Zyra Build Guide by 88ash88
Not Updated For Current Season
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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.
I made this guide because I couldn't find any that reflected the item changes in season 3.
Normally I use Isthatoks guide for Zyra, which is much more in-depth, but I feel like an item such as Liandry's Torment would be a nice addition, and also with the transformation of Archangel's Staff when it caps into Seraph's Embrace, this item will help Zyra a lot in late-game where she often gets targeted.
I'm not a veteran player, so bear that in mind if you choose to read on. For totally new Zyra players however it might be useful.
Laning and teamfights
Harassing and killing
With the halving of the boots movement speed boost for season 3, I've postponed buying boots till about the 3rd time I return to base. The ceaseless harass you can do with Chalice of Harmony, or the benefit of starting to charge up Tear of the Goddess early on (to get that yummy Seraph's Embrace faster) makes up for the slight delay in boots. If you're against an opponent where you need to dodge skillshots or you want the safety 25 extra movement speed gives against ganks, then get boots first.
Remember, if you choose to go for Seraph's Embrace, spam your spells whenever Tear of the Goddess/ Archangel's Staff is off cooldown - even Rampant Growth(W) counts towards the charges. Don't spent all your mana for no reason, and make sure to have seeds when you need them, but when you do have spare mana/seeds, for example running around somewhere, by all means use your abilities to speed up the charges.
I generally prefer to stay far away from enemy champions. My choice in summoner spells reflect this (the offensive summoner spells all have pretty short range).
Flash is nice for multiple reasons - for Zyra mainly as escape. I wouldn't swap this for anything.
Teleport is a personal favorite of mine. The ability to instantly return to your lane after going to buy or heal up (instead of spending as much time running as a death mid-game costs) is going to help you get ahead of your laning opponent. Add to that the ganking potential of this high-CC champion, and you have an idea of why I get it. Also note that both Flash and Teleport both benefit from Summoner's Insight and Enchantment: Distortion
Ghost would be my 3rd pick to gain an additional way to get away from melee champions.
Exhaust would be my 4th pick to gain an additional way to get away from melee champions.
Ignite isn't something I would get on Zyra because I don't want to get close enough to use it normally.
Barrier is another good option, especially if you don't want Seraph's Embrace to get that extra bit of survivability.
Heal is a bit too weak in it's present form, but it could help you stay in lane slightly better if you're up against a strong harasser.
Clarity isn't really needed in this build because this build has plenty of mana regen in runes and items.
Cleanse could be useful if you lane against a heavy CC champion or someone like LeBlanc who has lingering effects that can be devastating.
Clairvoyance it's always nice to know where your enemy champions are (or aren't), but I wouldn't recommend it for the AP carry.
I wouldn't consider using any of the other summoner spells.