A COMPLETE Guide on Playing JUNGLE

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The Jungler is probably the MOST challenging  role to play in Mobile Legends. Apart from   being responsible for securing important  objectives, the Jungler has to manage farming,   protect his Jungle from invaders, AND still  find time to support his team with ganks.  So in this video, I will be revealing to you clear  and easy strategies that even someone new to the   role can apply, including what you should be doing  at different stages of the game, so that you can   become an effective and game-winning Jungler! So what exactly is a Jungler in Mobile Legends?   Well, a Jungler is basically the player in a team  with the Retribution (Retri) Battle Spell. When a   player has the Retribution spell, he is restricted  to only farming the Jungle during the first 5   minutes of the game. This is due to the fact that  he will receive reduced Gold and Experience when   he farms lane minions during the first 5 minutes. This makes the Jungler unique, as he is rarely   present in the lanes compared to the  4 other roles. To compensate for this,   the Jungler is awarded bonuses when farming  the Jungle during the first 5 minutes of the   game. This is why it is important for you  to understand the bonuses you have when you   equip Retribution. Having the Retribution  spell provides you with 4 Passive effects.  The first effect grants you 60% extra  rewards when you kill Jungle Monsters,   which basically means you gain bonus Gold  and Experience compared to other heroes   without Retribution when farming Jungle Monsters. The second effect reduces the damage you take from   Basic Monsters by 40%. Basic Monsters are simply  any Jungle Monster that is not the Turtle or Lord.  The third effect is only active for the first 2  minutes of the game, and will further reduce the   damage taken from Jungle Monsters on your own side  of the map by an additional 15%. This means you   will have a 55% damage reduction from Monsters  in your own Jungle during the first 2 minutes.  In exchange for these bonus effects on Jungle  Monsters, during the first 5 minutes of the game,   the Jungler will only receive 50% of rewards from  minions in lane, if no other teammates are nearby.   If teammates are nearby, the Jungler will not  receive any minion rewards in lanes. Basically,   this means that you should avoid being in lanes  and killing enemy minions. The only time you   should be doing this is if you’re passing by and  want to help your teammate clear their minion   wave faster, or if your ally was just killed,  and the waves are already pushing the turret.  These 4 effects are granted regardless of  the number of Retribution Stacks you have.  Now wait, what are Retribution Stacks? Basically, all Junglers will start the   game with 0 Retribution stacks and will  be at Stage 1 of Retribution. Each time   you slay a Jungle Monster, you will gain 1  Retribution Stack. Each Retribution Stack   does not give additional bonuses by themselves,  but will award bonuses when you unlock the next   stage by getting the necessary amount of Stacks. Stage 2 of Retribution unlocks at 5 Retribution   Stacks. At Stage 2, your Retribution  Spell damage will be increased by 50%.  Furthermore, you will also unlock the Retribution  Blessing that you have chosen when you bought   your Jungling Boots at the start of the game.  The chosen Blessing has different effects when   cast on an enemy hero. The options are:  Ice Retribution: which slows the target hero, and  also speeds yourself up when cast for 4 seconds.  Flame Retribution: which reduces a target  hero’s Physical Attack and Magic Power,   while increasing your own for 4 seconds. And Bloody Retribution: which deals   burning damage to the target hero for 4 seconds. For beginners, I will generally just recommend Ice   Retribution, since it’s the easiest to gain the  maximum benefit from its effect. It is useful for   escaping, and also for chasing enemies down. Flame  Retribution is mostly useful to heroes who rely   on bursting the enemy, as it can increase their  damage by stealing the enemy’s damage stats for   a short time window. Bloody Retribution’s damage  scales with your own extra HP stats, so it’s most   optimized for Tank Junglers who have plenty of  HP items to increase the damage of this spell.  At 15 Retribution Stacks, you will  achieve Stage 3 of Retribution,   which simply gives you a bonus of 10 Physical  Attack and Magic Power, and also 100 additional   HP. Although the numbers are pretty small, which  means it isn’t too important to remember this,   it’s still something extra and nice to have. It is important to know that you should have the   Jungling Boots as part of your items throughout  the game. If you do not have, or sell the Boots,   you will lose the 50% damage increase to your  Retribution Spell, which puts you at a great   disadvantage when trying to secure objectives. You  will also lose the Blessing effect, such as Ice   Retribution, if you do not have Jungling Boots. Furthermore, having Jungling Boots grants you   a passive that deals extra True Damage to  Jungle Monsters, which helps you to clear   Jungle Monsters much faster. This is why  Junglers must always have Boots as part   of their items all throughout the game. You should also know that Retribution has   a 35 seconds cooldown. So it is crucial  that you optimize how you use it. I will   cover Retribution usage in more detail  later on in the guide, so stay tuned. So why is it important to have a Jungler in the  team? Well essentially, having a Jungler in a   team will help to maximize resource efficiency  in the team. What exactly do I mean by that?  