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JungleAssassinMarksmanDifficulty 60/100
All ranks, this week.
Written by players. Their views, not ours; names are masked.
Tired of losing in SoloQ? This hero can help you (and take your sanity after getting 5man invaded)
Use against tank jungler/2 frontlines/more than 2 tanky heroes
jungle hero.
Talents: #111, #122, #531
All-rounder emblem. Fast farming, good survivability, can create clutch moments
I recommend starting from Blue buff every time, except for when you're afraid your Buff can be delayed/stolen(against Franco, Kaja, Novaria, Fanny, Natalia, Hanzo), then you have 3 possible rotations.
Take all the greens in your jungle immediately. No invades, take Litho only after 2 buffs if it's still up. After Lv.4 try to gank a lane or counter-initiate an enemy gank.
After Blue Buff, immediately go to enemy green near the Litho and try to steal it. YSS at level 2 in decently strong and has good retri. After the invade take Litho and continue to your Red Buff.
Risky strategy, but works frequently. Make use of your tempo and immediately take both of your buffs. If enemy jungler doesn't have quick clear(for ex. Alucard) you can invade enemy buff and take it, YSS retri is very good. After invading you will have Lv.4 which opens a possibility for a kill or a further invade. To consistently pull it off, you must have good knowledge of limits of your hero.
In SoloQ, it can be difficult to take the 1st Turtle. Even if your retri is good, I recommend exchanging turtle for one side of enemies jungle. This funnels gold and EXP to you, while turtle benefits the entire team, but has lower impact on the Jungler. I rarely take turtle if against heroes who can easily zone/shut down YSS (YZ, Lapu², Alice etc.). When invading, try to not use your retri since enemies can counter-invade after taking the Turtle.
If you're more than 2 levels ahead of enemy Jungler, you can be confident in taking the Turtle. Still, don't waste your s1 and be mindful of enemy CC/burst. Always assume enemy will use Flicker unless you 100% know they don't have it. In high ranks, people tend to 5 man group on later turtles, which opens more possibilities for trades. A T1 turret gives same gold as min 5 Turtle, and T2 turret gives same gold as min 7-8 Turtle. Sometimes even when you're ahead it might be more beneficial to funnel the gold and EXP on you rather than risk your life taking neutral objectives.
1st Lord isn't as important but still can give a massive advantage. Try to get him to charge into enemy's T3 turret and activate as many Holy Shields as possible. You prepare the enemy base for a stronger siege. Make the Lord go sidelane if possible, he is weaker in Mid Lane since he reaches enemy base quicker.
Don't all-in into the Lord unless you're 100% sure enemies will end the game with it. Remember, if enemies group up, it opens a lot of possibilities for farming/pushing. You can try to take a tower in exchange for the Lord. Using your ult, it's possible to sneakily burst enemies marching lord if they're far away.
This is when most of your games should end. At this point, if you do everything correctly you should have so much advantage and snowball, your presence can win any teamfight. Take risks to try to end quickly. Prepare your Quick Sell/Buy items. Capitalize on every advantage. Remember, after reaching full build you won't get stronger, only enemies will.
Same strategy. Put pressure on the map, try to splitpush, take turrets in exchange for the Lord. Contest only if you know you can win it of you know you can't defend it.
After 3 Lords, almost everyone will have full build. Prepare lanes before the objective, create pressure, go for solo kills or splitpush to make enemy panic recall. You should control the tempo of the game if you want to win.
This guide is not for complete beginners. It assumes you know the mechanics of your hero and you have decent battle IQ. It's not really difficult to play YSS but if you feel like youre lacking try to read the info and fill the gaps. 70% WR in soloQ is completely possible. I reached top 1 global YSS with 82% WR(11900 MMR) on him playing mostly solo.
Always look at the minimap. When clearing jungle, when pushing, even in teamfights. Consider looking at the map as breathing in MLBB. Gank if you see enemy overextending, prepare for an ambush if enemies are missing for a prolonged time, invade if you see enemy heroes busy ganking. Don't be surprised when enemy EXP Laner shows up at the other side of the map. You should've checked the minimap. Take every advantage that you can take. You never know when the game will turn around either way.
In teamfights, I tend to divide heroes into those who can be easily killed without your boat and those who are not. This doesn't really change with the meta. For example, Aurora or Joy can easily be taken down without your ulti, but Karina or Moskov are difficult to kill if you don't have a stun. Don't waste your boat on someone unimportant. Try to show on enemy's minimap for as little time as possible, always try to flank or find a kill angle. You are very agile and can escape almost any situation if you know the limits well. Take calculated risks.
