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Mobile Legends: Bang Bang Wiki
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This article has an older version. Some of its content from old version are copied to this current article. Open this article Jungle (Old).
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Jungle-Creeps.jpg

Jungle refers to any area of the map that is not a lane or part of either team's base, including the river that divides it. Junglers rely on killing neutral mobs in the jungle to keep up with their laning teammates in terms of gold and experience. In a standard 5-on-5 game of MLBB, 4 players on a team will be Laners, and 1 player will be a designated Jungler. Jungle Creeps are exclusively showcased in the Imperial Sanctuary Map. Jungle creeps are very strong in the early game and thus a jungler is needed to clear them efficiently. The team shares the jungle from the top and bottom areas. Some heroes are more suitable to Jungling than others, especially Assassin Icon.png Assassin and Fighter Icon.png Fighter, due to their ability to deal a large amount of damage in early game to clear jungle camps and/or to gank lanes quickly in the early game.

Purpose of the jungle is to gain buffs such as Purple Buff (Blue Buff), Orange Buff (Red Buff), Gold Buff, etc. The monsters are scattered throughout the jungle area in order for you to kill in return for gold, exp and various bonuses without interfering with your team's lane minions. At the beginning of the match, the monsters and the Cyclone Eye are spawned at different periods. A jungler with battle spell Retribution.png Retribution and Jungling Boot is significantly faster at jungling than other heroes. There are several types of buffs given by killing specific jungle creeps. These include Purple Buff, Orange Buff, Gold Buff, and Walkie Grass. Killing the Turtle or the Lord will give a certain amount of gold and exp to the side that kills it. The Turtle also gives a shield to the hero and their allies that killed it which increases their Physical Attack and Magic Power. Magic Power is increased more than Physical Attack. When the Lord is killed, it will be summoned from the side that killed it. The Lord will charge down the lane with the least amount of turrets or turret HP and attack anything in its way, while enhancing the minion waves on all three lanes. After the 12 minutes mark, the Lord will turn into a Luminous Lord which gains the ability to use a charging skill on the first turret it encounters, dealing true damage and disabling the turret for a few seconds.

Minimap

Minimap.jpg

Before we start at the jungle, we should first learn the minimap. The colors of the dots represent monsters that grant different buffs. Monsters indicated by Purple Dots grant you Purple and Orange Buffs. Monsters at the Yellow Dots grant you a Gold Buff. Monsters at Green Dots grant you a Healing Buff. Turquoise Dots grant you the Walkie Grass. Blue Diamonds are Cyclone Eyes. The Purple Paw and the Purple Cross are the Turtle and the Lord respectively.

Monster Respawns and Buffs

There are different types of monsters in Mobile Legends. Each of these monsters gives different amounts of gold, experience, and unique in-game buffs. It is vital for you to know the basics and advancements about these jungle monsters if you want to be a successful Jungler.

Creeps

Common Creeps

There are numerous small monsters or creeps, scattered throughout the jungle. These are really easy to kill and do not give out any buffs and are naturally, good for gold and experience only. These monsters spawn at various times and you can clear these camps often, to obtain more gold and experience.

Lithowanderer

Main article: Lithowanderer
Lithowanderer.jpg

This creep won't attack you and gives you the Walkie Grass which grants you extra movement speed and Stone Roamer will appeared moving in the river.

Horned Lizard

Main article: Horned Lizard
Horned Lizard.jpg

This creep has ranged attacks and arouses through increasing its own defense points when it has low HP.

Fire Beetle

Main article: Fire Beetle
Fire Beetle.jpg

This creep will turn into a little Crammer when killed and can survive up to quarter a minute.

Lava Golem

Main article: Lava Golem
Lava Golem.jpg

| This creep has no special abilities aside from a Healing Buff.

Crab

Main article: Crab
Scavenger Crab.jpg

This creep provides you a Gold Buff. Before the Crab spawns, a small Crab will spawn first, giving a lesser amount of gold and it will respawn more often.


