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I've written other support guides in the past and people frequently ask me what they should do when their AD carry sucks. "Should I build AP and help do damage?" Building mostly AP items doesn't work that well on every support. Not all of them even have enough AP ratios to really help "carry" a game.
But Zyra differs from the other supports in this regard. She was made as an AP carry and has five offensive AP ratios and even her passive does true damage. She's viable as a support due to her kit's crowd control, poke damage, scouting ability, and built-in cooldown reduction. With AP, "support" Zyra becomes an additional damage source for her team while still being able to ward, peel, and initiate as well as any other support. |
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SUPPORT
Early Game
Mid Game
Late Game
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Flash works on Zyra as it does 90% of all other champions in the game. It gives her a gap closer (she has none!) and a way to go over terrain.
For a second summoner, I recommend Ignite for two reasons. First, with season 4, a very common build for tanks is tons of HP + Spirit Visage +
Perseverance
+ Second Wind. With Ignite, you'll be able to help your team reduce their healing power.
Second, you'll gain quite a bit of killing power in lane early game. Many marksmen take Barrier, but Ignite is a DoT that happens to last longer than Barrier and has the same cooldown time.
There's also Exhaust too. It's always an option to single out a target and it has both offensive/defensive uses.
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With the exception of yellow armor runes (which should be a common support rune since enemy marksmen, minions, etc all do physical damage), I recommend you rune either all out balls to the walls offense or pure defense.
A defensive rune page like Greater Mark of Armor, Greater Seal of Armor, Greater Seal of Magic Resist and Greater Quintessence of Health help make up for Zyra's squishiness. This is a great page if you're planning on building mostly tank items and not much offense. Offensive runes can become useless quickly if you aren't building much damage.
Greater Glyph of Magic Resist might sound dumb for bottom lane when the enemy marksman does physical damage, but enemy supports and marksmen have skills that do magic damage. I recommend flat over scaling because flat will be stronger at levels 1-2 (when you first walk into lane) and level 6 (when enemies get their ults and will try to secure kills).
If you're going on the offense, I recommend focusing on penetration: Greater mark of hybrid penetration, Greater Seal of Armor, Greater Glyph of Magic Penetration, and Greater Quintessence of Magic Penetration.
When playing Zyra as a support, I don't think there's much incentive to get flat or scaling AP on her. Early game, a bunch of Zyra's damage and lane control comes from plants and they have a low AP scaling. Liandry's Torment, a core item, scales on your enemy's HP and your magic pen. Also, unlike the other supports, her crowd control wasn't changed to scale on AP. If you don't have or can't afford the penetration runes though, AP is better than nothing.
The marks are hybrid because Zyra has higher than average auto-attack range (575) to harass with. She isn't much of an auto-attacker later, so the other runes are regular magic penetration. If you don't have hybrid marks, just use magic pen marks.
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click to enlarge
0/9/21
click to enlarge
9/0/21
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You can go high in the defense tree if you want but with Zyra's long range I recommend 0/9/21. Or if you want more AP, 9/0/21.
From the defense tree, the damage reduction and flat HP from
Block
,
Unyielding
and
Veteran Scars
help you trade damage with enemy laners early game.
Recovery
is a filler mastery used to unlock tier 2. The other option is
Enchanted Armor
which is a bit weak since it only scales off of your bonus defenses.
Juggernaut
will give additional HP that will scale with HP items like Rylai's Crystal Scepter. 3% might not sound like much, but considering you spent 3 points in
Veteran Scars
to get 36 HP, it's efficient.
The utility tree has tons of benefits for supports.
Meditation
helps you with spamming Deadly Bloom in lane.
Summoner's Insight
, Fleet of Foot, and
Wanderer
are always nice to have since Zyra has no gap closer besides Flash and very low mobility.
Greed
,
Scavenger
,
Wealth
, and
Bandit
are all to help with gold generation (not a bad thing to have in solo queue).
Wealth
, in example, means being able to start with an extra potion.
If you want to be more offensive, go 9 points in offense. Sorcery is the most support-friendly tier 1 offense mastery.
Expose Weakness
can be pretty good if you get it on multiple targets for your team.
Mental Force
and mastery add a little extra damage to your spells.
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I recommend starting with a
Rejuvenation Bead (plus
Health Potions and
Sight Wards) because her mana usage in lane isn't very taxing and she has no innate health sustain. If you aren't laning versus champions who can poke you, you can start
Faerie Charm instead. In more organized play or versus stealth champs, you can get a
Vision Ward instead of a
Rejuvenation Bead or
Faerie Charm. Use your regular
Sight Wards to ward around bottom lane and save your gold for a
Sightstone and a
Philosopher's Stone.
Sightstone is like "the new meta" for supports. With the removal of
Heart of Gold, it fulfills the need for both health and wards. Since it generates new wards each time you go back to base, you aren't spending as much money on buying wards, and you can start building other items. Other items for early game are
Haunting Guise,
Boots and
Philosopher's Stone.
Haunting Guise to boost your damage without building much AP. All of the flat magic pen makes you threatening in lane, you even get HP for trading damage, and it turns into
Liandry's Torment.
Boots are less effective now, but having them helps against skill shots and ganks all the same.
Philosopher's Stone is for some extra sustain in lane, and to build into
Shurelya's Battlesong later. You could also buy
Kage's Lucky Pick if you want
Twin Shadows.
>> Further reading: GP10? / Sightstone
These are the recommended core items because they give you a combo of damage, health, and utility.
Rampant Growth gives 20% cooldown reduction. By maxing it 2nd, you can skip
Ionian Boots of Lucidity and get
Sorcerer's Shoes instead. With
Haunting Guise,
Sorcerer's Shoes, and
Greater Mark of Magic Penetration, you will do nearly true damage to lower magic resist targets.
Ionian Boots of Lucidity are still an option if you want max cooldown reduction around level 12-13.
Mobility Boots are another option. The extra movespeed allows you to catch people more easily.
Liandry's Torment's base stats don't improve much over
Haunting Guise, but it's a high synergy item on
Zyra because your plants apply the passive. It also has synergy with
Rylai's Crystal Scepter. The damage can really add up before people start building magic res and survivability. It's highly recommended for supporting as
Zyra because it allows you to still do damage without really building damage.
Lastly,
Ruby Sightstone is just the upgraded version of
Sightstone.

