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Introduction

STOP. Before you continue, note that this is an AP

OK, now that we've cleared any potential misunderstandings, Welcome to my AP Zyra guide!
xDanielWang here, you might know me from My Ahri guide on Mobafire! Now I'm back and ready to make a guide for my 2nd favorite Mid champion, Zyra!!!
A little about me

A little about Zyra
When Zyra was released, she was super over-powered as a mid laner. She had the best win-rate in the game, which led her to get nerfed several times. In the competitive scene, she has shifted mainly as a support champion, but I believe

Alright, now that you know some background, let's get started!
New masteries are really interesting. Basically, they made it so AP Mages aren't forced into the exact same 21 points every game. Now you actually need to decide which ones are more suited for you.
For masteries, I think this tree looks like a standard 21-0-9 AP Page.

Quick explanation on Individual Masteries
Spoiler: Click to view

A possible defensive 21-9-0 tree:

For masteries, I think this tree looks like a standard 21-0-9 AP Page.

Quick explanation on Individual Masteries


A possible defensive 21-9-0 tree:


Runes are pretty important. You do NOT want to be have wrong/no runes in ranked.


*Note - although the MR runes got nerfed a while ago, they are still a viable choice, just not as good as before.
Personally I take a hybrid of AP flat blues and AP scaling blues.

MARKS
Greater mark of hybrid penetration | Greater Mark of Hybrid Penetration: Hybrid Penetration Marks have seen some usage in high elo games. You sacrifice a bit of Magic Pen for a lot of Armor Pen. That Armor pen will make your early game auto attacks do more damage. You'll also last hit a bit better. Is it worth it for sacrificing a bit of MPen? I personally think so, but the choice is yours. Not a very beginner friendly choice, but really good if you can use them well. |

SEALS
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Greater Seal of Mana Regeneration: Mana regen for more early game harass. I usually take these so I can use abilities more in the early game without being completely dependent on blue buff. |
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Greater Seal of Fortitude: For health which helps a bit for survivability; extra HP never hurts |

GLYPHS
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Recommended: Greater Glyph of Ability Power Early to mid game Ability Power that is important for a strong early/mid game, where Zyra shines. Brings a lot of damage into your combo. |
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Greater Glyph of Magic Resist: Good for laning phase to soften those pokes received |
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Greater Glyph of Scaling Magic Resist: MR per level runes give slightly more MR at 18, if you feel you need more MR later |
Personally I take a hybrid of AP flat blues and AP scaling blues.

QUINTS
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Greater Quintessence of Potency: Flat AP Quints are generally the best way to go for AP Mids. Increases your damage output, and when is that ever bad?![]() |
Best Summoner Choices


Flash
Flash is SUPER important on Zyra. Zyra has NO escapes, so Flash is your life-line. Without it, if you get caught, you can Blink out and have a chance of living. Without Flash...you're dead and if you die, you set yourself and your team way behind. It's on a long cooldown though, so do your best to get caught as little as possible. In Pro games, EVERY champion will take Flash. that's how IMPORTANT it is for winning.Note: If you have not unlocked


Ignite
will add that extra bit of damage to your burst and can make the difference from your enemy escaping with 15 health followed by a table flip, to a nice and solid kill.
Alternate(?) Summoner Choices
These are worse than Flash or Ignite, but they're not as bad as some other summoners.
Barrier
This is okay if your enemy can burst you down instantly. Not recommended though generally, but fares well if against 


Teleport
Great for getting back to lane faster. Great for teleporting top or bottom lane and picking up a kill. It makes you weaker in lane though since you don't have 
Ghost
Only if your level isn't high enough for 



It's a (noob) Trap!
Inexperienced players might get these since it looks good on paper, but they're pretty bad on Zyra (or in general).


