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Zyra Build Guide by Amothertruckingunicorn

Jungle Zyra Jungle 16.4

Jungle Zyra Jungle 16.4

Updated on February 26, 2026
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League of Legends Build Guide Author Amothertruckingunicorn Build Guide By Amothertruckingunicorn 4,218 Views 0 Comments
4,218 Views 0 Comments League of Legends Build Guide Author Amothertruckingunicorn Zyra Build Guide By Amothertruckingunicorn Updated on February 26, 2026
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Runes: Good in every game

Domination
Electrocute
Cheap Shot
Sixth Sense
Treasure Hunter

Precision
Legend: Haste
Cut Down
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Items

Best-in-slot starter
Boots 95% of the time
Boots in one small sliver of the games maybe

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Zyra Jungle 16.4

By Amothertruckingunicorn
Start
🌸Please read the notes for the items/runes and bear in mind that you have to evaluate the counters and synergies and strategies as they exist in your elo and region.

🌸In my elo and region, ahri's set up is okay, in other elos or regions it might be awful or fantastic. Maybe in your elo or region they never skip camps or they always do and it's either pointless to load up your mental with or the best strategy available.
Jungle Clear (not my videos)
Blue Start: Wolves Start Raptors Start
🌸There's no clear video yet but don't be afraid of starting red.

🌸Honestly speaking, I don't have a full grasp of this myself, but where you stand in the jungle camp matters for getting the maximum amount of plants at once. Copy where they're standing at least on your first camps in the videos exactly because for this champion it actually does matter for your clear speed. Go read the wiki for Zyra's plant spawns. It's very interesting.
Plant usage tips
🌸My goat Mgutis pointed out that if you're in combat you want to as much as possible place your seeds after you use your ability, because for both Q and E the cast time/travel time is more than enough to plant your seeds however you want.

🌸Try to place your Q plants slightly apart in combat so that they cannot get AOE'd.

🌸Be very mindful of the fact that the slow from Zyra's plants stacks with each other. If you put several E plants on someone they are almost rooted.

🌸When you ult, getting your plants inside the circle matters. They attack a lot more, do way more damage, and are harder to kill. You basically own that area.

🌸Two autos from different plants + 1 auto attack from you will trigger electrocute.

🌸You can kill a camp/unit with your q or e and be spamming your w on your q and it will spawn a plant if the kill on the camp or unit is enough to refresh your W. This is very useful throughout the game, but most notably imo when you are clearing krugs and when you are taking grubs.
Gameplan
🌸Once again my goat Mgutis pointed out that you should never skip camps in the very early game especially in lower elos (this is very much including mine.) You have to play selfish so that you're in control of the game and you can take as much responsibility for the gamestate as possible.

🌸In the very early game, you can often make a play or chunk somebody with enough time to still be on scuttle on spawn, or simple gank a lane and gank another one with enough time to still be on your camp spawn on time.

🌸Zyra is all about moving around the map quickly, when you learn how much damage your plants do to monsters you can set them and forget them which makes it extremely simple to punish the enemy jungler for taking one too many turns. I very frequently have games where I flame horizon the enemy jungler because this is what Zyra's biggest strength is (at least IMO outside of high elo.)

🌸For teamfights, Zyra is a traditional control mage (in the sense that she wants to be in an area first rather than running into it after a play starts) but she refreshes her control on the cooldown of her plants. Say you are red team and blue team is trying to enter river from the entrance on the corridor above dragon. Just keeping one or two plants in that area can make it untenable for them walk in because every time they try to walk in they get chunked.

🌸Poise:


🌸Smaller Gameplan Tips:
Philosophy for how to conceptualize counters and synergies/anti-synergies
🌸Counters and synergies are how you evaluate mistakes and how you prime yourself to act in a game.

🌸So for example if the enemy team picks Gwen, Master Yi, and Bard, you are not going to be able to afford to go shadowflame second unless you happen to be solo ap, so you are going to do much less damage, so you are going to be more willing in the later parts of the early game (like 3rd/4th clear onwards) to prioritize making your teammates who are good into their comp strong over getting advantages just for yourself.

🌸Blowing your flash into mf, an enchanter, a control mage, a bruiser you can deal with, and a toplaner that doesn't matter yet is extremely small and sometimes just good if you got enough damage off, but if they have like Camille, Xin Zhao, Lissandra, Varus, and Blitz, blowing your flash can very very easily be game losing if you don't make them put time into it.

🌸Hongbin taught me I'm very disincentivized to gank champs like Yasuo or Naafiri, because I can't consistently hit my E on them without extra set up.

🌸If they have a jungler who clears very fast and likes to dive onto you but you are solo AP, then you are going to be even more insistent on hitting your camps first before anything else and being on them on spawn to give them as small of a window as possible to invade you.

🌸Rules of thumb for how to evaluate if a champ is a counter to you or not:
    Champs that have a way to ignore your E or drop plant aggro generally counter you.

    Zyra is one of the best users of oblivion orb so anything that heals a ton is naturally easier to play vs.

    Anything that builds a ton of hp is going to take a ton of damage from your liandry.

    Anything that's very immobile is going to struggle into you because you can land your e easily and they can't get onto you easily.

    Anything that clears slowly allowing you to take two turns to their one rather than you just being on the play first is going to struggle.

    If you can block some of their damage/utility using your plants you're going to be in a great spot (Think blocking mundo cleavers as you gank, turning off kha passive, or being able to proc shaco boxes with plants when your oracle is on cooldown.)
    Champs that love to invade make the game 'unstable', as in if you take a bad play or fall behind they're going to be allowed to walk into your jungle and take a full quadrant.

🌸Rules of thumb for how to evaluate if a champ is good with you or not:
    Champs that have good set up are great with you.

    Champs that want to take early plays are great with you.

    AD champs make it easier for you to build the items you want.

    Any tank/bruiser is going to be decent for you because they can walk up while you put your plant damage/area denial on top of their threat.
Ganking
🌸Corridor Mid:


🌸Assume an if you can behind these:
    Always gank from behind.
    Always proc your slow if you can to set up your own E and your teammates cc.
    Always apply your liandry's on both botlaners.
    Always follow up on your teammates cc with your E rather than throwing it out.
    Always use your Q, red buff slow, and q plant damage to try to bait out windwall/reflect/untargetable.


🌸Play your ganks slowly and stay in fog as much as possible.

🌸Depending on the situation, you can split people up with your ultimate like it's Nami or Morgana R. This makes Zyra one of the best teamfighting mages as well besides her ability to control space with plants.
End Note
🌸Always open to suggestions and I will try to check my messages and comments often. If you think there is wrong information in my guide, please let me know however you can and I will do my best to discuss with you, thank you.
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