Further reading: The synergy between Zyras plants, Liandrys Torment, and Rylai's
Liandry's Torment
Your
Thorn Spitters (deadly bloom
) and
Vine Lashers (
) will apply - but not refresh -
Liandry's Torment's passive at half damage (2.5%) since they count as multi-target spells.
Vine Lashers apply a slow, so their attacks will proc
Liandry's Torment for double damage (5%).
Thorn Spitters will only do 2.5% damage unless the target is already crowd controlled.
For your other items, pick a couple from this list. All of these items are pretty good. I have divided them into 2 categories: AP items (offensive and supportive), then traditional support items.

Further reading: Offensive AP Items
The active and the armor boost from
Zhonya's Hourglass translates into you being harder to kill. It also has synergy with
Stranglethorns.
Void Staff and
Rabadon's Deathcap are just pure damage items that don't give any other utility.
Void Staff is useful against teams with magic resistance items/auras and improves
Liandry's Torment's damage.
Rabadon's Deathcap is just raw AP, and
Zyra has no defensive/supportive AP ratios that benefit from just raw AP. Honestly,
Void Staff is better with this build because of
Liandry's Torment's damage anyway. The passive will scale based on your magic pen and the enemy's HP, not your AP.
I don't recommend
Rabadon's Deathcap at all unless you build it after
Void Staff. Assuming you have the recommended items, runes, and masteries from this guide, then you'll have 8% magic pen and 38 flat magic pen. With this setup, enemies around 60 magic res and below will take more damage if you buy
Rabadon's Deathcap, and enemies around 70 magic res and above will take more damage if you buy
Void Staff. It's pretty common for enemies to have around 60-70 magic res. E.g.
Aegis of the Legion's aura gives 20.
Reign of Gaming also wrote an article regarding these two items if you're interested in reading more.

