Skill Info:
Creates a ward that slows the movement and attack speed of non friendly units within a large radius.
Mana Cost: 70 + 30*level
Slow %: 30 + 15 per 2 levels
Ward HP increases every few levels
Background:
A skill that has been around for a long time, but has been underused despite its great potential. The slow caused by this skill is significant throughout the game (for movement speed more so than attack speed, as you approach late game), and the fact is that, if you play your cards well, a slow enemy is a defeated enemy, nine times out of ten.
General Information:
This skill greatly reduces move speed; even at low levels, an enemy lacking move speed buffs is slowed to a crawl, and their damage output takes a severe dip. The radius is sizable enough to affect many opponents at once and open up a lot of options for placement, and the effect of the ward takes another couple of seconds to expire even after the enemy escapes the radius, or the ward is destroyed. One of the best things about slow ward is that it completely ignores magic immunity, meaning that things like Avatar that serve as hard counters to other debuffs are no counter at all to this skill. The ward is durable enough, at least before mid-late game to make the enemy spend a few attacks on it should they choose to destroy it.
Skill usage:
An incredibly versatile skill, slow ward can be used to great effect in a variety of situations. In general, you can gain significant benefits just with one point in this skill, freeing up points elsewhere, but if you want to ensure that slow ward is a serious problem for your opponents you can level it more often.
Some simple examples of this skill in action:
-Use it to gank: place the ward somewhere just out of reach to hinder both the target's attempts to escape and his teammates' attempts to come to his aid. If they wind walk, remember that your ward is still slowing them, so hang around; they aren't going far before they reappear again.
-Use it to counter ganks/countergank/escape a poorly chosen fight: An opponent coming for you is going to be at pains to get at you when they're moving as though through molasses. If it comes as a surprise to them, the effect may even be enough to turn the tables on them... and few things hurt more than an attempted gank gone so wrong. Finally, supposing you engage an opponent and realize you can't take them on for whatever reason, drop your slow ward behind you and run.
And a final tip: though to some it may be common sense... unless you're on the run and already on the outskirts of the radius of this ward when it is used on you, destroy it. Do not ignore this ward in a duel; unless you're already far, far ahead, it is going to cause you to lose if they're putting any points into it.
Slow ward is one of the most powerful tools available for entering/escaping combat at will, an asset that can have a profound effect on the outcome of a game. There are other neat tricks you can play on your opponents, and on creeps, that are limited only by your own craftiness; don't make the mistake that many have made before, and discount this extremely powerful skill.