Mobile Legends has no vision tags to place: vision comes from heroes, minions, turrets and some map effects. He who sees the opponent before being seen chooses the fight. It is for this reason that the roamer, who is constantly moving, is the player who weighs the most on the vision of his team.
What gives vision
- Heroes, minions, and turrets reveal what's around them, but not the inside of a bush.
- Bushes hide a hero as long as no enemy enters them or reveals them through an effect.
- The Lithowanderer, a small river creature, leaves behind a stone sentry which signals enemies for a few tens of seconds to the team that finished it off.
- Certain skills reveal an area or a hero: they are often worth more at the start of the game than their damage.
The map guide locates the bushes, the river and the camps, and gives the times of each creature.
The first two minutes
The roamer starts the game where his team is most vulnerable: often with the jungler, to protect his first buff against an invasion, then towards the gold lane or mid lane for the first wave.
The key moment comes around 1:45. The Turtle spawns at 2:00 near the exp lane, and the team that controls the river around it a few seconds before almost always takes it. The roamer must be there before the opposing jungler, not after.
Rotations: when to leave your lane
A roamer never stays in one place for long. The typical rotation follows a simple logic: be where the next event is going to happen.
- After each pushed wave in gold lane, the roamer can leave: the marksman is no longer under immediate threat from the opposing wave.
- Before each objective, he takes the river fifteen to twenty seconds before the spawn, to check the bushes around.
- After a won fight, it accompanies the push: a turret or an opposing buff is better than a return to base.
- When an allied lane is in difficulty, he only goes if help can arrive before death, otherwise he creates pressure elsewhere.
The classic mistake is to stay glued to the marksman for ten minutes. The marksman needs help during the first waves and in fights, not to farm a wave already won.
Hold a bush
Positioning yourself in a bush is not enough: you need the right bush, at the right time.
- In front of an objective, hold the bush through which the opponent must pass to reach it, not the one next to the Turtle.
- In the opposing jungle, a bush near a buff that will reappear gives valuable information: if the opposing jungler does not come, he is elsewhere.
- Before entering an unknown bush, reveal it with a skill or let a minion pass through it, especially with a fragile hero.
A bush held by an engagement tank like Tigreal, Atlas or Franco is a permanent threat: the opponent hesitates to advance, and this hesitation is enough to gain time for the objective.
Vision serving objectives
Vision is mainly used to answer a question before each objective: where are the adversaries? The roamer and the jungler must be able to answer them together.
- Before the Turtle or the Lord, count the opponents visible on the minimap. Three visible far from the objective: we can begin. Less than two visible: we check the bushes first.
- During the objective, the roamer places himself between the objective and the opponent's arrival path, not on the objective itself.
- After an objective, he guards the river while the team retreats or pushes.
The objective timer helps anticipate these moments, and the team analysis shows if your composition has what it takes to engage, protect or reveal.
The most common mistakes
- Enter alone into an opposing bush with fragile support: the roamer is the scout, not prey.
- Follow the marksman the whole game and never prepare the river before the Turtle.
- Reporting an absent opponent too late: information given ten seconds later is no longer useful.
- Leave the gold lane while the opposing wave arrives at the turret: the marksman loses his wave, sometimes his turret.