I Garentee You, You're Doing It Wrong
Summoner Spells that are plain wrong:


Deadly Bloom | Zyra |
Deadly Bloom: This is your primary damage spell. When you use it, a circle appears and damages all enemies inside it. The range got nerfed a little bit, but it's still enough to do the job. There's a small cast time for the damage to occur, but the enemy shouldn't have that much time to react and dodge. When you walk up to use it though, watch out for any incoming spells your enemy mid laner could be using. A E+Q is enough to clear most waves mid-game. If you use deadly bloom on a Seed, the seed turns into a Thorn Spitter. I'll cover that in the next spell. |


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Kyou |
Grasping Roots: Zyra's E, this is what makes her an amazing engager and disengager. You fire it in a line and it snares ALL ENEMIES in it. Yes, that means you can fire through a minion wave and hit the enemy laner behind all the minions. When you hit the enemy with the snare, you can drop a free Q on them, or even an Ult. If you hit like 3 enemies late game, you can become an engager by Comboing them down with your team and pretty much win for sure (if they're not crazy fed). If the enemy engages on your team, you can use this and stop them in their tracks so your team can disengage successfully. ![]() |

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Fuji |
Stranglethorns: Zyra's ult; it's n AoE knock-up that also deals tons of damage. When you place it down vines spread over a huge circle and damages all enemies on it. After 2 seconds, any enemy still on the circle gets knocked up for 1 second. Enemies can walk or flash out of it, but you can take care of that problem by using the ult on CC'ed enemies (likely from ![]() |


What to level up?
The order you want to prioritize leveling your skills are as follows:
Stranglethorns
is your ult. You should always max ults first (exception being Janna maybe)Deadly Bloom
This is your primary damage spell. It's on a lower Cooldown than
Grasping Roots
Next, max this out. Putting a point into it will do more damage and it will also increase the snare duration! It's also optional to alternate between maxing Q and E like QEQEQE if you feel like you need a longer snare earlier and you're willing to sacrifice some damage on Q.
Rampant Growth
Leveling this up will give a bit more Cooldown Reduction along with gaining seeds a bit faster. Putting a point into this is pretty good, just not as good as the other 2 damage dealing spells.First few points:

Level 2. Take

Level 3. Take

Note: Additional and in-depth ability details can be found here http://leagueoflegends.wikia.com/wiki/Zyra
Since Zyra has plants and a snare, learning how to combo is really important, or you won't be doing that much damage. It could be confusing and it'll take some time to get used to them and knowing when to use each one, but practice makes perfect. You could probably find out all the combos yourself just by messing around with Zyra, but I'll list some. But first, you need to learn a super important Zyra mechanic that is absolutely crucial. If you know how to summon plants by dropping seeds after casting spells, then skip the spoiler:
Super Important Zyra Mechanic!
Summoning plants by dropping seeds AFTER you cast spells
Spoiler: Click to view

Key:
Now that you're familiar with Seed comboing, I'll refer to QW as "Q with seed combo(summons thornspitter)" and EW as "E with seed combo(summons vine lasher"
> means next step.
QPlant = Thornspitter
EPlant = Vine Lasher
I'll also refer to all Zyra's moves by their button, Q, W, E, and R.
You'll want to hit ALL of these skills, or you'll combo will fail miserably. Hitting seeds are easy since they don't move, but most of the combos rely on hitting your E. You gotta hit E!!

The super simple harass combo is QW. It's a Q and it summons a surprise plant. Nothing else to it.
The same applies to the EW combo. But if you ended up hitting the snare on the EW combo, you can follow up with a QW to bring it to the next combo:
So the main/big combo I use is EW > QW > auto attacks.
The literal buttons in order are E>W>Q>W. This snares, creates a EPlant, deals Q damage, then creates a Q plant, all in less than a second. Why do I create 1 of each plant? Since the EPlant attacks slow the enemy, they'll escape slower while the QPlant attacks it with it's longer range! This combo maximizes damage output. Remember to keep auto-attacking so the plants will target the champion instead of the minion.
You can do this combo whenever you have 2 seeds and Q and E are off cooldown.
Use this combo when the enemy has a lot of hp, they won't be killed with an ult combo, and you just want to chunk down their health. It'll be hard to get a kill with this combo since enemies will leave lane when they get kinda low, but it does a lot of damage and sets up for the ult combo.
Honestly, making 1 of each plant doesn't really make that big of a difference. E>QWW is easier to do and does almost the same damage. Same with EWW>Q.
Ult Combo Main combo > R
This is the combo used to getting you kills in laning phase or for engaging late game. If you add your ult to the EW > QW combo from above, then it's the exact same, except ult immediately after the Q (but make sure you didn't miss your snare first!!). This will knock the enemy up so your plants can keep on dishing out damage along with the boosted +50% plant attack speed! This can kill an enemy that is already injured from smaller combos.
Teamfight ULT-First combo R>QW>EW
This is a team-fight centered combo in which you ult first. Why would you want to ult first? Well, something could happen where the enemy engages onto your team and you need to get your ult damage and knockup up asap. This forces the enemy to either back off and disengage, or, if they can't or choose not to, continue the engage, tank your ult damage and the knockup. If an enemy or multiple enemies gets knocked up, choose one (prioritize the back line) and use a QW combo right where they are about to land (the Q will hit them while they are still midair). As soon as they land, use a EW combo so they can't move for an ever longer time, and your teammates and your plants should be able to kill them no sweat. You lose out on the +50% plant attack speed bonus with this combo, but it's well worth it.
If you are going for a kill combo, Don't forget
Ignite!! It adds a good chunk of damage to your combo and could be the difference between the enemy barely living and getting a kill.
You can mess around with the placements of your seeds(like QWW or EWW), and your own combos if you want.
Super Important Zyra Mechanic!
Summoning plants by dropping seeds AFTER you cast spells