Elite Creeps

These monsters spawn after 30 seconds of the game and 2 minutes after they are slain. These monsters grant the killer with exceptional in-game buffs, that are classified into orange and purple ones and have their own specialties.

Thunder Fenrir

Main article: Thunder Fenrir
Thunder Fenrir.jpg

They are duo creeps that give you a special buff called Purple Buff (aka Blue Buff), which grants Cooldown Reduction and reduces Mana/Energy Costs. It also grants you HP for each target you kill, the heal varying with the type of target.

Molten Fiend

Main article: Molten Fiend
Molten Fiend.jpg

This creep gives a special buff called Orange Buff (aka Red Buff), which deals extra true damage and slows enemies when you attack them.


Legend Creeps

The Legends creeps are comparatively, more difficult to kill. However, they grant the entire team with gold and EXP boosts, along with other useful effects.

Turtle

Main article: Turtle
Dragon Turtle.jpg

The killer receives the Turtle Buff, which grants a shield that gives bonus Physical Attack and Magic Power, while their allies will get Gold Bonus and shield for once time.

Lord

Main article: Lord
Elemental Lord.jpg

The most powerful creep that launches multiple attacks to the enemies when provoked. When killed, it greatly enhances minions and associates with killers to push. At the 12 minutes mark, turns into the Luminous Lord which can charge at the first turret it encounters, dealing true damage and disabling it.


Removed Creeps

  • Rock Golem: This creep was featured in a deep area of the jungle, but was much harder to the jungle, hence their removal. This creep was replaced by the Spiderling and Spider (now known as Serpent).

Terrain Features

Bush

Main article: Bush
Bush.jpg

You will become invisible when you hide inside the bush.

Cyclone Eye

Main article: Cyclone Eye
Cyclone Eye.jpg

Cyclone Eye provides you a blink effect that will glide forward in moving direction.


Buffs

Healing Buff
Icon Description Source Demo
Healing Buff.png Restores 5% Mana and 350 HP in 2 seconds.
  • Horned Lizard.png Horned Lizard
  • Fire Beetle.png Fire Beetle
  • Lava Golem.png Lava Golem
  • Little Thunder Fenrir.png Little Thunder Fenrir
N/A


Walkie Grass
Icon Description Source Demo
Regeneration Effect.png Helps player within the 6-unit range to gain some speed buff, while the player is walking on the river area of the jungle. The Walkie Grass will follow the killer for 120s.
  • Lithowanderer.png Lithowanderer
Walkie Grass Demo.jpg


Gold Buff
Icon Description Source Demo
Gold Buff.png The killer gains a Gold Buff that will last of 30 seconds and provide 100 extra Gold. On Little Crab, the killer will gain 30 extra Gold in 9 seconds.
  • Scavenger Crab.png Scavenger Crab
Gold Buff Demo.jpg


Orange Buff
Icon Description Source Demo
Orange Buff.png Aka Orange Buff. Each time the killer attacks the enemy Heroes, the Soul of Lava will attack them once, dealing extra damage and slowing them for 1 second based on the killer's Role. The attack has a CD of 3 seconds.
Role Basis
Assassin Icon.png Assassin
Fighter Icon.png Fighter
Tank Icon.png Tank
It deals 50 (+20% Total Physical Attack) (+30 Attack Speed) True Damage and slows the target by 60%. Also gains 5% Physical Penetration / Magic Penetration (adaptive).
Marksman Icon.png Marksman
Mage Icon.png Mage
Support Icon.png Support
It deals 50 (+30% Total Physical Attack) (+50 Attack Speed) True Damage and slows the target by 20%. Also gains 10% Physical Penetration/Magic Penetration (adaptive).
  • Molten Fiend.png Molten Fiend
Red Buff Demo.jpg


