Zyra Build Guide by Hanjaro
[10.2] Hanjaro's Zyra Supporting your way to Challenger.By Hanjaro | Updated on January 23, 2020
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Threats & Synergies
Xerath has longer range than you, and that makes him hard to catch out, along with the danger of being poked out. Dodge his abilities, try to engage on his ADC and dodge his stun.
Like most squishy mages, Zyra is no exception to the danger of hook champions. Try to dodge his abilities and poke him down when they're on cooldown - Blitz is less tanky than others, so you can stop his engage before it starts with your poke.
Zilean has high poke damage, along with a very strong slow, a stun, and once he's level 6 he can revive himself or an ally, completely negating all your burst, and catch you out instead. Bait his ult, or re-engage when it's on cooldown.
Like most squishy mages, Zyra is no exception to the danger of hook champions. Try to dodge his abilities and poke him down when they're on cooldown - Pyke can heal up most of your poke damage, and stun you while his hook is on CD. You need to lock him down to secure a kill.
Like most squishy mages, Zyra is no exception to the danger of hook champions. Try to dodge his abilities and poke him down when they're on cooldown - Thresh is still scary due to his Flay, avoid melee range, and be wary of his flash all in.
Like most squishy mages, Zyra is no exception to the danger of hook champions. Try to dodge his abilities and poke him down when they're on cooldown - Nautilus has high CC, with the root on his passive, and he is tanky with his shield. Be careful of him.
Leona has very high base tankiness, along with high burst damage through her combo. Be careful and try to poke her down, dodge her abilities and if she engages, root her so you can escape.
Nami can heal a lot of the damage you do to her, but she is also very squishy and you can burst her down if you catch her - just don't get caught in her bubble!
Same as Nami, she can heal up a lot of your damage, but she's very squishy if you can catch her and burst her down. If she catches you in her ult, you'll struggle. Late game take morello vs her, otherwise she will outsustain your damage.
Alistar has a scary combo, but you hopefully won't be in his range to get bursted down. He can heal, but you can outpoke him.
Jhin can slow, Jhin can root, Jhin has very high burst with his fourth shot - very good for locking down enemies and bursting them down.
You can root onto her trap, and vise versa, she has high burst with her headshots. Very good for locking down enemies and gaining easy kills.
Draven's burst is so high that you will most likely be granted free kills every time you hit a root. He is squishy though, so your peel is invaluable.
Ez doesn't need your peel, and if you hit a root inside a minion wave, he can't follow up with a W-Q combo. Otherwise, he can be strong outside of laning phase if you lock down enemies for him.
Ashe's passive slow is very helpful for you to hit your roots easier, along with her stun, granting you a free guaranteed knock up with your ult, culminating in a free kill.
Kalista isn't the best because of her ult putting you inside the fray (if you choose to), but if you have your Zhonya's up, you can engage with the knockup, root the enemies, knock them up again, and protect yourself. You have no escape though, so it can be risky if they're not dead by the time your stasis wears off!
A little bit about me
I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!
If you enjoy playing, or want to learn more about Zyra, you can read and discuss more over at
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane - something Zyra thrives off - and furthermore adds a 40% healing reduction.
Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc. It is very rarely taken on Zyra, but the option is there.
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.
|Arcane Comet allows Zyra to have stronger laning presence, and is a reliable source of extra poke with all your abilities. It's easy to proc, try to poke when it's off CD and use it with Grasping Roots as you'll be sure it will hit.|
|Zyra's mana costs can ramp up quickly. Manaflow Band helps negate running out of mana in laning phase as fast, and grants passive mana regen when you reach the 250 threshold.|
Absolute Focus is very good for Zyra, she stays at range using her abilities and plants to poke the enemies - staying safe from damage, and this rune increases her damage output as long as she stays above 70% HP.
You can take Transcendence if you don't think you can sustain higher HP, giving you an extra 10% CDR at level 10 and converting extra CDR into AP.
|As we know, the main reason for choosing Zyra is her high damage output in lane, and Scorch is used for early game, laning harass. It adds extra damage on your first ability used, and then again after the 10s cooldown.|
|Perfect Timing provides you with a free stopwatch after 10 minutes, which can be used to build a Zhonya's Hourglass, saving you 600g and enabling you to complete one of Zyra's core items quicker - as well as giving you the extra stasis effect one time before you complete your Zhonya's Hourglass.|
|Biscuit Delivery is a great rune for sustain. It restores 10% of your missing health and mana, and increases your maximum mana by 50 anytime you consume or sell a biscuit. This is a great rune if you are facing a poke heavy opposition, and it also synergizes well with Manaflow Band.|
|Taste of Blood is very good sustain for Zyra, especially if you are going to be taking Absolute Focus - it heals you any time you damage an enemy - which should be often! - giving you extra sustain in lane, and it will proc during teamfights.|
|What synergizes with Taste of Blood and Absolute Focus the best? Ravenous Hunter! It heals you any time you do damage with your abilities, increasing with every bounty hunter stack you have - which you gain for every first takedown on an enemy. You should easily be able to stack this as you want to be getting early kills.|
Sorcerer's Shoes > DAMAGE
Zyra focuses on damage, and the +18 magic penetration is going to increase her damage output and burst exponentially. These are the best boots to take on Zyra.
