About This Team Comp
There are four major mistakes player make when playing Gorilla. The first major mistake is to play this composition with low components and items, just because you naturally found a lot of Mundos and Zyras on 2-1. Without components, this composition struggles heavily, as it's a composition that requires all of the units to do their part. Mundo needs 3 tank items (ideally all Warmog's because of his ability), Zyra needs 2 damage items and a Shojin, and Seraphine needs to hold all of the utility (Void Staff, Morello, etc.).
The second major mistake is not itemizing carries properly. In short, your main carry items (typically Zyra) will eventually be transferred to Brand 2*. Thus, you should itemize your Zyra with good Brand items in mind (Jeweled Gauntlet, Striker's Flail, and Shojin).
The third major mistake is over-greeding Warmog's on Mundo. If necessary, you can opt to itemize 1 Sterak's on Mundo if you find yourself with too little belts and too many swords. While multiple Sterak's is bad, having 1 on top of a Warmog or two can provide a lot of value, both in fixing your item economy and maintaining HP.
The final mistake is under valuing 6 Techie. In short, without a bruiser or techie emblem, this composition can feel very awkward to play on level 8. Without an emblem, 6 techie 3 bruiser is a common final board if you cannot make it to level 9.
Bruiser emblem > Techie emblem since it provides ample damage. You can think of Bruiser emblem as a pseudo-damage item, which can be used on units like Zyra or Seraphine.
Gorilla (Mundo/Zyra/Seraphine Reroll)




























Team Carries



















Recommended Augments








Early Game (Stages 1-3)
You can begin thinking about playing this composition if you have a lot of components (ideally at least 1 belt) and a strong 2-1 augment for the line, with multiple copies of Mundo, Alistar, Zyra, and Seraphine. Your level 4 board will always look something like below. Lose streaking is nice, but not necessary. With upgraded units, you can often win a lot of Stage 2 fights. Prioritize Dr.Mundo items first, and then Zyra/Seraphine items second. Make sure not to pump level during Stage 2. On level 5, you can play an Ekko for 3 Street Demon, but he's not worth holding if holding him means you cannot hit the next economic threshold to generate more interest.
Mid Game (Stages 3-4)
On 3-1, decide whether or not you want to still play Gorilla. This is the last chance you have to potentially pivot out of the line. If you decide to continue, roll on level 4 odds down to 32 gold, and hold 1 copy of any street demon unit on your rolldown (often Ekko, do NOT 2* him). Slow roll (rolling any excess money above 50 gold) on level 5 after you've saved back up to 50 gold. Latest you should hit your board is on 4-1. Do not push level until you have Seraphine, Zyra, and Mundo 3*. Alistar is not required, but nice to have. Your primary carry will be whoever you 3 starred first, ideally Zyra. Make sure that during this time, you are still prioritizing Mundo items if he doesn't have 3 items yet. Be careful not to dip too low with your economy, as pushing levels is vital to securing good placements in this comp. Below is an example level 7 board. Just know that 4 Techie > 4 Bruiser, but you can fit both on level 7 (drop Street demon unless you find a Brand).
Late Game (Stages 5+)
Once you are level 8, prioritize playing 6 Techie over 4 Bruiser if you do not have a Bruiser or Techie emblem. It's likely that if you do not have Brand 2* yet, you are losing some fights. Make sure to hit Brand 2* on 8 before trying to level to 9, and move your carry items over to Brand. It's very common to play 3 Bruiser on level 8 since Mordekaiser is also a Bruiser. Unfortunately, you will not be able to play a Kobuko on level 8, since it's not worth it to drop down to 4 Techie to play it. You need the Brand to do damage, and 6 Techie is a very strong break point to hit. Cap out with Kobuko on level 9 if you can get there.
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