Zyra Build Guide

Embracing Nature's Wrath

Uploader Rilaero
Updated 4 years ago
44,220
63%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Mana Regeneration (+0.41 mana regen / 5 sec.)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Greetings everyone, and welcome to my guide on how to play Zyra, Rise of the Thorns. I had waited impatiently for Zyra to be released as her concept fascinated me and now that she's made her debut in League of Legends, I've been playing her constantly and I love her playstyle and character. A bit about myself; I'm a casual player who has over 1600 wins in normal games alone. I'm most familiar with the support role as it's my favourite to play but I have a lot of experience in the mid lane, especially with my favourite champion Orianna. With that said, I want to share my knowledge about mid lane Zyra with you so read on! [center][highlight]Zyra, Rise of the Thorns[/highlight][/center] [youtube]http://www.youtube.com/watch?v=v9DLY0Qrcm4&feature=player_embedded[/youtube] [center][highlight]Who or what is Zyra?[/highlight][/center] Zyra is a mix between a burst and utility caster who excels in pushing, kiting and disrupting enemies with her abilities and plants she can create via said abilities. [center][highlight]Why should I play Zyra?[/highlight][/center] Throughout the game, Zyra has a lot of presence and tactical strength. What makes her unique is the fact that she can create seeds on the map to sprout into deadly plants, similar to Heimerdinger's turrets and Shaco's Jack in the Boxes. Her Deadly Bloom (Q) is a low cooldown, AoE skillshot nuke that is amazing for harassing and poking due to it's range. Using this ability on one of your seeds will cause it to sprout into a deadly Thorn Spitter, dealing ranged single target damage. Rampant Growth (W) is the skill that allows you to plant seeds with an ammo system, storing up to 2 at a time. This skill also gives her much needed cooldown reduction which makes you replenish seeds faster, as well as lowering the cooldown of all your spells. Zyra's Grasping Roots (E) is a skillshot AoE nuke that snares all enemies hit in place, giving you excellent kiting potential as well as utility. This ability will cause a seed to sprout into a Vine Lasher, dealing melee damage and slowing single targets for 30%. Lastly, her Stranglethorns (R) is a huge AoE nuke that knocks all enemies upwards after 2 seconds if they're in the targeted area. Using this skill on sprouted plants will cause them to attack 50% faster, giving you a lot more constant damage. With that said, on to the pros and cons of Zyra. [highlight]Pros:[/highlight] [.] Excellent harass and poke damage. [.] Strong kiting and peeling potential. [.] Strong pusher and wave clearing. [.] Amazing teamfight presence. [.] Excellent burst and constant damage with abilities and plants combined. [highlight]Cons:[/highlight] [.] Fragile early on. [.] Plants die reletively quickly. [.] Purely skillshot based. [.] Ultimate's knock-up delay is quite long.

