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Master MLBB Jungle: Project NEXT 2025 Maps & 20% Faster Routes

Quick Overview: The Project NEXT 2025 update shakes things up with new maps like Dangerous Grass, Broken Walls, Flying Cloud, and Expanding River. We're talking dense bushes perfect for ambushes, open shortcuts that shave off 20% from your rotation times, 5-second aerial respawns to get you back in the action fast, and those 20-30% speed-boosting currents kicking in after the Lord spawns. Lean hard on blue buffs if you're playing energy hogs like Fanny—they'll keep you flying. And don't sleep on the Turtle; it pops every 2 minutes, handing out shields and boosts that can swing early fights. Invade smart with CC roamers like Tigreal to snatch around 120 gold from the enemy, and tweak your hero's path for those 20-30% mobility edges, aiming to hit level 4 right before that 2-minute Turtle drops.

Getting a Grip on the New Map's Jungle Layout

These Project NEXT 2025 maps? They flip the script on how you path through the jungle. Take Dangerous Grass—those bushes let you go invisible for a nasty Saber burst, but Tigreal's CC can shut that down quick. Broken Walls give you shortcuts for 20% faster rotations, ideal for Johnson to dive in and gank. Flying Cloud turns your 5-second post-death flights into a farm accelerator for Granger, with a 10-second cooldown to keep the momentum. And once the Expanding River's currents fire up after 8 minutes, you're getting 20-30% speed boosts that make Lancelot chases feel unstoppable.

In Dangerous Grass, the bushes hug the high ground and even creep into the Lord's pit. Ward those mid-lane bushes right after grabbing your core buff to stop invades cold. How do you handle it? Scout the bushes while you're clearing, then slap a ward on that high-ground spot near mid as soon as you're done with the buff.

Broken Walls? They crack open the flanks for those 20% quicker dives. Cecilion loves using them to escape after hitting level 4. Start by clearing your core through the shortcuts, then ward the corridors leading to nearby camps.

With Flying Cloud, those respawns launch you straight to buffs—no more wasting time walking back. Zhask's anti-air can counter it, though. Farm your initial buff and camps first, then time any deaths to trigger that 5-second flight right to the buffs.

Expanding River's currents don't activate until after the Turtle or Lord, but once they do, Thamuz can outpace Ling easy. Clear your buffs before the 8-minute mark, ward the river edges, and ride those currents with Hylos for extra boosts or Corrosion Scythe to slow foes down.

What's Different from the Old Map?

Comparison of old and new Mobile Legends jungle maps showing terrain changes

Dangerous Grass leans into ambushes more than Broken Walls' rotation focus—ward those bushes to counter, and scout paths to snag steals. Flying Cloud cuts the sting of deaths compared to static respawns, while the River currents amp up your kiting after 10 minutes. (As an editor who's combed through patch notes, I gotta say, these changes reward adaptive players way more than the old setup ever did—it's all about reading the terrain now.)

Where the Jungle Camps Are and When They Respawn

Blue Buff? It's a cooldown and mana saver for Fanny's endless wall spam. Red Buff throws in slows that Joy can abuse for her dashes. The Lithowanderer moves around as a ward that regens mana, and Gold Crab dishes out 18-second gold bursts. Camps pop back on fixed timers, so hunt the Lithowanderer in those Dangerous Grass bushes for prime vision.

Buff Spots and Who Controls What

Blue fits Fanny's wall mobility through Broken Walls like a glove; Red powers Joy's dashes. Lock down the Purple and Orange buffs before objectives to deny the enemy about 120 gold from that Orange one.

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Your Go-To First Clear Routes

The standard first clear? Hit your core buff, roll into adjacent camps, then snag the Lithowanderer or Crab for vision and XP—boom, level 4 before the 2-minute Turtle. Smart paths spike your efficiency by 10-15%. Secure that blue buff for mana sustain on heroes like Ling, clear the adjacents for gold and EXP, ward the Grass bushes, and rotate to objectives with Retribution ready on your second buff.

Guide to first jungle clear route in Mobile Legends new map

On Dangerous Grass, team up with a roamer for those bush wards—Popol's vision is gold here. Clear your core buff, ward the high-ground bushes near mid, farm camps while watching for ambushes, and rotate early to Turtle with Sky Piercer for some ranged poke.

Broken Walls let you clear core through the opens and dive at level 4 about 20 seconds sooner. Buff via shortcuts, ward the hidden paths, hit adjacent camps through the breaks, and cross the map post-4 with Dominance Ice to cut cooldowns.

