Zyra Build Guide by Atharil
| Health | 2727 |
| Health Regen | 2.77 |
| Mana | 1150 |
| Mana Regen | 35.83 |
| Armor | 115 |
| 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 | 700.65 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 30% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Intro
Hello guys, my name is AthƔril 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 womanās memories,
Zyra poured her newfound magic into the creation of a human-shaped vessel. She didnāt 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 wasnāt 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." ā
Zyra
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.
Runes
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:
| Runes | |||||||||||||||
Greater Quintessence of Ability Power 3 |
Greater Mark of Magic Penetration 9 |
Greater Glyph of Ability Power 9 |
Greater Seal of Mana Regeneration 9 |
||||||||||||
And these if you are support-
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Gold 3 |
||||||||||||
Masteries
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
For support, I could recommend the same as for mid, but better are:
Pros / Cons
|
Pros:
+ tons of damage from plants,
+ free wards from + low cooldowns, + some CC, + plants can kill dragon and baron quickly, + clear waves with 2 spells, + can easily initiate teamfight, + burst! |
Cons:
- 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. |
Skills
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 Ć 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 Ć 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 Ć 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
In my opinion, cooldown reduction is one of best things we should have. So that';s why I improved "w"
For Mid:
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:
And right, it is better. But this is my guide and I play with "w" improved first ;)
For support free wards are the best:
Items
I was wondering which items could be the best. For my opinion, I suggest to start with:
Starting items:
or:
but as
Core items:
For
Late and situational items:
Combos and Summary
Combo before 6 level:
Start to place one of your seeds using
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
E -> R -> W -> W -> Q





orĀ R -> E ->W -> W -> Q





Remember to use
Summary
I tried play
I wish you many catched enemies!

"Death is in bloom." -
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