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Zyra Build Guide by tribness

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Not Updated For Current Season

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League of Legends Build Guide Author tribness

Zyra - the rise of the thorns ( in depth guide )

tribness Last updated on August 17, 2012
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Ability Sequence

2
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
1
8
10
12
13
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Deadly Bloom

Welcome summoners to my guide about the latest champion to have joined the League.





is an traditional ap mid laner but you could also play her as a support, she has good base dmg on her skills and a kit that can suit a support on bot lane, she got root, slow, knock and free wards (really free, they dont even cost mana).

But of course she's best played on the place riot has built her for, the mid lane!
Okay, so many of you may be an adept of the tradicional glass cannon build, i will include a build like that in this guide, but the main build i will be focused on it's a more "tanky" build.

I'm gonna also make a small chapter for the jungler enthusiastic's ( yes she can do it, and what a strong ganks!).
But if you're looking for the "normal" build with 1000+ ability power i would advise you to look somewhere else.
Since her ratios are not so high, i trade a litle bit of ability power for more survivability. I play her something like a vladimir, a beffy ap who can take some punish and still dish out a lot of damage.






So, if you are still there.. Come in and welcome to my guide about zyra !


Guide Top

Quick temporary side note






Zyra is a recently released champion, in order for this guide to be an full in depth guide it's still necessary some more time to gather information. The basic structure of the guide itself and most of the information are already here and they are good, but there's still a lot of thing's to test. I don't have yet all the information i need to give you the 100% accurate info. For example on the lane match'ups section there are some champs i played against like 2 or 3 time's, making it a not 100% reliable source.
Beside that since she is newly released she will still be nerfed many times.
She was released so strong, after 12 days of being released she got a huge mega nerf (in numbers, because in game play she was not hit that hard] and i can see coming at least more 2 or 3 nerfs.

This is still a work in progress, keep that in mind!

Upcoming changes:


- Constant updade of the match'ups section
- Jungle section under construction( gathering more information and videos]
- Suport section under construction
- Banners
- Correction of innacurate information
- Test of viability after nerfs






Guide Top

Pros / Cons




Deadly Bloom Deadly Bloom Deadly Bloom Deadly Bloom Deadly Bloom Deadly Bloom Deadly Bloom



Deadly Bloom



PROS

- High Range on all skills
- Fair amount of CC
- High burst and sustained dmg
- Free wards
AAAAAAAAA
CONS

- Mana hungry
- Extra squishy
- First to be focused
- All skillshots
- Weak against high mobility Champs
SPACEE

Deadly Bloom







Guide Top

Best rune's choice

The runes, that expensive thing who's job it's to help you have a better early game. I will give you a couple of options to choose from, and also my optimal setup.

Let's start with my optimal runes :



RECOMMENDED RUNES





Greater mark of insight -This is the best mark there is for almost all ability power champion's, keeping in mind that you are laning against a squishy champion like yourself, you will WANT to grab these, since they are going to make you deal almost true damage in the early game. This runes are great in the early-mid game and then fall of a bit in the late game, but they still are the best choice.


SPACE SPACE SPACE




Greater seal of clarity -Zyra runs on mana, she got burst damage on her skills and sustained damage on her plants, in order to keep up with those two kinds of diferent damage our mana cannot run out, this seal's together with the glyphs provide all the mana regen we need to keep up with the output damage zyra can achieve.
Greater glyph of clarity - Well the glyphs follow the same line of tought has the seals Zyra cant run out of mana, so we choose more mana regen to help us with spamming the skills. With this runes you can spend the all day spamming your spells... well... almost like that... But you get the picture, more mana regen = more spells = more damage.
Greater quintessence of potency - Standard Quints for almost all AP MID , They don't give you a huge chunk of ability power, don't expect to smash your lane opponent just because you got this one's on your rune page. With this quints you are going to make a little bit more damage with every thing you do, skills, plants, except AA of course.. Overall they are the best choice!



Conclusion on the optimal rune setup


PROS
    - Magic penetration
    - Litlle bit ability power
    - High mana regen
CONS
    - Has no defensive stats
    - Not very offensive
    - Need to rush AP


In conclusion, we get what zyra need's most with these rune's, we have high mana regen, a little bit of AP to pump up your damage, and we have the magic Pen. This are the stats wich in most cases will give you the better start in the game, without falling so hard late game. Overall the best setup in the majority of situations.