Further reading: Supportive AP items
Rylai's Crystal Scepter is on this list because your plants will apply the slow, giving your Thorn Spitter some utility instead of just damage. The slow can help you setup kills or peel for your carry. As explained in the previous section, it has synergy with
Liandry's Torment too. However, it's kinda cost inefficient. You are basically paying for the slow, which your Vine Lashers already provide. This might be seen as redundant, hence why I list it an option rather than a core item. It's not as necessary now that
Liandry's Torment's damage formula was changed.
There's also the
Kage's Lucky Pick upgrades.
Twin Shadows has amazing defensive stats (magic resist + movespeed) with a splash of AP and the active can work well for initiation. Arguably its usefulness really peaks early game in lane and mid game when someone overextends, but the passive stats are always great. The other upgrade option is
Morellonomicon. It's a generally good item for the additional CDR boost (you get 40% max with it +
Rampant Growth).
Zyra's plants all apply the passive, so it's quite a high synergy item on her when fighting versus healers.

Further reading: Traditional tanky support items
Then there are more "traditional" support items.
Shurelya's Battlesong works well too as just a "generic" support item. The stats are all beneficial for supports and you can use the active to engage, disengage, counter kiters, or to help your carry escape.
Mikael's Blessing can be bought in a situation where you need to be able to cleanse and heal your carry, like versus lots of
crowd control.
Zeke's Herald compliments teams with a lot of AD champions, and that's about it. The 20% CDR isn't that special since
Zyra gets that through
Rampant Growth.
Locket of the Iron Solari is really cost efficient and gives you nice defensive stats. The active is a bit weak, but it does have a short cooldown with
Artificer
, and it can also function as an "anti-
Karthus" or "anti-burst" mechanism.
Aegis of the Legion is a defensive aura and it upgrades to
Runic Bulwark. Usually tanky junglers or top laners will buy it. Typically a team wants a minimum of one
Locket of the Iron Solari and one
Aegis of the Legion/
Runic Bulwark, so you can build whatever your jungler or top laner isn't building.

Further reading: What about other AP items?
I really can't recommend many other AP items.
Zyra's kit is all about snaring someone and crowd controlling them, so your target won't always be full HP when you get in range to use
Deathfire Grasp. You might think that
Abyssal Mask would be kinda supportive while granting AP, but it's kinda iffy. Some of your spells out range its offensive aura.
These are my main recommendations for boot enchantments on
Zyra. The description for
Enchantment: Captain is a little misleading. Your allies don't need to (literally) be running toward you. They can be facing you (even from the side) and they'll receive the buff as long as they're within 1100 units of you. There's also
Enchantment: Alacrity. Having more movespeed helps you catch up and snare enemies. Goes well with
Mobility Boots. But 9/10 times, you will probably end up getting
Enchantment: Homeguard. The regen and speed buff save you time, and time = money.
Use
Sight Wards in addition to your
Ruby Sightstone when you need to heavily ward up an area such as baron.
Vision Wards are powerful early game versus stealth characters and to clear enemy wards, but buying too many
Vision Wards can set you behind. Later, buy an
Oracle's Elixir before going after objectives to clear out enemy vision. And when you know you're going to group up and try for an objective, there's always
Elixir of Brilliance and
Elixir of Fortitude to boost your stats.