In Mobile Legends, the map is split into 3 lanes.  A team can gain resources by farming lane minions.   However, the amount of resources given to each  lane are fixed, and there are 5 players in each   team to split these resources to. If all 5  players are in the lanes, the lane resources   will have to be divided amongst all 5 of them. This would be efficient if there were no other   resources to gain elsewhere. But, in between  the 3 lanes exists the Jungle area. These   areas contain Jungle Monsters which are neutral  resources that can be slain by any player on   either team for EXP and Gold. If a player on the  team can focus on farming these areas instead,   lane resources can then be split to 4 players,  which increases their share of EXP and Gold.   Normally, there will also be a Roamer, which  allows the split to be among 3 players.  As explained earlier, a Jungler with Retribution  will have bonuses when farming in the Jungle,   which helps him farm these Monsters  efficiently. This makes it very resource   efficient to have a Jungler in any team. Not having a Jungler in a team, basically   handicaps that team in terms of resource gain,  especially during the early and mid game. Now that we know the importance of having  a Jungler in the team, let’s highlight   what a Jungler is supposed to do. While there is a large variety of   heroes that can play the Jungler role, the main  responsibilities of any Jungler remain the same.  Number 1, the Jungler is in charge of securing  major neutral objectives, which are the Turtle   and Lord. The Retribution spell has instant  and high burst damage to Jungle Monsters,   including the Turtle and Lord, which  is why the Jungler is crucial when it   comes to securing these objectives. Getting the  Turtle or Lord are important to winning games,   as they provide rewards to your entire team when  secured. This is especially true for the Lord,   as it will spawn stronger minions in  all lanes which gives your team stronger   pushing power to help take down enemy Turrets. Number 2, the Jungler is in charge of farming   his own Jungle, and if possible deny the  enemy’s Jungle. As Jungle Monsters are all   neutral resources, meaning it is available to  both allies and enemies to farm, the Jungler is   in a race against the opposing Jungler to grab as  much off the map as possible throughout the game,   especially during the early to mid phases Ensuring your own Jungle Monsters are cleared,   means that the enemies will not have access  to those resources. The effect is doubled   if you steal away their Monsters,  as not only are you gaining farm,   but are also denying it away from the enemy. Number 3, the Jungler is in charge of rotating to   the lanes to assist his team with ganks. Since the  Jungler is not restricted to farming lane minions,   he is able to move around the map while clearing  his Jungle. This gives the Jungler access to all 3   lanes, which provides opportunities for ganking. Ganking enemies will help to increase pressure   on the enemies, giving the advantage to the allies  that you helped in that lane, or at least relieves   some pressure on them if they were losing. Actually most players would already know   these 3 things, but it’s balancing all  3 tasks and doing the right thing at   the right time that makes Jungling the most  difficult role to play. Don’t worry though,   I will try to give you as much information I  can throughout this guide to help you with this.  Now there are primarily 2 categories of Junglers  that sit on opposite ends in terms of what they   can do. The first are the Damage Junglers. Damage Junglers are usually Heroes whose   damage scales well with resources.  Typically Assassins are favored in   this role due to their high mobility, such  as Ling, Hayabusa, Nolan, and Fanny. However,   you can also play non-Assassin Heroes as Damage  Junglers, such as Granger, Lunox and Dyrroth.  Damage Junglers are highly valued for their strong  damage output, which gives them great snowball   potential. However, as they are not so durable,  they can be prone to early game invades by enemies   who are aware of this. They also tend to find it  more difficult in the later phases of a game when   teams start to group up more, as Damage Junglers  are squishy and can be bursted quite easily.  Usually, Assassins are picked more often as  Damage Junglers due to their high mobility.   They can usually rotate quicker compared  to most other heroes. This allows them to   split-push very effectively, present a solo-kill  threat, and also steal objectives when necessary.  