ALTERNATIVE RUNES - offensive set


SPACE SPACE SPACE



Greater seal of warding - On the mid lane 90% of the time we'll be up against an AP champion, since we have more magic resist... he's going to do a lot less damage every time he hit's you.
Greater glyph of potency - With this we getmore ability power make's you deal more damage everytime you can strike an enemy with your skills, or plants shots. these alone are not enought to hurt the enemy, but in combination with the quints and the masteries you are going to start with a pretty nice amount of AP.
Greater quintessence of potency - Well, as stated in the recommended runes set, these are the best offensive runes you could get. Since we are going for an all offensive set we couldn't leave this one's out right?


Conclusion on the alternative offensive rune setup


PROS
    - Magic resist
    - High dmg output
CONS
    - Has no magic pen.
    - Has no mana regen


In conclusion, we lose the magic pen. and the mana regen, this change make's us play a diferent type of early game, since we wont have the mana regen we need to keep spamming our skills, we need to focus on landing our root to get the damage up from the other skills. We need to play a bit more defensive and strike the enemy, when we have the chance. Diferent style's of play, but with almost the same results... A dead enemy.




ALTERNATIVE RUNES - defensive set


SPACE SPACE SPACE



Greater seal of warding - Already explained in the offensive set.
Greater glyph of warding - More magic resist will cripple your lane adversary, this together with the seals give's you a nice starting magic resist. Making the life of your opponent harder, give you the slight advantage you need, and who know's if you dont snowball out of it?
Greater quintessence of Resilience - So your enemy is a skill based champion, but he's not going to attack just with skills, he's gonna try to punish you for farming and bad positioning with his auto attacks. For that situation we get these extra armor, lowering again his damage output. Also useful against junglers ganks


Conclusion on the alternative defensive rune setup


PROS
    - Can take some damage
    - High starting armor/magic resist
CONS
    - Has no ability power
    - Has no mana regen


In conclusion, you should go for this rune setup if you are laning against a high damage dealer champion, going this way sugests a passive early game play , farming for 15 or more minutes and going straight all in for the late game. Not very recommended but effective as counter pick.



Guide Top

Masteries

Masteries
4/1
4/5
1/1
3/5
4/1
4/
1/
1/5
3/1
1/1
3/5
1/1



Mental Force A little bit of ability power to help you in the start of the game.

Sorcery size 4% Cooldown it's not much, but it's enough to pick it over all the other available options.

Arcane knowledge 10% magic penetration is just great on every magic damage dealer.

Havoc Damage increase it's always welcome.

Blast Some more free ability power to help you with early damage, late-game it's not bad.

Archmage % increase of your hability power, could it go any better?

Executioner Well we put 21 points in the offence tree because of this one right? An increase of damage against low health enemy's.

Summoner's Insight 15 seconds less on the cooldown of flash. Good to have your escape mechanism free more often.

Expanded Mind Well with rod of ages adn your runes, it's not like you need these extra mana but... the other choice is, less time spend dead?? No thank you!

Swiftness Recent nerf on zyra movement speed, so this extra bit of movement speed is really handy.

Meditation More mana regen so we can pop plants all day, and make our enemy's fear us.

Runic AffinityThis is not useful in the first 7 minutes, in fact it's totally useless, but when it come's to use is too good to leave it out. So take it!



In summary, we go with the standart 21 0 9 masteries tree, grabing everything we can to boost our magic damage. And we go to the utility tree because we want the extra 30 seconds on the blue buff( or any other buff, baron, red buff), in the way, we get more mana, movement speed and a smaller cooldown on the flash.



Guide Top

Summoner Spell's



RECOMMENDED SUMMONERS SPELL'S


Flash - The best summoner spell in the game. It is of so many uses, offensive's and defensive's. You can use it to jump over walls when the enemy is chasing you, to chase enemy's that just flashed over a wall. Use it to cover bad positioning or if you over extended. This one is just too good!

Ignite - Despite the fact that Ignite's range is shorter then your skills, it's still the best choice to take with flash. Use it to kill a running away enemy, or use it just to boost your damage!