Key:
Now that you're familiar with Seed comboing, I'll refer to QW as "Q with seed combo(summons thornspitter)" and EW as "E with seed combo(summons vine lasher"
> means next step.
QPlant = Thornspitter
EPlant = Vine Lasher
I'll also refer to all Zyra's moves by their button, Q, W, E, and R.
You'll want to hit ALL of these skills, or you'll combo will fail miserably. Hitting seeds are easy since they don't move, but most of the combos rely on hitting your E. You gotta hit E!!

The super simple harass combo is QW. It's a Q and it summons a surprise plant. Nothing else to it.
The same applies to the EW combo. But if you ended up hitting the snare on the EW combo, you can follow up with a QW to bring it to the next combo:
So the main/big combo I use is EW > QW > auto attacks.
The literal buttons in order are E>W>Q>W. This snares, creates a EPlant, deals Q damage, then creates a Q plant, all in less than a second. Why do I create 1 of each plant? Since the EPlant attacks slow the enemy, they'll escape slower while the QPlant attacks it with it's longer range! This combo maximizes damage output. Remember to keep auto-attacking so the plants will target the champion instead of the minion.
You can do this combo whenever you have 2 seeds and Q and E are off cooldown.
Use this combo when the enemy has a lot of hp, they won't be killed with an ult combo, and you just want to chunk down their health. It'll be hard to get a kill with this combo since enemies will leave lane when they get kinda low, but it does a lot of damage and sets up for the ult combo.
Honestly, making 1 of each plant doesn't really make that big of a difference. E>QWW is easier to do and does almost the same damage. Same with EWW>Q.
Ult Combo Main combo > R
This is the combo used to getting you kills in laning phase or for engaging late game. If you add your ult to the EW > QW combo from above, then it's the exact same, except ult immediately after the Q (but make sure you didn't miss your snare first!!). This will knock the enemy up so your plants can keep on dishing out damage along with the boosted +50% plant attack speed! This can kill an enemy that is already injured from smaller combos.
Teamfight ULT-First combo R>QW>EW
This is a team-fight centered combo in which you ult first. Why would you want to ult first? Well, something could happen where the enemy engages onto your team and you need to get your ult damage and knockup up asap. This forces the enemy to either back off and disengage, or, if they can't or choose not to, continue the engage, tank your ult damage and the knockup. If an enemy or multiple enemies gets knocked up, choose one (prioritize the back line) and use a QW combo right where they are about to land (the Q will hit them while they are still midair). As soon as they land, use a EW combo so they can't move for an ever longer time, and your teammates and your plants should be able to kill them no sweat. You lose out on the +50% plant attack speed bonus with this combo, but it's well worth it.
If you are going for a kill combo, Don't forget

You can mess around with the placements of your seeds(like QWW or EWW), and your own combos if you want.
The purchase order is not staple. Sometimes it will be better to get 1 item before another. You will learn the circumstances as you play more. But this is just a helpful guide to assist you :)
Aight, Here we go!