[center][title][imgext=http://i50.tinypic.com/332xjtc.jpg][/title][/center] [title]Explanation:[/title] After a few different setups, I have found this rune page is my favourite to use with Zyra. I will probably use this page in 90% of my games. [.][highlight]x9 Greater Mark of Insight [+0.95 MPen][/highlight] - There is nothing better for marks. Magic penetration allows your spells to bypass magic resist making them hit quite hard, almost true damage against a target with no magic resistance. [.][highlight]x9 Greater Seal of Replenishment [+0.41 mana regen 5sec][/highlight] - Early on, Zyra's base mana costs are quite high so these seals are preferred. This gives you the mana regeneration to harass with your spells and plants early on. [.][highlight]x9 Greater Glyph of Warding [+1.34 MR][/highlight] - Allows you to trade in lane more efficiently against caster champions. Zyra's base damage on her skills are quite decent so you don't necessarily need ability power glyphs. [.][highlight]x3 Greater Quintessence of Potency [+4.95 AP][/highlight] - Extra ability power for your early game. Your plants also scale off ability power so an additional 15 at level one is very nice. [highlight]Alternative Runes[/highlight] Feel free to swap out runes depending on your matchup or preference. [.][highlight]x9 Greater Seal of Force [+0.1 AP/lvl][/highlight] - Replacing the mana regeneration seals with these will give you more burst damage earlier and even more later. [.][highlight]x9 Greater Seal of Resilience[+1.41 Armor][/highlight] - Helps with auto-attacks early on and physical champions you might face. [.][highlight]x9 Greater Seal of Clarity [0.065 mana regen 5 sec/lvl][/highlight] - If you want more late game mana regeneration. Zyra's mana costs later on in the game aren't much of a problem and therefore you don't really need these, but they're available. [.][highlight]x3 Greater Quintessence of Fortitude [+26 Health][/highlight] - Extra health for early game if you think you'll need it. Works well if you want to run the mana regeneration mastery page against a strong burst champion and/or ganking jungler. [.][highlight]x3 Greater Quintessence of Swiftness [+1.5% Movement Speed][/highlight] - Zyra excels in kiting and peeling enemies. Being 4.5% faster can make this even more annoying for champions trying to chase you and your teammates. I do recommend these as an excellent alternative. [.][highlight]x9 Greater Glyph of Force [+0.17 AP/lvl][/highlight] - A good choice for glyphs. I would use these if I was against a physical champion mid, such as Pantheon or Talon because you wont need the early magic resist.

[title][img=skills/zyra/p.png] Passive: Rise of the Thorns [/title] [number]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 99 + (25 x level) true damage to each enemy it strikes. [/number] [title]Explanation:[/title] Allows Zyra to deliver a final blow with a skill shot nuke that deals true damage to enemies it hits. This also passes through enemies so more than one person can get hit with no reduced damage. At level 18, this ability does 549 true damage which is pretty significant against low health targets. A very strong passive in my opinion, as true damage is the most powerful type of damage in the game. [highlight]If you do not use the ability, it will not automatically cast when the plant form ends.[/highlight] [title][img=skills/zyra/q.png] Q: Deadly Bloom [/title] [number]Thorns shoot from the ground, dealing magic damage to enemies within the area. Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows. Thorn Spitter attacks with long range and deals magic damage. [/number] [title]Explanation:[/title] Your main source of damage early on. Deadly Bloom is a low cooldown, AoE nuke that can hit for a chunk of damage. When used on a seed, you'll sprout a [highlight]Thorn Spitter[/highlight] that deal ranged single target damage until it's lifespan runs out after 10 seconds or it is killed by an enemy. A Thorn Spitter is best used when pushing as it can hit the ranged minions unlike the Vine Lasher. [highlight]There is a delay before Deadly Bloom actually hits so make sure you aim carefully.[/highlight] [imgext=http://i50.tinypic.com/w0sxfo.jpg] [title][img=skills/zyra/w.png] W: Rampant Growth [/title] [number](Passive): Grants bonus cooldown reduction. (Active): Plants a seed lasting 30 seconds. If an enemy champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds. Zyra periodically stores seeds and she can hold up to 2 seeds at any given time. Zyra cannot plant any more than 4 plants at a time. Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 25% less damage. [/number] [title]Explanation:[/title] This skill allows Zyra to plant her unique seeds via an ammo system. You can store up to 2 seeds at a time and can only have 4 seeds on the ground at a time. Leveling this up decreases the time it takes for your seeds to recharge, giving you more available seeds to use over time. This spell also gives Zyra passive cooldown reduction, up to 20% which also decreases the time it takes to recharge a seed. Seeds planted will partially reveal the area they are planted, and if an enemy champion should step on them it will reveal them to all allies for a couple seconds. This can come in handy to place in bushes if you don't have a ward. Placing seeds in the right place can give you a huge tactical advantage when they're sprouted via Deadly Bloom or Grasping Roots. [highlight]Seeds have a 1 second 'invincible' timer, meaning you have time to sprout a plant before it's considered active and an enemy can step on it.[/highlight] [imgext=http://i49.tinypic.com/243n9k0.jpg] [title][img=skills/zyra/e.png] E: Grasping Roots [/title] [number]Sends forward vines, dealing magic damage and rooting enemies for a short duration. Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows. Vine Lasher has short ranged attack that deal magic damage and slow by 30% for 2 seconds. [/number] [title]Explanation:[/title] Zyra's excellent crowd control ability with solid damage. This is a line AoE nuke with an added snare effect to anyone hit by it, up to 1.75 seconds at level 5. This gives Zyra a lot of kiting potential as well as burst potential if you can land it on enemy champions. When used on a seed, it will sprout a [highlight]Vine Lasher[/highlight] which deals melee damage and adds a 30% slow to it's target. This is the second part of Zyra's excellent kiting potential as a 30% slow to melee champions is pretty crucial. [highlight]Grasping Roots 'crawls' in a line, so make sure you aim carefully when trying to snare enemy champions.[/highlight] [imgext=http://i49.tinypic.com/5eiyro.jpg] [title][img=skills/zyra/r.png] R: Stranglethorns [/title] [number]Summons the fury of nature, growing a twisted thicket at target location which deals magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air. Rampant Growth: Plants within the thicket are enraged, increasing their attack speed by 50%. [/number] [title]Explanation:[/title] One of the biggest ground targeted AoE ultimates in the game. This skill has two parts; initially doing heavy damage to all targets caught in it and after 2 seconds, it will knock up all targets still in the Stranglethorn. Additionally, all sprouted plants in the targeted area will receive a 50% attack speed buff, giving your plants even faster constant damage. In order to use this skill to it's full potential, you need to be able to hit as many targets initially AND afterwards for the knock-up. It synergizes really well with other instant AoE stuns or knock-ups such as Amumu's Curse of the Sad Mummy, Malphite's Unstoppable Force and Kennen's Slicing Maelstrom. [imgext=http://i46.tinypic.com/2igdhef.jpg]

[center][highlight]Skill Order 1:[/highlight][/center] [center][img=skills/zyra/r.png] > [img=skills/zyra/q.png] > [img=skills/zyra/e.png] > [img=skills/zyra/w.png][/center] This is my preferred skill order for Zyra. Maxing Deadly Bloom first will give you the most out of Zyra's harassment potential, since at level 5 it is a 5 second cooldown before cooldown reduction. This also increases the damage of the Thorn Spitters which I tend to use a lot more in laning phase. Secondly I max out Grasping Roots to give me even more burst potential as well as being able to snare enemies more constantly. Vine Lashers damage will also increase each time you level up this skill. I max out Rampant Growth last because I'd rather the increased damage on Deadly Bloom and Grasping Roots instead of the passive cooldown reduction and decreased recharge time on seeds. Stranglethorns should be leveled up at level 6, 11 and 16 respectively for the increased damage and lower cooldown. I get all skills by level 3 just to have them at my disposal early. Early seeds can provide vision as well as harass. [center][highlight]Skill Order 2:[/highlight][/center] [center][img=skills/zyra/r.png] > [img=skills/zyra/e.png] > [img=skills/zyra/q.png] > [img=skills/zyra/w.png][/center] Instead of maxing Deadly Bloom first, you can max Grasping Roots by level 9 first. Deadly Bloom has higher base damage up to level 4, where Grasping Roots' base damage is lower until level 4 where they both equal out. Level 5 Grasping Roots has 10 more base damage than level 5 Deadly Bloom, but with .1 lower ability power scaling, meaning the more ability power you have the more it increases that skill's damage. Maxing Grasping Roots also increases the snare to 1.75 at level 5, which combined with Vine Lasher's slow and extra damage can be pretty hard to trade with. [highlight]This was before the recent Zyra hotfixes. The damage on Grasping Roots is quite lower now so this skill order isn't recommended.[/highlight]