OPTIONAL SUMMONERS SPELL'S

Cleanse - This could be a good pick if you can predict you're laning against a champion with hard CC and great nuke. For example you see the enemy team picked a veigar, this could be a good choice! He stunned you, you Cleanse out of it, and then proceed to burst him down with your damage.

Exhaust - If you're not a big fan of Ignite you can take this one. Or even if you're laning against an ad based champion, for example talon. In this case it would be a solid pick.

Teleport - You're a fan of map presence and you team is in lack of it. If you take this, use it to get back to lane without loosing much XP, use it to gank, split push or just be present where you're needed.

Heal - I guess you could trade the Ignite for this one, your team don't have a support that heal's and nobody else want's to take it, if you are okay with it just grab it. But make sure somebody on your team take's the ignite for you.

Ghost - Trade it for Flash , or go Flash and Ghost . This will give high mobility, you lose that extra damage but you will be a more dangerous threat.






DO NOT TOUCH THIS SUMMONERS SPELL'S


Clarity - Of use until the first 8/10 minutes, after that it's a little bit useless

Surge - The amount of ability power you get in the early-mid game is very low, on the late game the amount is good, but really doesn't make any difference. The attack speed it's also useless on an AP champion .

Clairvoyance - Your support should be taking this.

Promote - Lol, really? you're already a natural pusher, you won't be needing this, unless you plan to spend the entire game ganking the other's lanes and losing all the xp you need for the fast levels up.

Revive - One word: Useless. We already have a useless passive that we cannot use while alive. Do we realy want to add a summoner spell to that?





Guide Top

Items Choice (extensive)

BUILD 1

Item purchase sequence


AAAAA FOR THE QUICK VIEWERS
SPACE
First Choice


+ 3X


catalyst the protector















SPACE
Second Choice





+















SPACE

Third Choice





+kage's lucky pick





catalyst the protector











AFTER IT'S ALL SITUATIONAL DEPENDING ON THE GAME SITUATION


ALL EXPLAINED ON THE SECTION UNDERNEATH





ITEMS EXPLAINED - EXTENSIVE


PICKING YOUR FOOT-WEAR




WHEN TO BUY
- Early Game
- Against low magic resist targets
SPACE
WHEN NOT TO BUY
- Against high magic resist targets
- Against heavy cc team

WHEN TO BUY
- Against heavy cc team
- Against Burst damage
SPACE SPACeeE
WHEN NOT TO BUY
- VS weak CC enemy team
- Early game

The best choice in the early game, this boot's along with your marks will give a nice amount of magic penetration. As the game follows into the late-game this boot's will fall off a little bit, but that alone it's not a reason to leave them out. Pick this one's and sell them later if you fell the need for it

You're getting into mid-late game, the enemie's start buying magic resist and they also possess a lot of hard CC. These will be the perfect situation to sell your Sorcerer's Shoes and buy the mercury's treads. Your magic penetration is falling off a litlle bit and you find yourself in the need of the tenacity. mercury's treads these choice it's the best in the mid-late game if your playing against an heavy cc team.



THE CORE ITEMS



SPACE SPACE SPACE

Rod of ages - One the most cost effective items in the game, Zyra is an squishy champ that runs on mana, a valuable resource like that cannot run out on a champion like zyra, but that's not all Rod of ages has to offer, at full stacks you also have 80 ability power. The catalyst the protectorcatalyst the protector it's also a good thing early game to keep you in lane more time and more time=more farm. With this item and the sequence purchase you will get the sustainability in lane you need, the ability power to increase your output damage , a little bit of health and the priceless mana. A total of 630 health, 725 mana and 80 ability power for only 3100 gold.

Rabadon's deathcap - This item it's the main source of your damage, it's the item with the more ability power in the game and "empowers" all the other AP items you buy by 30%. Core-item in almost all the builds of all the AP champs. It's expensive? yes it is! Is it worth it? Totally worth it! Never skip this or you'll lower your damage output by A LOT !



OPTIONAL ITEMS


SPACE SPACE SPACE SPACE SPACE SPACE SPACE


Rylai's Crystal Scepter - This item is an over-all good item. It will give you a nice amount of ability power, a pretty nice boost in your health pool and it will bring you some utility. You should go for this item if you are in need of extra tankiness and really need the extra slow. Not the greatest sinergie with zyra but still a pretty viable pick, I pick this almost every game.