Go for these on MOST GAMES: (Shoes, Athene's , Rabadon, Zhonya)
Go for these MOST games. The items that appear first here are the items I would get more often.

These items are situational. Get them when the situation arises. Like, get more MR items if they are an early-game burst mage. Or get spell vamp if you're against a sustainer. I rarely get these unless I really have to.

Aight, Here we go!

Starting Items
![]() |
kyou |
The most sensible Trinket for Zyra to start with is the ![]() ![]() ![]() |
kyou |
![]() |
![]() |
Ahri |
I start with ![]() ![]() |
Kyou |
![]() |
![]() |
kyou |
Season 3 revolutionized the world of Boots. Boots now have 25 less move speed, but every champion now has 25 more move speed. What does this mean? Well, boots are now a whole lot less important. You can get away with delaying purchasing boots for longer. But most of the time, I still start out with ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
zyra |
![]() |
![]() |
zyra |
![]() ![]() ![]() ![]()
You are facing a very hard match-up. You are losing your lane and want to get back in the game. You are stomping your lane and want to stomp it even more. Edit: Now that ![]() ![]() Note: If you buy a ![]() |
zyra |
![]() |
Core Items
Go for these on MOST GAMES: (Shoes, Athene's , Rabadon, Zhonya)
![]() |
Zyra |
Generally I get ![]() ![]() ![]() ![]() |
Zyra |
![]() |
![]() |
Ahri |
It's really, really expensive, but once you build this sucker, your damage will send the enemy running as soon as they see you. It gives a TON of AP and AP = tons of damage. If all goes well, you will have this around 17-20 minutes. This is arguably one of the best AP items in the game and your enemies won't have that much magic resistance yet. This adds soooo much damage to your spells, and you'll want to try for this every game. Note If you find yourself losing your lane, this might not be the best choice to buy. Instead buy a ![]() ![]() |
Zyra |
![]() |
![]() |
Ahri |
This item is amazing on AP Casters, but it's crucial on ![]() ![]() ![]() ![]() ![]() ![]() |
Zyra |
![]() |
![]() |
[Ahri] |
As the 3rd biggest damage item (after DFG and Deathcap), Void Staff is the next big hitter. This item is exceptionally good for when the enemy is stacking a bunch of Magic Resist. Magic Penetration is pretty tough to come by as an AP casterand ![]() |
Zyra |
![]() |
Endgame Items
Go for these MOST games. The items that appear first here are the items I would get more often.
![]() |
Ahri |
A ![]() ![]() |
[zyra] |
![]() |
*See
Liandry's Torment for information on synergy*

![]() |
[zyra] |
This gives you a health boost, which is also nice to have, along with some decent ability power. It also gives really nice Magic Penetration, and if you get one early along with ![]() ![]() |
[zyra] |
![]() |
![]() |
[Zyra] |
It builds from ![]() ![]() |
[zyra] |
![]() |

Uncommon/Situational Items
These items are situational. Get them when the situation arises. Like, get more MR items if they are an early-game burst mage. Or get spell vamp if you're against a sustainer. I rarely get these unless I really have to.
![]() |
[Zyra] |
This item is mandatory on AP assassins. However, I don't really consider Zyra an assassin since she doesn't really have any gap closers to get close to the enemy. But if you want to add a huge burst when you snare someone, you can get this item. Replace ![]() |
![]() |
[Ahri] |
This item got reworked in Season 3. A passive replaced the active, so it's kinda easier to use. But it's only effective against champs with super high hp regen. Get it if you are facing some freakish enemy combination of ![]() ![]() ![]() |
![]() |
[Ahri] |
Provides you with a lot of Magic Resistance and a nice chunk of Ability Power. The Magic Resistance will heavily reduce the damage from your enemy and it will give you some nice tankiness, especially for early game.The aura is super nice and reduces the Magic Resistance of nearby enemies by 20. Very viable on ![]() ![]() |
![]() |
[Ahri] |
This is a really cheap item and an amazing active. Removes all CC from you which could save your life. This will cancel crowd control, even suppresses, from various ults such as ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
[Ahri] |
Pick this up if the enemy has scary AP damage. ![]() ![]() ![]() |
![]() |
[Ahri] |
Provides a blend of Armor and Magic Resistance. It's useful if no one on the enemy team is extremely fed, and everyone on their team is about even. Also, it revives you, so you can do a bunch of damage, die, come back, and do more damage. It's good for the people starting out because it's a good replacement for people who have trouble remembering to use their ![]() ![]() ![]() |