Purple Buff
Icon Description Source Demo
Purple Buff.png Aka Purple Buff. Reduces all skill's CD by 10%, Mana Cost by 40%, Energy Cost by 25%. When killing an enemy unit, restores HP based on the type of this unit:
Unit Type
Minion 3%
Hero 8%
Creep 12%
  • Thunder Fenrir.png Thunder Fenrir
Blue Buff Demo.jpg


Turtle Buff
Icon Description Source Demo
Turtle Buff.png The killer gains a shield that can absorb 400 (+40 each Hero Level) Damage when the killer doesn't take any damage in 5 seconds. The shield can increase the killer's Physical Attack by 20 (+2 each Hero Level), Magic Power by 25 (+4 each Hero Level).
  • Dragon Turtle.png Dragon Turtle
Turtle Buff Demo.jpg

Jungling Tips

Jungling is a reference, to when you leave the lane, stay in the jungle to level up and help your teammates by doing occasional surprise attacks, during group fights. The basic idea here is that your team will be relying on you for game ganking. You should always be on the move, clearing jungle camps after camp and looking for opportunities to gank. Constantly check the minimap and try to camp at the lane nearest to the current objective to secure it more easily.

As your team's jungler, you need to use Retribution.png Retribution as the battle spell. Retribution.png Retribution allow you to buy the jungle boot which itself is the core item as a jungler. The jungle boot help you deal extra damage and get more EXP and Gold from jungle monster. Another reason to use retribution as a jungler that jungle monsters will take less damage when more than one hero standing near them. You can also use retribution spell on enemy to give them whether slow movement speed, burn effects, or reduce their Physical/Magic Damage.

As a ganker and jungler, it is imminent to never reveal your location. Going near to an opposition lane or using your skills on minions, will reveal your location to the enemy. So, it is always advised, that you should always stay in the shadows and work your business, only from there. Try to anticipate the enemy's movements and plan your attack strategy, accordingly. However, keep an eye on the enemy jungler and keep your team updated about his/her activities. Even when there are enemy heroes near your tower, the only thing preventing them from taking offense on your tower is the thought that there might be a hidden ganker, who might jump on them, at any moment. So, being stealthy and letting the enemy walk into the trap, is highly necessary and advantageous.

Another task as a jungler, for you, is to slay the monsters and get buffs for both your team and yourself. Slaying the Lord or Turtle can grant epic buffs for the entire team. Target for last hits on the monsters with Retribution.png Retribution. It is important for you to have a thorough knowledge of the complete map so that you don't have to spend needless time, exploring and finding monster spawning places. Use the in-game pings to communicate with allies quickly to gank, group up for an objective or to retreat if you cannot help them at the moment.

One last thing you should keep in mind is that, as a jungler, you will level up and farm much faster in the jungle. So try to give the lane minions to your teammates, since it is their only source of earning gold and leveling up.

Gallery

Monster Icons

Sanctum Island

Imperial Sanctuary

Alternative Creeps

They were alternative in Celestial Palace or The Western Expanse map.

Old Creeps

They were no longer available in the current map.

Recent Changes to Jungle

(Recent Changes is long, Click to Expand)

Patch Notes 1.5.62

  • Context
  • In this patch, we have adjusted the rewards for killing the Lithowanderer, the Walkie Grass has returned, and we've also added the Stone Roamer who can help patrol the area.

Lithowanderer.png Lithowanderer

  • ADDED + A Stone Roamer will be left behind when you slay a Lithowanderer, and Walkie Grass will follow the killer.

Walkie Grass.png Walkie Grass

  • ADDED + Regenerates allied heroes' Mana by 1% every second.
  • ADDED + A hero who obtained it speeds up by 15% in the river for 45s.

Stone Roamer.png Stone Roamer

  • ADDED + It patrols the river around the mid lane, and exposes the locations of enemies that approach, but can be attacked by enemy heroes.