[center][title]Main Items[/title][/center] [center][highlight]Starting Items[/highlight] [img=items/boots-of-speed.png][img=items/health-potion3.png][/center] [center]Starting with these items is the most optimal start on Zyra and many other mid lane champions. The boots of speed give you increased early mobility to land skillshots easier as well as being able to dodge enemy skillshots and get away from early ganks. 3 potions give you a decent amount of sustain early, allowing you to trade more effectively or replenish health after a failed gank from the enemy team.[/center] [center][highlight]Mid Game Items[/highlight] [img=items/sorcerers-shoes.png][img=items/dorans-ring.png][img=items/dorans-ring.png]([img=items/dorans-ring.png])[img=items/needlessly-large-rod.png] into [img=items/rabadons-deathcap.png][/center] [center]At around the 18-22 minute mark, this should be your ideal item build. My first recall to base I usually end up buying 2 or 3 Doran's Rings for the laning phase. This gives Zyra health, ability power and mana regeneration to help in lane if you're having problems, or you want to really crush your lane opponent early. Doran's Rings are very cost effective for the stats they give you so you can sell them later on in order to purchase bigger and better items. Sorcerer's Shoes are the best choice due to Rampant Growth giving her a big amount of cooldown reduction, as well as the extra magic penetration for your burst damage and plant damage. Getting tier 2 boots early is a strong option due to Zyra being able to kite well and faster movement is very key. Your first major purchase will be a Rabadon's Deathcap. Due to Zyra having pretty decent ability power scaling on her skills this is probably the best item for her to increase her potential as a caster. More ability power will increase your main damaging skills as well as your plant's damage. I really love rushing this item on Zyra. [highlight]The reason I don't buy Rod of Ages on Zyra is because she doesn't need extra maximum mana.[/highlight] As you skill up her abilities, the mana costs are low enough compared to her maximum mana without the Catalyst the Protector/Rod of Ages passive and she doesn't have a skill that constantly drains mana. The mana regeneration from Doran's Rings is more than enough, especially with blue buff.[/center] [center][highlight]Late Game Items[/highlight] [img=items/sorcerers-shoes.png][img=items/rabadons-deathcap.png][img=items/void-staff.png][img=items/zhonyas-hourglass.png] + One Optional and/or Defensive These items are pretty much core for Zyra in every game I will play. Zhonya's Hourglass is one of my personal favourite items in League of Legends mainly because of it's active, giving you a 2 second invulnerability. Not only that, but it also gives a good amount of ability power and armor so it's both a strong offensive and defensive item. A lot of times this item has saved me and baited enemies to death while they try to kill me in my stasis state. [highlight]A Void Staff should only be purchased when 2 or 3 enemy champions have high magic resist[/highlight], but you will need to save a slot for it as it's definitely an item you will need at some point in the game. This item allows your spells to bypass 40% of your enemy's magic resist, so the more they have, the better this item becomes. Other than these two items, there are 2 more available slots for optional and defensive items. Below I'll discuss some of these items and you should pick one depending on enemy team composition, your playstyle or what benefits the team the most.[/center] [center][highlight]Defensive Items[/highlight] [img=items/banshees-veil.png][img=items/quicksilver-sash.png][img=items/guardian-angel.png][/center] [center]A Banshee's Veil will help by negating one negative spell, as well as giving you some health and magic resist to help against casters. This is a pretty situational item as you need to have a reason to make use of the passive shield. Quicksilver Sash is a really strong choice for a defensive item as well, specially for supression/stun champions like Skarner, Warwick and Ashe. A Guardian Angel really shines when you're really ahead, and you are going to be focused 100%. Gives you armor and magic resist plus a revive after dying once, with a 5 minute cooldown. The negative thing about this item is that if you do die, you will probably be in an awful position when you resurrect and you'll die instantly afterwards. I do prefer QSS over GA.