Coming soon.
I'm sorry that it's not up yet, it takes an insane amount of time to code the matchups section. It's in the works, but I don't want to rush it, then have to re-code everything all over again. I'll try to get it up and running in the future.
If you really want to know what a champion in mid does and what their threats are, you can look at the matchups section on my Ahri guide.
I'm sorry that it's not up yet, it takes an insane amount of time to code the matchups section. It's in the works, but I don't want to rush it, then have to re-code everything all over again. I'll try to get it up and running in the future.
If you really want to know what a champion in mid does and what their threats are, you can look at the matchups section on my Ahri guide.

Early Game - Farm and Trade Damage
Note: I refer to a lot of combos by names that are nowhere near official. If you need a reminder on what combo is which, just re-view the combo section.
Okay, the game starts up. First of all, you probably need to leash your jungler. This means that you should watch over the buff area to prevent any invades. Due to jungle changes, the top or bot lane should be doing the most damage to the golem/lizard soyou don't really have to help the jungler any more, but if you feel nice you can auto attack it a bit or use a spell.
Now you stroll back to your lane, which most likely is mid. This means last hitting. Don't constantly auto attack the minions. Auto attacking will push your lane outwards, and you will be forced to be closer to their turret in order to continue last hitting. The enemy jungler can stroll behind you, and you'll probably die from an deserved gank. Also, a pushed lane will mean that your jungler cannot gank from your side. Double-lose.
Feel free to push hard if they don't have a jungler, or if the game is approaching mid game. And use your small combos for harassing since it does quite a chunk of damage to them. Getting the enemy low enough with your small combos or main combos sets up for a early kill for your main combo or ult combo.
Spamming combos out will drain your mana fast, but that's why I get Chalice. It's still a good idea to do your best at hitting them with the combos though.
Keep on harassing them. Try to keep their health low. You need to play

It is very important to note that pre-6 might be the only time you can press your advantage against certain champs. If the enemy is an



To be Concise...
- If you have an early game advantage (notably vs melee champs), constantly harass them with auto-attacks, small combos, or main combos.
- Try to win trades. If you keep on winning trades, trade more.
- If you don't have early game advantage, do your best to not get out-traded by your opponent.
- Remember to focus on last-hitting minions!!

Mid Game - Roam and Destroy
Now you've hit level 6. Your ult combo is available. Hopefully your laning opponent will have somewhat medium-ish health by now (given that you haven't already killed him/her yet). This takes many

People that are not familiar with Zyra will not know how high your kill potential is at 6. This is your chance.
When you both hit 6, your laning opponent could possibly be either much stronger than you, or weaker than you. If he/she is now stronger than you, you need to focus on helping your other lanes get kills. It will help your team much more than getting constantly wrecked by your laning opponent.
The odds are, for the majority of low-elo or normal games, wards are not as frequently used as they should be (not even trinket helps that much). Top lane should be vulnerable for an easy kill is it's unwarded, so ask your top if the enemy has laid a

If NOTHING is gankable or you think the enemy laner will push your turret too fast, then stay in mid and insta-clear the wave. Then you can go and take your wraiths or wolves if your jungler isn't mad about it.
You want to ensure that your lanes end up winning, so your AD carry, such as



To be Concise...
- Continue doing your best to win trades.
- Build appropriate items according to your situation.
- If a lane is gankable, push out your lane and then gank that lane!! Getting a kill or having them blow summoners is well worth your time.
- Ask for the jungler to hold mid tower if you need him to. Know when you can all-in your opponent successfully for a kill.

