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Most mage-junglers and mages in general struggle against Lee Sin, but with Zyra being very vulnerable to invades early, Lee Sin can just permanently put pressure on you. Rush Seeker's, play is safe and pick the Inspiration setup to compensate for the gold-deficite and get a cheap Zho to go for plays when Lee is not around. If you see him, do not use your E unless he is currently dashing towards you. Be careful, because good Lee Sins can outplay that as well.
Master Yi
Master Yi is an incredibly strong champion by himself. In coordinated play or higer elos, teams will work to shut him down, but in low elo he can snowball off of a single kill. If he wants to kill you, he will kill you. Don't E him from far away, since he will have time to react to it with Alpha Strike if he's in range. Wait for him to use his Q or get close and hope that he doesn't get a hard-read on you. If you manage to E him, he can just W your burst and unless you use Zhonya's, he can just Q to dodge your R if he can't just outrun it. His Q deals massive damage to your plants as well.
Ekko
Early Ekko is rather weak and his clear is on the lower end. He will most likely not invade you pre-6 and he can't do much early anyways. Later however he is a great threat in that he can oneshot you with E1-Q-E2-RB-AA without much risk. If he ever jumps onto you, you will need to hit him during E1, since using it after that is really risky (his E2 can blink thought it, Rocketbelt displaces him an may even put him behind you, He gains high MS after hitting his combo). If you miss your E, you are probably dead.
Kindred
Kindred will always try to invade you and is pretty strong at that. She has a lot of outplay-potential and is generally really strong. Whoever uses R first in teamfights usually loses. If you countergank her, she probably has her W down and is rather easy to lock down, if she doesn't dodge your E.
Dr. Mundo
He can always run you down, but if you hit your E on him, you hould be fine. At least in the earlygame, where he is still counterburstable. (The champ has no right to clear this fast btw)
Graves
Graves has similarly low pressure to you early, but he clears way faster than you. Try figthing him when you have your Liandry's, since he is not at a point where he could just delete you. Speaking of which, he can oneshot you as soon as he has Collector. In teamfights, you can try to catch him out and burst him, since he probably won't survive being ERd in a teamfight.
Camille
Camille wants to cheese-gank early with her E, but generally has a weak earlygame. She will most likely not be invading you, but rather apply as much pressure on the map as possible. Early it is possible to countergank her, since her E should be down, after she engaged. Later in the game Camille is still a huge threat to you or any champion in your backline for that matter. Using R+Zhonya's when she Rs you and just R when she Rs another ally will force her to leave her R. Try to lock her down, when her R is down and catch her E2 with hard-CC. (This is pretty hard, but Camille is pretty much dead if caught mid-E2.)
Brand
Brand is probably the champion most similar to Zyra and if played in the jungle, the jungler most similar to Zyra. Brand has a bit better damage early and deals more damage in teamfights, while Zyra offers more utility and zone-control. They also share similar strengths and weaknesses.
Elise
Really hard to get away from. She will try to Rappel to dodge your E, so don't E when she has it up and is in range. You can E her after she comes down near you. She will try to look for a Cocoon, but you should be out of range for that. If you diecide to fight her, which you can at some point. Try to place a plant inbetween you to reduce the thread of an incoming Cocoon. After you burst her down, she shouldn't be able to fight you, since Elise is rather squishy.
Cho'Gath
Cho is almost unkillable for anyone in the lategame and he is generally hard for you to kill by yourself at any stage of the game. If he gets caught out early though, him being immobile makes it easier to connect a combo on him and with the help of your team, you can punish him for every misstep he makes early.
Malphite
Malphite doesn't really do anything to you pre-6. If he ever ganks pre-6, try to countergank. Track his R-cd, because that's the only way he can do anything to you. You can either Stopwtach his R, or place and R below you before you get hit. Alternatively you can just let it hit you and combo back afterwards, just take care of dodged, because his Q makes him pretty fast. Malphite wants to stack Armor, so you actually damage him quite a bit compared to your other carries. Rush Zho and you should be fine.