Void Staff - Fighting against an really tanky team that is buying lot's of magic resist? No problem buy this item and cripple their's resist. It gives you an average amount of ability power and it'll make your opponents cry everytime you hit them. Do not buy this against targets with less than 100 magic resist.

Deathfire Grasp - A nuke on an item, with some more ability power and 15% cooldown. The cooldown will be a waste when you got your Rampant Growth maxed and got control of blue buff. But when you don't have blue buff this item it's going to keep you up on the cooldown reduction cap. The nuke is just awesome, with DeathFire Grasp you can perform a combo and instakill almost anyone. Beside's this item builds from an kage's lucky pick Kage's Lucky Pick, if you pick it early on because you we're in need, late-game this could be a good item to finish.

Lich Bane - Ability power, magic resist, mana and more movement speed aswell as a pretty nice passive. What more can we ask of an item? This sinergises so well with zyra, the movement speed it's just awesome because since the hot-fix(nerfed) she got really slow. You got some magic resist to counter your enemy mid-laner, but The best thing about this item it's the passive, it will increase your damage output considerable, even if you don't have any mana left you will still be able to pop the passive trought Rampant Growth, making it a solid pick. Being able as an AP champ to dish out +/- 500 damage with auto-attacks every 2 seconds can make the diference in the team fight.

Mejai's Soulstealer - Snowball item, some's love them, some's hate them. I do not recommend this if you are not an experienced zyra player, With the gold you spend on hit you could have bought something more solid. If you buy this, do whatever you want but just DONT die !With 6 stacks it becomes a cost effective item, with 10 or more stacks it's great because you bought a LOT of ability power for little gold..

Will Of The Ancients - Zyra strikes the enemy's from afar, she will zone them and poke from distance. She will not be damaged often, but when she does she will be focused by their entire team and die in a mater of 2,3 seconds. That's the main reason why i don't buy this item so often, but besides that all of zyra spells are AOE spells making it even lower the amount of spell vamp you will efectively get. But this could still be a viable choice in the right spots. Double AP on your team? Don't hesitate and buy it! You didn't choose a very tanky build route? Buy it! You will need it!




DEFENSIVE ITEMS

SPACE SPACE SPACE SPACE
Quicksilver Sash - Laning against an annoying champion with hard CC ? This will cripple their game play, for example, you're lanning against a veigar, he lands the stun and proceed with the combo, you remove the stun and proceed to melt his face with your combo. Besides the active, 48 of magic resist come's in handy against almost all of your enemy's mid laners.

Abyssal Scepter - Getting in to mid-late game and you dont know what to buy? You find yourself in the need of some magic resist and still need to dish out more damage? This is just prefect! You will get ability power and some magic resist, and you also get an aura wich reduces magic resist of the enemy, increasing not only yours but also your allies magic damage.

Zhonya's hourglass - Armor and more ability power, and also the abilitie to press a number and stay immortal for 2 seconds? Yes we want it! Buy this when you are taking a lot of physical damage and being constantly the focus of the enemy team. If you pop the active while the enemy team focus you, your team will have 2 or 3 seconds of free damage. You can also use it when you are getting focused and got everything in cooldown, the 2 seconds could be all you need to perform one more combo, and who knows if you don't take 1 or 2 enemy's with you to the grave?

Banshee's veil - Life, mana, magic resist and a spell shield? Very cost effective item! All great stats for zyra, she will lane against magic damage deallers almost everytime, so the magic resist it's a good pick. The life will make you stay in the fight more time, and the mana let you spam some more spells. The spell shield is just.. awesome? They will have to spend one good spell on you and only after they can really hit you

Guardian Angel - If you're getting focused a lot and you are dying before all of your team-mates this will be an excellent pick. First it brings you a nice amount of armor and magic resist, with the amount of life you will have, you are going to be one hell of a tuff guy to kill, and when they can do it you're going to be reborn for the second part of the fight ;)



Guide Top

Skill Set + Skill Sequence + Skill Combo

Deadly Bloom




Skill Set


Rise of the thorns - 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 × current level) true damage to each enemy it strikes.

