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.
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 116% 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 Umbral Glaive, in which case both receive the full Gold bounty.
Warding Totem trinkets reach the break-even point between Totem Ward duration and charge regeneration time at Level 14 with 11 seconds of overlap. At this level it is possible to always have another charge ready to use before the last ward placed with the trinket has expired of natural causes.
At level 1 Warding Totem only has an uptime of 37.5% (90s duration, 240s recharge) but this is increased to 70.83% with the Zombie Ward rune.
A ward placed outside a brush will not grant vision of the said brush. Placing a ward inside a brush will grant vision of the brush and of the surrounding area.
Placing wards near objectives such as Dragon pit or Baron pit will give your team valuable informations as long as the ward is present.
Allied Wards (except Farsight and Zombie) can be targeted by Teleport, Jax'sLeap Strike and Lee Sin'sSafeguard. Note that doing so will expose the ward for 2 seconds. Teleport's channel will continually refresh the exposure, but renders the ward untargetable until the channel completes.
Jax'sLeap Strike can target any enemy ward, but does not deal damage.
Removing wards
Control Wards reveal and disable others wards within their Sight.
Sweeper Drones will reveal and disablestealthed wards within its radius, and highlight visible wards as a red silhouette. Note that the drone can see into brush and over terrain.
Umbral Glaive's passive, Blackout, triggers when you are spotted by a ward or stealthed trap. While 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.
Note that Blackout will also trigger when spotted by a visible ward, potentially wasting the stealth detection effect.
Scryer's Bloom grants vision of Wards hit for 12 seconds.
Wards take 1 damage when hit by a basic attack, regardless of the attack's damage or on-hit effects. Abilities that grant attack resets or effects that cause you to hit twice will allow you to kill wards faster. For example:
Leona can basic attack, activate and use Shield of Daybreak, and immediately attack again. However the third attack is not automatic and must be ordered by the player.
Jayce can use Hyper Charge while in Cannon form to gain maximum attack speed for 3 attacks without the need to reset the attack timer.
Master Yi can utilize his passive Double Strike and an extra basic attack after, providing that the passive is triggered before or after the singular basic attack.
As of V6.13, attacking a ward will no longer classify you as entering combat. For example, you will retain the bonus movement speed from Boots of Mobility, Cloud Drake and Taliyah'sRock Surfing.
When a ward is killed, times-out or is replaced, they leave behind Ward rubble for 5 minutes. This can be used to gain knowledge of the enemy's warding habits.
Attack Resets
Trivia[]
When a Control Ward has been staying alive for 2 minutes and 30 seconds, it will 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 aeons in ward years and joins an ancient regal order of Wards that have lasted a really really really long time.
Media[]
1st Sight Ward (pre - V3.12)
2nd Sight Ward (post - V3.12)
Vision Ward debris
1/3
Patch History[]
;V9.23
Solo experience multiplier increased to 0.93 from 0.92.
Shared experience multiplier decreased to 1.16 from 1.2.
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.