Zyra Build Guide by Terroronyou
[9.18] Bizzleberry's Challenger Zyra SupportBy Terroronyou | Updated on September 15, 2019
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+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
Zyra is capable of soloing Mountain Drake & Rift Herald, with clever use of plant mechanics and also able to have your jungler take less damage with plants being able to take 2 hits (or more with Stranglethorns from the kill-able objectives!
- Able to solo & help tank Dragons, Herald & Baron
- High dps
- Able to purchase a Morellonomicon if needed to prevent enemy healing
- Multi-CC Snare and Knockup
- Able to poke safely at a semi-long range
- Can solo squishy targets when ahead
- Can spawn plants to block skill shots (Such as Blitzcrank Rocket Grab )
- Can 'facecheck' bushes with Rampant Growth and a spell
- When you fall behind your DPS falls quite harshly
- RNG sometimes on Passive Seed placement
- No Escape
As of 8.23 Preseason - Dark Harvest provides a lot of damage and also procs off your plants, so even if you die if you have done all of your AoE you can potentially still do a decent amount of damage when dead since those plants can still trigger Dark Harvest !
Electrocute - Zyra has a few ways of proc'ing this, and you will want to proc it as much as possible throughout the game. 3 Spells and/or auto attacks will trigger the ability. Each plant counts a singe attack. So 2 separate plant hits + a spell hit or Auto attack will trigger electrocute, making it extremely easy once hitting level 2 and on wards to constantly get that extra damage through.
Cheap Shot - When you land your root or if a slowing plant spawns and attacks, your next attack will deal bonus true damage. Another reason why it's important to be able to land Grasping Roots.
Eyeball Collection - I generally prefer this as it is a nice passive AP increase, however you can go Zombie Ward as it provides map control, perfect for your role as support!
Ultimate Hunter - I feel that your Ultimate is on a tad too high of a cooldown so this brings it down a notch. You are welcome to switch this rune with any other that you desire.
Absolute Focus is another perfectly fine rune to take, but requires you to be about 70% hp, which isn't particularly great early-early mid as Zyra has a very low health pool (but will increase with Rylai's Crystal Scepter and Haunting Guise ). Otherwise you can go Transcendence gives you a nice 10% CDR boost in the mid game. This will allow you to cast more spells and have more plants in fights to ensure you can carry the fight!
Manaflow Band helps the mana intensive laning phase with the poke. After 10 stacks you will receive 1% of your missing mana every 5 seconds. When you are still needing to stack Manaflow Band and low on mana decide if its worth being greedy for the poke or conserving your mana for a combo a bit later on if needed.
Zyra's passive that is both very useful and frustrating at the same time! Seeds that spawn from Garden of Thorns last for 30 seconds and should be used to give your jungler a very big safe pull. Bare in mind, if you are standing in a brush, seeds will not spawn until you move out. Ensure you are around the red/blue buff brush and stand out of it at 1.01 so that your seeds that spawn will be around the buff. Once the buff spawns use an ability to spawn your plants and they are each able to take FOUR hits, enabling your jungler to take very little (if any) damage with the pull. There is a slight risk to you stealing the buff with plants if damage is too high, so I would only recommend spawning two plants, anymore will have the slight chance of stealing.
Seeds spawn in a very large radius around you, and during the laning phase the enemy may try and step on them to destroy the seed. Use this to your advantage to monitor your enemy footsteps to land a skillshot if they proceed to try this method.
Your main poke ability during the first few levels and enables you to spawn plants that shoot missles. Please look at Rampant Growth and Combo information in this chapter on how to use seeds.
Deadly Spines can be angled differently depending on which way Zyra is facing. As you get more comfortable with being able to land the ability normally, you can start practising running up and doing a 90 degree turn to then do Deadly Spines. This will help you catch out even the trickiest of foes! If you are going Electrocute build, take this level one and max it second. If you are going Arcane Comet max Deadly Spines first!
Rampant Growth has a long recharge timer level 1, starting at 20 seconds. You will only want to place seeds when either your ability lands to ensure plants hit a champion, rather than minions OR if you are in auto attack range as this will also tell your plants to attack your target. Here are the basic rules on plant targeting:
Zyra's basic attacks apply a refreshing, high-priority mark for 3 seconds against enemy champions, while Thorn Spitter's (range) and Vine Lasher's (melee) apply a non-refreshing, lesser-priority one for the same duration.
- Taunt sources (even if out of range)
- Most-recently-applied high-priority marks
- Nearest lesser-priority marks to Plants
- Nearest enemy champions within 350 units of Plants
- Non-champions Zyra has most-recently attacked
- Closest unit in range
Your main CC. When ability is used near seeds it will spawn melee plants that slow the target if they are hit. Please look at Rampant Growth and Combo information in this chapter on how to use seeds.
