Feb 26, 2012

Tossing Wards Over Ledges for Pro Placement

12 comments
A ward being thrown over a jungle wall on Summoner's Rift

You can put a ward on the far side of a wall you cannot walk through. It costs you nothing, it takes one click, and it means you never have to face-check the bush you were about to face-check.


League of Legends Guide

Warding Over Ledges

Updated August 2026
A ward thrown over the wall into the mid lane side bush, with the click target circled

Most of the wards you lose are not lost to sweepers. They are lost to you walking somewhere to place them, and dying on the way.

Throwing a ward over a wall solves that. You get vision of the far side without ever standing on the far side, which turns the single most dangerous thing a support does — walking into a bush nobody has vision of — into something you do from safety, through terrain.

This was one of the first guides published on this site, back in 2012. The technique has outlived the map it was demonstrated on, which is worth explaining before anything else.

How It Actually Works

Ward items are ground-targeted, and terrain does not block the target — it just refuses to hold the ward. Click on a wall and the ward does not stop at the wall. It settles on the nearest piece of ground it is allowed to sit on.

Which side of the wall that turns out to be is decided by where you clicked. Aim at the near half and the ward drops back at your feet, wasted. Aim past the midpoint and the closest legal ground is on the other side, so that is where it lands.

That is the whole trick, and it is the same rule that governs extending a Flash or a blink over a ledge: get past halfway into the wall and you come out the far side. The consequences are just cheaper here. Miss a ward and you are down one ward. Miss a Flash and you are dead.

Two things follow from it. Wall thickness is the real constraint, not distance — a thin wall you can barely reach is easier than a thick one you are standing next to. And you usually need close to your full cast range, because the point you have to click is not the wall, it is the far side of the wall's middle, and that is always further away than it looks.

These screenshots are of the old Summoner's Rift. They were taken in 2012, before the map was rebuilt in 2014, so the trees, the towers and the ward icons all look wrong to a modern eye. The champion demonstrating most of them is Nami; the last one is pre-rework Evelynn.

Read them as diagrams of which wall to throw over, not as pixel-exact click targets. Every bush and wall shown below still exists in the same place and still works the same way, but the art around it has changed completely, and you should expect to spend a game or two re-finding the exact angle. If old Rift is your thing, we keep a running League of Legends Classic FAQ.


Spot 1: The Mid Lane Side Bush

Shown in the image at the top of this page. This is the easiest one on the list and the one to practise first, because the wall is thin and the angle is close to square.

Click the circled point from the lane side and the ward crosses into the bush beside mid. It mirrors perfectly for the other side of the map. If you only ever learn one of these, learn this one — it is the bush a roaming jungler most often waits in, and it is the one you would otherwise have to walk into to check.


Spot 2: The Baron Tri-Bush

Ward thrown over the wall into the tri-bush near the Baron pit
The top river tri-bush, warded from the Baron wall. Note how far right the click has to be.

Harder than the first, and the one people get wrong most often. Standing near the Baron wall you have to reach for close to maximum range, and the failure mode is throwing too far right rather than too short.

This placement matters more than its difficulty suggests, because it is one of the few ways to get eyes on the tri-bush without walking into the river. It also pairs directly with the pit itself — several of the positions in The Art of Warding Baron are placed this way, from inside the pit, over the wall.


Spot 3: Over the Red Buff Wall

Ward thrown over the wall to cover the red buff camp
Covering red buff from outside the camp. The alignment here is unusually forgiving.

This is the anti-invade ward. When you suspect the enemy is coming for your jungler's buff, this gets you vision of the camp from outside it, so nobody has to stand in the camp to find out.

It is also one of the more forgiving placements on the list, because the wall and the target line up well. If the Baron tri-bush is frustrating you, come practise on this one first.


Spot 4: The Dragon Tri-Bush

A ward landing short of the dragon tri-bush, showing the common mistake
This one is a miss, kept deliberately. Short on range, and the ward drifts left instead of crossing.

The bottom-side mirror of the Baron tri-bush, and the screenshot has been kept as-is because it shows the failure rather than the success. The ward has landed left of where it was meant to go, which is exactly what happens when you do not reach far enough into the wall.

That is the useful lesson. The wall does not give you partial credit. Either you got past the midpoint and the ward crossed, or you did not and it sat down next to you. When one of these fails, the fix is almost always "click further", not "click somewhere else".


Spot 5: The Top Lane River Bush

Ward placed in the top lane river bush from the lane side of the wall
Landed. The ward is sitting in the river bush, thrown from the safe side of the wall.

The solo laner's version. Top lane spends a lot of time alone against a bush it cannot see into, and this covers it without the walk.

One practical note that has aged into being more relevant, not less: this is a tight placement, and quick cast without a range indicator turns it into guesswork. Either enable the indicator for your trinket or use normal cast for the fiddly ones. Our smartcasting guide covers how to set that up per-slot rather than globally, which is what you want here.


