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Wards and Observers Walkthrough
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Wards and Observers Walkthrough
Posted: Fri Aug 17, 2007 12:03 pmDisclaimer: This guide is correct as of version 6.46b
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- OBSERVER WARDS
- EYES IN THE FOREST
- REVENANTS
- WATCHERS
- WEBS
- PSIONIC TRAPS
- MISCELLANEOUS
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OBSERVER WARDS
Let’s check out some facts about the most common warding tool:
- at day/night, has an area of sight (AoS) of 1600/1600.
- costs 200 for 2 charges.
- can be found at the Chimaera Roost/Graveyard initially containing 3 sets.
- after exhausting 3 sets you must wait 6 minutes before you can buy it from the same shop.
- countered by true sight: sentries, gem of true sight, webs, etc.
The basic principles of planting an observer are:
- a) On elevated terrain, eg. hill, cliff
b) On open terrain, with as little trees/obstructions as possible.
c) At junctions
This enables the observer to see as much as possible to abuse its large AoS. Below are some screenshots to illustrate the example.
On cliff & junctions – this is the most basic ward placement, allows you to see all the junctions there (very popular for backstabbing heroes) and the rune that spawns in the river. Look at the minimap to see its position on the map.
(click the image if you can’t see it properly)
Same as above, to see the rune and backstabbers.
At junctions – a viable place to ward for top lane heroes.
Open area – abusing the observers’ large AoS.
Junction – to observer bottom lane movement.
Open area – perfect warding spot for bottom lane and “jungling” heroes. As many backstabbers love waiting behind the forest in the fog of war, warding this place completely removes this advantage, and allows you to retreat safely.
Of course there are many other suitable spots to plant observers, so long as you remember the 3 basic principles above, you won’t go wrong. I do not emphasize too much on observers due to their limited availability - you can only have at most 6 at a time, and now in the 6.52 series you cannot buy wards from the enemy shop anymore!
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EYES IN THE FOREST
- at level 1/2/3/4, has 600/630/660/690 AoS.
- costs 100/75/50/25 mana with 300/225/150/75 seconds cooldown.
- has a horribly terribly extra large cast range. Abuse this to your advantage!
- requires sight of the tree in order to plant Eyes.
- countered by felling Eyed trees, eg tangos, Wild Axes, Light Strike Array, etc.
If you use the old tree, you would try to save up for a Crow Courier. Although you can practically cast Eyes over 2 screens away, yet you must be able to see the tree, and the Crow solves that problem! The Crow only costs 425, a small price to pay for true-sight map control. Since enemies can see which trees you Eyed, you must make use of the fog of war by Eyeing trees that cannot be seen by your dratted foes.
In this scenario, Treant cannot cast Eyes when he can’t see the tree. But when Crow is there, he Eyes a tree which is behind those thick jungles, so that enemies cannot see it from outside (requiring some observers). Additionally level 4 Eyes gives Treant sight enough to see the rune at the river. Notice how far Treant is from the Eyed tree. Nearly a screen away!
Same as above, abusing Crow’s sight to Eye a tree on the cliff giving Treant sight of the rune and the nearby creep camp. I pressed “Del” to rotate the screen so you could see both tree and rune.
A very useful place to plant an Eye when you have a Techies aiming for godlike by mining the secret shop.
Sight of Roshan and the Scourge’s secret shop. Prepare for a backstab whenever some lone ranger solos the giant boss.
Basically the possibilities are endless when Treant comes with a Crow. Virtually any place in those forests can be Eyed, without risking enemies’ attention. The rest is up to your imagination.
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REVENANTS
- at day/night, has 1600/800 AoS at all levels.
- costs 50 mana each.
- like the Crow, can see over hills/cliffs.
- limited at 5/6/7 revenants at level 1/2/3, but is virtually uncounterable since Visage can raise as many bats as he has mana, and they can only be destroyed by brute force. Truly one of the most powerful warding abilities available.