This slow moving projectile will root anything in its narrow pathway. Using this as your first spell to start up your ability chain combo is crucial. Also respect the cooldown on this ability and should be treated similarly like a Blitzcrank Rocket Grab. If you miss a crucial CC ability - in this case - Grasping Roots you will put yourself and your partner in a vulnerable state so it is ill advised to use as a harassing tool unless you know the enemy cannot counter engage.
A normal routine combo would be to cast E Grasping Roots and one W Rampant Growth. If your E Grasping Roots missed, fall back. If it landed proceed to Stranglethorns then Q Deadly Spines with a W Rampant Growth if you have another charge. Hopefully both your slowing and shooting plants will be enraged and deal more damage.
Spellthief's Edge gives 10 gold per tick every 10 seconds up to 3 stacks. Note: Each plant can only give 1 stack of gold - Multiple hits will still only count as 1 hit towards this item.
Frostfang provides increased, much needed, mana regeneration and increases tribute gold to 20 gold per stack. You should be gaining 60 gold every 30 seconds which is massive! You will need to upgrade to Frostfang to obtain a Eye of Frost from the quest - (which also requires 500 gold obtained from on hits with Frostfang / Spellthief's Edge .
Remnant of the Watchers
Upgrade to Remnant of the Watchers gives you decent mana regen, 10% Cooldown reduction and an extra 4th ward, which is handy if the enemy Oracle Lens one of your wards. Only purchase once you have completed core items or you are spawning and baron has been called and you cannot complete another item.
If you accidentally kill a minion, you will still get the income by hitting towers/champions as long as you have completed the quest.
Oblivion Orb is what you will be wanting to buy after Frostfang, to ensure you get a very early magic pen build going for the mid-game.
Morellonomicon is what it builds into, however do not follow upgrade until later in the game, unless the enemy team has a lot of healing power early. (see Morellonomicon below for more info.)
Morellonomicon can be a powerful item if against superb healing team comps, such as Soraka Vladimir Nami Fiora Dr. Mundo Tryndamere Aatrox Warwick etc. There is a long list. If you feel that the enemy has a lot of healing on their side, take Morellonomicon as your first item and encourage your team to build earlier Executioner's Calling. Morellonomicon will also provide a decent AP boost and flat magic pen. Not too shabby since you will want to buy Oblivion Orb
Rylai's Crystal Scepter
You will want to buy this item if you want to increase your self-tankiness and/or to increase your utility in the game. Luckily as a support, you are able to buy each component cheaply as you build to it. Blasting Wand at 850g, Amplifying Tome at 435g and Ruby Crystal at 400g make it easy to build.
Once completed you will be dealing a constant 20% slow, hopefully to a fair few of the enemy champions, making it easier for you and your team to kite and catch them, this also includes plants.
Void Staff will likely be one of the last items you purchase as the enemy team should have some Magic Resist at this point. Don't forget that Flat Magic Penetration is calculated BEFORE Percent Magic Penetration! This means if you already reduce the enemies' Magic Resist to around 40, shaving off 14 magic resist isn't going to be worth it; instead wait for a Rabadon's Deathcap or the safer Zhonya's Hourglass to protect against assassins.
During the laning phase harass with Deadly Spines as often as you can to get income with your Spellthief's Edge or Frostfang. You will also be building Manaflow Band stacks. If you are confident your Deadly Spines will land, put a Rampant Growth seed nearby to have a plant also hit the enemy to give you another gold hit and some extra damage.
Use Grasping Roots carefully, as either as a peel or a hard engage and ensure you use a Rampant Growth seed to help slow the target, even if miss rooting the target.
Against heavy engage supports (such as Leona / Rakan), poke them down as much as possible level 1 while ensuring you hit level 2 first. This will allow you to control the lane and will prevent these type of champions from engaging as they will be too low on hp. If this hasn't happened stay back, only do safe poke and try and whittle them down before fully engaging.
Encourage your team to do dragon (unless its cloud drake). This is because your plants can each individually tank a dragon and mitigate the amount of damage your team takes. They can each take two hits before dying. NOTE: Cloud drake has an exceptionally fast auto attack and will kill plants very quickly and Mountain and Infernal Drakes have a mini aoe on their attack, so make sure only 1 plant is tanking at a time!
Ensure you are constantly asking yourself "What is the next easiest objective to take". Once you have identified what it is, get wards around the objective and ensure you are buying Control Wards to ensure vision is secure.
If any enemies have a Banshee's Veil do your best just to tag them with one range plant, as this will pop the shield!
If your game has been going badly, moving towards a peeling, cc build is better than going up for straight pure DPS. Taking a Rylai's Crystal Scepter earlier can help peel for your team and extending the duration of the game can give your team a chance to get back in it.
Against full ad teams, it feels bad however, you should always build a Zhonya's Hourglass early to ensure you can out scale the enemy team.