Zyra Build Guide by Atharil

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

Rate Up LoL Guide Rate Down LoL Guide
League of Legends Build Guide Author Atharil

Zyra: Death is in bloom!

Atharil Last updated on November 3, 2012
11,434 4

Mid / Support

Zyra Build Zyra Build
Previous Champion Build Next Champion Build
Build 1 (Cheat Sheet)

Champion Build: Zyra

Health 2687
Health Regen 2.77
Mana 1150
Mana Regen 40.83
Armor 119
Magic Resist 115
Dodge 0
Tenacity 0
Movement Speed 395
Gold Bonus 4
Attack Damage 107.6
Attack Speed 0
Crit Chance 0%S
Crit Damage 0%
Ability Power 685.65
Life Steal 0%
Spell Vamp 0
Armor Penetration 0
Magic Penetration 22.83
Cooldown Reduction 30%

Recommended Runes

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

Guide Top


Hello guys, my name is Atháril and I am here to show you Zyra - Rise of the Thorns.

She is a fusion of woman and plant. She was planned to play as AP Mid champion, but she can be also support. Zyra is easy to use. She is good versus Ryze, Karthus, Annie, Mordekaiser or Brand. Hard to play her against Talon, Cassiopeia, Diana, Syndra, or LeBlanc. She can interrupt, knockup; she is mage, ranged, got pets, can be used as free-ward champion. She can also slow and snare enemies.

I invite you to read my short guide and every comments, criticism, advices are welcome :)

Longing to take control of her fate, the ancient, dying plant Zyra transferred her consciousness into a human body for a second chance at life. Centuries ago, she and her kind dominated the Plague Lands, using thorns and vines to consume any animal that set foot in their territory. As the years passed, the animal population steadily died off. Food became increasingly scarce, and Zyra could only stand by helplessly as the last of her kin withered away. She thought she would perish alone, until the appearance of an unwary sorceress presented her with an opportunity for salvation.

It was the first time in years Zyra had sensed a creature wander so close. Hunger drew her to the sorceress, but some other, deeper instinct compelled her. She enveloped the woman in thorns with ease, but as she savored this final meal, foreign memories invaded her thoughts. She saw great jungles of metal and stone where humans and animals thrived. Potent magic surged through her vines, and she devised an elegant but risky plan to survive. Using the woman’s memories, Zyra poured her newfound magic into the creation of a human-shaped vessel. She didn’t know what sort of world awaited her, but she had nothing left to lose. When Zyra opened her eyes, she was overwhelmed by the raw power ready at her fingertips. It wasn’t until she noticed the shriveled remains of the plant she once was that she realized how vulnerable she had become. If this body died, there would be no network of vines to retreat through, no roots to regrow her... but she felt truly alive. She beheld the world for the first time as animals did, and a dark smile crept across her lips. She was reborn, and there was so much now within her grasp.

"Closer to the flower, closer to the thorns." ― Zyra

Guide Top

Summoner Spells

As standard mid champion she should have Ignite & Flash - there is no other option.

But, playing as support needs Exhaust & Flash. Or, if your AD carry doesn't want to have Heal, you can take Heal for bottom lane.

Guide Top


I suggest use my traditional runes for every AP character. I love to have a lot of starting ability power, some mana regeneration and of course magic penetration. So, every time I use Greater Quintessence of Ability Power, Greater Glyph of Ability Power for extra starting AP, Greater Seal of Replenishment for extra mana regeneration, and of course Greater Mark of Magic Penetration to thwart the plans of those who build magic resist. As you probably know, there are also other choices, like Greater Glyph of Cooldown Reduction for cooldown reduction, Greater Quintessence of Movement Speed for extra movement speed, or even Greater Glyph of Magic Penetration - it could be good if you want got better magic penetration. Greater Glyph of Magic Resist and Greater Seal of Armor could be very useful if you are support or if your enemy is so much strong. Greater Quintessence of Gold is a great option for support.

