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Spells:
Flash
Smite
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Introduction
so why jungle zyra?
well lets start by comparing her lane phase
if you open q in the lane you can harras or farm but you will run out of mana realy quickly
if you open w then you are less likely to get ganked but you would sacrifice allot of farm in the process
if you open e you can be more aggressive and do more plays but the cooldown on it is just not worth it
so with all of these choices i was not liking the lane phase at all
so i decided to jungle with her and because of her base attackspeed is so good and her aouto attack dmg is enough i believed jungling with zyra would give her the best bet and this guide will show you how to use her abilities to the max
ap zyra
amazing mid to late game
good burst
great teamfights
easy to use
item dependant
slow early game
mana hungry early
tricky at times
squishy
jungle zyra
great farmer
consistent dmg
tanky enough to be a threat
tower diving like a champ
hard to kill
slippery
breezes through jungle past lvl 2 (even faster than mundo)
dificult to predict
need blue buff for the first 4 lvls or until wriggles or frozen heart
hard to master
doesn't get going until lvl 2
item dependent
somewhat expensive build
amazing mid to late game
good burst
great teamfights
easy to use
item dependant
slow early game
mana hungry early
tricky at times
squishy
jungle zyra
great farmer
consistent dmg
tanky enough to be a threat
tower diving like a champ
hard to kill
slippery
breezes through jungle past lvl 2 (even faster than mundo)
dificult to predict
need blue buff for the first 4 lvls or until wriggles or frozen heart
hard to master
doesn't get going until lvl 2
item dependent
somewhat expensive build
Runes
potency quints is enough ap for your plants to do their job
wile using ap per lvl makes sure you dont lose any dmg over time until you get your rylais
flat armor seals are needed for jungling
and attack speed marks are to make sure you dont die to wraiths or golems in the early game wile also providing some threat in your damage over all
Runes
these are optional if you dont feel like ap quints are cutting it and you need some more life steal to not die in the jungle then take vamperism
if you feel that your ganks arent good enough or you just want more monility then take swiftness
9/21/0 best offensive wile being tanky
you can also try 0/21/9 if you are having mana problems
i take 3 points in brute force because over the +4 ability power because you need it to get through the jungle faster and since your plants wont get much of a bonus from the +4 ap than they already have with your runes
the defensive masteries are pretty standard for junglers
but if you have movement speed quints you can replace 3 points in initiator and put them in vigor
you can also try 0/21/9 if you are having mana problems
i take 3 points in brute force because over the +4 ability power because you need it to get through the jungle faster and since your plants wont get much of a bonus from the +4 ap than they already have with your runes
the defensive masteries are pretty standard for junglers
but if you have movement speed quints you can replace 3 points in initiator and put them in vigor
possible openings
THE CORE
parts of your core and situational items
- Cloth Armor Health Potionx5 very safe opening but you would require life steal quints to pull it off
- Vampiric Scepter very consistent opening and can save you some time and money wont be able to gank though
- Boots Health Potionx3 allows you to gank early but you sacrefice survibability in the jungle only take if you are starting red buff
THE CORE
- Wriggle's Lantern this item lets you farm all day is needed for your jungle
- Rylai's Crystal Scepter you need this!, health + ap + slow , this makes your plants slow and allows you to,gank and chase like a boss
- Frozen Heart this item is the most effective item in the game, this solves your mana problems, lets you spam your plants , and ontop of that lets you take some turret hits and cripples ad carries
- Trinity Force your bread and butter as jungle zyra
parts of your core and situational items
- Phage this is a very good item on zyra if you dont have enough for rylais then this is a good replacement it allows you to keep ganking
- Sheen this item can be a great damage output but you would have to watch out how you use your moves to effectively use this item
- [wit's end]] this item makes your outo attacks scarry as your plants arent a threat enough, makes them focus you in team fights and allows you to jungle faster wile regaining health
- Rabadon's Deathcap this item is very situational , your rylais and trinity combine give you about the same amount of dmg as just building deathcap and not trinity or rylais but with less survivability, but if your fed and have the extra gold then go ahead and buy it
- Shurelya's Battlesong this is great item to chase /escape into or out of teamfights
- Randuin's Omen only grab if the enemy is ad heavy and frozen heart is not cutting it
- Deathfire Grasp great for ap zyra but jungle zyra its not needed only if you and your team are behind in dmg should you get
- Mercury's Treads if ccs on other teams are a problem other wise take tabi its cheaper and does more for you over all
so when do i take jungle zyra? when your team needs a tanky off tank or a jungler that is hard to counter , because really zyra is difficult to counter as this build takes full advantage of a type of hybrid that can dish out dmg without sacrificing mobility or tankyness in both ap from her plants and ad from herself
please leave suggestions to improving the guide or items to add
there are items i have not yet tried
please leave suggestions to improving the guide or items to add
there are items i have not yet tried
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