Flying Cloud? Leverage that 5-second flight on respawn to bounce back to buffs. Do your initial buff and camps, flight to buff after a death, push waves to build momentum, and reinforce mid via aerial path with a 10-second cooldown and Wind of Nature for safety.

For Expanding River, lock in vision before the currents wake up. Clear buffs and camps pre-Lord, ward the edges, use the 20-30% boost after 8 minutes for smoother pathing, and scrap on the edges with Corrosion Scythe slows.

The Classic Blue Buff Start (Broken Down Step by Step)

Blue's perfect for Fanny—spam those walls right after the clear. Grab blue first for that energy rush, hit adjacent camps with your second skill, then roam once you're done, stacking War Axe and Blade of Despair.

Red Buff Rush for Priority Clears

Red suits Joy: Land a 2-2-2 on creeps for 3-4 dashes. Start with red buff, combo on minions, and scale late with Clock of Destiny and Holy Crystal.

Blazing Speed Clear to Rush Level 4

Suyou dominates with Skill 1 and 2. Hide Skill 3 in bushes, hold-cast that stun for bursts, secure kills with follow-ups, and build War Axe.

Safe Farm Path When Invades Loom

Buff to camps to Lithowanderer; keep an eye on that +23 gold from the Purple creep. Delay Retribution on your first buff against Fanny invades, then use it on the second.

When Objectives Spawn and How to Prioritize Them

Turtle hits the river pit at 2 minutes, respawning every 2 minutes for four rounds until 8 minutes—giving shields and boosts until it's tapped out. The first one's near the EXP lane; the killer gets the full shield, team shares lesser ones. Position pre-spawn with basics and skills, have your EXP laner zone with ultimate, mid hides in bushes for damage, roamer facechecks, and lure it with slow attacks to base—Retribution when it's at red HP.

Map of Turtle spawn locations and timings in Mobile Legends

Lord drops at 8:00 in a random pit, evolving at 12 for beefed-up attack and defense, then 18 for base boosts. It hands gold and EXP, pushes weak lanes with empowered minions, and attacks every second via Thunder Strike AoE true damage or Ocean Force airborne. Clear Purple and Orange buffs pre-engage, get EXP and roamers CC-ready, mid and gold laners with offensive items, jungler with Retribution set, and pull off a bush ambush (that's the Lord Dance: lure it, team bursts on engage; bait some feints).

Lithowanderer acts as a moving ward with mana regen for river vision in your first routes. Gold Crab? 18-second gold after Turtle.

Go for Turtle every 2 minutes for early gold edges; Lord after 8 if you're geared. Skip Turtle against tough foes—gank the opposite side or steal a buff instead. Use Turtle leads to smash first turrets before 5 minutes.

Turtle's Spawn Schedule and Respawn Loop

Every 2 minutes for four times; lure it out with slow circle attacks, hold aggro without yanking too many adds.

Nailing Lord Timing with Team Sync

Spawns at 8:00; have teammates bush up, jungler lures on enemy engage to lock it down.

Why Lithowanderer Matters and How to Use It

It's all about vision and XP in your routes; pair it with Crab for gold after Turtle.

Deciding What to Prioritize: A Quick Decision Tree

Early game: Turtle over buffs. Mid: Lord after a wipe drops enemy strength by 50%. Late: Evolved Lord to base-push with speedsters like Hayabusa.

Tweaking Paths for Specific Heroes

Assassins like Ling chase blue for that mobility pop; fighters like Balmond lean on ultimates for control. Tier S picks (Fanny, Ling, Hayabusa, Joy, Suyou) blaze through clears with their mobility, outpacing Tier B/C like Karina, Lancelot, or Balmond for snowball potential. Adapt on the fly: Use Walls shortcuts for Ling, River pursuits for Karina.

Fanny? Blue first to fuel her energy, farm into assassinations. Spam walls on blue buff, manage with second skill, roam post-clear, and balance Blade Armor with Immortality.

Fanny performing blue buff clear in Mobile Legends jungle

Ling goes blue for wall hops; core to adjacent to level 4 ganks against Wanwan in the currents. Blue buff, camps, then Walls in Broken for those shortcuts.

Hayabusa plays safe to level 4; Quad Shadows for ambushes. Buff to camps to Lithowanderer or Crab, drop bush shadows in Grass. (Watch out—he's weak to Saber, from what I've seen in ranked queues.)