[/center] [center][title]Other Items[/title][/center] [center][title]Rylai's Crystal Scepter[/title] [img=items/rylais-crystal-scepter.png] This item is pretty decent on Zyra. All of her abilities will proc the 15% slow from Rylai's, this also includes her plants so your Thorn Spitter will be able to slow in addition to the Vine Lasher. You also gain 500 health to be extra tanky as well as 80 ability power. Getting this item first before your Rabadon's can be beneficial if you're looking for utility instead of burst damage. The slow will give you extra kiting potential if need be.[/center] [center][title]Deathfire Grasp[/title] [img=items/kages-lucky-pick.png] into [img=items/deathfire-grasp.png] Not a terrible item, especially now it was reworked a few patches ago. Buying an early Kage's Lucky Pick will give you extra ability power plus the gold per 10, so you will gain extra gold over time. Turning this into a Deathfire's Grasp will increase your burst potential against high health targets by a solid amount. It also gives you 15% cooldown reduction, so at level 5 Rampant Growth you'll have 39% cooldown reduction which is only 1% from the cap.[/center] [center][title]Athene's Unholy Grail[/title] [img=items/chalice-of-harmony.png] into [img=items/athenes-unholy-grail.png] Another very decent item on Zyra, especially if you aren't receiving blue buffs from your jungler or it's being stolen by the enemy's jungler. Getting a Chalice of Harmony early with 2 Doran's Rings is very strong as it gives you solid amount of mana regeneration plus magic resist, which is effective against a double AP composition or a strong mid lane opponent. Another reason to grab this item is to help against strong pushing champions such as Morgana and AP Janna as it will allow you to sustain and push back. I would not upgrade into the Athene's Unholy Grail until your Rabadon's Deathcap is purchased. [highlight]To abuse your Chalice of Harmony, try to keep your mana at around 30% because that's when the Chalice is about equivalent to a blue buff.[/highlight] Athene's Unholy Grail gives you 15% cooldown reduction, giving you 39% with level 5 Rampant Growth.[/center] [center][title]Abyssal Scepter[/title] [img=items/abyssal-scepter.png] Abyssal Scepter is a very strong offensive and defensive item for caster who don't need the benefits from Chalice of Harmory and Athene's Unholy Grail. Zyra can do without those two items and this makes an Abyssal Scepter a good optional choice against strong mid lane champions and an enemy team with a lot of magic damage. Purchasing this item before a Rabadon's Deathcap is ideal when you're against a strong/fed caster or if your team plans on teamfighting early against a double AP composition. The early Negatron Cloak will give you a lot of durability. This item also reduces the enemies magic resist by 20 if they are in range of you.[/center] [center][title]Mejai's Soulstealer[/title] [img=items/mejais-soulstealer.png] Mejai's Soulstealer is a very high risk, high reward item that requires you to get kills or assist in them. Beware though, if you die you lose half the stacks you've acquired which is the unfortunate downfall of this item. I personally almost never buy it, but if you're extremely confident then you should buy one early and try to get stacks.[/center] [center][title]Will of the Ancients[/title] [img=items/will-of-the-ancients.png] Not the best item due to Zyra's kit. She has a decent amount of constant damage from her plants but they need to be alive long enough for the spellvamp to be worth it. All of her other spells are more bursty and less sustained so you wont get a big impact like a Karthus or Kennen would, as they need to be in the middle of fight to do maximum damage.[/center] [center][title]Mercury's Treads[/title] [img=items/mercurys-treads.png] If the enemy has excess stuns or crown control, building your boots of speed into this will reduce their effects by 35%. I do recommend buying these against certain champions such as Veigar, Ahri and Kassadin.[/center]