The second category of Junglers are the  Utility Junglers. They are typically Tank   or Fighter heroes that provide plenty of utility  to their team, as their name suggests. Examples   of Utility Junglers are Akai, Fredrinn, Barats,  and Grock. These types of Junglers are valued   for their ability to provide support for their  team, and also for their control over the neutral   objective area during contests. However, because  they usually don’t have high damage scaling,   they are more reliant on their team  when it comes to dealing damage.  Despite the fact that I have laid out 2 clear  categories, there are heroes that lie in between   these 2 types. A great example is Martis, who  usually starts off as a Damage Jungler during   the early to mid phases of the game, but can  transition into a damage-utility hybrid by the   end of the game by going with a defensive build.  Guinevere is another example, who has great early   game scaling and can be classed as a Damage  Jungler, but can also run a defensive build   and make use of her excellent crowd control  abilities to become a damage-utility hybrid.  There’s not really a best type of Jungler, as  all of them are really effective in what they   do. So the best one will be the Hero that fits  in with the team composition. The most important   thing to understand is what your role in the  team really is, and who your team’s carry is.  For example, picking up a Tank Jungler like Akai  or Barats means that you’re not the team’s carry,   and your role is to provide support so  that resources can be allocated to your   team’s damage dealers. However, if you pick up an  Assassin like Ling or Nolan, you are the team’s   carry and you will need to focus on getting  as much resources so you can carry the team.  Therefore, picking up the right type of  Jungler for the right type of situation   is crucial. If your team already has  a Freya EXP and Beatrix Gold Lane,   picking up a hero like Nolan isn’t as effective  as something like a Fredrinn or Akai who can   help the damage dealers frontline and peel. I would recommend to beginners that you should   start by mastering 1 Hero first and make sure  you understand that Hero deeply. You should   try to understand your Heroes’ strengths and  weaknesses very well, such as their counters,   their power spikes, and their best item  combinations. Once you have mastered one Hero,   you can move on to more Heroes and expand your  Hero pool. I would recommend at least mastering   2 Heroes for each type of Jungler, so that  you are able to adjust and react to any draft.  As you expand your Hero pool, you should keep up  to date with the meta and learn which Heroes are   stronger. While most Heroes will work in lower  ranks, certain Heroes have more weaknesses or   are easily countered, and will eventually face  difficulties in higher ranks when enemies are   more knowledgeable in the game and know how  to counter. Using a Hero that is harder to   counter and stronger will usually give you  better results if your aim is to gain ranks.  I will be trying to cover what’s meta  in Mobile Legends as often as I can,   so make sure to Subscribe to my Channel if  you want to pick up the strongest Heroes. Now we have the fundamental concepts out of the  way, let’s start with how we play the Early game.  The early game phase begins right from  the start of the Draft until around the 5   minutes mark of the game. The draft is highly  important as this is the point where we can   already start planning what we’re going to do,  especially in the first 2 minutes of the game.  We can use the little map here at the bottom right  of the screen to check out what the positions of   things are for that particular game. What we  want to note is the position of the EXP and   Gold Lanes. Remember, the first Turtle will  always spawn on the side of the EXP Lane.  This is because we want to have an idea of  which lane we’d like to path to and gank   first. The first ganking lane is what every  Jungler should think of before a game starts.   This will affect how you will rotate in the  Jungle for the first 2 minutes of the game.  The average Jungler will default to just ganking  Gold Lane, because that’s what they’ve seen most   other Junglers do. But I’d like you to think  more deeply about this. The choice of which lane   to path to can be a very complex choice as many  factors play into what makes the “right” decision.  Now these are some of the fundamental  questions that I ask myself while making   that decision when I’m playing Jungle. The first question is whether to gank   Gold or EXP lane first. Whichever lane  you gank first will help to give your   ally more lane control over the opposing laner. Gold Laners are typically heroes that are weak   early, but have high damage scaling with farm. So  the main advantage of helping your Gold Laner gain   lane control, is to help them scale faster,  while slowing the enemy’s Gold Laner down.   It can be very scary if a Gold Laner gets fed  early, as that can be an unstoppable snowball   in the hands of a solid Gold Lane player. However, the EXP Lane is actually a great   lane to gank first. EXP Laners tend to be  heroes that perform best in the early to mid   phases. By allowing them to gain lane control,  you can free them from laning responsibilities   and assist your team with other tasks, such  as invading or teamfighting for objectives.  