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Choose Champion Build:
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Midlane Zyra
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Support Zyra
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Threats & Synergies
Fizz
Play super passively. You won't be able to 1v1 him after level 6, so keep up your lane dominance until then and roam afterwards.
Introduction
Hi everyone, I'm notnicholasqian and this is an in-depth guide to Zyra: The Rise of the Thorns. I have always been in love with the idea of control mages, and Zyra's unique zoning style is by far my favorite thing about her. Being able to turn a gank or even a teamfight around by simply pressing R is hilarious, and the consistent damage you have signifies Zyra's incredible damage output at all stages of the game. This guide will cover all the little tricks you need to play Zyra, both in midlane or as a support. |
If you end up taking the time to learn how to play Zyra, I can promise you that you'll be rewarded. I put a lot of effort into making this guide, so thank you so much for taking the time to read it. |
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She starts the game lane dominant, and only gets stronger from there. Zyra has some of the strongest early game damage in the game. Once you reach level 3, your full combo of E-W-Q-W deals 320 + 205%AP, which is even more than Leblanc's combo at level 3, which deals 275 + 240%AP. |
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Efficient seed positioning gives you strong DPS and zoning. Four plants will end up dealing 74 + 21 per level magic damage every second. If you can force your opponent to trade with you inside of your plants, all of your autos combined should deal around 200 DPS at only level 3. Even if they run away from you, the rather short cooldown and long range on your Q let's you use it twice in one trade. |
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Good anti-gank potential. Zyra's plants are on a short enough cooldown that you can place two seeds down the moment you're getting ganked, and her E-W will immobilze their jungler long enough for you to walk out. If you know you aren't getting out alive, laying down your entire combo on them will ensure that you can get a return kill with your passive. |
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Few people know how to play against her. Zyra's play-rate has gone down in the past few years, and seeing a Zyra is a rare occurrence. This makes most players underestimate her damage, and they will often end up tanking your plants. |
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Extremely mana hungry. Zyra's mana costs are pretty high, but become absurdly so when you're trying to waveclear with a 95 mana spell every 4 seconds. This forces you to orient your build towards mana regen items. In almost every game, you'll have to rush either Morellonomicon or Athene's just to deal with your high mana costs. |
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One of the squishiest champions in the game. Zyra's base health is the fourth lowest in the game both at level 1 and at level 18. This is already low enough, but the champions around her at the bottom have safety attached in their kit. They have one or more of : a revive (Anivia, Zilean), a shield (Lux, Sona), a heal (Sona, Nami) or mobility (Gnar, Ezreal). Gnar has bonus health in his Mega-Gnar form, and Heimerdinger is near impossible to gank. |
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Inconsistent CC. Zyra has the second slowest moving projectile in the game, only after Anivia's Q, with her short-ranged and short-lasting snare. The projectile itself is nearly as thin as her passive thorn, and the duration at level 1 is pitiful. Your ultimate's knock-up also has a 2 second delay, so utilizing it requires team communication. |
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No mobility. With no mobility spells coupled with the lowest base movement speed in the game, Zyra is the definition of an immobile champion. She also lacks defensive spells besides her snare, which lasts less than a second. |
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Marks:![]() ![]() greater mark of hybrid penetration Hybrid pen marks can also be useful if you know you're going to trade autos in lane. Zyra has a relatively high attack range, so the extra armor penetration also helps. Hybrid pen runes fall off in the late game however, because you won't be using basic attacks after the laning phase. These runes are similar to ![]() |
Seals:![]() ![]() ![]() ![]() |
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Glyphs:![]() ![]() ![]() ![]() ![]() Magic resist glyphs will protect you from a lot of magic resistance, which is necessary when going midlane. When playing support Zyra, you will always end up taking magic damage from the enemy support, so unless they have a ![]() If you're feeling cocky or there's little risk of burst magic damage on the enemy team, you can take ![]() |
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Quints: Quints are utility based, so it's actually your choice as to what you want to take. I usually choose AP quints, as it helps your early game burst. Magic pen quints are also helpful, and they scale really well into the late game. Armor quints can also be taken when going support to protect yourself from the enemy ADC, as ![]() |
