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Zyra Build Guide by XLordxInfamousX

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League of Legends Build Guide Author XLordxInfamousX

Zyra, the Healthy Plant [Mid]

XLordxInfamousX Last updated on January 14, 2014
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Introduction

Greetings, Summoners!

I have loved Zyra and her kit since her release, and I have adapted a different build method than most while playing her. I am now bringing this to you all to try out for yourselves!

I will try to make this the most in-depth as I can in explaining choices and play variations.


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Pros / Cons

Pros / Cons

Pros
+ PRO ATTRIBUTE
+ Has Vision-granting Ability
+ Has a Snare and Knockup
+ Is able to survive teamfights for an extended time due to high HP
+ Good, safe harass in lane
+ Not fully item-dependent to be an asset to the team

Healthy Zyra is an all-around fun champ to play. Her kit is wonderful for controlling fights and she can be an asset anywhere on the map.

Cons
- No gap closer/escape
- Mana dependent for this play style
- Slow on dealing damage early game due to item build
- Squishy at first
- Difficult to get used to landing her passive

Playing as aggressive as what this build is for, she becomes very mana dependent until Chalice of Harmony. Also, damage comes second to obtaining a few items to secure your sustain, so very early game damage is limited and you are left squishy, as most AP mids are. The delay they added to her passive has gotten better about casting after you've been mashing keys, but sometimes still misfires. Try to control yourself after dying and align a shot. The only way to get better with it is, sadly, to die, and use it/practice.


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Summoner Spells

Summoner Spells


Flash: Useful for securing a kill, escaping over a wall, or initiating a fight. Flash is a blink that surpasses the other summoner spells. As the most over powered summoner in the game, so versatile, you'd be crazy not to abuse it!
Ignite: Great for winning those early game trades or cutting an enemy's sustain in half, especially if you happen to face a Fiddlesticks or the like


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Runes

The rune set I have chosen for Zyra is typical, with a slight variation on the seals to help accommodate early game harass.

Runes

Runes

Greater Glyph of Ability Power
9

Greater Mark of Magic Penetration
9

Greater Seal of Mana Regeneration
9

Greater Quintessence of Ability Power
3


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Masteries


Typical 21/9/0.
Run the 9 in the defense tree for the added HP and HP Regen, along with the MR for trades early game.



T
A
N
K
sp Z
Y
R
A
// So most of these masteries are made for damage output and health. Just what a healthy plant needs!


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Abilities

Ability Explanation

deadly bloom
  • Rise of the Thorns: After Zyra dies, and a brief 2 second cooldown, any ability with a point into it you can hit and cast a true damage skillshot that deals 81+(19xlevel) damage to anything in its path.
  • Deadly Bloom Deadly Bloom (Q): A placed circle that after a brief delay, sprouts thorns that damage anything in its way. If activated on top of Rampant Growth, a long-range plant arises and lasts 10 seconds, dealing damage to nearby enemies, prioritizing whoever Zyra is attacking.
  • Rampant Growth (W): Zyra places a seed that grants a small field of vision and can be used in conjunction with her other abilities to sprout plant turrets. Also passively proves cooldown reduction.
  • Grasping Roots (E): A skillshot that snares any enemies in its path. If cast over Rampant Growth, a short-range, plant-turret is grown, which slows anything it attacks, prioritizing whoever Zyra is attacking.
  • Stranglethorns (R): Zyra casts an expanding circle of thorns, dealing damage to enemies as it hits them. It then collapses upon itself, snapping, and knocking enemies caught in it airborne. Any plants within Stranglethorns have their attack speed increased by 50%.

Ability Sequence Order

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

> deadly bloom > >
Aside from utilizing the stats into Zyra's ult whenever possible, I prefer to max Q first as the plants deal longer range damage, allowing you to sit back and cast easier. Plants do the same damage if they are at the same level of points.


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Beginning and Core Items Explained

My Zyra build is focused on building HP and a small amount of CDR to be able to unleash multiple torrents of your Q and plants during a teamfight.

This is fairly backed up by my item builds.

