← THE METHOD
Vision & wards

How many wards should I be placing?

Whether your wards see anything, how long they live, and how much enemy vision you remove.

What good looks like

The count is the least interesting thing about your vision. A support who places eleven observers that see nothing has worse vision than one who places six in places the enemy actually walks. Wards are a bet on where the game is about to happen.

Good vision is also defensive. Knowing where the enemy's wards are — and clearing them — is worth as much as placing your own, because vision you don't have is only half the problem; vision they do have is the other half.

The mistake

Warding where the game was, not where it's going

The most common wasted observer is placed on the objective that just finished. Ward the ground the next fight will be fought over, not the one you're standing on.

What we measure

We score each ward by what it actually revealed — enemy-seconds, not placements — and count your deward rate alongside how often the enemy cleared yours. A ward that saw nothing counts as a ward that wasn't placed.

MetricBetter when
Wards that saw somethinghigherHEADLINE
Observers placedhigher
Sentries placedhigher
Enemy wards removedhigher
Team wards cleared by enemylower

How this gets graded

When a report's main finding lands in vision & wards, its assignment binds to one of the metrics above. Every game you play afterwards is scored against that number — free games included — and the assignment stays open until it moves. How it works has the full loop.

Read a real report

The other areas