Amumu
Amumus early clear is bad, reducing his invade-threat to a minimum. If he ever gets onto you early, he can deal some damage before the stun runs out and you can E into comboing him back. At later stages, whoever finds the engage usually wins. If amumu gets to Q you, you will be CC-chained for 2.5 seconds and most likely just die. If you get to find a catch early, and Amumu tries to counter engage, your plants and R may zone the enemy damage-dealers away long enough for Amumu's R to run out.
Diana
Diana will try to snowball early, but differently from other junglers, she doesn't have any kind of CC pre-6. She is also really easy to lock down compared to other assassins, since she fights rather linearly. When she dashes onto you, use your E on her and burst her. Keep track of her Q-cd and if she has her E up. When she Rs you, just faceroll your abilities including R and Stopwatch to dodge the second instance of it. You should be able to move 0.5 seconds earlier and have her bursted enough, that she will be scared to chase you, since the fight has been stalled for about three seconds now and Diana is pretty screwed if she gets caught by your teammates.
Lissandra
In the offchance that you ever see a Lissandra jungle, she is one of the few champions with a weaker early clear than you. In 1v1 situations you greatly outdamage her. She can dodge your burst using her R, but unless she got kills off of ganks, she will not have enough damage to oneshot you. She can R your burst though, in which case your E is on a lower CD than her claw. In teamfights Liss is still incredibly strong, but you can counter her engage by placing an R shortly after she Rs herself.
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Zyra
I only listed notable champions or examples of ok champions here. General criteria for champions Zyra works well with: Good gank-setup, does not have to force plays early, enough damage to onehot together with Zyra's burst, special synergy, ...
Camille
Camille's incredible gank-setup makes it really easy for Zyra (and most junglers) to play around her. Combing both their Rs will result in a guaranteed takedown on a single target.
Gnar
Gnar can safely farm until you have pressure, at which point he will have lvl 6 and the ability to create an insane CC-chain together with your E and R. He can also knock potentially escaping targets back into your R using R himself.
Seraphine
The champ is disgustingly broken btw. She has an AOE hard-CC-chain from aynwhere in the lane, which is incredibly easy to land, that you are able to hit your E and R off of. She's also among the safest adcs in the game rn, brings incredible teamfighting power with Moonstaff complementing Zyra's teamfight power and can peel for you and herself.
Lux
Lux is a scaling champion, so she doesn't have to go for plays early. She will get her items online at roughly the same time as Zyra, at which point your CC-chain + Lux R should burst down most targets. You can use Lux's E to confirm your E kinda like she would confirm her Q off of her E-slow.
Jhin
his W and R give you great support in small skirmishes even from long range. Your burst, his incredible damage and his W will be able to confirm most kills.
Nautilus
A good example for a support Zyra can gank well with. Good engage and ability to set up CC-chain and burst. Easy single-target catches and multi-target knockups to work with.
Fizz
Fizz can basically oneshot and midlaner, if you burst them too. His slows also help you connect your E and he can draw flashes midfight for which you can hold your E.
Yasuo
You'd say, they're good, because Zyra has an AOE-knockup on her R, but realistically, knocking up multiple Yas-R-worthy targets is a won teamfight anyways and it's really not as consistent, since it's really slow and used more for zone-control or in combination with E. Also Yasuo has no notable gank-setup and most Yasuos will rely on your early agression to get ahead, since Yasuo players are still Yasuo players.
Synergies
IdealStrongOkLowNone
Zyra
I only listed notable champions or examples of ok champions here. General criteria for champions Zyra works well with: Good gank-setup, does not have to force plays early, enough damage to onehot together with Zyra's burst, special synergy, ...
Camille
Camille's incredible gank-setup makes it really easy for Zyra (and most junglers) to play around her. Combing both their Rs will result in a guaranteed takedown on a single target.
Gnar
Gnar can safely farm until you have pressure, at which point he will have lvl 6 and the ability to create an insane CC-chain together with your E and R. He can also knock potentially escaping targets back into your R using R himself.