Patch Notes 1.5.46

  • Cryoturtle.png Cryoturtle
  • Context
  • Because of the previous patch, we managed to made it more difficult for either side to get the buff. However, even though we enhanced Turtle's defense, it was often killed within only 3 minutes. Therefore, to make it more challenging when taking on the Turtle from the beginning, we adjusted its defense again in this patch.
    • BUFF ↑ The defense of Turtle now scales with time. Physical and Magic Defense: 80 → 15 + 10 (scales with time)
    • FIX Fixed the issue that caused the minions on the two side lanes to switch sides occasionally after Turtle was killed. *The Exp Lane and Gold Lane don't change after a match begins.
  • Fixed the issue that caused the abnormal extension of minions' Movement Speed after the battle lasted for 9 minutes. Now it can scale normally with time. Movement Speed Growth of Minions per minute: 15 → 30 (with the maximum total increase unchanged)
  • Optimized the display of the warning indicator around creeps. When creeps get close to it, its color changes.

Patch Notes 1.5.38

  • We observed that, due to the duration and spawn intervals of buffs, Junglers always found themselves idle when jungling. Besides, if the side at a disadvantage loses buffs, their situation will worsen for a long time. Therefore, we're trying to make proper adjustments to the duration and spawn intervals of buffs. We will pay close attention to the effect of these adjustments and consider possible updates accordingly.
    • Fiend Fiend
      • NERF ↓ Spawn Interval: 120s → 90s
      • BUFF ↑ Spawn Time: 30s → 25s
      • NERF ↓ Physical and Magic Defense Growth per minute: 5 → 2
      • NERF ↓ Exp Growth: 5 → 2.5
      • NERF ↓ Base Gold: 43 → 32
      • NERF ↓ Gold Growth: 1.43 → 1.07
    • Serpent Serpent
      • NERF ↓ Spawn Interval: 120s → 90s
      • BUFF ↑ Spawn Time: 30s → 25s
      • NERF ↓ Physical and Magic Defense Growth per minute: 5 → 2
      • NERF ↓ Exp Growth: 5 → 2.5
      • NERF ↓ Base Gold: 38 → 28
      • NERF ↓ Gold Growth: 1.43 → 1.07
    • Little Serpent.png Little Serpent
      • NERF ↓ Spawn Interval: 120s → 90s
      • BUFF ↑ Spawn Time: 30s → 25s
      • NERF ↓ Base Exp: 86 → 78
      • NERF ↓ Exp Growth: 2 → 0.8
      • NERF ↓ Base Gold: 8 → 6
      • NERF ↓ Gold Growth: 0.21 → 0.15
    • BUFF ↑ Duration of Soul of Wind buff and Soul of Lava buff: 120s → 75s
  • We have adjusted the spawn time of Turtle, so as to give more advantages to Junglers and heroes in the Exp Lane and Middle Lane when taking on the Turtle. In addition, the max number of Turtles was increased. We've enhanced the defense of Turtles, in order to limit the neutral resources gained by the team with an advantage and their ability to kill the Turtle.
    • Cryoturtle Cryoturtle
      • BUFF ↑ Spawn Time: 180s → 120s
      • BUFF ↑ Maximum Turtles in each game: 3 → 4
      • BUFF ↑ Physical and Magic Defense: 37 → 80
  • Optimized the display of HP Bar sections, for easier damage calculations. Each section of the HP Bars represents 1,000 HP for heroes and creeps and 2,000 for Cryoturtle CryoturtleTurtle.png Turtle and Sanctuary Lord Sanctuary LordLord (Alt).png Lord.

Patch Notes 1.5.24

  • Crammer.png Crammer
    • BUFF ↑ Base gold bonus increased by 20%.
  • Crimson Lizard.png Crimson Lizard
    • BUFF ↑ Base gold bonus increased by 20%.
  • Little Crab.png Little Crab
    • NERF ↓ Refreshed every 20s instead of 15s.
    • ADJUST ~ Becomes Crab at the 180s instead of the 90s.

