Whether your wards see anything, how long they live, and how much enemy vision you remove.
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 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.
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.
| Metric | Better when | |
|---|---|---|
| Wards that saw something | higher | HEADLINE |
| Observers placed | higher | |
| Sentries placed | higher | |
| Enemy wards removed | higher | |
| Team wards cleared by enemy | lower |
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.