Seraphine
The champ is disgustingly broken btw. She has an AOE hard-CC-chain from aynwhere in the lane, which is incredibly easy to land, that you are able to hit your E and R off of. She's also among the safest adcs in the game rn, brings incredible teamfighting power with Moonstaff complementing Zyra's teamfight power and can peel for you and herself.
Lux
Lux is a scaling champion, so she doesn't have to go for plays early. She will get her items online at roughly the same time as Zyra, at which point your CC-chain + Lux R should burst down most targets. You can use Lux's E to confirm your E kinda like she would confirm her Q off of her E-slow.
Jhin
his W and R give you great support in small skirmishes even from long range. Your burst, his incredible damage and his W will be able to confirm most kills.
Nautilus
A good example for a support Zyra can gank well with. Good engage and ability to set up CC-chain and burst. Easy single-target catches and multi-target knockups to work with.
Fizz
Fizz can basically oneshot and midlaner, if you burst them too. His slows also help you connect your E and he can draw flashes midfight for which you can hold your E.
Yasuo
You'd say, they're good, because Zyra has an AOE-knockup on her R, but realistically, knocking up multiple Yas-R-worthy targets is a won teamfight anyways and it's really not as consistent, since it's really slow and used more for zone-control or in combination with E. Also Yasuo has no notable gank-setup and most Yasuos will rely on your early agression to get ahead, since Yasuo players are still Yasuo players.
This is an in depth add on to this video-guide:(unknown embed type)
Sike I haven't made it yet.
Introduction
Hi, my name is Sq,
I run a small Youtube-channel for fun on which I also upload short video guides on off-meta picks. I'm eventually gonna upload a guide to this pick to introduce this in-depth-guide in a more humorous way.
I am not very good at the game, so take all of this with a grain of salt, but I did put a lot of thought into this idea, so please give it a shot.
Why Zyra jungle?
Zyra-jungle is a flex-pick. Nobody will be expecting the Zyra to go into the jungle if she is drafted early. You may also swap bans with your support to make the illusion even more convincing.
Zyra does have her weaknesses like being immobile and having low damage in the earlygame, but other than that she is a really well rounded jungler, with destinct strenghts that set her apart from other AP-junglers like Taliyah or Karthus.
Also probably the most important reason for playing Zyra jungle (or any champion for that matter) is that she is just fun. If you didn't like playing Zyra, you probably wouldn't even have found this guide in the first place. League is still a game and it's always important to have fun and play champions you like. I personally have a lot of fun theorycrafting and playing off-meta build and I get really excited, if manage to execute the pick, which is why I make these guides in the first place.
Pros & Cons
Pros:
- Decent clear
- Brings Hard-CC to ganks
- Scales well
- good burst and catch potential
Cons:
- Vulnerable to invades
- Weak damage early
- Weak clear pre-Liandry's
- Squishy
Playstyle
Zyra is played like a normal jungler. You gank, look for objectives, farm camps. That's basically what you do. Zyra has a decent clear, especially after completing Liandry's Torment, so she can farm pretty well when she has nothing else to do.
Really early Zyra doesn't have as much pressure, clearspeed and damage though. You will try to work towards your core items ( Liandry's Torment and Mobility Boots) as fast as possible. You become way stronger and can now move around the map, clear fast and dish out damage.
Ganking:
When ganking, connecting your E is really important. Try baiting out dashes or defensive abilities using AAs or even a Q and get yourself into a good position to hit your E (walking up). Since your E is really slow, you want to try and confirm it off of ally-hard- and soft-CC (or Chilling Smite).
Depending on the strenght of your laner's gank-setup, you want to either get 2 Thorn Spitters (Q) or 1 Thorn Spitter (Q) and Vine Lasher (E) each (e.g. when ganking with a mega- Gnar, you can create a CC-chain with his hard-CC and spawn 2 Thorn Spitters (Q), since enemies are gonne have a hard time getting out of plant-impact-range anyways).