Patch Notes 1.5.16

  • Statued Shocker.png Statued Shocker
    • ADDED + New Skill: Reduces damage taken by 15% for each nearby hero, capped at 60%.
  • Core Guard.png Core Guard
    • ADDED + New Skill: Reduces damage taken by 15% for each nearby hero, capped at 60%.
  • Crab.png Crab
    • ADJUST ~ Slightly adjusted their spawn locations.
    • NERF ↓ Reduced the HP Regen Speed in the first 5s after the hero leaves the chasing range.
  • Little Crab.png Little Crab
    • ADJUST ~ Slightly adjusted their spawn locations.
    • NERF ↓ Reduced the HP Regen Speed in the first 5s after the hero leaves the chasing range.
  • Lithowanderer.png Lithowanderer
    • ADJUST ~ Spawns on one side of the Mid Lane instead of both sides.
    • NERF ↓ Base HP and HP Growth reduced by 10%.
    • BUFF ↑ Physical Defense: 37 → 60.
    • BUFF ↑ Base gold bonus increased by 56%.
  • Walkie Grass.png Walkie Grass
    • NERF ↓ Removed effect: Restores HP and Mana
    • ADDED + New effect: Increases the owner's Movement Speed in the river
    • BUFF ↑ Duration: 20 → 45s

Patch Notes 1.4.94

  • Core Guard.png Core Guard
    • Buff (Soul of Lava)
      • NERF ↓ Reduced the Damage for Mage, Marksman, and Support from 50 (+60% Total Physical Attack) to 50 (+30% Total Physical Attack) (+50 Attack Speed)
        • NERF ↓ Reduced the Slow from 30% to 20%.
      • NERF ↓ Reduced the Damage for Assassins, Fighters, and Tanks from 50 (+40% Total Physical Attack) to 50 (+20% Total Physical Attack) (+30 Attack Speed).
        • NERF ↓ Reduced the Slow from 80% to 60%..

Lithowanderer.png Lithowanderer

  • Buff (Walkie Grass)
  • Little Crab.png Little Crab
    • ADJUST ~ Adjusted the Spawning Time after match start from 45 seconds to 40 seconds.

Patch Notes 1.4.86

  • Crab.png Crab
    • NERF ↓ Reduced the Gold Buff Duration from 30 seconds to [[ |18 seconds]].
  • Lithowanderer.png Lithowanderer
    • NERF ↓ Reduced the Basic Gold Reward by 20%.
  • Core Guard.png Core Guard
    • NERF ↓ Reduced the Basic Gold Reward by 20%.
    • NERF ↓ Reduced the Chase Distance.
  • Statued Shocker.png Statued Shocker
    • NERF ↓ Reduced the Basic Gold Reward by 20%.
    • NERF ↓ Reduced the Chase Distance.
  • Statued Chaser.png Statued Chaser
    • NERF ↓ Reduced the Basic Gold Reward by 20%.
    • NERF ↓ Reduced the Chase Distance.
  • Gargoyle.png Gargoyle
    • NERF ↓ Reduced the Basic Gold Reward by 20%.
  • Crammer.png Crammer
    • NERF ↓ Reduced the Basic Gold Reward by 10%.
  • Little Crammer.png Little Crammer
    • NERF ↓ Reduced the Basic Gold Reward by 10%.
  • Crimson Lizard.png Crimson Lizard
    • NERF ↓ Reduced the Basic Gold Reward by 10%.
    • BUFF ↑ Increased the Basic Gold Reward by 100%.
    • BUFF ↑ Increased the Base HP by 20%.

Patch Notes 1.4.70

  • Core Guard.png Core Guard
    • NERF ↓ Physical Attack Bonus of Marksman/Mage/Support decreased from 80% to 60%.
    • NERF ↓ Physical Attack Bonus of Assassin/Fighter/Tank decreased from 50% to 40%.

Patch Notes 1.4.50

  • Core Guard.png Core Guard
    • NERF ↓ Now Lesley Lesley will get the Marksman buff after killing the Core Guard (Higher damage but weaker slowdown debuff).
    • NERF ↓ Soul of Lava: Physical Attack Bonus of Marksman/Mage/Support decreased from 100% to 80%.