So these could be ok if you are mid- Zyra:


Greater Quintessence of Ability Power

Greater Mark of Magic Penetration

Greater Glyph of Ability Power

Greater Seal of Mana Regeneration

And these if you are support- Zyra:


Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Gold

Guide Top


Something like these could be great for my mid champions - 21-0-9:


Maybe I will tell it again, but answer your qustions: "Why not Runic Affinity ?" Beacuse not always your jungler is so good to let you have buffs. If he is so low to jungle without Crest of the Ancient Golem you will waste 1 of your masteries points... If you play with your friends, I bet jungler is a good one, and he let you to have buffs ;)

For support, I could recommend the same as for mid, but better are:


Guide Top

Pros / Cons

+ tons of damage from plants,
+ free wards from Rampant Growth,
+ low cooldowns,
+ some CC,
+ plants can kill dragon and baron quickly,
+ clear waves with 2 spells,
+ can easily initiate teamfight,
+ burst!
- need timing,
- her passive can be used only when she is dead,
- a little "paper" at the beginning,
- weak against mobility champions,
- easy to counter,
- hard to master,
- hard to farm a lot.

Guide Top


Rise of the Thorns - innate Zyra's ability: 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 damage to each enemy it strikes. This projectile is a pass-through linear skillshot that deals damage to enemies in a line. But she will not fire it automatically when the duration ends. It deals 99 + (25 × level) true damage.

Deadly Bloom - "q" Zyra's ability. It is a ground targeted area of effect ability that, after a short delay, deals magic damage to enemies within the target area. Additionally, if Deadly Bloom hits a seed, a Thorn Spitter will sprout. This plant autoattacks a single target at a time, dealing magic damage.
Duration: 10 seconds,
Magic Damage: 26 + (6 × level) + (0.2 per ability power),
Attack Speed 0.800.

Rampant Growth - "w" Zyra's ability. In passive grants bonus cooldown reduction (4% / 8% / 12% / 16% / 20%). As active, plants a seed "living" for 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 seeds 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 50% less damage. The time it takes to store a seed can be reduced with cooldown reduction. Seeds will reveal enemy units even if they are protected by Morgana's Black Shield. Seeds will not pop spell shields. Seeds don't detonate Teemo's Noxious Trap, but plants make it explode. Moreover, turrets don't attack seeds. Seeds can be targeted by allied champions abilities, like Lee Sin's Safeguard / Iron Will, or by the allied summoner spell Teleport, but enemies can't target them.

Grasping Roots - "e" Zyra's ability. Zyra sends forward vines, dealing damage and rooting enemies for a short duration. Grasping Roots is a pass-through linear skillshot that deals magic damage and snares all targets hit for a short duration. If Grasping Roots hits a seed, a Vine Lasher will sprout. This plant autoattacks a single target at a time, dealing magic damage and slowing them by 30% for 2 seconds.
Duration: 10 seconds,
Magic Damage: 26 + (6 × level) + (0.2 per ability power),
Attack Speed 0.800.

Stranglethorns - "r", ultimate ability of Zyra. She summons the fury of nature, growing a twisted thicket at target location which deals damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air for 1.25 seconds. Plants within the thicket are enraged, increasing their attack speed by 50%. The plants don't have to be created before the cast of this ability to gain the attack speed bonus, the plants created during the 2 seconds before the knock-up will still be enraged.

The Vine Lasher & The Thorn Spitter

The Vine Lasher & Thorn Spitter are Zyra's plants. They don't attack structures such as Turrets, Inhibitors, and Nexus. Every plant has 6 HP. Autoattacks from Champions deal them 2 damage. Autoattacks from Minions and Monsters deal 1 damage. Dragon's attacks deal 4 damage. Area of effect spells deal 3 damage. Single target spells deal 4 damage. Turrets shot deal 6 damage (one hit make plant is dead).