As a caster champion, Zyra benefits mostly in the middle lane so make sure before the game starts you let your teammates know that you'll be going there. When the game starts, quickly buy your boots of speed and health potions and proceed towards the mid lane. Your team should have decided by now if you should invade the enemy jungle to contest an early objective, or to get early first blood. [highlight]Zyra is very strong in level 1 team fights due to Grasping Roots.[/highlight] Being able to snare an entire team at level 1 is devastating plus the AoE damage. If you are not invading, you can pick different spots on the map to scout. If you are on [highlight]blue[/highlight] side, a good place to stand is the river bush to the right of where blue buff spawns if your jungler is starting blue buff. If your jungler is starting red buff, then stand around with your team at your own wraiths. Another place to stand is around mid lane, as a lot of teams like to enter the enemies blue side of the jungle from the top mid brush. When on [highlight]purple/red[/highlight] side, the map is flipped but you can stand in the same spots as you would on blue side. When minions spawn at 1:40, make sure your jungler kills either wolves or wraiths before the blue and red buffs spawn at 1:55. Doing this gives your jungler a slight head start and faster clear time. Assist your jungler in killing wolves or wraiths by using your Deadly Bloom or Grasping Roots and auto-attacking them. Make sure he attacks them first before you do this, as you don't want them running to you. Be careful you don't get the last hit on them because your jungler needs the experience and gold more! At 1:55, attack the blue or red buff from over the wall and walk to mid lane. [highlight]This is called leashing[/highlight] and it makes it so your jungler doesn't take too much damage from the objective. [center][highlight]Farming[/highlight][/center] Farming is very important for all players in League of Legends. [highlight]Your top priority is to last hit, which gives you gold. If you are behind on gold then you will not be as strong as your enemy. Getting as close as you can to perfect creep score is essential![/highlight] Tips on last hitting/farming as Zyra: [.] Watch the minions attack animation to make sure you know which minions your minions are hitting. [.] If forced to last hit under your turret, the melee creeps will die from one auto-attack, two tower hits, and one more auto-attack. The ranged creeps will die to one auto-attack, one tower hit, and one auto-attack. This is from full health creeps. [.] Using Deadly Bloom can help clear waves. This spell can allow you to farm minions you otherwise can't get with your auto-attack due to enemy harass or risk of death. [.] Your Thorn Spitter and Vine Lasher will help you by attacking anything you attack, so you can farm and push faster. [.] Killing the enemy wraith camp is really beneficial if you do it safely. Placing 1 or 2 seeds and using Deadly Bloom should be able to kill the blue wraith easily. You can also do this with your own wraith camp as long as your jungler is far away or doesn't need them. [center][highlight]Harassing[/highlight][/center] Zyra has a couple ways of effectively harassing an enemy champion in lane. Deadly Bloom as a fairly decent range, but it is an AoE spell so it can cause your lane to push towards their tower if you hit minions. It also has a delay so you have to time it accordingly, but it's easy to get used to it. At level 2 you can use Grasping Roots into Deadly Bloom plus auto-attacks for solid damage, but it can be mana consuming. Level 3 is when you skill up Rampant Growth, and allows for a lot of lane dominance if you can place the seeds correctly. Depending on the match-up, wait until level 3 before you start really harassing since Zyra is quite squishy without her utility from all 3 skills. Placing a seed on top of a champion and immediately casting Grasping Roots will sprout a Vine Lasher, slowing them after the snare allowing you to auto-attack them more and land Deadly Bloom easier. Auto-attacks do a good amount of damage, especially in mid lane because most champions don't have a lot of armor. Abuse auto-attacks early on if you can. [center][highlight]Comboing[/highlight][/center] [center][imgsmall=skills/zyra/e.png] - [imgsmall=skills/zyra/q.png] This is the most basic combo that you can pull off as Zyra. Landing Grasping Roots will snare the enemy giving you a good opportunity to hit Deadly Bloom with some auto-attacks. You can also add in a seed to sprout a plant for additional damage.[/center] [center][imgsmall=skills/zyra/w.png] - [imgsmall=skills/zyra/e.png] - [imgsmall=skills/zyra/w.png] - [imgsmall=skills/zyra/q.png] - [imgsmall=skills/zyra/r.png] One of Zyra's all-in combos. Rampant Growth doesn't trigger a cooldown so you can immediately cast Grasping Roots afterwards. [highlight]If you are quick enough, you can use Rampant Growth AFTER Grasping Roots to further ensure a snare.[/highlight] You can then place a second seed towards the direction they're running or on top of them if they're standing still and use Deadly Bloom to hit both the seed and the enemy champion. The main aspect of this combo is to snare the enemy and sprout a Vine Lasher at the same time to proc it's slow, allowing an easy Deadly Bloom setup. Finish with Stranglethorns for the damage, knockup and increased attack speed on your plants.