Strengths/Powerspikes
Zyra is very powerspike-reliant and she needs to play around them. Early she is rather weak, but as soon as she gets her hands on a Liandry's Torment, she becomes a really strong champion with a lot of damage and a good clear. After completing it you really get to make plays and go for teamfights and catches.
Zhonya's Hourglass is not only incredibly cheap (especially with the Inspiration-rune-setup), but also has great synergy with Zyra's kit. Upgrading it's three components doesn't make you that much stronger, but if you think about it that way you get 10 AP and a recastable Stopwatch for 50 gold.
Both of her boots-options offer great value to Zyra. While you want to complete your Liandry's Torment, before upgrading your Mobility Boots, Sorcerer's Shoes should be bought before completing Liandry's Torment, since they're slightly more effective before that (pen-stacking). They will grant you decent damage in early fights. Mobility Boots are really valuable for Zyra, since they give her way more map-pressure.
Jungle Clear
Plant-Tanking:
You plants can tank camp-aggro. Large monsters like buffs or Crimson Raptor will deal 1/4 of the plant's HP per AA, while small jungle monsters like small wolves will deal 1/8 of the plant's HP per AA. How long plants can tank highly depends on the camp. While they survive merely one second vs raptors, they can tank redbuff for 8 seconds before they despawn.
Clearing the 1st camp most effectively:
Stand in a brush and leave it to time a plant-spawn anywhere between 0:48 and 0:51. From there just stand inside the buff-pit. You should have three sets of seeds to work with as the buff spawns. Mistiming the spawn will result in either one set despawning or one other set spawning too late. You will want a leash, since Zyra's lvl-1-clear is really good for the first 8 seconds and really bad after that.
As Zyra you have three options for your 1st-clear. You can 5-camp, fullclear and cheese-clear and with my mediocre jungle-knowledge I'm gonna go over all of these to the best of my ability.
4/5-Camp:
Redbuff - Raptors - Wolves - Bluebuff (- Gromp) - Crab
This clear is gonna be your go-to clear in most games. You don't clear Krugs, since they are rather slow to clear early. With this clear you want to arrive at scuttle-crab as it spawns. You normally have enough time for that and if you don't get bad RNG, you even have time to clear gromp. After clearing bluebuff and getting lvl 3, clearing gromp and crab will give you lvl 4.
This is a pretty fast clear to contest crabs and avoid invades. You also have the option to quickly gank toplane after clearing bluebuff.
Fullclear:
Redbuff - Krugs - Raptors - Wolves - Bluebuff - Gromp
It's the classic fullclear that you see from farming junglers, junglers with a fast clear or junglers with a weak earlygame. Zyra's relatively weak earlygame and reliance on her mythic to clear camps make this clear really appealing. It does have some downsides though in that it's really slow and it leaves you vulnerable to invades, since you take a long time clearing krugs. If you are ever left without a leash though, it is probably better to just fullclear, since you won't be reaching your blueside and crab in time anyways. Assuming you don't get invaded, you should hit lvl 4 upon clearing gromp.
Cheese-Clear:
Redbuff - Wolves - Bluebuff (or other way around)
The classic 3-camp-clear is a cheese-strategy to snowball the game with a quick, early sidelane-gank. If you plan to execute this, you will wanna take Electrocute with snowballey runes, so you actually deal damage early and are able to snowball off of ganks. This is normally not recommended though, since Zyra's clear is rather mediocre before she gets her Liandry's Torment, which is why she wants to clear as many camps during 1st-clear as possible.
Clear-tips for indivisual camps:
Both redbuff and bluebuff are really easy to plant-tank, since they attack incredibly slowly. A single plant can tank a redbuff for the whole 8 seconds of it's duration. Redbuff is really easy to clear and the buff gives you HP5 in case you do have to tank some camps. It makes clearing these camps a lot healthier.
Bluebuff is also really easy to plant-tank, but getting it to aggro your plants instead of you once it has aggro on you is (for SOME reason) more difficult than on red. If that happens though, you can just tank it. Since your clear is generally really healthy, you should be fine. The buff speeds up your clear by a lot, since it reduces the cooldown on your Q, which is your main damage-spell.