As the first Turtle always spawns at the EXP  Lane, both team’s EXP Laners play a huge part   in the first Turtle contest. Successfully ganking  that lane first means that your team will gain   a huge advantage over the Turtle contest,  and could start the snowball for your team.  The next question to ask is which Buff is more  important? Currently, Buffs stay active for   75 seconds after you slay the Buff Monster,  which usually means only the second Buff that   you take will still be active for the first Turtle  contest. For example, if you start with Orange and   do Purple second, you will only have the Purple  Buff still active during the first Turtle fight.  This is important, especially for mana-hungry  and energy-hungry heroes who require the Purple   Buff to keep fighting. Examples of such  heroes are Ling, Fanny, Alice or Roger,   who are reliant on the Purple Buff to  sustain their mana or energy hungry kits.  However, if your strategy is to gank  or invade at level 2 with such heroes,   you can even take the Purple Buff early  to do this to great effect. I know plenty   of Fanny players that take Purple first so  they can invade the enemy Jungle at Level 2.  Heroes that are not Purple Buff reliant may  find it more advantageous to keep the Orange   Buff active for the first Turtle fight, as  the Orange Buff provides extra damage and slow   effects to their attacks. This is very effective,  especially for melee heroes that can use the slow   effect to maintain their range on enemies. The third question I ask myself is which lane   is the easiest to gank? While the Gold Lane seems  like an obvious answer for most people, since the   Gold Laner is usually a squishy Marksman hero,  I’d ask you to think a little more about this.  While it is true that most Gold Laners are  easier-to-kill squishy targets compared to EXP   Laners, this may not always lead to a successful  gank. At least in the current meta, there has   always been heavy attention placed on the Gold  Lane, which means that the enemy Roamer will most   likely be there to protect his Gold Laner, and  the enemy Mid Laner also tends to rotate there.  Furthermore, smart Gold Laners, especially  those who have watched my Gold Lane guide,   will know how to position safely and be  expecting your gank. This makes the seemingly   easy task to gank Gold Lane, not that easy at all. On the other hand, EXP Laners are usually melee   heroes, and will have to walk up to lane minions  to farm for the most part, and EXP Lane players   also tend to be more aggressive in their approach.  This typically leads to them trading HP often,   and having lower health by the time you rotate  to their lane. This usually allows for an easier   ganking opportunity compared to the Gold Lane. Make sure to take note of what Battle Spells   both of these laners take during the loading  screen. This will also affect how easy that   lane can be ganked. For example, if you’re playing  Guinevere Jungle, and the Gold Laner has Inspire,   while the EXP Laner has Purify, it is likely  that you’ll find the Gold Laner easier to gank.   Since Guinevere relies on her crowd control to be  successful in her gank, Purify on the EXP Laner is   an easy counter to your kit, while the Gold Laner  will most likely die if you land your skills.  There are a million more factors that can  affect what makes the right lane to gank first,   but these are 3 factors that I believe are enough  consideration for you to pick your early path. In   my opinion, it’s usually best to gank the lane  where you will have the best chance of success,   whether or not it’s Gold or EXP. Snowballing  is really important in Mobile Legends,   and I find it’s the best way to  increase our chances of winning.  If you’re experienced enough, you should also  identify invade potential during the drafting   phase. Negative invade potential means that  your team line-up is prone to being invaded,   while positive invade potential means  your team has a strong invading line-up.  When it comes to the early phases, the Roamers  and Mid Laners are usually the ones to help to   protect, or invade the Jungle. Sometimes, the  EXP Laners may get involved, but this is less   common in Solo Queue and lower ranks, where EXP  Laners tend to just stick to their lanes. So make   sure to pay extra attention to the Roamer,  Mid Lane and Jungle picks during the draft.  For example, suppose you’re playing Alice as  a Jungler, and your team picks Cecilion as the   mid laner, and Natalia as the Roamer. Now imagine  the enemy team is playing Barats as the Jungler,   Valir as the mid laner, and Tigreal as the roamer.  This is a case of huge negative invade potential.  Alice only unlocks her full kit at level  4, while Cecilion is a hero who only excels   after he gets enough farm and stacks.  Natalia is not built to defend against   invaders and works better as an invader herself.  Meanwhile, the enemy has 3 really strong early   game heroes who can easily invade your Jungle. When your team has negative invade potential,   you should prepare your team to defend your  Jungle in the early game by signaling for help,   and hopefully they will help  you out when the enemy invades.  