|Effects:||Places an invisible ward that reveals the surrounding area for 2.5 minutes. Upon death or expiration, wards leave behind Rubble. Rubble is team colored, lasts up to 5 minutes, and appears as circles where the ward was when it was active.|
was a consumable item in League of Legends. In addition to only 3 Stealth Wards can placed on the map per player, Only 3 can be carried in a summoner's inventory.
This item is no longer purchasable but I still usable through Trinkets, Tracker's Knife, Sightstone and all of it's upgades.
- Champions in the Support role will often start the game with several Sight Wards so they may place them to avoid early ganks from the enemy jungler.
- Wards are most commonly placed near Dragon and Baron Nashor so a team can see if their enemy is attempting to take either objective.
- It can be cast at up to 600 range.
- After being placed, it is visible for one second. During this second, a team can attack it, although early in the game it usually takes three or more people to kill the ward before it becomes stealthed.
- A ward has three hitpoints and every attack against it deals one damage. There is no way to regenerate these hitpoints.
- A ward gives 30 gold when destroyed.
- The killer of the ward gains 50% of the ward's base gold value.
- It is possible to Teleport to a ward.
- Teleporting to a ward reveals it for the duration of the spell.
- Sight Wards are not available in the game mode Dominion.
- Some champion abilities, such as Corki's Phosphorus Bomb and Lee Sin's Sonic Wave used to be able to reveal a ward. This was a useful tactic to allow teams to remove wards without having to buy a Vision Ward or Oracle's Elixir.
- Lee Sin, Jax, and Katarina are all able to use abilities to dash to allied wards. This can aid them greatly in moving over walls, chasing enemies, or escaping dangerous situations.
Stealth wards have been removed from the shop. All wards leave Rubble upon death.
When vision is in an easily acquired consumable state, a few things tend to happen. For starters, vision becomes an arms race due to the inherent power of map knowledge - making the appropriate answer to 'how many wards should we have' universally 'as many as you can, always'. This means that, executed optimally, an entire team's excess gold income (or primary income, if you're a Jungler or a Support) is funneled into keeping up as much vision as possible at all times.
This means decisionmaking around the questions 'when is the right time to ward?' and 'where is the right place to ward?' is thrown out in favor of sheer throughput. By removing 'safe' vision from the map (invisible wards) and placing the other vision resources on meaningful cooldowns, teams will have to think a lot more about where they light up the map, rather than ward coverage being a function of team gold advantage.
VISION WARD COST : 100 gold ⇒ 75 gold
REMOVED WARDED OFF : Stealth wards are no longer available for purchase
STEALTH WARD DURATION : 180 seconds ⇒ 150 seconds
NEW PICKING UP THE PIECES : Upon death or expiration, wards leave behind Rubble. Rubble is team colored, lasts up to 5 minutes, and appears as circles where the ward was when it was active.
NEW INSIGHTFUL : Wards now indicate their vision range while being placed
on to the big heart of gold in the sky
Dearly beloved, friends, invocadores - we are gathered here today not to mourn the past, but to celebrate new strategies, new seasons, and new beginnings. While the items below, some of whom we've shared both victory and defeat, won't be moving on into that new age with us, we must remember them for who they were, letting them live on in our memories (even if we didn't let them into our inventories).
While not all of the below items were unsuccessful in the way you might expect, many were often restrictive, incomplete, or otherwise not very well supported, limiting design spaces for us to work. Others simply weren't worth the effort. We'll be covering some of the specifics below, but let's all take one last moment of silence before we commit them to the past. More important than providing us stats or building into other items - you built into our hearts.
On a more serious note, let's talk at-large about some items that might not be real threats to game balance (see: Sword of the Occult) but are still being removed. The answer is two-fold: design trust, and design clutter.
Design trust refers to an item sufficiently fulfilling its intended role. When a player sees X item, they should be able to trust that said item is cost-efficient and can fulfill its expectations. Some items in League just fall to the wayside (like Ohmwrecker. Every season.) and we try to cull the herd when possible (usually during preseason), but deliberately keeping an item undertuned so that it can remain fun but unbalanced is just not something we can uphold while still preserving a competitive game.
This leads to our next point about design clutter. Some items fulfill very niche roles in League and may not actually be undertuned to a very small subset of champions. In these cases we're careful to assess the individual impact of removing said item before taking action. You might have seen this with the removal of the Magus enchantment, where we had to think hard if jungle Fiddlesticks was truly going to be useless without his finely-tuned enchantment (we came to the conclusion of no). Niche items that tie themselves so closely to a champion's balance do end up skewing that champion to being dependent on the item to function, and can often ‘hide' real design problems that we can't get to.
- FIXED IT : Fixed a bug where Stealth Wards were staying visible for too long after being placed
- Sight (Green) wards renamed to "Stealth Wards"
- Sight wards limited to a max of 3 placed per player
- Ward tooltips display how many stealth wards are currently placed
- Vision and Sight Ward are now worth 30 gold, up from 25
- The reward structure for killing wards has been changed to the following:
- The killer of the ward gains 50% of the ward's base gold value
- Nearby allied champions with Oracle's Elixir, or allied champions that placed Vision Wards nearby, split 50% of the ward's base gold value
- The following items will now display a targeting indicator to show whether you are placing a ward inside of a bush: Wriggle's Lantern, Vision Ward, and Sight Ward.
- Wards no longer list that they have 20 attack damage.
- Creep camp minimap icons are now more consistent; Clairvoyance and wards will now properly update the map icons
- Using Summoner Teleport on a ward will no longer reveal the ward through fog of war to enemies. Instead, it will destealth the ward to be seen if an enemy is near and reveal the teleport particle through fog of war to enemies
- Attack-move will now target visible wards
- Jax's Leap Strike, Katarina's Shunpo, and Lee Sin's Safe Guard can now target wards again, but will reveal the wards to enemies when used in this manner
- Teleporting to a ward will now reveal the ward to enemies for a few seconds
- Locally jumping to a ward will now destealth the ward for 2 seconds
- Wards and Teemo's mushrooms are no longer targetable/manipulated by spells (except Summoner Teleport). This means, for example, that wards will no longer be able to block Rammus' Powerball, Mushrooms will not block skillshots, and Jax is no longer able to Leapstrike onto a ward
- Wards no longer grant experience on death
- Cost reduced to 75 gold from 90
- Now has 3 health, is immune to healing effects and takes only 1 damage from every attack
- Health reduced to 1 and armor reduced to 0
- Reduced collision and spellhit sizes
- Duration reduced to 3 minutes from 4.5
- Vision Wards and Sight Wards now show their remaining duration (in seconds) in their mana bar. Both teams can see the remaining duration.
Deadfall Ward - 200
Haunting Ward - 800
Tomb Angel Ward - 25
Widow Ward - 75
Bat-O-Lantern Ward - 165