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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Introduction
Hi and welcome to my first guide on Mobafire. I am quite new to this game (started in october) and I play on EUW server with the account "Sneeuwuiltje". When I played with ![]() I considered that Zyra would be a viable jungler because of her AoE damage, decent cc for ganks and plants to tank neutral minions. I tried to find a jungle guide for Zyra on Mobafire but the only guide I found was outdated. So I decided to test it out myself and eventually make a build for jungle Zyra. I have to point out that this guide isn't intended to be used in ranked games, but more for normal games or even bot games, because most jungle champions like ![]() SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here. |
Pros
+ Massive AoE damage + Decent cc for ganks with stun, slow, knock-up + Not really mana dependant after you build ![]() + Plants tank most of damage from jungle + Fast clear time mid + late game She isn't tanky but her plants can tank most damage from neutral minions, this makes her quite sustaining in the jungle. |
Cons
- Squishy jungler, vulnerable to counter jungling (especially early game) - Has to cooperate well to do a succesful gank - Can be focussed - Rather slow clear times and blue dependant early game - Needs good cs/kills to function well late game Only pick ![]() When you have ![]() ![]() ![]() When you have ![]() ![]() ![]() Another option to pick Zyra is when you don't have an AP carry, for example: When ![]() ![]() ![]() |
Masteries
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With cooldown reduction you can spam your abilities more often. |
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With more AP your abilities will deal more damage. |
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Magic Penetration will ignore some % of armor. This is effective against a tanky enemy. |
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When you use ![]() |
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More health will keep you in jungle longer. |
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Jungle minions will harm you less. |
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More sustain in jungle and team fights. |
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Armor against AP carries. |
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More sustain in jungle |
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Reduces cooldown of ![]() |
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A jungler needs movement speed to roam and to get to jungle camps faster. |
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Reduces cast time of ![]() |
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Even more cooldown reduction on ![]() ![]() |
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You will keep buffs longer. |
The reason why I don't go for a full AP/ tank mastery build is simple: Normally you already have an AP carry and a tank, you wan't to be a hybrid of both: dealing high AP damage while being able to sustain in the jungle/ teamfights. Ofcourse, you can choose to build full AP or tank and take other masteries.
Runes
I choose




I am still trying out different runes for

Other possibilities are


Summoner Spells
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Other posibilities are:
![]() ![]() I wouldn't recommend it though since ![]() |
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Ability Explanation
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Rise of the thorns: Upon death, Zyra returns to her plant form. After 2 seconds, she can press any ability to fire a Vengeful Thorn towards her cursor, dealing 81 + (19 × current level) true damage to each enemy it strikes.
This passive is quite useful after you die in a teamfight. After 2 seconds you can fire a thorn which deals 423 true damage to everyone it passes through at level 18. You have 8 seconds to shoot, so take your time if no one is near by. Try to make the most out of it by hitting as much champions/creeps as you can!
- Deadly bloom Deadly bloom (Q): Zyra grows a bud at target location. After a brief delay it explodes, launching damaging thorns at all nearby enemies dealing 75 / 115 / 155 / 195 / 235 (+60% of ability power) magic damage to enemies within the area. If cast on a seed, Deadly Bloom grows a Thorn Spitter plant, which fires at enemies from afar dealing magic damage. Lasts 10 seconds.
This is your main burst damage in the jungle or fights. Max this first for more damage, and if you have blue you can spam this spell.
When you get aggro from neutral minions after your plant(s) died, try to stand in middle of the camp. If you do this, you can hit all the minions with 1 bloom. If you don't, the boss will come in melee range and you can't hit them all with 1 bloom. Try to hit as much enemies as possible.
Tip: If you have placed a seed in a camp over a wall, you can place deadly bloom over the wall too to speed up your clear time.
Another tip: When you have vision of an enemy camp, you can use this to steal the buff.
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Rampant growth (W): (Passive): Grants 4 / 8 / 12 / 16 / 20% Cooldown reduction.
(Active): Zyra plants a seed, granting vision of an area for up to 30 seconds. Other spells cast on seeds will turn them into plants who fight for Zyra. They do 26 + (6 x level) (+20% of ability power) damage. Each plant attacking the same target does 50% reduced damage.
Zyra stores a seed every 17 / 16 / 15 / 14 / 13 seconds and can hold up to a maximum of 2. Zyra can plant a maximum of 4 at a time.
This ability will make your jungle clear times very fast, and are essential for ganks/teamfights.
Always keep 1 seed for emergencies. On the other hand, if you have 2 seeds and you won't use it in the next 10 seconds, place it somewhere to be used as a 30 seconds ward. When you want to grow a plant in ganks or teamfight, try to use this ability in the right spot after you placed Deadly bloom orGrasping Roots, this will make it harder for enemies to dodge. When you want to slow enemies down, use
Grasping Roots on the seed, if you want to harass them, use Deadly Bloom. Another tip: Because of your plants you can leave the camp before the minions are dead to make the plants finish them off. This will save you time!
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Grasping roots (E): Zyra sends forth vines through the ground to ensnare her target, dealing 60 / 95 / 130 / 165 / 200 (+50% of ability power) magic damage and rooting enemies they come across. If cast on a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Movement Speed.
This skill is essential for ganks. Miss this ability and your gank will probably fail. Try to predict the path of the enemy, or get your teammates to stun them to make it easier for you.
Tip: When you have placed a seed over a wall, you can use this ability through the wall to grow a plant there to speed up jungling time.
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Stranglethorns (R): Zyra summons a twisted thicket at a target location, dealing 180 / 265 / 350 (+75% of ability power) magic damage to enemies as it expands and knocking them airborne as it contracts. Plants in the area are enraged, increasing their Attack Speed by 50 %.
You should only use your ultimate when your gank is failing, or in teamfights (if you can atleast hit 3 champions). Your plants should be in the region of your ultimate for more attack speed.
Try to first stun your enemies withGrasping Roots so it's harder for your enemies to avoid the knock-up.
Ability Sequence Order
I always put a point in [Grasping roots] at lvl 1 because if you would be invaded, this ability can immobilize all enemy champions. You can take [deadly bloom] at lvl 1 when you are sure you won't get invaded. We want to max out deadly bloom first because it's our main AoE damage and it gets more spammable as the cooldown reduces. Then we max out ![]() ![]() ![]() |
Ability combos
Now you know how the abilities work, I'm going to explain how to use them in combos to maximise your damage. First you have combos you should use when clearing jungle camps, then you have combos for ganks and at last you have combos for teamfights.