Early and with lvl 2 Krugs are really slow to clear. Later in the game though, especially after completing Liandry's, they are really easy and quick to clear. You can walk away from the camp really early and let your plants finish off the middle and amall krugs and.
Since gromp attacks pretty slowly, plants can also tank it for a relatively long time. It's heal and mana-regeneration upon clearing it makes the 5-camp clear really appealing, since you get to be almost full-HP arriving at crab.
Always try to hit your Q and E on as many raptors as possible. Your plansts aren't gonna do much, since there's 6 raptors and all of them attack really fast. However you do get a lot of cooldown refund on your W by killing all 6 raptors.
Wolves are by far the easiest camp to clear for Zyra. It's a multi-camp, so you get multiple refunds on your W, but they also attack slowly enough to let plants live way longer than raptors would. On your 1st clear you probably also have previously cleared Raptors, so you should have 2 W-stacks up to place on the camp.
In your normal clear, which plant you chose doesn't matter, since they all do the same damage. You normally prefer Thorn Spitters (from Q), since they are almost always in range to attack the buff, but when clearing crab, you want to place at least one Vine Leasher (from E), so the crab has a harder time getting out of plant, range. The crab will also never run from the plants, so placing plants in front of the crab is a good way of ensuring max-value out of plants.
Chilling Smite is generally better for mages and expecially Zyra, since she can use it to land her E and combo it with Nimbus Cloak to get away and survive sticky situations.
Your first back is gonna be aimed at getting either of these items. Both grant you AP and Haste, with Fiendish Codex being way cheaper and Lost Chapter having the regeneration-passive. The passive doesn't do much in the jungle, but if you can afford to get a Chapter, you should buy it over Codex, since it gives you more AP and leaves a way cheaper item left in your build-path.
You can also pick up tier-1- Boots or even a Dark Seal on your first-back. If you want to snowball with Electrocute, Dark Seal is never a bad option.
Instead of Codex or Chapter, you can also pick up a Seeker's Armguard, to stack it early and have better safety vs invades from AD-junglers. The same goes for Verdant Barrier, but with AP obviously.
You want to pick up tier-1- Boots early, but you generally want to upgrade them rather late, since you want to work towards completing Liandry's Torment as fast as possible.
You generally buy Mobility Boots, since Zyra is rather slow, but if you are ahead and can snowball, consider buying Sorcerer's Shoes before your Liandry's Torment. They boost up your damage by a lot, especially in the earlygame.
Liandry's Torment is your mythic and core item, which you want to work towards as fast as possible. It drastically increases your damage and clearspeed and gives you mana to work with outside of the jungle. The burn synergizes really well with Zyra's kit.
If you have nothing else to buy, just buy Demonic Embrace. It is just a good item for Zyra, because it synergizes very well with her plants and your mythic Liandry's Torment. It gives relative safety in fights, because of the HP and resistances it gives, but is mainly build for the damage-part of it's passive.
If you need to complete a Zhonya's Hourglass or Void Staff first, just build Demonic Embrace later.
If xou are ahead Rylai's Crystal Scepter is a great item to push your advantage. It has great synergy with Zyra's plants, because they apply the slow with every one of their attacks. It makes it harder for enemies to escape your R or general plant-impact-range. If you are at risk of being dove, the HP and slow help you kite and survive a potential diver.
Defensive items like Zhonya's Hourglass and Banshee's Veil are great options on Zyra. Zho is generally always among the most powerful AP-items in the game and Banshee's is a great option to build vs AP as an AP-jungler. Zyra's plants also keep firing, when she is in stasis, which enables a lot of plays and riskier engages.
Void Staff is a great item in general right now and Zyra is able to utilize just as well as any other mage could. If they have 2-3 tanks and/or enemy mages/fighters start building MR, you always want to build a Void Staff, because it's incredibly cheap and the %-MR-pen carries a lot of value.