Useless passive! I mean.. it's useless while we are alive and our goal it's not to die right? But when you eventually die this will deal an massive amount of AoE true damage, at level 18 you get 549 true damage. Use it wisely and remember it has a small delay after you have used it, pratice it because it's not easy to land. But in the end you will get some kills with this useless passive.


Deadly Bloom Deadly Bloom - Zyra grows a bud at target location. After a brief delay it explodes, launching damaging thorns at all nearby enemies dealing 75 / 115 / 155 / 195 / 235 (+60% of ability power) magic damage to enemies within the area. If cast on a seed, Deadly Bloom grows a Thorn Spitter plant, which fires at enemies from afar dealing magic damage. Lasts 10 seconds.

This skill it's your main source of damage, with a decent AoE range you can hit 3,4 enemy champs with it. It's also great to clear minions, after a certain level you will kill all the minions inside the range of the skill. Just dont spamm it to much so you won't run out of mana!


Rampant Growth - (Passive): Grants 4 / 8 / 12 / 16 / 20% Cooldown reduction.

(Active): Zyra plants a seed, granting vision of an area for up to 30 seconds. Other spells cast on seeds will turn them into plants who fight for Zyra. They do 26 + (6 x level) (+20% of ability power) damage. Each plant attacking the same target does 50% reduced damage.

Zyra stores a seed every 17 / 16 / 15 / 14 / 13 seconds and can hold up to a maximum of 2. Zyra can plant a maximum of 4 at a time.


The bread and Butter of zyra's skill set, all her kit screams around using this seeds to its maximum potential. Despicte the fact it only lasts for 30 seconds you could use it to ward the bushes on the river. Don't relie only on this to ward because its not the most viable source of warding. Use it only as last resource, for example, use it if you want to push and don't have wards, if you don't know where are all the enemy champs and fell you are about to get ganked. You can use it aswell to zone the enemy. And i almost forgot, the cooldown? Priceless!


Grasping Roots - Zyra sends forth vines through the ground to ensnare her target, dealing 60 / 95 / 130 / 165 / 200 (+50% of ability power) magic damage and rooting enemies they come across. If cast on a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Movement Speed./color]


Your utility spell, it's also a pretty nice source of damage but we use it more as utility. It will help you land your full combo and with the Vine Lasher you will get a pretty nice control of your enemy.


Stranglethorns - Zyra summons a twisted thicket at a target location, dealing 180 / 265 / 350 (+75% of ability power) magic damage to enemies as it expands and knocking them airborne as it contracts. Plants in the area are enraged, increasing their Attack Speed by 50 %.

The ultimate of zyra it's a mix of utility and damage. In Fact zyra it's all about utility and damage, why would the ultimate be any different? It has a nice cast range, and a huge AoE range. It's really hard to land it on a single target, more often then not he will use flash or any other mean's he has available to escape it with success. In team fight's things are a little bit diferent. You will land it for sure! I mean not in all 5 enemy champ's, but a solid 2 or 3 champs every team fight it's already very good!




Skill Sequence

Deadly Bloom Deadly Bloom - Being your main sorce of damage we max this first.

Rampant Growth - This could be max second or third, depending on the game flow. If you are in need of the cooldown's you could max it second. It's also a good choice to max it second if you fell the need to have your seeds available more often so you can zone your enemies.

Grasping Roots - Despite being an utility spell i usually max it second because unless i need to have more seeds available or cooldown reduction this would be the best way to maximize our damage. Why you ask? Because our's Thorn Spitter plant and Vine Lasher doesn't scale with levels of the skill, they scale with your level and abitily power.

Grasping Roots - Well, has in all ultimates we max it whenever we can.




Skill Combo


As zyra there are some possible combos you can perform, with ultimate, without ultimate .In this section we will discuss the possible combos and the better use we can give to them

Pre-6 Combos

+ + + Deadly Bloom

Perfect for maximum damage and CC the enemy. We use the Grasping Roots and the Vine Lasher to control the enemy while we damage with our Deadly BloomDeadly Bloom and the Thorn spitter plant. This will be the most common combo you will perform trough the game.