Beginning and Core Items Explained

Item Sequence

Athene's Unholy Grail
2250

Rod of Ages
2700

Rylai's Crystal Scepter
2600

Sorcerer's Shoes
1100

Enchantment: Homeguard
450
;; Use the Doran's for an early boost in both HP and AP. Once you hit 2 and can summon plant turrets, they help build back your mana by helping to last hit minions.

;; With this play stayle, Chalice of Harmony is an absolute must as second item, UNLESS you are facing an AD mid and getting stomped (then you get a Seeker's Armguard) You should constantly be harassing, forcing your opponent to camp their tower, lose farm, and base to regen. Also, constantly keep a seed in both bushes leading to river until you acquire wards

;; Catalyst comes next to provide MORE sustain, allowing your jungler to keep blue if needed, and for winning tradeoffs otherwise lost.

;; This is the first full item. Getting it early allows it to start building up ASAP and making you literally stronger by the minute.

;; Grabbing this to complete your Chalice of Harmony is never a bad idea. With its passives, it can save you in a teamfight if you go in low on mana. And it will provide the CDR needed to constantly cast.

;; Both HP and AP on an item, accompanied with a slow to compliment your long-range towers? Perfect for a Zyra to kite and keep enemies in range


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Laning and Teamfights

Farming/Early Game



When farming, make sure to last hit (duh) to utilize your Doran's Ring and to build gold quickly. Using your Q to last hit a wave, or bait a poke is alright if you can anticipate and are mindful of cooldowns. Once you hit 2 and have plant turrets, begin to wipe waves clean and bully your opponent. Usually take 2nd blue buff , which allows you to further sustain your bullying. Push minions down and do not allow your opponent to CS. Be mindful of ganks. Getting a sight ward or two is never a bad idea to keep on either side of river, otherwise use your Rampant Growth to do it for you.

Pushing down the enemy's tower is sometimes easy by yourself. If you are having a rough game, play less aggressive and be patient with your CS. Mind your mana, and ask your jungler to pay you a visit. If your midlane opponent falls to you, keep an eye for the enemy jungler, and push the tower down.

I usually do this early as my playstyle with Zyra is extremely aggresive, sometimes compromising CS if I am ahead in kills to continue to kill my lane opponent.

Do not underestimate Zyra's passive in obtaining or helping your jungler obtain kills during ganks.

Mid Game


With your opposing tower destroyed (and hopefully not your own), begin roaming to lanes that require assistance or if lane opponents are overextended. Use your Rampant Growth for vision rather than face checking bushes to avoid unnecessary deaths.

Usually putting pressure on bot lane will force either the enemy jungler or your mid opponent (sometimes both) to also come to bot lane, be mindful of your extension into the lane and how much vision you have of river and tribush/bush behind tower on purple side.

If you are fed and your ADC has been having a harder lane, now is the time to try and secure a Grasping Roots onto your Rampant Growth and root/slow an enemy for your ADC to pick off.

Late Game/Teamfights

During teamfights, Zyra's utility and Crowd Control in her kit is key.

If you are baiting out the fight, have as many seedlings ready and planted as possible (4 max), and prepare to Q them all to maximize your burst when your tank initiates. Root their ADC or AP Carry if possible, and instantly ult trying to engulf as many enemies as possible, prioritizing the ADC if they are split. Also try to keep your plants within the zone to increase their attack speed and damage output.

If the fight is engaged upon you or your team, lay as many seeds as available, and [[grasping roots] them if you plan to retreat.

If you plan to engage back, lay as many seeds and deadly bloom them, instantly ulting the enemies following, and rooting whomever possible (Prioritize ADCs). By this time, your deadly bloom should be off cooldown, allowing you to again cast it, trying to finish off any enemies left.
If anyone is left by this point, you will have a seed up. Plant it, aim your Grasping Roots at both the enemy and your seed, maximizing both damage and crowd control onto your opponent.


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Summary of Healthy Zyra


21/9/0
R>Q>E>W
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Conclusion

So basically that is my Zyra guide. Much more HP than usual on a bursty AP mid, but it has worked for me many times, and I wanted to community to give it a shot as well.

Feel free to leave me any questions, comments, or concerns.

I'll try to keep the guide up-to-date, typo/mistake free, and will add an FAQ section as necessary.

Good luck, Summoners!




Special thanks to jhoijhoi.