In my opinion, cooldown reduction is one of best things we should have. So that';s why I improved "w" Rampant Growth firstly. And secondly I improve "q" Deadly Bloom for more damage.

For Mid:

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I know, maybe it is hard to farm when "w" is upgraded firstly, but I love cooldown reduction it gives. There are a lot other guides which suggests you to do like that:

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

And right, it is better. But this is my guide and I play with "w" improved first ;)

For support free wards are the best:

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Guide Top


I was wondering which items could be the best. For my opinion, I suggest to start with:

Starting items:

Boots of Speed & 3 Health Potions, -> 2 Doran's Rings (standard mid-tactic)


Boots of Speed & 3 Health Potions, -> Chalice of Harmony (tactic called by me "glass of vodka"),

but as support take:
Faerie Charm, 3 Sight Wards, 2 Health Potions and 1 Mana Potion. Then buy Boots of Speed and gold-makers.

Core items:

Caster : Anyway, we need to have Rylai's Crystal Scepter. Don't take Rod of Ages unless you are very low player. I really do not like Rod of Ages. It is loading itself too long, and before you will get it, you should deal a damage ffs! Rabadon's Deathcap is a must, because we are Mid-player. Athene's Unholy Grail is one of best choices for Zyra, because it gives extra mana regeneration (and she is mana hungry) and it recovers extra mana if we assist or kill enemy. Ofc, take Sorcerer's Shoes, no others.

For support take Kage's Lucky Pick, Philosopher's Stone and Heart of Gold - these are only items you could build in mid game because of Sight Wards you have to buy all the time. As support which has a lot of crowd control you could take Boots of Mobility to be an initiator.

Late and situational items:

Caster : If we had a lot ability power from Rylai's Crystal Scepter, Rabadon's Deathcap and Athene's Unholy Grail, you should purchase Void Staff to reduce enemies' magic resist and Guardian Angel for resurrect if you are focused firstly. For other situational items, I could tell Abyssal Scepter, Quicksilver Sash or Force of Nature could be ok against strong AP characters (like LeBlanc, Veigar), and Zhonya's Hourglass, Thornmail or Frozen Heart should be your shield to protect you from AD carry . It is very good to replace Deathfire Grasp using Zhonya's Hourglass. Zhonya's Hourglass is a great item on Zyra, as Pluckin Penguin]said: "her plants can still do damage while in the Zhonya's Hourglass stasis".

Support : if game is played more than 40 minutes, you can build Athene's Unholy Grail, Shurelya's Reverie, Aegis of the Legion and Locket of the Iron Solari. Guardian Angel or Rylai's Crystal Scepter are always ok.

Guide Top

Combos and Summary

Combo before 6 level:

Start to place one of your seeds using Rampant Growth. If enemy is close to it, try to catch him using Grasping Roots to create Vine Lasher. If catched, plant another seed from Rampant Growth and upgrade it into Thorn Spitter using Deadly Bloom. It allow nice harass. If you are skilled try to use two Rampant Growths at the beginning. Do amy autoattack if you can ;)

W -> E -> W -> Q

or W -> W -> E -> Q

The best combo:

This combo is similar to this above. But you need to catch enemy first by Grasping Roots. Then use your ultimate skill Stranglethorns to knockout him into air. Fast, use twice Rampant Growth and finish him using Deadly Bloom. You got the Ignite to deal true damage to somebody wanted heal himself. If enemy is more mobile than you and you could have trouble to catch him, so use Stranglethorns at the beginning and then Grasping Roots, twice Rampant Growth and Deadly Bloom & Ignite. Ofc, do autoattack if you can.

E -> R -> W -> W -> Q

or  R -> E ->W -> W -> Q

Remember to use Rise of the Thorns if you died, it can also deal damage straight in to lane, so maybe you could kill someone!


I tried play Zyra as many roles, but caster on Mid-lane and support are only ways she can be played. Thanks to you if read this guide. I hope it can help a little somebody.

I wish you many catched enemies!

"Death is in bloom." - Zyra