Otherwise, you will just have to try and do  your best to find farm elsewhere. Some games   are simply a lost cause due to poor drafting  such as this, as the early game invading   snowball may be too difficult to overcome.  This is hard to prevent in Solo-Q, but much   easier to do when you’re playing in a squad. On the flip side, if your team’s draft is   good for invading, you should try to  use signals or inform your teammates   early of your intentions so they can prepare. Once the game starts, you immediately should start   with your Jungle path. Optimal Jungle clear paths  vary from patch to patch, so I will not cover it   here in detail. Instead, I have covered these  paths in another video which I have listed in   the description of this video below, so check it  out if you want to know the latest optimal paths.  There’s a question that I think most beginner or  even advanced Junglers have, which is “When should   I use my Retribution spell?” If you’ve watched  professional games, such as the most recent M5   World Championship, some Junglers even use their  Retribution as soon as they start the first Jungle   Buff, while some save it until the Buff is dying. Well, the answer will depend on how likely you are   to be invaded, and whether you are able  to secure the Buff without Retribution,   even if you are invaded. You should only cast  your Retribution early if you’re very confident   to secure the buff even if you’re invaded, or  you’re confident that the enemy will not invade.  The advantage of casting Retribution early is to  boost your clearing speed. Since Retribution has   a relatively medium-length cooldown, using  it early means you can spam it more often,   thus allowing you to clear and rotate faster  for ganks. Reaching the lanes earlier than   the enemy Jungler can be the difference  between a good early game, or a bad one.  The disadvantage of this is that you will not  have it available to secure the Jungle Monster   if you’re invaded. If you’re a beginner, it’s  usually better to just save it for securing,   as losing the Buff Monster will put you at  a gigantic disadvantage that will be very   difficult to overcome. Losing any of the first  2 Buff Monsters can cause the enemy to start a   giant snowball which can be very difficult to come  back from, especially when you’re inexperienced,   so ensuring you secure the Buffs is vital. The next thing you need to understand is   hero power spikes. Almost every hero is built  differently, so they are stronger when they hit   certain spikes. Heroes such as Jawhead or Thamuz  are super strong at Level 1 and can already gank   or invade at that stage, while Julian already  unlocks his full kit at Level 3 and is ready to   wreak havoc at that point. Fanny and Nolan are  heroes that are able to cause chaos at Level 2,   while Alice and Hanzo are really  ultimate-dependent, and so they will   need Level 4 to become really effective. Knowing when Heroes are strong helps you   decide whether you should path safer  to farm towards your power spike,   or abuse your early spike and go for an early  gank or invade. Similarly, you can use this   to gauge how strong the enemies are, and whether  you should play more defensively, or offensively.  While you’re farming in the Jungle, make it a  habit to keep watching the mini-map. There are   a lot of things you can tell just by watching the  mini-map, especially when your Roamer is doing a   good job providing vision. Every hero will have a  HP bar attached to their hero icon, so keeping an   eye for everyone’s HP is a good way to decide the  location of a good ganking or invade opportunity.  For example here, we can see on the mini-map that  Irithel is low HP at the Top Lane, and our Khufra   is already in position to gank her. I didn’t  approach her earlier because I was expecting her   to retreat, but since I kept watch on the mini-map  and saw that she stayed, it gave us an easy kill.  A way of forming this habit is to train  yourself to look at the mini-map every   time you do a basic attack. So basic attack,  mini-map, basic-attack, mini-map, basic attack,   mini-map. This will improve your map awareness,  and I would argue that being aware of what’s going   on around in the map is 90% of a Jungler’s  game. So make sure to do this if you’re a   beginner and want to improve as a Jungler. Since we’ve already talked about where and   who to gank, I’d like to talk about HOW to  gank next. There are a couple of things you   should note as you approach a lane. Firstly,  you should note where all the enemies are,   and how much HP they have, especially the  enemies closest to that lane. If you’ve been   watching the map constantly, you would already  have this information at the back of your mind.  The less enemies are present during a  gank, and the lower their HP, the higher   the chance that your gank will be successful. Next, is how you approach the enemy for a gank.   Bushes are your friend and trying to remain out of  vision of the enemy until you engage will give you   the element of surprise in a gank. If the enemy  is not in a good position for you to engage yet,   remaining hidden in a bush until the right  time will give you the best chance of success.  