Karina resets on kills with her passive; magic clears for invades. Stack magic items for speed, chase in River. She's shaky against Eudora or Ruby CC.

Balmond sweeps with Cyclone for clears; ultimate for ganks. Efficient buffs, rotations through Walls. Struggles vs. Dyrroth or Lunox.

Joy? Red buff for her 2-2-2 dashes against Fanny's blue. Red priority, late magic with Holy Crystal. But CC shuts her down hard.

Suyou's the fastest clearer; bush that Skill 3. Skill 1 displace, hold stun for bursts, secure with follow-ups, War Axe build.

Assassin Jungler Paths (Ling, Lancelot, Hayabusa)

Ling and Lancelot: Blue to ganks post-4; Hayabusa shadows into ults. Ban squishy carries without mobility.

Optimizing Fighters in Jungle (Balmond, Joy)

Balmond owns early-mid control; Joy shines late with dashes. Stick to S-tier meta picks.

How Tanks Handle Jungle Paths

Tigreal or Franco: CC for invades, Roaming Boots to back it up. Prioritize hyper carry buffs in Mythic+ games.

Special Routes for Mage Junglers

Novaria wards bushes in Grass; Cecilion dips out in Walls.

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Advanced Invade Routes and Plays

Invades let you yoink buffs pre-wave, using roamer or mid CC like Tigreal to reset creeps or stun, denying about 120 gold from Orange. Route it past the Lithowanderer to their buff; kill creeps to deny. Start past Lithowanderer, CC to reset or stun, retreat at low HP, and coord with team for repositions.

Go aggressive to strip early gold and EXP with speedy heroes. Expect the fights, adapt on the spot. Pair with mid for pro-level disrupts.

For high-success invades: Hit early blue or red; mid-game steals post-Turtle. Ward enemy jungle pre-invade for vision. Roamer leads, jungler tails. Escape with Wind of Nature to heal up.

Lord grabs: Early if you're stacked; post-wipe or turret control. Lure to lane while capturing, fast-push with Hayabusa when two enemies are down (that's a 50% reduction) or just one defender left.

Top Invade Paths by Game Stage

Early: Buff denies. Late: Steal objectives after 10-minute currents.

Setting Up Vision for Safe Invades

Drop wards ahead; track +23 gold for path cues.

Team-Backed Invades That Stick

Mid and roamer assist; disrupt like Franco on Fanny's red.

Escape Plans and Safety Checks

Tease and delay; re-engage after regen, don't overcommit.

Counter-Jungling and How to Defend

Defend by locking your own buff and counter-invading against Fanny's red; predict it from that ~120 gold on Orange. Roamers rock Roaming Boots and Encourage for boosts. In Mythic+, grab hyper first buff and Lithowanderer. Vision the bushes post-buffs, gank with your carry, push aggressive Turtle if you're behind, and stay alert on movements.

Against invaders: Ambush on gold signals, re-engage even outnumbered. Counter Novaria with early wards. For late Lord: Position on spawn, steal or initiate with Antique Cuirass for physical tankiness or Athena’s for magic.

Recovery? Farm minions after 5 minutes to scale; pivot to ganks or steals.

Spotting Invade Chances

Check scoreboard gold; spot visible enemies for counters.

Keeping Your Jungle Safe from Invades

Own buff first; roamer backs you against Franco.

Tracking the Enemy Jungler

Minimap plus gold; predict their paths.

Bouncing Back After Losing Jungle Control

Minions beat camps; vision for comebacks, guard your KDA ally.

When to Gank and Rotation Sweet Spots

Early gank the XP lane before 2-minute Turtle to deny their ultimate; rush level 4 with blue mana or orange damage sequencing. After 5, hit sidelanes or farm open minions. Clear first buff, river to XP, delete the laner, return to Turtle—skip if gold's iffy.

Make it effective: Target overextended laners post-burn via river or bush. Ping your team, go post-level 4, time with currents or flights. Post-5: Minions for gold if lanes are empty.

Defend turrets by watching minimap—ditch creeps to protect.

Hitting That Level 4 Gank Spike

Before 2-minute Turtle; sequence buffs to rush it.

Rotation Flows After Buffs

To lanes post-camps; invade if you spot them.

Reading Lanes for Gank Wins

Overextends after burns.

Juggling Farm and Gank Pressure

Early farm for XP, mid ganks; steal if your comp demands it.