This section has a basic overview of what her skills do and technical or misc info that doesn't quite fit anywhere else. For advice on how you can use her skills, check out the
next chapter.
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PASSIVE
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Zyra's passive only applies on death. After dying, she reanimates and hangs around in plant form for eight seconds, during which she can fire off a thorn full of true damage in a thin linear AoE (similar to
Grasping Roots). The damage will even proc the slow from
Rylai's Crystal Scepter when it hits, providing utility from beyond the grave. To get the most out of this skill, be patient and don't spam a button immediately after you die. There's a two-three second delay before you actually fire the thorn.
Because of her passive being AoE true damage, dying is...
kind-of-not-so-bad, but only if you die in range to use your passive. Picture this: You're fighting, the enemies are low, but you're low too. You might find it beneficial to fight to the death instead of trying to run on low health. Even if you die, you might be able to finish someone off with your passive or just contribute to the team fight with some damage. It sucks to
Flash away, die anyway to red buff or
Karthus, and be too far away to help do damage with your passive because you
Flashed.
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Q
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deadly bloom |
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deadly bloom
+
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THORN
SPITTER
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Magic Damage: 26 + (6*baselvl) + (20% AP)
Max Duration: 10s Aspd: 0.8 Range: 750
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Deadly Bloom is a simple AoE damage spell, and it's leveled last when playing
Zyra as support. The snare duration and cooldown you get from leveling your other skills is more important for supporting. The plants it spawns, Thorn Spitters, do long ranged magic damage. If you get
Rylai's Crystal Scepter, their attacks will also slow. In lane, you can use the damage to push and clear waves to reset the lane. It can also be used to pop spell shields.
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W
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Cast it and you'll spawn a small pink seed that will grant you some vision. If an enemy walks over the seed, the seed will die, but you get vision of the enemy for a few seconds. The range is longer than a
Sight Ward, so you can use it to facecheck bushes. Leveling the skill synergizes with itself: the seed respawn time goes down, and you also gain cooldown reduction which further reduces the seed respawn time.
When you cast
Deadly Bloom or
Grasping Roots on a seed, it will grow into a plant turret depending on which spell affected the seed.
Deadly Bloom turns seeds into Thorn Spitters and
Grasping Roots turns seeds into Vine Lashers. Note that you can cast
Rampant Growth after Deadly Bloom or
Grasping Roots. Just place your seed in the skill's AoE before it lands, and the plant will still pop up. Having your W key on
smart cast makes this easy.
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E
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+
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VINE
LASHER
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Magic Damage: 26 + (6*baselvl) + (20% AP)
Max Duration: 10s Aspd: 0.8 Range: 400
Effect: 30% slow for 2s
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Grasping Roots is your primary laning skill. The AoE is linear and thin, but the roots are pretty fast. If you manage to snare someone with it, they get rooted in place and you have time to freely harass. Even if you don't manage to snare, you can still use it to slow. When you cast
Grasping Roots over a seed, the seed will turn into a Vine Lasher which will apply a 30% slow. Basically, the snare and slow combo is what allows you to be a play maker in lane and setup potential kills for your carry.
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R
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Zyra's ultimate knocks up and damages enemies in a circular AoE. Any plants in the AoE will also get an attack speed buff. There's a two second delay before it knocks up enemies in the AoE and buffs your plants. Note that you don't need to have any plants out before cast. You can use the two second delay time to spawn them. Ideally, you would want to first snare a target with
Grasping Roots, then cast
Stranglethorns underneath them. Without the snare, it's easy for people to move out of
Stranglethorns. At max level,
Grasping Roots's duration is only .25 seconds shorter than the delay on
Stranglethorns.

The skill order is pretty simple. Your #1 priority is to level
Stranglethorns when you can. Take
Grasping Roots at level 1,
Rampant Growth at level 2, and
Deadly Bloom at 3. Your next priority is to max
Grasping Roots. As an AoE snare with a duration that goes up per level, it's definitely your best skill for laning, setting up kills, or stopping an enemy jungler in their tracks to protect your own carry. Your third priority is to max
Rampant Growth for more cooldown.
Your last priority is to max
Deadly Bloom.
Deadly Bloom isn't the main skill you should be concerned about hitting enemies with.
Grasping Roots and
Stranglethorns are what you need to hit because of their crowd control effects. The Thorn Spitter spawned by
Deadly Bloom is used for additional long ranged damage, and that damage scales with
Zyra's
base level, not
Deadly Bloom's level.