Tip:
Try to land both of your seeds behind the enemie, this way he will be slowed for more time when he's retreating. This will also increase your damage output because when he leaves the range of the Vine lasher the diminish effect stops working, and he take's full damage from the Thorn spitter Plant.


+ + + Deadly Bloom

You should use this combo when you're enemy has high mobility and you are having a hard time landing your Grasping Roots. We do it this way so we dont waste seeds. If you land the Grasping Roots proceed with the rest of the combo. Otherwise keep farming with AA.


+ + + Deadly Bloom

Opposite to the previous combo, we use this one when laning against a low mobile champ, but we can only do this combo if we are sure to land theGrasping Roots, otherwise you just spend two seeds and some mana for nothing.

Tip:
Try to predict your enemy retreat route and land the seeds a little bit far away from each other on the route you calculed. This way we can slow the enemy for more time, and since the Vine Lasher has a low range you will be dealing the maximum damage you can because of the diminish damage effect your plants have. Since they won't be firing at the same time to the enemy they will deal 100% instead of the 50%.

Pos-6 Combos


+ + + + Deadly Bloom

Use your Grasping Roots to secure the landing of your Stranglethorns then drop the seeds and lastly drop your Deadly BloomDeadly Bloom on the target. He will be rooted/knocked for 2/3 seconds and will take all the damage you got.

+ + + + Deadly Bloom

If the enemy champ is extremely mobile you wont get to land yours Grasping Roots and after your Stranglethorns because he will leave your ulti before the knock airbone effect happens. This way you should cast the Stranglethorns and right after drop your all combo. He won't even have time to breath.

+ + + Deadly Bloom +

Again against low mobile champs. This combo is the one wich will give you the control of the enemy for more time. Use it only when you are sure to land it. Land the Stranglethorns, both of your seeds and the Deadly BloomDeadly Bloom on the top of your enemy, After the knock he will try to run. Don't let him, root him next to your Thorn spitter plants and watch him die.



Guide Top

Game Play

Early Game


You're in spawn and it's time to shop. Choose your first items and head to the blue buff. Most of the times you should pick Boots Of Speed plus 2 or 3 Health Potion depending if you want to buy 1 Mana potion. If not, go for Doran's Ring. I don't need to tell you to pull and cover the blue for your jungler, also i don't need to tell you to help him do the wolfs right? loool i guess i just did.
After that head to lane and just AA to last hit, try to not spend mana until level 3, just study your enemy laner, watch her movement and zoning skills. When you reach level 3 you will be able to perform a full combo. At this point you should start harassing with Deadly BloomDeadly Bloom but always keep in mind to save mana. When he's out of position take advantage of it and punish him for it, perform a full combo on him! If you're having a hard time last hitting try to zone your enemy with your Grasping Roots . When you reach level 6 it's time to start ganking, unless you can secure a kill on your lane, otherwise just go gank. You're a natural pusher, so just push your lane and go gank wherever you're necessary. If there's no gankable lane go do your wraiths, you do them so fast that the enemy laner won't even notice you did. On your first trip back you should buy catalyst the protectorCatalyst The Protector for the sustainability in lane, if you still have enough gold buy a Blasting Wand. Do not forget to buy some Potions(mana and health) and a couple of wards. By the end of the laning phase you should have your first core item complete Rod Of Ages.



Mid-late Game


At this stage of the game you should be looking forward to buy yours Sorcerer's Shoes and your needlessly Large Rod. There are already turrets down and some enemy's/allies are roaming in the map. This is the time where zyra shine's the most, your jungler is giving you the blue, you should start playing really agressive and don't let the enemy breath. Zone him hard with all of your zoning tools and punish him everytime he get out of position. Stay aware of the map objectives such as baron,dragon and blue/red buff. The mid laner is one of the most important positions of the team, Along with the jungler you should be everywhere at everytime. Try to predict team fights and be there. Your team will definitely miss your CC and damage if you are not there. By the end of the mid game you should have about 150/200 cs and also your both core items complete. After this we should proceed to the late game! Probably there's no First turret left in any lane and nobody is walking alone anymore, team fight's break every where and you should always be present. In team fights dont rush your ultimate but save it for the right time, don't forget you got a game changing ultimate if you can land it in the right spot. In fact zyra should be in the back of the team harassing with Deadly Bloom and trying to root an bad positioned enemy. If there's an initiation (yours or from the enemy) that's the time for you to shine. Go in and Land a perfect ultimate, after just drop all you got, keeping in mind the primary targets! After this, your allies should be picking up the runaways enemy's.