[/center] [center][imgsmall=skills/zyra/w.png] - [imgsmall=skills/zyra/w.png] - [imgsmall=skills/zyra/r.png] - [imgsmall=skills/zyra/e.png] - [imgsmall=skills/zyra/q.png] Another one of Zyra's all in combos. Using your skills in this order is very strong when you're setting up traps in bushes, especially if you have 2-3 seeds already planted. Opening with Stranglethorns into a very quick Grasping Roots will lock your enemies up in place for a good 2-3 seconds, with your newly sprouted plants still receiving the 50% increased attack speed.[/center] [center][highlight]Mid Game[/highlight][/center] When it comes to mid game, Zyra is very powerful. Normally small skirmishes, ganks and teamfights happen due to objectives across the map, including the important [highlight]Dragon[/highlight]. Zyra's presence is almost mandatory due to her teamfight oriented kit. At this point you should be working towards your Rabadon's Deathcap by either already purchasing a Blasting Wand or Needlessly Large Rod due to kills and/or farming. Because of Rampant Growth and her AoE skills, Zyra can very easily push her lane to the enemy tower. Doing this allows her to roam freely across the map and gank other lanes to apply pressure and get kills and assists. Due to the snare of Grasping Roots and slow from her Vine Lasher, she can easily set up kills. Missing Grasping Roots usually ends up in a failed attempt so try your best to land it. Contesting or taking objectives such as Dragon is very easy with Zyra because of her plants, AoE damage and huge ultimate. If your team is just taking Dragon, use Rampant Growth twice near the dragon and use Deadly Bloom to create Thorn Spitters so you can save your Grasping Roots just in case of enemies that are near. If you're actually contesting Dragon, place your seeds around the area where you'll end up fighting or you can save them to perform your all-in combo when the fight starts. If nothing is happening, try to keep farming the best you can because it's still very important.

[center][highlight]Taking and Defending Towers[/highlight][/center] This is one of the most important objectives in League of Legends. Most towers are sieged or contested at this point of the game whether it's because of split pushing or a 5v5 stand-off. As Zyra, it's best to stay with your team while pushing and defending due to her poke damage and wave-clearing. Here are some tactics you can use to make this easier. [.] Always try to be behind your bruisers/tanks. You are quite fragile and if you get caught with a stun, snare or hook you'll most likely end up dying. [.] Using Deadly Bloom is effective here for poking at enemies. It's a pretty short cooldown, especially with level 5 Rampant Growth and blue buff. [.] Deadly Bloom and Grasping Roots will clear a minion line. Zyra is excellent at wave clearing even without her plants at this point. [.] Hitting an enemy that's out of position with Grasping Roots can initiate a dive or teamfight, which can go heavily in your favour. [.] If you know the enemy is going to dive you, placing seeds around your tower can make it difficult for them to execute the dive once you make them sprout. [highlight]Towers will target your Thorn Spitters and Vine Lashers before minions, so try to place them away from tower range unless an allied champion is taking turret hits since it will prioritize champions first.[/highlight] [center][highlight]Baron Nashor[/highlight][/center] Baron Nashor is another very important objective to take and defend. The team that kills Baron Nashor gains a huge about of global gold plus the Exalted with Baron Nasher buff that increases all your stats by a solid amount. Taking this objective can turn a losing game around it's that important, especially at this stage of the game where a secured Baron can win the game. [highlight]Make sure it's warded around Baron's area at all times.[/highlight] If killed, Baron has a [highlight]7 minute respawn timer[/highlight], so make sure you always know when it spawns again. Like Dragon, using Zyra's Rampant Growth effectively can allow a fast Baron kill. You will have a decent amount of cooldown reduction so you can place up to 4 seeds in the Baron pit to sprout into Thorn Spitters. When defending Baron, fighting both inside and around the Baron pit is very good for Zyra. Placing seeds in the small bush outside of Baron and sprouting Vine Lashers will slow any incoming enemies. Seeds sprouted inside or at the entrance of the Baron pit will be effective because it's a confined area, and Stranglethorns is extremely effective in small areas where people group up close.