This section is specifically about
Zyra and utilizing her skills in lane and team fights. For more about general support gameplay, check out the
supplementary guide.
(Synergy)
Zyra has aggressive synergy with carries who can fight and chunk people during the duration of
Grasping Roots. E.g. if you manage to snare
Nami, the damage from
Corki's
Phosphorus Bomb,
Varus's
Hail of Arrows or
Miss Fortune's
Double Up will eat through her health, and the snare ensures she won't be able to dodge AoEs.
Varus is also notable for his synergy through his
crowd control. Seek out similar traits and find your own favorite carry.
(Counters) When it comes to specific champions,
Soraka and
Sivir are annoying for
Zyra for the same reason they do well against other ranged supports.
Soraka's kit nullifies your poke, and
Sivir's
Spell Shield makes her hard to crowd control. Ideally, you want to use
Deadly Bloom as your throwaway spell to pop
Spell Shield. Carries who have some kind of gap closer are also annoying.
(Weaknesses) There are two major glaring weaknesses to laning as support
Zyra. First off, she might have the crowd control of a kill support, but she isn't nearly as tanky as them, and outside of a point blank
Grasping Roots, she doesn't handle melee range confrontations very well. A bursty, all-in support like
Leona can kill any squishier support if she catches one in her stuns and her carry follows up.
Taric and
Blitzcrank work similarly.
Second,
Zyra needs level 2 for her snare/plant/slow combo. It's very easy to get owned by champions who are strong at level 1.
Sona can do a billion damage at level 1 with
Power Chord.
Zyra can start turning it around at level 2, but if you only have 40 HP when you hit level two, then you might die if you force a fight. This is why I recommend
Greater Glyph of Magic Resist against
Sona.
(Getting Ganked)
Taric suddenly
Flashing out of a bush and
Dazzleing your carry is usually pretty telling that an enemy jungler or mid is near. To handle an incoming gank, use
Grasping Roots to prevent the enemy carry or jungle from targeting your carry. Even if you miss
Grasping Roots, your Vine Lasher will slow people. The easiest ones to snare are always the ones who are making a b-line for you or your carry, right clicking to move, and not even bothering to dodge skill shots.
(Receiving Ganks) If you have a jungler without crowd control, like
Shyvana, or someone who can't dash/leap, like pre-6
Diana, or your jungler doesn't have
Blessing of the Lizard Elder, it's important that you and your carry try and initiate for them. For more info on how to make your jungler's life easier, check out the
early game section.
(Farming, Freezing, Pushing) When your carry is there, you really only want to take a minion if your carry isn't going to be able to take it. When your carry isn't there, you can use your plants to tank the minion wave near your tower to delay them from getting to the tower until your carry returns to lane. If the enemy carry/support die or they go back to town, you can reset the minion wave by purposely using skills and pushing to the enemy tower so that your minions die to the enemy tower and the enemy carry/support get nothing when they return.
(Match Ups) This is some basic match up info. There are too many factors (jungler, level 1 fights, getting to level 2 first, top/mid ganks) to definitively say "you counter [x]" or "[y] counters you". Match ups are sorted
based on threat level and
what they can do to you. "Threat level" does not mean "do not pick
Zyra versus this enemy support". You might be trying to run a certain team comp, or you might have a better late game anyway. Rather, it indicates how reckless or how conservative you can be when facing a certain champion. As usual, if you know a certain skill is on cooldown, that's usually a greenlight to go in and harass even versus a threatening laner.
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Low
Threat
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These supports pose little threat to you, though they can inconvenience you with their silence/knockup/shield/etc.
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Unknown
Threat
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The performance of these supports is carry-dependent. Their skill-sets focus on enhancing and preserving their carry. They can also both enhance movespeed, which makes it easier to dodge your snare.
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Low-Med
Threat
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Sona is a very special case. She's threatening at lvl 1 because of her damage, but you're very threatening to her starting at lvl 2.
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(Combo) Your combo is basically
. You and your carry will be able to damage the enemy champions during the snare and slow duration. Note that you don't always need your carry to follow up with you and harass. When
Grasping Roots is on cooldown or you're saving mana/cooldowns on purpose waiting for a gank, remember that you can autoattack champions for
Pickpocket
gold.
Zyra has 575 autoattack range, which is longer than some AD carry's. You can autoattack for the bonus, then duck into a bush so they lose vision on you.