When you move in for a gank, try not  to approach the enemy from the front,   or from the same position as your teammate in the  lane. You should do your best to cut off their   escape route so that they will have to at least go  through you before they can reach their turrets.  For example here, I approached the enemies from  the side so they were not able to retreat to   the safety of their Turret when I engaged  them. If I approached them from the front,   they would have likely escaped. You can also improve your chances   of a gank by keeping a mental note of any escape  tools that have been used by enemies. Sometimes   your teammates may say something like “mm nf” in  chat. This is short for “Marksman no Flicker”,   which means the enemy Marksman just used Flicker.  This can also be replaced by “NU” or “NP” for   “No Ultimate” or “No Purify” respectively. It can also be quite obvious that an enemy   has used Flicker by just watching the  mini-map, especially if that enemy does   not have any natural dashes. Flicker is a  really common spell that many heroes use,   and has a 120 seconds cooldown, so taking note of  whether enemies have used this is really helpful.  When it’s around the 1 min 40 seconds mark,  it’s best to save your Retribution as the   first Turtle will be spawning at 2 minutes.  At this point, you should already be planning   whether you want to be contesting for it. Things that you will mainly need to consider are   the number of players that may participate at the  Turtle contest, the current tempo of the game, and   the level gap between you and the enemy Jungler. If you’ve been keeping your eyes on the map,   you should be able to estimate how many players  will be going to contest for the Turtle.  If you see that your team is not ready to  contest the objective, and you’re going in   with a huge numbers disadvantage, such as a  2v4 or a 1v3, it’s better that you just let   the objective go and farm elsewhere instead. You  will likely not be able to secure that objective,   and will die in the process of doing so, giving  the enemy 2 advantages instead of just one.  The only time you should even try to contest it  in a disadvantaged situation is if you’re using   a mobile hero, such as Hayabusa, or Ling, who  are able to enter the objective area, cast their   Retribution for the steal, and get out safely. Another thing you should consider is the current   tempo of the game. Tempo is basically whether  your team is ahead or behind in terms of fighting   potential. For example, if your entire team is  Level 4 when they arrive for the Turtle contest,   while the enemy team is still Level 3 and without  their Ultimate, you will have a good chance to   completely beat the enemy down if they try and  contest for the Turtle. However, if instead   your team is behind on tempo, it is probably a  good idea to retreat, or at least try to regain   tempo first before contesting for objectives. As mentioned earlier, a Jungler’s Hero Level   will determine how much damage their Retribution  does. Being at the same Level means that if it   comes down to a Retribution battle, it’s a  50-50 on who secures it, as both Junglers   will have the same damage on their Retribution. A  Retribution battle is basically when both Junglers   are available to use their Retribution on the  objective when it is at critical HP. So keep   an eye on the enemy Jungler’s Level to see  if you have any advantage or disadvantage.  A tip to increase your success rate on securing  objectives is to use this red line as a guide,   or use the damage number shown on your  Retribution spell to gauge when to cast   it. The red line basically indicates the damage  that your Retribution spell does to the objective,   and will be shown on both the Turtle and  Lord, as well as the Orange and Purple Buffs.  The best way to secure an objective is to pair  Retribution with your highest damage skill. For   example, while playing Lancelot, you can use  Skill 2 in combination with Retribution for   a sudden output of burst damage which is really  difficult for the enemy Jungler to react to. If   you’re playing Barats, you can use his first Skill  to combo with Retribution for the same effect.  One thing I must say though is that losing a  Turtle is not really game-changing. It gives some   small buffs to you and your team, while rewarding  a bit of Gold too. But it doesn’t really do too   much besides that, so it is never worth trying to  sacrifice yourself just to get a Turtle. You can   easily find a trade to gain those resources back. Trading is an essential concept to Jungle   gameplay. Basically, you are finding something  else of near equal value to exchange for whatever   the enemy team is getting. For example, if you  are able to kill an enemy or 2 when the enemy   takes the Turtle, it is a really good trade  in exchange for that. Pushing down a Turret is   considered a good trade as well. You can also opt  to steal the enemy’s Buff in exchange, though that   could be considered a losing trade in most cases.  However, a trade is still better than nothing.  