Mercury's Treads > MR/TENACITY
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Sorcerer's Shoes out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.
Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but can be the most useful - especially if you do plan on roaming the map. They're the best pick up if you're behind, or you're going to be concentrating on roaming, or peeling.
Liandry's Torment > DAMAGE/SURVIVABILITY
In terms of damage output, Liandry's Torment is the best item on Zyra. She uses her plants to deal damage, which will melt the enemies health, especially if they're a tanky team with lots of HP - as they take 1.5% of their maximum health in damage, up to 2.5% if movement impaired - which is core to Zyra's kit.
Rylai's Crystal Scepter > DAMAGE/UTILITY/SURVIVABILITY
Rylai's Crystal Scepter slows enemies by 20% for 1 second, giving them less chance to escape from your burst. Your plants autos also slow the enemy, along with the Vine Lasher - who slows the enemy with it's autos already. Rylai's Crystal Scepter will increase your burst damage, along with increasing your survivability due to the +300 HP it provides.
Morellonomicon > DAMAGE/UTILITY/SURVIVABILITY
While increasing your overall damage output and magic penetration, and increasing your survivability with an extra 300 HP, Morellonomicon is a brilliant pick up if the enemy team has healers such as Sona, Soraka or enemies like Vladimir, or a Draven with Bloodthirster. Morellonomicon inflicts grievous wounds, reducing their healing on themselves and others by 40% for 3s.
Zhonya's Hourglass > UTILITY/SURVIVABILITY/DAMAGE
If the enemy team has a lot of burst damage threats, you can take Zhonya's Hourglass to keep yourself alive longer, or negate damage spells such as Zed's Death Mark or Ignite. Zhonya's Hourglass is generally a core item on Zyra as she is squishy, and she takes Perfect Timing already. It can spell the difference between living or dying, you also gain a nice chunk of AP for your burst damage, 45 armor and CDR.
Luden's Echo > DAMAGE/SUSTAIN/CDR
Luden's Echo provides a nice amount of AoE burst damage, which applies spell effects - such as Rylai's Crystal Scepter and Morellonomicon's effects - along with 600 extra mana, which helps with wave clear, and spamming abilities in teamfights.
Twin Shadows > UTILITY/DAMAGE
A great item to help you chase down enemies faster with the slow, up to 40% - synergizing with your Vine Lasher and Rylai's Crystal Scepter - or if you want vision of where enemies could be, helps you not to face check brushes or while taking objectives. You gain 70 AP, adding onto your high burst damage, 10% CDR and extra movement speed.
Banshee's Veil > UTILITY/DMAGAGE/SUSTAIN
Banshee's Veil offers protection from long range engage, such as Malphite or Blitzcrank, that Zhonya's Hourglass cannot - if you're cc chained, you can't activate it! You gain 60 magic resist, so a good pick up vs heavy AP teams such as Fizz and LeBlanc.
Void Staff > DAMAGE
If your team is AP heavy, the enemy team is most likely going to start stacking MR - Void Staff negate's 40% of their magic resist, which then applies magic penetration, making this a very strong item vs MR.
Garden of Thorns (Passive)
COOLDOWN: 13 / 12 / 11 / 10 / 9
EFFECT RADIUS: 900
INNATE: Zyra periodically spawns one or two Seeds nearby that last for 30 seconds, briefly granting sight over the surrounding area.
After at least 1 second, enemy champions can destroy Seeds by stepping on them.
Zyra can only have a total of 8 Seeds planted at a time, preserving placed Seeds over those spawned by Garden of Thorns.
- Zyra does not plant any Seeds if she is concealed within a brush (unless there is an enemy ward in it, in which case it takes her a little longer to plant the Seeds) or when there is no room for additional ones.
- Zyra tries not to plant Seeds too close together and at different angles.
- Zyra tries to plant Seeds in brush and not on top of walls.
Deadly Spines (Q)
TARGET RANGE: 800
COST: 70 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
ACTIVE: Zyra sprouts thorny spines at the target location that appear after a 0.625-seconds delay, magic damage up to 200 (+60% AP -based on max rank) to all enemies they hit.
If Deadly Spines hits a Seed, it sprouts into a Thorn Spitter, which remains on the battlefield for 8 seconds.