Guide Top

Mid Lane Match up's


Ahri

DIFICULTY

Pre 6 : Medium SPACE Pos 6 : Medium

HOW TO COUNTER?


Counter-Mechanism's to Ahri

SPACeeE

Counter-items to Ahri

SPACE
    - Magic resist
    - Tenacity
    - High Health Pool
    - Hard CC
SPACE SPACE
- Negatron Cloak
- Quicksilver sash
- Abyssal scepter
- Mercury's treads
- Giant's belt
- Ruby crystal

GAMEPLAY


Ahri is an champion with a kit in a way similar to yours, she got a taunt trough her Charm and relies a little bit on landing it to achieve her high burst damage. You will try to do the same trough your grasping roots and then damage after with all you got, burst and a bit sustained damage from the plants. This matchup it's not hard, but it will all come down to the player skills. You should try to farm the most you can and gank a lot, because you are not going to get many kills in your lane.After level 6 Ahri gains high mobility trough her ulti, play safe and smart.Infinite time of farming and ganking it's the recommended play style.







Akali

DIFICULTY

Pre 6 : Easy SPACE Pos 6 : Medium/hard

HOW TO COUNTER?


Counter-Mechanism's to Akali

SPACeeE

Counter-items to Akali


SPACE
    - Magic resist
    - Armor
    - High Health Pool
    - Hard CC
    - Stealth detection
SPACE SPACE
- Negatron Cloak
- Chain vest
- Abyssal scepter
- Mercury's treads
- Giant's belt
- Oracle's elixir

GAMEPLAY


Akali is a High-burst, high mobility champion, this lane match-up need's to be played very agressively. You cannot let her free farm, zone her with your Rampant Growth and punish her everytime she aproaches to last hit, you MUST abuse this! After level 6 she get's the high mobility she need's to make your life a lot harder, so we must take advantage before she reaches level 6 and use that in our favour to get ahead. After level 6 play cautious and wait for the right moment to strike, don't forget to keep zoning with your plants and try to go for the kill when you can hit your ulti.
Tip - try to hit your ulti when there isn't any minions around for her to Shadow dance to.







Karthus

DIFICULTY

Pre 6 : Medium SPACE Pos 6 : Easy/Medium

HOW TO COUNTER?


Counter-Mechanism's to Karthus

SPACeeE

Counter-items to Karthus


SPACE
    - Magic resist
    - High Health Pool
    - Hard CC
    - Knock back/up
SPACE SPACE
- Negatron Cloak
- Abyssal scepter
- Mercury's treads
- Guardian angel
- Giant's belt
- Banshee's Veil


GAMEPLAY


Karthus can be so annoying, he's gonna be all day long trying to hit you with his Lay Waste and the worst thing, he's not even gonna run out of mana because it costs almost no mana. That won't make it a hard lane, you are just going to need to be paying more attention to it. Try to hit your Grasping Roots to perform a full combo on him, otherwise just farm and run "around" to avoid he's Lay Waste. After level 6 thing's get a little bit easier for you, your zone of control will growth a lot because of the utility your ulti will bring you. Go for the kill whenever u got the chance, keep in mind that you can't stay low HP after you get the kill or he will kill you with his Requiem, even after you killed him!







Talon

DIFICULTY

Pre 6 : Hard SPACE Pos 6 : Hard

HOW TO COUNTER?


Counter-Mechanism's to Talon

SPACeeE

Counter-items to Talon


SPACE
    - Armor
    - High Health Pool
    - Hard CC
    - Stealth detection
SPACE SPACE
- Cloth Armor
- Chain vest
- Giant's belt
- Zhonya's Hourglass


GAMEPLAY


Talon is one of the hardest lanes you can get with zyra, he's a high mobility champion with a blink/dash that silences you. This alone will make your lane real hard, try to zone with Rampant Growth but always stay out of range of CutthroatCutthtroat. Try to rush an early Chain Vest because he will probably try to rush The Brutalizer and you can upgrade it into - Zhonya's Hourglass. Push and go for ganks, or stay in lane and ask your jungler for a gank.