You can apply the Trading concept to anything else  in the game. If the enemy invades your Purple,   you can trade it with his Purple, or a Kill on  his teammate elsewhere on the map. If the enemy   is taking Turtle and you’re not able to reach it  in time, try to gank the opposite lane instead,   or steal away his buff. Basically, you  want to be as far ahead on resources as   possible in the game of Mobile Legends, so  you have to try to take something away from   the enemy when they take something away from you. In any case, you’re the Jungler and you have to   decide for your team whether or not to contest  an objective. If you do not want to contest,   signal to retreat from the objective. On the  other hand, signal your intention to contest   if you want to. Whether your team listens to you  or not is another matter altogether, but at least   try to communicate and hope that they listen. While contesting for the objective, make sure   to try and keep your HP as high as possible and  watch for important enemies that have skills   that can stun and lock you down, such as a Kaja or  Vexana. I can assure you that at higher ranks, you   will be heavily focussed during these objective  contests, especially when the objective HP is   approaching critical. Enemies will be doing their  best to stop you from casting your Retribution,   so try your best to play around that and keep  yourself healthy so you can secure the objective.  Also, try not to rush the objective if you’re  unsure that you’re able to get it. Sometimes   it’s better to delay the objective and use it as a  bait to pull the enemy in for a fight, especially   if your team is ahead on tempo. Many times, it’s  better to focus on fighting the enemies first,   before really going for the objective. This  can be applied to both Turtles and Lord fights.  After the first Turtle contest is over, it’s  pretty much back to basics. You should first watch   the map and the surroundings to try to gauge where  your enemies may be going. This is a crucial time,   especially if the enemies have better tempo  and are still healthy. Since they’ve gathered   at the Turtle, they may try to invade your  Jungle, so make sure you’re prepared for this.  Each Turtle spawns exactly 2 minutes after  the previous Turtle has been cleared,   so it’s mostly back to farming and ganking  in this brief time window. You can go back   to full-clearing your Jungle and look for  ganks or invades when an opportunity arises.  The mid phase usually begins around the time  the 2nd Turtle has been cleared, which is   around the 5 minute mark. Mid phase gameplay  is usually when teams start gathering up more   for big teamfights as 1st Tier turrets start going  down and the map starts to open up a little more.  The Jungler’s gameplay approach throughout most  of the game from early to late is pretty similar.   It will mostly be trying to find a balance  between farming, ganking, invading, and securing   major neutral objectives. You should apply the  strategies and tips that I’ve already mentioned   earlier, and use them throughout the game. This is regardless of whatever type of Jungler   you’re playing, as these are the primary  responsibilities of playing the Jungler   role. However, beginning from the 5th minute  mark, Jungler’s can also start gaining maximum   rewards from lane minions. So you can also start  to farm any empty lanes that your teammates are   not clearing, and are far away from. This  will help to manage lane pressure and keep   your turrets healthy, which will prevent pushes. An important tip you should also note is that the   1st Lord spawn is at the 8th minute mark. This  8th minute Lord spawn, however, can be delayed   if a Turtle was cleared between the 6th to 8th  minute, since there is a 2 minute respawn timer   after a Turtle is cleared. For example, if any  team clears the Turtle at exactly the 7th minute,   the 1st Lord will only spawn in the 9th minute,  2 minutes after the last Turtle was cleared.  This timer can be used to your advantage if your  team has a massive tempo lead. By controlling and   not clearing the last Turtle if it’s already close  to the 8th minute, you can allow the 1st Lord to   spawn early and use it to up the tempo even more. Securing the Lord, instead of the Turtle,   will help your team in pushing enemy turrets,  as it will spawn Super Minions in each lane,   and also summon an Ally Lord in the weakest enemy  lane. The Lord is a crucial objective to secure,   as compared to the Turtle. This is due to how much  resources it can help you and your team to gain,   which is why it will be difficult to find a  balanced trade when you’re unable to secure it.  The approach to a Lord fight can be quite  different for the type of Jungler and hero   you’re playing. In an even Lord contest, a Damage  Jungler such as Hayabusa or Granger should not be   tanking Lord aggro and holding the Lord for the  most part. The Lord can and will do a huge amount   of damage to the hero tanking the aggro, or any  heroes near it when it does its Swinging attack.  As such, a Damage Jungler should mostly be  positioning himself close to the Lord, but not   too close that you will take too much damage. This  is so you can rush out to do a Retribution secure   when the Lord is critical, or be able to take part  in a teamfight when necessary. The key thing here   will be to keep your HP high so you are available  to secure the objective when the time comes.  