If you just need damage in general, you can either buy a Rabadon's Deathcap or Horizon Focus. Which one of these you buy is up to personal preference, since they are both very similar and work equally well with Zyra's kit.
Morellonomicon is your go-to grevious wounds item and is fine on paper, however it's not really cost efficient. Unless the enemy team has a lot of lifesteal or multiple champions like Aatrox, who rely on healing, it's never worth to buy Morello. Since there is currently a lot of healing in the game, scenarios where Morellonomicon is worth the buy are much more common than they would be otherwise.
Runes
Primary Runes/Keystones:
Dark Harvest has great synergy eith Zyra's kit, because it complements her good scaling and can easily be collected by plants without even hitting abilities on them. It's incredibly strong in teamfights, because of that. Electrocute is used to deal burst damage to single targets even in the early game. It can compensate for your lack of early damage and help you snowball games and catch out single targets lategame.
You don't have a way to proc Sudden Impact, you don't proc Taste of Blood much as a jungler. You have a hard-CC-combo and that's why you take Cheap Shot. Not more to it.
Wether you take Eyeball Collection or Zombie Ward is up to your playstyle this game. Both runes let you snowball and scale decently, and neither is very consistent. Eyeball Collection is the safer one of the two, since you will have collected all eyeballs at one point or another. Zombie Ward requires a more active approach and being able to play forward making it weaker if you fall behind.
Ravenous Hunter is another rune just for the stats. Your high damage in teamfights will have this rune carry a lot of value in case you do take chip-damage or are being dove. Picking Relentless Hunter, you drop the omnivamp in favor of more map-pressure and the option to swap out Mobility Boots for Sorcerer's Shoes, while still moving around the map rather quickly.
Secondary Runes:
I really like Nimbus Cloak on many junglers in general. Zyra is normally really immobile, which makes it hard for her to play risky and get away with it. Nimbus Cloak together with Chilling Smite can actually get Zyra out of a lot of sticky situations and adds a lot of needed safety to her kit.
Gathering Storm is a great scaling rune. It scales infinitely and outshines almost all other runes after a certain point in time. That certain point in time however is about 20 or 30 minutes into the game. Before that many other runes are just more effective. Scorch is way more effective than Gathering Storm in the earlygame and should mostly be prioritized if you plan to snowball early.
This rune is considered in combination with Future's Market:
When taking Inspiration as your secondary tree, you lose out on the safety of Nimbus Cloak. This can be a pretty hard hit, considering Zyra being immobile. To circumvent that, you can take Perfect Timing to not have to spend 650 gold on a Stopwatch for added safety. Combined with Future's Market, you are able to purchase a Zhonya's Hourglass with about 2100 gold.
Future's Market is a very situational rune. Zyra already relies a lot on her powerspikes, but in games where the difference between Liandry's Torment and Lost Chapter + Fiendish Codex + Amplifying Tome can make the difference, having this rune can be way worth it. Generally you can buy your legendary items just a bit earlier and you want to use that andvantage to get ahead and snowball the game.
Example Setup: Scaling:
This page complements Zyra's strong scaling power with safe scaling runes like Gathering Storm. If you get ahead with this setup, you gain the benefits of Dark Harvest and Eyeball Collection way faster, which makes this rune also really good, if you get to snowball. Ravenous Hunter gives you good sustain against potential chip damage you take in fights, since you'll be dealing a lot of damage in fights.
Zyra is a really fun to play flex pick, that struggles to fight in the earlygame, but scales really well and gets a lot of value from the items that she builds. When she has her core-items, her clear, teamfighting and catch/single-target-burst are all really potent and she is overall a well rounded mage-jungler.
In my (a silver player's!) opinion this pick definitely deserves some attention and has serious potential, if worked on by members of the community, who understand the game better than my casual silver-ranked ***.
I hope you enjoyed this guide!
Feel free to try it out in normals, experiment and give feedback or suggestions, so I can improve this guide. This time around I will actually try to keep my guides up-to-date. And look into community-feedback.
Tanks for your time and good luck for whatever you plan to do, be it on Summoner's Rift or in real life.
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