 240s recharge) but this is increased to 75% with the rune.
trinkets reach the break-even point between
Ward Timers[]
- 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.
- 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) visible and 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 stealthed wards will remain for their full duration, unless the ward, in its assumed location, would be otherwise revealed through any means (e.g. Control Wards, Sweeper Drones, , Blackout, etc.)
- 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.
Ward Skins[]
- Main article: Ward skins
- Ward skins are a type of cosmetic that alters the appearance of all Stealth Wards, Totem Wards, Control Wards, Farsight Wards and Zombie Wards placed by the summoner.
Strategy[]
- Placing wards
- 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 , , and entrances to the jungle grant valuable information.
- Targetable allied wards can be targeted by expose the ward for 2 seconds. Teleport's channel will continually refresh the exposure, but renders the ward invulnerable until the channel completes. , , , and . Note that doing so will
- Removing and Disabling wards
- Control Wards reveal and disable other wards within their Sight.
- Sweeper Drones will reveal and disable stealthed wards within its radius, and highlight non-stealthed wards as a red silhouette. Note that the drone can see into brush and over terrain.
- 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. passive,
- vision of wards hit for 12 seconds. grants
- Wards take 1 damage when hit by a basic attack, regardless of the attack's damage or on-hit effects.
- Full basic attack resets allow you to destroy Stealth Wards and Totem Wards before they stealth.
- As of V6.13, attacking a ward will not classify you as entering combat. For example, you will retain the bonus movement speed from , , and abilities such as .
- 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.
Trivia[]
- When a has been alive for more than 2 minutes and 30 seconds, it will automatically gain the following buff:
Media[]
Patch History[]
- Removed: Killing a Totem Ward no longer grants 40 XP.
- Removed: Killing a Stealth Ward no longer grants 40 XP.
- Removed: Killing a Farsight Ward no longer grants 20 XP.
- 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.
- Undocumented: Targeting an allied ward with an unit-targeted ability (e.g. , or ) now reveals the ward for its remaining duration.
- Warding Totem renamed to .
- Solo experience multiplier increased to 0.93 from 0.92.
- Shared experience multiplier decreased to 1.16 from 1.2.
- Added: , , , , , , , .
- Removed: , , , , , , , .
- Blackout: Moved from to .
- Removed: .
- Added: , , , , .
- Removed: , , , .
- Added: and Ghost Poro.
- Added: and Zombie Ward.
- Added: , which allows players to obtain that places Stealth Wards.
- Removed: and Vision Ward
- Added: and Control Ward
- Stealth Ward experience bounty increased to 40 from 30.
- can no longer target wards.
- Removed: , , and .
- Added:
- New Effect: Now have spawn and death animations to provide better feedback.
- Added: Farsight Ward (created by ).
- renamed to .
- Sight Ward renamed to Stealth Ward.
- Removed: , , and .
- Added: (places Sight Wards).
- Sight Wards. now creates
- The icon above a Sight Ward is now larger and green.
- Added: (places Sight Wards).
- Added: and (places Sight Wards).
- Added: (places Vision Wards).
- Now displays a targeting indicator when placing a ward inside a bush.
- Will now properly update the map icons for creep camps.
- Using on a ward will no longer reveal the ward through Fog of War to enemies. Only Teleport's animation is visible.
- Attack-move will now target visible wards.
- Wards can now be targeted by and specifically (reverting last patch's change on these abilities only), but this will reveal the ward for 2 seconds.
- New Effect: 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 or intercept skill shots.
- Stacks per slot increased to 5 from 3.
- Sight Ward are now green.
- Wards can no longer be affected by Heals.
- Wards now have 3 health and take 1 damage from basic attacks.
- Wards now show their remaining duration in their mana bar.
- Added: (places Sight Wards).
- Sight Ward added. and
- and Vision Ward added.