A Utility Jungler on the other hand, such as  Barats or Fredrinn, will usually be on the   frontline. They are typically able to tank and  hold Lord aggro for some time, but will still be   unable to hold it for too long as the Lord deals  True Damage based on HP. These types of Junglers   will be trying to hold Lord aggro while the  team’s damage dealers whittle down the Lord’s HP.  If your team is outnumbered, a Jungler with good  mobility can try to steal the Lord. This is a   high risk high reward maneuver, so retreat if  it’s clear you’re unable to steal it. If you’re   playing a low mobility Hero, do not even try to  contest in a disadvantaged situation. You will   likely lose the Lord, and also die from trying. Do not worry too much if the enemy takes the Lord   between the 8th to 12th minute, as it is not yet  enhanced, and will not have the Charge ability   that is capable of breaking turrets. You should  still be able to defend most of such Lord pushes. After the 12th minute, Lords will be enhanced, and  will take away a huge chunk of HP from any turret   it encounters, so these Lords are incredibly  difficult to defend without losing any turrets.  This is why at this stage, the Jungler is  incredibly vital to the success of a team. Death   timers are also really long in the late phases,  so a dead Jungler at this point is a free pass   for the enemy to secure a Lord. Therefore, it is  super important not to take unnecessary risks and   die needlessly at this point. The approach  to contesting late Lords does not change,   so apply the same strategies as mentioned earlier. When you’re at full items, farming becomes   unnecessary, and you should only focus on taking  Buffs. Never trade your life for a Buff though,   it is never worth it. You can also allow your   team’s damage dealers to take the Orange  and Purple Buffs, especially if they can   utilize those buffs more effectively than you. In the late phases, you should be with your team   as much as possible, especially if you’re playing  a Hero that is not very mobile. Being alone during   the late game is extremely risky, and dying as  a Jungler at this stage can be punished very   heavily. This is especially if you’re playing  a Hero with low mobility. Assassins will still   be able to split-push, but Utility Junglers  should mostly stick with and support the team. Perhaps the most important tip I can give you  is to have the Jungler’s Mentality. If you’ve   ever watched or played football before, you’ll  know that when a goalkeeper makes an error,   he can be blasted for that mistake, even if he  made 10 wonderful saves before that error. Just   like a goalkeeper, the Jungler is often roasted  by his own team for making even a single error,   especially for missing Retributions. I want you to remember that objectives   are not just the Jungler’s responsibility,  but also the team’s. So if you do not land   the Retribution in a messy contest, it is not  entirely your blame to take. Of course, if you   miss an obvious Retribution and allow the enemy  to steal it, you should go back to practicing.  Because the Jungler has so many responsibilities,  it is also much easier to make errors. Teammates   will roast you for not going to their lane to  gank, or blame you for them dying. My advice to   you for this is stay strong and ignore them.  Every second that you spend typing retorts,   is time that you could have spent watching  the map, farming, or rotating. The best way   to shut them up is to play your best, farm  up, and find your way back into the game.  My last tip is for beginners who want  to start playing Jungle. The best way   to learn and practice is not in actual  Ranked mode, but in AI Training. I have   tried Hard mode and honestly, the AI is really  solid. Use this mode to practice your heroes,   get used to Jungle patterns, and keep applying  the tips I have mentioned throughout this guide.   You will eventually improve if you  put in the time and effort to do it.  Jungle can be really complex, but I hope  with this guide, it’s more clear on what   needs to be done when you play this incredibly  difficult role. Don’t worry if you struggle in   the beginning. Keep practicing and make  sure you keep your mentality strong.  I wish you all the best in your quest to become a  great Jungler! As always, I’ll see you again soon!
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Channel: RubyRubyRuby
Views: 484,705
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Keywords: mlbb, rubyrubyruby, rubyx3, ruby3, rubyrubyruby ml, ruburubyruby mlbb, rubyrubyruby mobile legends, ml rubyrubyruby, mobile legends, mobile legend, jungle 2024 ml, 2024 jungle guide, best jungle ml, jungle mlbb, jungle mlbb guide, mlbb jungle rotation, jungle pathing ml, ml jungle pathing, jungle pathing mlbb, jungle route mobile legends, jungle route mobile legends 2024, jungle route mlbb, mlbb jungle, jungle ml, jungle ml guide, mlbb jungle guide, mlbb beginner, meta mlbb
Id: XBUXbC4TQoU
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Length: 33min 45sec (2025 seconds)
Published: Sat Feb 10 2024
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