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Where to ward in Dota 2: patch 7.41 warding guide

A ward isn't vision just in case — it's a 20–40 second warning before the enemy reaches you. In the matches we review, winners put almost half their observers on the enemy half of the map, while losers mostly ward their own side. Here's where to place observers and sentries at each stage of the game, and which warding mistakes cost games most often.

In short

Check it on your own gameWe map every ward in your match with a grade, show how long your team had no observers vs the winners' norm, and whether you had vision at Roshan and before high ground.

What our match reviews show

We compared 1,238 team-games longer than 20 minutes from matches reviewed on DotaLeak. Winners place 46% of their observers on the enemy half; losers place 26%. Vision on their half shows where their cores are heading before they get to you, so you have time to back off, group up or catch someone alone.

The second number is blind time. The median share of the game after minute 10 with not a single observer up is about 13%. If your team is well above that, you regularly play whole minutes without information, and almost any death in those minutes is a death in the fog.

Below is how many wards positions 4 and 5 place per 10 minutes at each rank. Compare yourself with your own bracket, not with pro games.

Wards by game stage

Lane, 0–10 minutes. Your first observer goes where the gank on your lane comes from, or on the rune if your mid controls it. The offlane support can drop a ward or sentry in the enemy pull camp's spawn box before 1:00 — while it stands, the camp won't spawn and their lane gets pushed toward your tower. Your team should have at least one observer up before minute 5.

Mid game, 10–25 minutes. Vision moves from the lanes into the jungle: entrances to your jungle, river forks, the triangle. By 14:00 and 21:00 — vision on the Shrine of Wisdom; before Tormentor spawns — on its low ground; before Roshan respawns — on the approaches to the active pit.

Late game. The enemy high ground before a siege, their base exits to each lane (you see who walks or teleports where), Roshan approaches. A ward that shows the enemy engage in advance is worth more than any deep ward that gets a support killed.

Before Roshan and Tormentor

60–90 seconds before the attempt, place observers on the approaches to the pit from the enemy side, not inside the pit: you need to see who's coming, not Roshan. The minimap icon shows which pit is active. Sentry and dust their vision around the pit first, then hit Roshan.

Since patch 7.39 Roshan roars at 85% health and both teams get a message. There's no quiet Roshan anymore: either kill it fast while they're far away, or be ready to fight at the pit.

In 7.41 Tormentor sits on low ground with three staircases: to the Lotus Pool, to the lane and up to the Twin Gate high ground. Cover two approaches with vision and keep the third as your way out.

Before taking high ground

Without an observer up top you can't see where the defenders stand — there's no vision up a slope from below. Place an observer on their high ground as your creep wave reaches the tower, and a sentry where they usually put their defensive wards. Our review flags every high-ground push without an observer up top and counts how many heroes it cost.

Dewarding and sentries

A sentry grants true sight in a 1050 radius and lasts 7 minutes. Plant them where the enemy wards for their own game: your jungle entrances, cliffs above your core's farming spots, the Roshan pit and their smoke paths. An enemy observer that lived its full 6 minutes on your side is a separate mistake in our review — six minutes of them watching your farm.

Dust reveals invisible heroes around you for 12 seconds. Against Riki, Clinkz, Bounty Hunter or Weaver, carry dust and sentries from the start, and get a Gem on the team later.

How to ward without being seen

If you were seen planting, the ward is gone within a minute. Don't walk straight to the spot from an area where you're visible — plant from the fog. Don't put an observer where one was just dewarded: they know that spot. Shift wards a few steps off the standard spots — behind trees, to the other edge of a cliff.

Refresh key spots 30–60 seconds before the ward expires, not after. And don't die for a ward: a solo deep observer while behind almost always ends with a dead support.

Common warding mistakes

These are the mistakes our coach-view warding review catches in a match:

Norms by rank

median across real matches

Position 5 — Hard support

RankWards per 10 minDeathsTime dead, %players
All ranks5.710151690
Herald4.6101630
Guardian5.31015114
Crusader5.01016141
Archon5.61015222
Legend5.91014296
Ancient5.91014191
Divine6.39.51394
Immortal6.291498

Medians across matches analyzed on DotaLeak. Missing ranks — not enough data yet.

Position 4 — Soft support

RankWards per 10 minDeathsTime dead, %players
All ranks3.710151690
Herald1.7101638
Guardian2.4101593
Crusader3.11015160
Archon3.51015240
Legend3.71014267
Ancient4.01014205
Divine3.9101485
Immortal4.4101498

Medians across matches analyzed on DotaLeak. Missing ranks — not enough data yet.

Check it on your own gameWe map every ward in your match with a grade, show how long your team had no observers vs the winners' norm, and whether you had vision at Roshan and before high ground.

FAQ

How long does an Observer Ward last in Dota 2?

An Observer Ward lasts 6 minutes, a Sentry Ward 7 minutes. Refresh key spots 30–60 seconds before they expire so you don't leave a gap in vision.

How many wards should I place per game?

Check the norms table above: it shows the median wards per 10 minutes for positions 4 and 5 at your rank. More important than the count is that your team almost never has zero observers after minute 10.

Who on the team should buy wards?

Positions 4 and 5 first, and they should split vision evenly. Mid and offlane buy an observer or sentry too when a support is dead or far away.

Can a ward block a neutral camp?

Yes. An observer or sentry inside the spawn box stops the camp from spawning for as long as it stands. That's how you block the enemy pull camp — and how people accidentally block their own.

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