Zyra General Guide by LaCorpse
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Greetings Mobafire, looks like you have landed yourself here at my Zyra guide! Zyra is a platastic mage, who I play in mid lane. She has a lovely kit, and uses plants to do her bidding! My favorite part about her is her high crowd control.
Much like my other guides, I'll list some things you should keep in mind with this guide.
1. Zyra has JUST come out, so this guide will be updated many times before it is finished.
2. My builds are ALWAYS personal preference. I will guide you through item replacement.
3. Depending on your team, you will be swapping items.
4. I do not claim to be pro, this is simply how I play Zyra.
5. I do not play ranked, so I do not know if my builds work in ranked.
6. Your comments are welcome, insight is always great. Please keep it insightful though. If you think something is wrong, tell me why, don't just say "U WRONG! GUIDE BAD", that is not helpful.
Thank you for reading guys, I hope you enjoy!
- Bree // LaCorpse
Positives & Negatives
|qqqq||» An AOE CC
» Lots of AOE damage
» Free Wards
» Played many ways
» Awesome and fun!
||» No real escape.
» Squishy (like most AP)
» Weak vs. gap closers
» Semi-complicated kit
» Requires accurate aim
Since I take Ignite, I put a point in here. It will give me 5 AP when Ignite is on cool down. It is not a lot, but it is still AP.
I take this over Mental Force because the little AD over AP will allow you to last hit minions much easier.
4% Cool Down Reduction. Cool down reduction helps a lot!
Magic pen is great. It equals more damage.
Increases your damage dealt by 1.5%. ^_^
18 Ability power at level 18. The more AP you have the better.
Increases your ability power by 5%! Nice boost there.
Increases damage dealt by 6% to targets below 40% health.
I take this because I use Flash.
216 Mana at level 18. This is a nice boost :3
I take one point here.
3 mana regen per 5 seconds. This helps out a bit.
This has to be my favorite. It gives you more time with the blue buff. Although, Zyra doesn't need the CD from it, the mana regen will always be nice.
Most of the time, masteries are about personal preference. Especially the ones in utility. If you feel like mixing it up, go ahead. :3
Runes are tricky, not because they are hard to figure out but because each person prefers different runes. Some people prefer those that get stronger over time, some want the early game potency. There is even an option for defensive runes, if you feel like you're too squishy. Here, I will give you example layouts, and I hope that you find one of them useful! <3
Mark of Magic Penetration gives you magic pen. Early magic pen will help you get your first kill. This will also be helpful late game as well. Others will be building magic resist against you, magic pen will help you break though that.
Seal of Scaling Mana Regeneration gives you mana. I don't get flat mana runes because I feel I don't need it. The end result gives you more mana regen by the time your 18. Mana regen will allow you to care less about spamming in team fights.
Glyph of Scaling Ability Power gives you ability power. Ability power is your major source of damage. I take these because in the end, it gives you more where it counts, in the team fights.
Quintessence of Ability Power I take flat ability power quints because they are a nice burst of AP in the beginning, I can do a nice amount of damage in the early levels.
|.||This build is relatively the same, the only difference is that I've replaced some damage for AP resistance. This can be a great idea as an AP, due to the fact *most* of the time You'll be laning against another AP.|
As for Summoner Spells I like to use Flash and Ignite.
Flash is a classic choice, and for a good reason. There are a few different uses for flash, including getting away. Zyra only has one spell that helps her escape, even then it is not very reliable. Flash is known for easy escapes over walls and such. I prefer flash over Ghost because I can flash out of enemy champion ultimates and such.
Ignite is another classic choice. Due to masteries, you'll get 5AP when its on cool down, although its not a ton. The biggest reason why this is a great spell is because you can snag kills that you normally wouldn't have gotten, it also keeps champions who have high heal ratios from healing through your damage for a short period of time.
Teleport Is another good on if you're mid, it will let you get to your turret faster if you need to B home.
Exhaust is alright, but some one else on your team may already choose this. Your abilities will do enough CC and slowing on a normal basis.
Ghost I can understand rocking this summoner spell, it has a shorter cool down than flash and helps you catch up to your enemy, but as far as running away, I enjoy Flash best.
|xxx||Rise of the Thorns- (Passive) - 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 × level) true damage to each enemy it strikes.||xxx|
|xxx||// If landed, will deal a nice bit of damage.
// Does equal amounts to all targets it hits, a well aimed thorn can grant you more than one kill.
|Deadly Bloom||xxx||Deadly Bloom - Zyra grows a bud at target location. After a brief delay it explodes, launching damaging thorns at all nearby enemies. ( 75 / 115 / 155 / 195 / 235 (+0.6 per ability power) )||xxx||Deadly Bloom|
|xxx|| Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows. Thorn Spitter lasts ten seconds and attacks with long range dealing magic damage. ( 26 + (6 × level) + (0.2 per ability power) )
Base CD: 7 / 6.5 / 6 / 5.5 / 5 Seconds
Cost: 75 / 80 / 85 / 90 / 95 Mana
// This does nice burst and will be your main attack.
// A well placed seed will summon a plant, who will attack your enemies.
// Sometimes, if placed a bit behind your target, you can get a direct hit, because normally enemies run back.
// Watch your enemy's movement when you use this attack, if they run to the right most of the time, place this to the right. Ect.
|xxx||Rampant Growth - (passive) - Grants bonus cooldown reduction (4 / 8 / 12 / 16 / 20 %)
|xxx||(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.
Seed Recharge Time: 17 / 16 / 15 / 14 / 13 Seconds
Cost: No Cost
// Can be used as wards to prevent ganks!
// A well placed seed can deal a lot of damage when Deadly Bloom is casted on top!
// Don't forget that you can have more than one plant out at a time.
// The 20% cool down reduction is 1/2 the max CDR!
// When paired with Athene's Unholy Grail, you won't be blue buff dependant.
|xxx||Grasping Roots - Sends forward vines, dealing magic damage (60 / 105 / 150 / 195 / 240 (+0.5 per ability power)) and rooting enemies for a short duration (0.75 / 1 / 1.25 / 1.5 / 1.75 seconds).||xxx|
|xxx|| Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows. Vine Lasher has short ranged attack that deal magic damage (26 + (6 × level) + (0.2 per ability power)) and slow by 30% for 2 seconds.
Base CD: 12 sec
Cost: 70 / 75 / 80 / 85 / 90 Mana
// This roots all enemies in the way, including minions!
// Landing this makes executing a deadly bloom cake.
// If your enemy team is silly enough to clump together in a team fight, this will keep them together!
// Totaly the icing on the cake, as far as Zyra's kit goes.
// This is your only ability that will help you escape.
|xxx|| Rampant Growth: Plants within the thicket are enraged, increasing their attack speed by 50%.
Base CD: 130 / 120 / 110 Seconds
Cost: 100 / 120 / 140 Mana
// A FANTASTIC team fight spell.
// Paired with ultimates from Nunu or Amumu ect, can win team fights.
// It really does have a nice amount of damage.
// The range is pretty big.
// Well placed seeds, and well aimed spells, cause tones of damage.