Patch Notes 1.4.36

  • ADDED + Little Crab.png Little Crab
    • At the 45s of a match, the Little Crabs will appear at where the Side Lane Crabs locate.
    • By killing it, the killer will get a Small Gold Buff.
    • The Little Crabs refreshes every 15s.
    • At the 90s of the match, the Little Crabs will become Crabs, the attributes and rewards of which are the same as before.
  • ADDED + Lithowanderer.png Lithowanderer
    • At the 35s of a match, the Lithowanderer will appear at the bush in the river around the mid lane.
    • After killing, there will appear a Walkie Grass which cannot be attacked following the slayer.
    • The Walkie Grass will regenerate HP and Mana to allied units nearby.
    • The allied Minions will regenerate more.
    • The Grass will disappear after a period of time.
    • The Lithowanderer refreshes every 120s.
  •  Cyclone Eye
    • Added 4 Cyclone Eyes in the Jungle Area.
    • When players pass the Wards, they will slide a certain distance in the current moving direction after a short delay.
    • Refresh at the 40s of the game.
    • The Cooldown is 45s.
  • Core Guard.png Core Guard
    • NERF ↓ Basic HP decreased.
    • BUFF ↑ Basic ATK and Magic Defense increased.
    • BUFF ↑ The initial refresh time decreased from 33s to 30s.
    • BUFF ↑ The Physical and Magic Defense scale with game time.
    • Adjusted the buff
      • BUFF ↑ Slow enemies down and deal extra True Damage when dealing damage to enemies.
      • ADJUST ~ The effect cools down for a period of time.
    • ADDED + When Tank/Assassin/Fighter Heroes get this buff. they will inflict stronger Slowing Effect to enemies but deals less extra damage.
    • ADDED + When Mage/Marksman/Support Heroes get this buff, they will deal more damage but inflict weaker Slowing Effect.
  • Statued Shocker.png Statued Shocker
    • NERF ↓ Basic HP and HP Growth decreased.
    • BUFF ↑ Basic ATK and Physical Defense increased.
    • BUFF ↑ The initial refresh time decreased from 33s to 30s.
    • ADJUST ~ The Physical Defense scale with game time.
    • Adjusted the buff
      • BUFF ↑ Reduced the Cooldown, Mana/Energy Cost of all skills.
      • ADJUST ~ After killing the unit, restores HP based on the unit type.
  • Statued Chaser.png Statued Chaser
    • BUFF ↑ The initial refresh time decreased from 33s to 30s.
  • Gargoyle.png Gargoyle
    • BUFF ↑ Increased Basic HP and HP Growth.
    • NERF ↓ Decreased Basic ATK and ATK Growth.
  • Crimson Lizard.png Crimson Lizard
    • NERF ↓ Lowered the Basic Attributes.
    • BUFF ↑ When its HP is lower than 50%, it will increase the defense.
  • Crammer (Alt) Crammer (Alt)Crammer.png Crammer
    • NERF ↓ Lowered the Basic Attributes.
    • ADDED + After death. a small Crammer will be formed for a period of time.
  • Turtle Icon Turtle IconCryoturtle.png Turtle
    • ADDED + The killer will get a buff where when the killer doesn't take or deal any damage in 5s, the killer will get a shield that can absorb damage and increase the killer's Physical and Magic Attack. (Scales with Hero's Level)
    • NERF ↓ The refresh time of the Turtle adjusted from 2 minutes to 3 minutes after the start of the game.
  • Lord (Alt) Lord (Alt)Sanctuary Lord.png Lord
    • ADJUST ~ The refresh time of the Lord was delayed by 1 minute.
Battlefield Features
MapDefensive TurretsMinionsBushCyclone EyeLithowandererHorned LizardFire BeetleLava GolemCrabThunder FenrirMolten FiendTurtleLord
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