Mistakes That Kill Your Jungle Game

Don't wander aimlessly—time Retribution for clears, watch gold for invades. Invading without vision? That's a death sentence. Delay first buff against Fanny. Skip Turtle vs. strong teams—gank opposite or steal instead. Always vision up, predict via scoreboard, no over-pulling aggro, adjust to playstyle and team.

For Retribution: Eye red HP for secures; skip it on Turtle unless bushes are clear, save for ganks or invades. Overcommit? Retreat low HP, tease their farm.

Over-Farming and Whiffing Objectives

Post-5, minions over pure jungle for better scaling.

Botching Buff Choices

Blue for energy, red for damage; skip fights if you're outmatched.

Falling into Predictable Paths

Adapt to the map; invade when it fits.

Overlooking Team Comp

CC roamers for invades; support hypers.

What Pros Do in the Jungle

Pros lure Turtle out with slow ranged attacks, holding aggro without over-pulling; roamer and EXP help if jungler's buffed. Lord Dance: Bush hides, lure on engage for the burst. Early Turtle: Secure buff, steal theirs, capture with Lancelot's overpower for leads.

On new maps: Grass calls for 2-3 vision heroes; Walls enable Lord backdoors post-8; Flying times deaths to that 10-second cooldown; River snowballs after 10-minute overflows. Meta's all Tier S heroes, tweaking rotations and objectives.

In MPL, they nail consistent captures for gear spikes; early Lord post-wipes. Optimization? Master mechanics for ranked or classic climbs. (I've edited enough pro breakdowns to know—it's the little timings that separate good from god-tier.)

Breaking Down MPL Pathing

Invades are everywhere; Turtle lures are standard.

Adapting Routes to the Meta

S-tier for early-mid dominance; ban against immobile foes.

Pro Tactics for Objective Control

Dance for clean grabs; zone with coordination.

Tips Tuned to the Season

Post-patch: Currents for chases, flights for quick recoveries.

How to Gauge Your Jungle Performance

Track level 4 speed, gold from creeps and buffs, gank or steal success, deaths dodged. Efficient play means quick camps for spikes, secures without feeding. Late game: Vision focus, no stealing from carries. Against lanes: Post-5, minions outpace jungle gold.

Benchmarks? Top players hit 600+ GPM, 80% clear efficiency. Improve by logging metrics, practicing routes in replays.

Core Stats: GPM, Clear Speed, Kill Participation

GPM from buffs and objectives; Suyou's the speed king; KP through ganks.

Stacking Up to Pros

They hit level 4 pre-2 minutes, zero invade deaths.

Framework for Getting Better

Optimize farm, prioritize objectives; pick meta heroes.

FAQ

What's the quickest jungle clear on the new Mobile Legends map?
Suyou takes the crown with Skill 1 displacement and Skill 2 dominance—kick off with core buff, stash Skill 3 in bushes for ganks, and blaze to level 4 in under 1:30 using Broken Walls shortcuts, then build War Axe for those bursts.

When does Turtle spawn in Mobile Legends?
It drops in the river pit at the 2-minute mark, respawning every 2 minutes until 8 minutes for a total of four spawns pre-Lord. First one's near EXP lane, later ones random—grab it for team shields, gold, and boosts by hiding in bushes and luring slow.

Red buff or blue buff start as jungler?
Blue for energy and mobility beasts like Fanny and Ling to spam skills off walls; red for damage amps like Joy's dashes or marksman slows. Favor blue in Flying Cloud for respawn efficiency, orange in Expanding River for chases—tailor to your hero's tier and the map.

How do you counter-jungle effectively in ML?
Predict from the scoreboard (~120 gold flags Orange buff); secure yours first, counter-invade with CC like Tigreal to reset creeps. Ward Dangerous Grass bushes early, retreat low HP to bait their farm, and re-engage post-regen for outnumbered edges.

Best invade routes on the new map?
Sneak past Lithowanderer to enemy buff pre-wave; exploit Broken Walls opens for speed, or Expanding River currents post-8 for chases. Coord roamer CC (Franco stun), deny ~23 gold from Purple creeps, escape with Wind of Nature—prime for early pro disrupts.

Guide to advanced jungle invade routes in Mobile Legends

How to lock down Lord without it getting stolen?
Spawns at 8:00 in a random pit; run the Lord Dance—jungler lures with non-lethal attacks, team ambushes from bushes on enemy engage. Clear buffs first, Retribution at red HP, bait feints, and leverage evos at 12/18 for turret pushes with buffed ally minions.


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