Late Game - Teamfight to Victory
In Teamfights, you need to be in a safe spot since you're incredibly squishy.
Generally you want to just spam out everything during the huge teamfights using combos whenever you can. Your options are either to
1. Try your best to get to and combo the enemy ADC without dying and kill him
or
2. Stick with your ADC and protect them with your snare and ult. Dish out DPS to anyone within range.
However, if you completely dominated up to this point, then your damage should be nothing to sneeze at. It could be completely possible to insta-gib the enemy AP or AD carry with 1 combo. You need to catch them out of position though, as even if you do tons of damage, a simple stun can totally get you killed instantly. Your tanks are going to try their best to protect you. Running into the enemy team to initiate on the enemy ADC is basically suicide, and yes, you will lose.
Hopefully, the other members of your team should be pretty strong due to your crazy score during midgame, and you should win. Note that initiating a fight by landing a

To be Concise...
- Stick with your team to take objectives.
- In team fights, you should save your
Grasping Roots for the AD carry or the AP carry.
- Do your best to kill them ASAP, but don't recklessly run in and try to burst them, or you'll get stunned and die.
- It may be best to just focus on keeping your ADC alive with your snare. A protected Vayne will basically just win the fight for you.

Note: The most important information in this section has been highlighted in color which should provide you with the most urgent things to learn in case you don't like reading my rambling walls of text.
(which I'd rather you read also if you have the time or patience).
Also: These tips are not specific to Zyra gameplay. They include general gameplay advice.
(which I'd rather you read also if you have the time or patience).
Also: These tips are not specific to Zyra gameplay. They include general gameplay advice.
- The combo section is one huge tip and trick. Comboing does wonders and is necessary on any good Zyra player.
- As soon as you place a seed down, it gives a brief moment of vision wherever you placed it. This is GREAT if you're unsure whether an enemy is in it and you don't want to waste a whole ward.
- Whenever you kill one of
Yorick's ghouls, you gain +1 extra gold than normal. He also gets +1 gold whenever he kills one of your plants. This little easter egg is a reference to Plants vs. Zombies.
- You can have 4 seeds on the field. That means if your team wants to dragon or baron, you can put 2 seeds down in front of it, wait a bit, then drop more seeds for up to 4 plants to deal damage and soak up damage.
- If you and your team are pushing an enemy tower and you don't have minions nearby, you can summon some plants to help tank a tower shot. Better the plants take the hit than your teammates!
- 15 cs = 1 champ kill. That's just 2-3 waves. For laning phase, you need to last hit. Seriously, man. It's impossible to stress enough how much creep score matters.
- If it's mid-game and you want to gank, push the minion line to your opponent's turret, and step back so he can't see you. When the minions come back, step back in and push the minions to the enemy turret again. Step back. Repeat this several times. Eventually he will stop calling MIA's to his team, and you can go gank a lane easily. If you've pushed your lane hard, you might as well mess with his head. It will be harder for him to last hit under a turret, and by stepping back, you are also protecting yourself from enemy jungler ganks.
- Try to harass enemies with auto attacks in early levels as much as possible. Just be sure to account for minion aggro since they will start attacking you as soon as you do damage to the enemy. They do a surprising amount of damage to you at early levels.
- Are you getting tower-dived?
Grasping Roots them under the turret and watch them cry.
Thanks for viewing my guide! I hope that you found it helpful!
I am completely open to constructive criticism and I encourage you to give me your opinions on my guide.
I try my best to respond to all questions in the comments section and even PMs.
Feel free to check out My Ahri guide!!
An upvote or +rep is always appreciated!
I made a Mobafire blog that shares my thoughts on Ahri's state and Zyra's state (nerfs&patch changes) along with any other ramblings on my mind. You're welcome to check it out if you want Mobafire Blog

For Super hard-core fans (non lol-related...idk)
Follow me on:
Twitter
Tumblr
Osu Profile

Thanks so much for reading my guide! I hope it helped you out at least a little :D Keep on being awesome and remember: Losing a match will improve your skill more than winning a match.
I am completely open to constructive criticism and I encourage you to give me your opinions on my guide.
I try my best to respond to all questions in the comments section and even PMs.
Feel free to check out My Ahri guide!!
An upvote or +rep is always appreciated!
I made a Mobafire blog that shares my thoughts on Ahri's state and Zyra's state (nerfs&patch changes) along with any other ramblings on my mind. You're welcome to check it out if you want Mobafire Blog

For Super hard-core fans (non lol-related...idk)
Follow me on:
Tumblr
Osu Profile

Thanks so much for reading my guide! I hope it helped you out at least a little :D Keep on being awesome and remember: Losing a match will improve your skill more than winning a match.
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