Further reading: Aiming and timing Grasping Roots
(Thorn Spitters) Yes
Deadly Bloom has a shorter cooldown and yes Thorn Spitters have longer range, but if you constantly use
Deadly Bloom to spawn Thorn Spitters and harass enemy champions, you're going to run out of mana. Personally I only use it to harass people who are further away, and I do it very rarely. I would rather save my seeds for a double Vine Lasher.
(Zoning)
Zyra is pretty good at zoning because of her crowd control. Say your carry is pushing toward the enemy tower, you're in a bush, and you can tell the enemy team hasn't stuck a ward in that bush, or you've used a
Vision Ward to clear theirs. The enemy carry will be zoned by the threat of not being able to see you casting
Grasping Roots.
(Engagements) Sometimes your harassment turns into an all out 2v2 engagement. Try to be aware and know how to pick your fights. If your carry is low health, forcing them to get into a fight could mean getting them killed. On the other hand, if you know the enemy carry or support doesn't have
Flash, it could very well be a free kill.
When you engage, pick your focus target wisely. Like if the enemy support is
Taric and he blows all of his cooldowns to stun and damage your carry, then he's done until his cooldowns come back up, and meanwhile, his carry could very well be wailing away on your carry. Unless
Taric has literally 2 HP left, your time would be better spent
Exhausting his carry and returning the damage.


Like other supports,
Zyra essentially plays the role of an initiator and peeler in team fights, but she's got extra oomph with her spell damage to help her team kill tanks and squishies alike faster. Just keep in mind that
Zyra herself is innately squishy, lacks mobility, and also suspectible to crowd control.
Initiating is basically the same as it is when 2v2ing in lane. You want to land
Grasping Roots and cast
Stranglethorns so people are snared and get knocked up. If you have it, there's also
Twin Shadows to slow champions and make them easier to snare. If you opted for
Zhonya's Hourglass, it has synergy with
Stranglethorns. The delay before the knockup is 2 seconds, and
Zhonya's Hourglass lasts 2.5 seconds. If you get initiated on, you can counter-initiate by casting
Stranglethorns under yourself and popping
Zhonya's Hourglass.
Depending on how things go, you might end up using
Stranglethorns to peel instead of initiate. When using it to peel, it's quite effective to just put it under your AD carry. If you go this route, remember to plant Vine Lashers in
Stranglethorns's AoE for more protection (and damage). Many assassins and bruisers have gap closers that they will use to attach themselves to your carry, and it'll be harder for them to escape the knock up if that gap closer is on cooldown. If you put it under an assassin/bruiser as they approach, they could very well use their gap closer to get out of the AoE and get to your carry anyway.


(Tanking) When plants spawn, they have 6 HP and can be targeted. You can plant them to tank things such as minions, as demonstrated in the laning section. You can also use them to tank turret shots or dragon, but baron won't attack plants. Turrets will do 6 damage to them, dragon does 4, and minions will do 1. They can also be used to tank skill shots, but this requires some godlike timing on your part.
(Vision) These are some examples of how you can use
Rampant Growth's vision component outside of the bottom lane bushes.
In these spots, having
Rampant Growth casted allows you to have vision of the area and use
Grasping Roots quickly to prevent people from approaching. In the tribush, the function of this is preventing ganks, or if your team is more coordinated, turning ganks around on whoever's ganking. At dragon and baron, you can prevent the enemy team from coming up from behind. You can also place seeds behind dragon or baron from inside the pit.
Here,
Zyra has placed seeds to check if baron and dragon are still up. This also works for checking buffs. If all you want to do is check if it's up or not, it's better to use a seed instead of a whole ward. If you need to place a
Vision Ward in front of either objective, you can also use
Rampant Growth to scout and make sure the path is safe.
These are some misc examples: Catching people randomly, more scouting over walls at baron, and creating opportunities when sieging the enemy base.

That concludes the guide. Thanks to my friends and guinea pigs for their assistance in taking screenshots and such. If you haven't, be sure to check out the
supplementary guide which touches on subjects like objective respawns, general gameplay and warding. Or if you'd like to check out my other guides, I also have guides for
Sona,
Lulu,
Nami,
Miss Fortune and
Ashe.
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