Thorn Spitter: 575 range and lasts for 5-7.5 seconds depending on Zyra's level
Rampant Growth (W)
TARGET RANGE: 850
COST: 1 Seed
RECHARGE: 20 / 18 / 16 / 14 / 12
PASSIVE: Zyra periodically stores a Seed, up to 2. Unit kills grant 20% charge toward a Seed, increased to 100% for large units killed and enemy champion takedowns.
ACTIVE: Zyra plants a Seed at the target location, which lasts for 60 seconds and briefly grants sight of the spot Zyra planted it in.
After 1.5 seconds, enemy champions can destroy Seeds by stepping on them, but doing so grants true sight of them for 2 seconds.
- Seeds can be targeted by allied abilities, such as Teleport, Shunpo, Safeguard.
- Seeds cannot be attacked by enemy units or their structures, and neither will they detonate their traps ( Yordle Snap Trap, Noxious Trap.
- You can use Rampant Growth to place Seeds in brushes, to grant sight without face checking.
Grasping Roots (E)
TARGET RANGE: 1100
COST: 70 / 75 / 80 / 85 / 90 mana
BASE COOLDOWN: 12
ACTIVE: Zyra sends a surge of vines in the target direction, dealing magic damage to all enemies hit and rooting them for a short duration - up to 2s at max rank.
If Grasping Roots hits a Seed, it sprouts into a Vine Lasher, which remains on the battlefield for 8 seconds.
Vine Lasher: 400 attack range and reduces enemy movement speed by 25%, stacking up to 2 times, once per plant for 2s.
TARGET RANGE: 700
EFFECT RADIUS: 500
COST: 100 mana
COOLDOWN: 110 / 100 / 90
ACTIVE: Zyra summons a monstrous thicket at the target location, dealing magic damage to all enemies in the area as it expands.
After 2 seconds, the vines snap upward, knocking up all enemies caught in the thicket for 1 second.
Plants hit by the thicket are enraged, restoring 50% of their current health, increasing their maximum health by 50%, and resetting their duration for the full duration of the thicket, for a maximum bonus duration of 2 seconds. Additionally they attack in a flurry, launching two shots per attack, dealing 150% damage per flurry.
- Plants grown during the 2 seconds prior to the displacement will also be enraged.
- Plants already grown before Stranglethorns is cast will have their duration refreshed if they are inside the area of effect.
- You can spawn multiple plants and then use Stranglethorns to buff them while taking important objectives.
You'll most likely want to start with Deadly Spines, due to the Thorn Spitters it spawns. It's very strong harass in lane if you can hit it on a seed.
Before laning phase, if you will be leashing your jungler, you will want to stand around their buff - outside of brushes! -, to spawn nearby seeds. Once the buff has spawned, you can use Deadly Spines to grow your Thorn Spitters, which helps leash your jungler, and they will also tank the buff.
You'll want to utilize your Deadly Spines in lane, safely harassing the enemy ADC from range, when they go for last hits on minions. Use Grasping Roots to root the ADC or support (or both if they're stood together) for a lot of damage, guarantee to hit your Arcane Comet, and spawning Vine Lasher's - slowing the enemies. Hopefully resulting in a Flash burn, or a kill, at best, two!
You can cast your Deadly Spines and Grasping Roots, and as they are casting, plant a seed where they will target, catching your enemy off guard - as generally they will know you're going to cast your abilities over your readily spawned seeds.
You have a very high burst combo at level 6, if you land a root or if your ADC has a CC they've landed, or your jungler comes to gank. Use your Stranglethorns, Deadly Spines and Ignite - bonus damage if you get to buff your plants with Stranglethorns - you'll get easy kills.
Make sure to ward the brushes nearby your lane, and you can roam to midlane to set up an easy gank with Grasping Roots if your ADC has backed. Use your plants to help tank the drake - they can take 2 attacks before they die.
You can actually solo Rift Herald with your plants, keeping them being the ones to tank her, while you maneuver around to attack the eye. You ideally will want to have finished your Liandry's Torment prior, and make sure you have good vision around the pit, you don't want to accidentally leash for the enemy!
When you've exhausted your damage combo, you can focus on peeling your ADC with Grasping Roots, or slowing the enemy down from engaging - or escaping - with your Vine Lashers, and Rylai's Crystal Scepter slow.
When you're roaming, you can spawn your plants in specific places for vision, like the drake pits, or where you know you will benefit from the true sight of enemies as they destroy them.
You can proc an enemies Banshee's Veil with one plant auto attack, use this to your advantage, making them easier to CC and be bursted down.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats. Remember, you're also a very high damage threat, and very squishy! Utilize your Zhonya's Hourglass at critical times to survive burst damage, especially if they have a blue Kayn or a Zed.
You'll want to be sticking close to your ADC, while roaming efficiently and safely as possible to place deep wards.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
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