Jungling combos
When you reach a camp, place a ![]() ![]() |
Ganking combos
This is your pre-level 6 gank. Ask your teammates to initiate and possibly stun the enemy (like ![]() ![]() ![]() ![]() ![]() |
This is the combo you can use after you reach level 6. It is exactly the same as pre-level 6, only you place ![]() ![]() ![]() ![]() |
Teamfights
In teamfights you use exactly the same combo as in ganks. Important in teamfights is to know when and where you should place your abilities. When your enemy is initiating, try to root as many enemies as you can and try to hit all 5 champions with ![]() ![]() ![]() ![]() |
Jungling route

I use this route almost every game I play on solo queue. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Alternatives
When you are in a premade team you can ask to do wolves first, but let someone else tank or try to kill it asap.



If you want to go for first blood you could put your 2d point in


Spawn times
Small Camps:
1)

2)

3)

Buff Camps:
1)

2)

River camps]:
1)

2)

Try to be aware when a buff or dragon will be up. You can call it in teamchat so your teammates will know too. When you group up at dragon 5 seconds before dragon will spawn the enemy team will probably not have the reaction to be there in time. After 2 or 3 blue buffs ask your AP carry if he needs blue buff as he needs it more than you do.
Warding

Normally your support is the one to place wards, but if you are ahead or have some money left when recalling (or you just want to help him) you can buy some wards and place them as in the image above. Don't counter jungle when you don't have vision of the enemy jungle,

I'm still testing these items out and working on new builds. This build is a guideline and in many cases you have to swap some items or build some items earlier than I mention in my build. I will try to explain which items you have to take in what situation and I will update this section when I tested out other builds/items.
Starting items
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This new item is a must have item for almost all junglers in S3. It builds in ![]() ![]() ![]() ![]() |
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You will need 5 of these to sustain in the first jungle route. |
First back
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Roaming around the map will be faster and your ganks will be more efficient. |
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You get more sustain in the jungle because of the mana and health regeneration and your damage against jungle monsters will be increased with 20%. |
Sight ward | Buy this when you have some spare money and you want to counter jungle or the enemy is counter jungling you. |
Boots
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Your normal pick for second tier boots. You get 25 magic resistance and the passive Tenacity is awesome: all CC effects are reduced by 35%. |
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Take these when your enemy team exists mainly of AD damage or if the enemy AD carry is fed. |
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Only pick these when your enemy is very tanky and AP and AD carries are underfed. |
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Bonus movement speed is always nice for junglers to roam faster. Buy these whenever you can. |
Mid game items
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More ability power, cooldown reduction, mana regeneration, 20% spell vamp AND 25% more damage to jungle monsters. These stats are perfect for jungle ![]() |
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This item gives you more AP, more health and the passive will help you in ganks and teamfights thanks to its slowing effect. |
Late game items
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With this item your damage in teamfights will raise significantly. I'm still testing this item in my build, because this item doesn't give you any tankyness. When you are losing you shouldn't buy this item and swap for something like ![]() |
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Giving you magic resistance while your drain the MR of nearby enemies with 20, this item will give you some adventage in late game. |
Situational items
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Normally you shouldn't take this item because you don't want to be the tank, but when your tank is underfed you could consider to buy this item instead of ![]() |
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This is an alternative for ![]() ![]() |
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Take this item instead of ![]() |
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Take this item when the enemy is very tanky and you want to have 300 more health. Your spells will deal 5% of the enemies health per 3 seconds and 10% when they move! |
Summary
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You have made it to the end of my guide! I hope you enjoyed it and will try jungle ![]() ![]() But I think she is a nice alternative for jungling and she is very fun to play with. I am still working on the item build to play with different builds so this can be updated once in a while. I will make a change log to let you know when I update this guide and where. Please leave a comment if you have questions or you want more information. If you see any spelling errors leave a comment please, English isn't my first language so there may be some :p. Don't downvote for no reason or because you think " ![]() ~ Sneeuwuiltje |
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