Zyra can do a few roles during a teamfight. This all depends on how your team composition is, which team is ahead, or which champions are fed and need extra protection or need to be killed immediately. Below I'll describe the roles Zyra can do effectively. [highlight]AoE Orientated[/highlight] [.] Due to Zyra's skill kit, she has incredible AoE damage. If your team consists of strong AoE damage such as Kennen, Vladimir, Galio, or Amumu then your job is to put out as much damage as possible with all your skills. [highlight]Hitting as many people as you can with Grasping Roots and Stranglethorns is essential in this role[/highlight]. [highlight]Protecting the Carry[/highlight] [.] If the enemy team has a lot of diving champions or your team has no way of peeling off bruiser champions, Zyra can work very well with an AD carry to kite enemies and burst down their most threatening enemy. Using Grasping Roots and Rampant Growth to snare and slow enemies will allow your AD carry to shred them before they can even get touched. Using Stranglethorns around your AD carry can save them as well due to the knock-up and increased attack speeds on your Vine Lashers. [highlight]Initiation[/highlight] [.] If your team composition has no form of initiation, Zyra can fill this role if needed. The only way she can do this however is if she can land Grasping Roots on a few enemies at once, followed by a well-time Stranglethorns can knock up a good amount of enemies if they don't react fact enough. This is not recommended however, but sometimes you need to man up for the team. [highlight]Kiting[/highlight] [.] Some team compositions require you to kite enemy champions with sustained and poke damage before going all in. Like protecting the carry, you can use Grasping Roots and Vine Lashers to slow and snare enemy champions, allowing your team to keep their distance while poking down the enemy team. Once low enough, you can finally go all-in with Stranglethorns and newly sprouted plants. Quintessences of Swiftness really help here. Tips on increasing your effectiveness in a teamfight: [.] Know which abilities the enemies have used. This allows you to determine whether you can run in to attack a squishier target without getting crowd controlled or burst down. [.] When your abilites are on cooldown, try your best to reposition yourself to a safe place or to a spot where your next combo will be effective. [.] Stay behind your bruisers/tanks. They are supposed to get into the meat of the fight and disrupt the enemy while you dish out damage with your spells from range. Staying with your AD carry is also a strong option.

[title]BEING CONSTANTLY UPDATED[/title] This chapter will describe how to handle a match-up in the mid lane.

[highlight]July-27-2012[/highlight] - Guide released. Still being updated.

Latest patch notes for Zyra will be posted here. [highlight]Version v1.0.0.143[/highlight] Zyra Base movement speed reduced to 300 from 310 Stranglethorns [.]Damage reduced to 180/265/350 from 200/300/400 [.]Cast range reduced to 700 from 800 Grasping Roots damage per level adjusted to 60/95/130/165/200 from 60/105/150/195/240 Plant damage for additional plants reduced to 50% from 75% when multiple plants are attacking the same target.

All in all, Zyra is a unique and fairly interesting champion with a lot of strengths. I hope you've learned a few things from this guide, as I've learned a lot writing it. Since Zyra is a new champion, this guide will be getting updated constantly so be sure to come back daily to check it out! This is my fourth solomid.net guide, and I intend to create more in the future. Thanks for reading. My Orianna guide: http://solomid.net/guides.php?g=1552 My Sivir Guide: http://solomid.net/guides.php?g=24223

Comments coming soon!
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