Lux

DIFICULTY

Pre 6 : Medium SPACE Pos 6 : Medium

HOW TO COUNTER?


Counter-Mechanism's to Lux

SPACeeE

Counter-items to Lux

SPACE
    - Magic resist
    - Tenacity
    - Hard CC
SPACE SPACE SPACE
- Negatron Cloak
- Quicksilver sash
- Abyssal scepter
- Mercury's treads

GAMEPLAY


Lux is an champion with an very strong early game, if you can shut her down in the early game she won't be much of a treath. Your ranges are similar and also the kit. Play real safe and don't let her free kill you. One good thing you could take advantage of is that all of lux skills are skill shots, if you can dodge her snare you will win most of the trades. The hard part will be to get near her because she is a high range caster. She will be all day long trying to harass you from afar. Play safe, play smart, out farm her. And win the lane on mid game.







Morgana

DIFICULTY

Pre 6 : Medium SPACE Pos 6 : Medium

HOW TO COUNTER?


Counter-Mechanism's to Morgana

SPACeeE

Counter-items to Morgana

SPACE
    - Magic resist
    - Tenacity
    - Hard CC
SPACE SPACE SPACE
- Negatron Cloak
- Quicksilver sash
- Banshee's veil
- Mercury's treads
- Zhonya's Hourglass

GAMEPLAY


Morgana is not a hard lane, i mean if you make mistakes you will pay them with your life. But this is such an boring lane.. She will try to land her dark binding and you will hide behind the minions. You will try to land the root and she will pop her spell shield.. So the best thing to do is farm farm farm. And after that farm some more.In the mean while try to zone with the Vine Lasher/Thorn spitter plant. Gank if it's possible but whatever u don't get morgana fed!







Ryze

DIFICULTY

Pre 6 : Easy SPACE Pos 6 : Medium

HOW TO COUNTER?


Counter-Mechanism's to Ryze

SPACeeE

Counter-items to Ryze

SPACE
    - Magic resist
    - Tenacity
    - Hard CC
SPACE SPACE SPACE
- Negatron Cloak
- Quicksilver sash
- Banshee's veil
- Mercury's treads

GAMEPLAY


Ryze is a weak early game champ, and you need to take adavantage of it. Zone him hard with your plants and deny him farm! The range on your root is bigger then his cage, try to land it and drop one combo on him. After level 6 things get a little diferent but you'll remain in front. Keep the harass and go for the kill when you are sure to get it. We do not want a fed late game Ryze.







Gragas

DIFICULTY

Pre 6 : Medium SPACE Pos 6 : Medium

HOW TO COUNTER?


Counter-Mechanism's to Gragas

SPACeeE

Counter-items to Gragas

SPACE
    - Magic resist
    - High health pool
    - Hard CC
SPACE SPACE SPACE
- Negatron Cloak
- Banshee's veil
- Mercury's treads

GAMEPLAY


Gragas has high damage output, but they are all skill shots. Dodge his annoying Barrel Roll and you should be alright. Try to land a Grasping Roots on him, otherwise just farm and dodge. Use your plants to deny him XP and Farm, if he stills keep trying to farm play very agressive against him. After level 6 he got so much power that if he lands a full combo, you'll be seeing a grey screen for a little bit. Play safe and gank others lane after level 6.





Guide Top

Out of the box (support + jungle)

UNDER CONSTRUCION



The manager appreciates you understanding :)


Guide Top

Conclusion

credits to:

effinvices - for making me the beautifull banners. Check the store here:
http://www.mobafire.com/league-of-legends/forum/signatures/effinsigs-custom-sigs-by-effinvices-17064


jhoijhoi - because of her amazing guide about making a guide, she taught me so much without even talking to me ever haha tks!, it could be found here:
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506


This was my shoot at making an guide for Zyra, hope you have enjoyed it and it can help you.

This is by no mean the only way to play zyra. She has a very unique skill set, wich makes a lot of diferent ways of building her viable.

If you find some hard mistakes or inacurate information please inform me in the comments

Hope i helped you play a better Zyra and to have got you some wins

Cheers

Tribness