His bats’ sighting ability gives Visage an extra large AoS to the extent of being able to see those cliffs and forest beside his lane, making him extremely perceptible to enemy movements around him.
Have a bat or 2 sticking with Visage while sending some to be observers. This way you can have observing abilities both on Visage and on your other favorite spots.
Your bats must be on elevated terrain/inaccessible forests to have the AoS advantage and prevent enemies from outright killing it.
Bats’ positions:
Whenever you station a bat, press ‘H’ to make it hold position. That way it will not auto-acquire enemies thus straying from their observing position.
Sight of Roshan, secret shop and the forest on the left famous for juking and gangbangs.
A very powerful bat position, it allows large AoS of the forest and the junctions below. Virtually uncounterable if you pressed ‘H’ beforehand.
Sight of the Sentinel forests.
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WATCHERS
- at day/night, has 1900/1800 AoS.
- costs 20 mana. At level 1/2/3/4, allows 2/4/6/8 Watchers with 20/15/10/5 second cooldown.
- countered by true sight, Radiance’s Immolation, Lightning Revenant’s Storm Seeker, other immolation-based abilities.
The principles of placing Watchers is making them patrol along traveling lanes favoured by backstabbers (that includes you!), in open areas, near neutral creep camps, etc. To have a Watcher patrol, press P then click the point you want him to go to. Then the Watcher will go back and forth between those two points, where he stood and where you told him to go.
Here is an excellent video (not by me) that shows powerful patrol lines for Watchers. I believe this is more than enough to understand Watchers’ patrolling positions.
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WEBS
- Has an AoS of 550, the area of true sight within the webs is 400.
- Has a casting range of 600.
- Each 1.5 seconds a trigger checks if Broodmother has the "Hidden In a Web" aura (that gives the move speed and health regen bonuses), and adds/removes invisibility accordingly. So, when leaving the web you will be invisible for an extra 3 - 4.5 seconds. (by DonTomaso of DA)
- Takes between 2 and 3.5 seconds before you get truly invisible when entering the web.
- Hidden In a Web aura (which gives all buffs) is 370 AoE.
- Cannot be destroyed!
The following illustrate the use of Webs as observers:
This is our Talking Spider about to cast a web. It shows the approximate casting range of the web. To make full use of the observer web we have to make part of the web overlap across the cliff which people often use to plant wards, so that our ranged friends can destroy any spies they put there and to deter them from putting any at all.
Moments later we see that the web does indeed allow sight of the rune.
Same as above, part of the web goes over the cliff to destroy all enemy observers.
This is another ward-destroying web that you should put, because if the other cliff is covered by your web they could just put their wards at the opposite cliff instead. Now they absolutely have no ward advantage at the bottom of the river.
To watch for movements near that area. Here it functions merely as an observer ward.
To watch the top lane.
When laning the Talking Spider in the middle lane it is important to spin a web on the opposite ramp so that you can observe their movements.
The use of webs as observers is almost obsolete in 6.52d - no true sight anymore!
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PSIONIC TRAPS
- Has an AoS of 300 (?)
- Casting range of 2000 (!)
- Easily destroyed, either by enemies with true sight or Lanaya herself.
One of the 6 new heroes Lanaya has an interesting ability, Psionic Traps, which is an immobile unit planted on the ground that slows enemies by 50% within a 400 AoE and is triggered manually. While its ambushing potential is uncontested (look at that casting range
), it is a poor man's version of the observer wards. Nevertheless, it is extremely spammable and can be destroyed at will (by Lanaya herself), so it does have some uses as observers. Having low AoS means you must place the trap very close to what you wish to see.
In the latest map 6.52d, Psionic Traps no longer prevent neutrals from spawning again.
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MISCELLANEOUS
Other abilities that could double as observers are:
- Techies' Remote Mines - AoS of 800, Techies can plant remotes from a distance, ie he can plant it on cliffs. Does not trigger by itself, is invisible and can be easily removed by detonating it. Good qualities for an observer.
