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Control Ward
Control Ward
Consumable
Places a visible Control Ward with 4 Health at the target location (600 range), which grants vision over the surrounding area as well as:
  • Revealing and disabling enemy wards.
  • Revealing enemy stealthed traps.
  • Revealing Camouflaged champions.
Additional Information
LimitationsLimited to one Control Ward on the map per player. Increases by 1 with
Vigilant Wardstone

Can only carry 2 Control Wards in inventory.
Map AvailabilitySR
TierConsumable
Item Code2055
Recipe
Total Cost: 75 Goldcurrency
Sold For: 30 Goldcurrency
ExternalLinks
Game Info Wikiwiki.leagueoflegends.com

Notes[]

  • Wards and traps affected by the control ward will be engulfed in a red static shock and lose ally sight they reveal in the fog of war until the ward is destroyed.
  • Control Wards has 4 health points and regenerate one health every 3 seconds after 6 seconds of not being attacked.
  • Grants sight over the surrounding 900 units.
  • Grants 30 Goldcurrency and 40 experience upon death

Trivia[]

  • If a Control Ward has stayed alive for 2 minutes and 30 seconds, it will gain the following buff:
    • DISTINGUISHED ORDER OF WARD LONGEVITY AND HEALTH: Perhaps this ward has been protected. Perhaps it has merely sat in a disused lane. Whatever the case, it has persisted for aeons in ward years and joins an ancient regal order of Wards that have lasted a really really really long time.

Similar Items[]

Patch History[]

v8.23

Control Ward inventory cap reduced. Trinkets scale with average level of all champs in the game instead of owner's level. Warding Totem ward duration decreased late.

Right now, the vision game overwhelmingly favors the team that's ahead. They have the most freedom to place wards and the most gold to put into vision denial via Control Wards. While helping ahead teams close games out is one of our preseason goals, vision does so in an incredibly slow, safe manner that reduces action. With a ton of other preseason changes designed to help decided games end faster, we're pulling back on how high the winning team's vision advantage can climb.


Control Ward

INVENTORY CAP : [3] 2

Trinket Scaling

SCALING : [Level of their owner] Average level of all champs


Warding Totem

WARD DURATION : [90-180 seconds (owner lv 1-18)]
90-120 seconds (game avg lv 1-18)


v7.4
Items that reveal traps no longer disable them.


Sweeping Lens

HOW LAZY : No longer disables traps (still reveals them!)
CARRY-OVER : Also affects Oracle’s Alteration


Control Ward

HOW LAZY : No longer disables traps (still reveals them!)


Duskblade of Draktharr

HOW LAZY : Duskblade’s Blackout passive no longer disables traps (still reveals them, and still disables wards!)
BUGFIX : Champion clones (ex. Wukong’s W - Decoy) no longer instantly gains the Blackout passive when spawned


v6.22
Vision Ward update. Reveals Camouflage but not Invisibility. Disables nearby enemy wards.

With the addition of the shimmer mechanic as a close(ish)-quarters way to interact with stealth, we felt confident removing Vision Wards from the combat equation. That leaves us with an item that serves one purpose: vision control. (Hence the name change: Control Wards.) With power to spare, we doubled down on the control aspect, and the result is a tool that not only reveals nearby enemy vision, but actively denies it. Controlling indeed.

HOW CONTROLLING : Control Wards reveal and disable nearby hidden enemy traps and Sight Wards in a 900-unit radius. Camouflaged enemies in the area are also revealed, but Invisible enemies are not.
RUDE : Control Wards are visible to the enemy team while they’re actively disabling a ward
COST : 75 gold
HEALTH : 4
WARD LIMIT : Each player can have 1 Control Ward on the map and 3 in their inventory
WARD VENGEANCE : Wards disabled by a Control Ward still grant vision of their attackers while being killed


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