Good with Mathilda: Great mobility, but lack of frontline or extensive healing can be crucial.
Good with Angela: Your solo carry games turn into duo carry games! It requires a little different play style but can work extremely well, especially in late game.
Good with Floryn: What happens if an extremely fast farming hero gets to farm even faster? Absolute carnage. Just remember to play safer in early because a support is weaker than a tank. Almost as good as Angela in late game. Healing supports are preferable in SoloQ since unlike tanks it doesn't take a lot of brain capacity to play them well and they're stronger against uncoordinated teams. Remember that in 5man t
Watch out for Franco: This braindead hero can ruin your match from early to late game with a random hook or flicker ulti. Remember to build Immortality or prepare to quick sell. In SoloQ I prefer to ban him outright.
Watch out for Fredrinn: Another braindead hero, this time in jungle. Almost impossible to kill in late game, but make 1 mistake and he oneshots you. What were they thinking? Another great candidate for your ban slot.
Watch out for Hilda: She is extremely difficult to deal with, she WILL invade and your team WONT help you. Ask your team to ban her or pray she doesn't get picked.
Watch out for Yu Zhong: Practically nullifies your objective presence. Forget about turtles and lords, but he can be easy to kill or shutdown from early game.
Don't play mindlessly
Yss basic enhance was strengthened if paired up with speed attack items
Tip: if You're going to secure the turtle or lord, It's better to prepare your second skill in advance and shoot it along with the retribution for the additional surprise damage.
Talents: #111, #1221, #531
Good damage, Fast movement after kills, Early damage for squishy targets.
If you and your teammates can't win or secure the objective and they still insist on making a teamfight, Don't join. You'll only lose more valuable time. It's better to either push or wait for the right time to attack the weak spots, Play like an assassin.
Good with Minsitthar: Can't escape if captured by minsis ult.
Watch out for Khaleed: At early, Yss is vulnerable to invade type heros, You'll need to play smart here.
TIPS OF HOW TO EXACTLY USE YSS JUNGLE. PLEASE LEAVE A LIKE
i build this item for CD reduction and deal much damage per second. good for mid/late game.
retribution is the best for yss
Talents: #111, #122, #531
marksman emblem has new attributes which is additional adaptive attack, adaptive penetration and attack speed emblem talents: THRILL: to gain 16 adaptive attack SEASONED HUNTER: to increased by 15% for Lord and Turtle KILLING SPREE: after killing an enemy hero, instantly recover 15% of lost HP and gain 20% Movement Speed
First of all, advice to all Yi Sun Shin users. if you do YSS jungle you should study or learn about how it actually works in game. you better know the passives/strength/weakness for YSS.
Good with Minotaur: Minotaur is good compatible for YSS in game. Minotaur can help you zoning objectives like Turtle/Lord/Buffs etc. and it can take all damage to enemy and heals.
Watch out for Fanny: Fanny is the best counter for YSS but depending on how the game works or the player used it. on my opinion, fanny is the aggressive assassin we've all known, it is bad for YSS because it has only 1 dash but for fanny can cable and chasing you. base of my experience
100% winrate
Pro build
Secure objectives in the Early game
Talents: #511, #122, #132
Quantum charge because of movement speed boost and penetration then jungle emblem for securing and fast objectives
Never tap the second skills, looks lame and does 0 damage
Good with Freya: Yss will beat ******** out of Freya in late game cry about it
Watch out for Fredrinn: Depends on who's has more gold and items but in early game fredrin claps yss but in late game yss wipes the floor with Fred, truth hurts Fred main
for true damage, sustain & attack speed survivability
retri for securing objectives like turtle and lord and for major requirements for jungling
Talents: #112, #122, #531
for fast farm additional attack speed and for survivability
use your ultimate carefully don't fight if you're not sure just farm and get the timing items.
Good with Angela: You can move faster and have a sustain for longer team fight can fight 2v5 if angela has ultimate
Watch out for Hilda: Can invade yss in early game which is crucial for the hero to farm early
Updated 30 Sept, 21:27 (Myanmar time). Unofficial statistics from Mobile Legends’ public data, for information only. Not affiliated with or endorsed by Moonton. Hero names and images belong to Moonton.