- Ezalor's Spirit of Light - Can teleport anywhere on the map.
- Venomancer Plague Wards - temporary sight of an area for 40 seconds unless destroyed first
- Beastmaster's Hawk - invisible and covers quite a large AoS but countered by immolation like Watchers
- Enchantress' Enchant - convert any hostile creep to your service and have it patrol the surroundings like the Watcher video. Lasts for 2 minutes.
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CONCLUSION
Thanks to DA especially Mechanics moderator DonTomaso and those who gave constructive comments.
(extra reminder - click or open any images that you can't see properly in a new window.)
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Last edited by caspian on Sat Jun 28, 2008 11:37 am; edited 9 times in total
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STICKIED!
add in a guide in using psionic traps as wards!
this can help newbs and pros who don't know the greatness of wards.
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Looks great I'll try to fix your images problems just give me a sec. Never mind it'll take me forever to do that. Anyway you should also cover the art of using wards to stop neutral creep spawns, that'll annoy the chen/faceless/naix/jarakal users out there.
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whoa, i read somewhere the cast range of eyes got buffed, but i did not knew it was this long. this makes eyes more immune to tangoes, and makes treant protector more worthy of being picked.
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eyefury wrote:
whoa, i read somewhere the cast range of eyes got buffed, but i did not knew it was this long. this makes eyes more immune to tangoes, and makes treant protector more worthy of being picked.
whoa, i read somewhere the cast range of eyes got buffed, but i did not knew it was this long. this makes eyes more immune to tangoes, and makes treant protector more worthy of being picked.
Not only that but the vision range has been indirectly buffed by this aswell since it'll allow you to cast on higher terrain.
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WOW Nice. i remember you say "the next time i post at this forum expect a ward guide" but you have really out done your self.
try using photobucket to solve your image problems.
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nice guide ... very helpful
thanks

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Ho w to stop neutral creeps spawn?
Nice guide, i am not really fan of wards, but i will try now, since it can prevent creeps from spawning..hehehe
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kakashi88 wrote:
Ho w to stop neutral creeps spawn?
Nice guide, i am not really fan of wards, but i will try now, since it can prevent creeps from spawning..hehehe
Ho w to stop neutral creeps spawn?
Nice guide, i am not really fan of wards, but i will try now, since it can prevent creeps from spawning..hehehe
Since observers are extremely limited in the latest versions, I recommend you use sentries instead. Sentries have unlimited stocks, the ideal thing to stop neutral spawns and start a sentry-war
assuming you know how to stop neutral spawns._________________
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한국어를 위한 싸움은 아직 끝나지 않았다. 아니, 바로 영어 배우는 것 같이 끝나지 않을 것이다.
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I dont get it. How can I stop neutral creep spawn then?
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kakashi88 wrote:
I dont get it. How can I stop neutral creep spawn then?
I dont get it. How can I stop neutral creep spawn then?
Plant a sentry in the middle of the creep camp after killing them. After the next minute if you don't see a big green dot in the minimap (signalling presence of neutrals), you'll know it works.
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Forum rules , my blog 1 , my blog 2
한국어를 위한 싸움은 아직 끝나지 않았다. 아니, 바로 영어 배우는 것 같이 끝나지 않을 것이다.
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Yeah.Nice,caspian!Lanaya's traps,you can use them too!Continue your guide bout the webs

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nice, I always have hard time on warding
maybe other ward-potentials
techies' mines
meepo's clones
Rexxar's Scout Hawk
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haven't watchers been turned spell immune?
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rambol wrote:
haven't watchers been turned spell immune?
haven't watchers been turned spell immune?
They aren't spell immune.
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Forum rules , my blog 1 , my blog 2
한국어를 위한 싸움은 아직 끝나지 않았다. 아니, 바로 영어 배우는 것 같이 끝나지 않을 것이다.
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