Spot 6: The Bot Lane River Bush

Two wards near the bot lane river bush, one placed correctly and one short
Both outcomes in one frame: the good placement, and above it the one that fell short.

The mirror of Spot 5 and genuinely harder, because the angle you are throwing at runs much closer to parallel with the wall. A parallel approach means a longer path through terrain, and a longer path through terrain means the midpoint is further away.

Both results are visible in the screenshot: aim low, at the near edge of the treeline, and it crosses. Aim high and it drops on your side, like the one sitting just above it.


Spot 7: Two From a Reader

Two ward placements over walls near the Baron side bush, shown with the cast range indicator
Sent in by KahnGage. The left panel shows the cast range circle, which is the detail worth copying.

These two came from a reader, KahnGage, who sent the screenshot in after the original post went up. They cover the Baron side bush and its mirror near the blue buff on the other side of the map.

The left panel is the part worth studying. It shows the cast range indicator drawn on the ground with the intended target sitting right at its edge — which is the whole discipline of this technique in one picture. You are not aiming at a spot, you are aiming at the far limit of your range and checking that the wall's midpoint falls inside it.


Why It Is Worth the Practice

You stop face-checking

Every one of these replaces a walk into an unlit bush. That is the single most common way supports and junglers die for nothing.

You ward earlier

You do not have to reach the spot to cover it, so you can place vision on the way past instead of detouring for it.

The ward is harder to find

Vision that arrived over a wall is vision nobody watched you place. If they did not see the walk, they have no reason to sweep the bush.

It transfers to blinks

Same rule, higher stakes. Learning the midpoint feel on wards is free practice for crossing walls with Flash.

What Has Changed Since 2012

The vocabulary moved. What this guide originally called a stealth ward is now just your trinket or accessory ward, and what everyone called a pink ward is officially a control ward. The map was rebuilt in 2014 and has been retouched several times since. Ward limits, trinket cooldowns and sweeper ranges have all been retuned more than once.

What has not changed is the rule the technique rests on: a ground-targeted ward settles on the nearest ground it is allowed to occupy, and clicking past a wall's midpoint puts that ground on the far side. Every wall in this guide is still a wall, and every bush is still a bush. If a term here is unfamiliar, the League of Legends Terms Glossary has the current names.

Related Reading

The Art of Warding Baron

Where to put vision around the pit, and where to sweep from when you are the one clearing it. Read it here.

Extending Flash over ledges

The same midpoint rule applied to blinks, with a list of the abilities it works on. Full guide.

Sweeping Lens usage

The other half of the vision game. Most players sweep from the wrong distance and reveal nothing. The positioning guide.

Top 10 Assassination Ward Locations

Placements chosen for setting up kills rather than for safety. Several are thrown over walls. See the list.


Frequently Asked Questions

Can you place a ward over a wall in League of Legends?

Yes. Ward items are ground-targeted and terrain does not block the target, so clicking on a wall places the ward on the nearest ground it is allowed to sit on. Click past the middle of the wall and that ground is on the far side.

Why does my ward keep landing back at my feet?

You did not click far enough into the wall. The nearest legal ground to your click was still on your side, so that is where it went. The fix is to click further, not somewhere else — and to make sure you are reaching for close to your full cast range, since the point you need is past the wall's middle rather than at its edge.

Does wall thickness matter?

More than distance does. A thin wall you can only just reach is easier than a thick one you are standing against, because the midpoint you have to clear is closer. Throwing at a shallow angle, nearly parallel to the wall, makes the crossing longer and the placement harder.

Does this still work on the current map?

Yes. The mechanic is unchanged and every bush and wall shown here still exists. The screenshots are from the pre-2014 Summoner's Rift, so treat them as showing which wall to throw over rather than as exact click targets, and expect to re-find the precise angle in game.

Should I use quick cast for this?

Not without a range indicator. These are tight placements and quick cast with no indicator is guesswork. Enable the indicator for your trinket slot, or use normal cast for the harder spots.


Found a wall throw that nobody seems to use? Leave it in the comments.



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12 comments:

  1. Wow, this is really useful tips. Didn't know this. Haven't seen any top elo players do it either. Nice find!

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  2. Wouldn't this be considered a glitch and would patched in the future?

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  3. It's definitely not a bug. It's a great technique that can guarantee objective completion.

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  4. You guys serious??? I knew this since i put down my first ward....

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  5. - What I am checking when I get in from work

    If I place the ward in a wall and shunpo to it at the same time will I follow it over the wall?

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  6. @Mundox: Seeing that it's yet to after 2 years, doubt it. It might be intentional.

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  7. Awesome guide, with great images and explenation. Keep it up!

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  8. Thanks, great tutorial. wp blog :))

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  9. This will work with Heimdinger´s turrets aswell.

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  10. his turrets dont have quite that much range sadly its barely out of melee range so it cant even be placed over baron/dragon wall.

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