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Offense Tree
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Utility Tree
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FLASH
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Flash is the best summoner spell in the game by far, and it's mandatory to take it on almost every champion. It can serve as a gap-closer or an escape, and it's a versatile spell that's usually taken by all 10 players. On a champion as immobile as Zyra, ![]() |
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If you're playing Zyra in the midlane,
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You always want to go for the item that will give you the biggest powerspike. You rush


Your priorities for early game backing are:
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500+ gold BLANK SPACE 900+ gold |
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bandit
greed
RISE OF THE THORNS / VENGEFUL THORN |
Ability Overview: Upon taking fatal damage, Zyra returns to her plant form for up to 8 seconds, becoming untargetable. She cannot cast any of her standard abilities while in this state, but can cast Vengeful Thorn using any learned ability after 2 seconds, dealing 100 - 440 true damage (increasing with champion level) to every enemy it passes through. BLANK SPACE |
Tips and Tricks: For some reason, ![]() ![]() Remember that it has a two second delay before you can shoot it, so if you know you’re going to die, put yourself right in the center of the battle and cast your ultimate. If done correctly, the two second delay on both ![]() ![]() People often make the mistake of underestimating Zyra's passive, and they try to CS right next to her corpse. When a champion uses their basic attack, they stop in place for the animation. The moment you see them stop moving, the press of a button is all it takes for that juicy 300 gold. BLANK SPACE |
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deadly bloom
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DEADLY BLOOM |
Ability Overview: Zyra sprouts thorns at the target location after a 0.625-second delay, dealing 70/105/140/175/210 (+ 65% AP) magic damage to enemies within the area. If Deadly Bloom hits a seed, a Thorn Spitter grows and lasts for up to 10 seconds, attacking enemies within 750 range. BLANK SPACE |
Tips and Tricks: This is ![]() ![]() ![]() The big part of this spell however, is the plants that it summons. When you cast ![]() ![]() ![]() BLANK SPACE |
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RAMPANT GROWTH |
Ability Overview: Passive: Zyra permanently has 2/4/6/8/10% cooldown reduction and stores a seed periodically, up to a maximum of 2 stored at once. Active: Zyra plants a seed at the target location for 30 seconds, granting sight of a small area around it. Up to 4 seeds can be planted at a time, and planting an additional seed destroys the oldest. If one of Zyra's basic abilities hits a seed, a plant grows from it and automatically attacks nearby enemies, dealing 23 + 6.5 per level (+ 20% AP) magic damage per attack. Multiple plants striking the same target deal only half damage. BLANK SPACE |
Tips and Tricks: ![]()
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GRASPING ROOTS |
Ability Overview: Zyra sends a surge of vines in the target direction, dealing 60/95/130/165/200 (+ 50% AP) magic damage to enemies hit and rooting them for 0.75/1/1.25/1.5 seconds. If ![]() BLANK SPACE |
Tips and Tricks: This spell embodies one of the few things I dislike about Zyra: her unreliable CC. ![]() When playing in the bottom lane, your primary role is brush control. Few supports can out-damage you in the laning phase, and if they dare walk into your brush without vision, you can take a huge chunk of their health out for free with an E-W-Q-W, as well as forcing them to fall back, making her zoning on-par with ![]() ![]() ![]() ![]() Midlane ![]() BLANK SPACE |
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STRANGLETHORNS
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Ability Overview: Zyra summons a monstrous thicket at the target location, dealing 180/265/350 (+ 70% AP) 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. BLANK SPACE |
Tips and Tricks: ![]() ![]() ![]() ![]() The reason why ![]() The sheer size of the spell itself makes up for the mediocre range, and a good ![]() ![]() ![]() BLANK SPACE |
- champions who you're basic attacking
- whoever your plants are already attacking (meaning they won't randomly switch targets)
- champions within 350 units
- whoever you're basic attacking
- the closest target
There are three basic setups for your seeds. You can choose to follow a different pattern if you think you've found a better one, but these have worked for me so far:
(hint:

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Combo 1 (Poke) deadly bloom> ![]() ![]() |
Combo 2 (Harass)![]() ![]() ![]() ![]() |
This combo can be repeated three times in a row due to the stock system on ![]() |
I reference this multiple times throughout this guide as your E-W-Q-W combo, and this is the combo you're going to be using a lot as support Zyra. Use this combo whenever your enemy comes too close to you, as it lets your minions and/or ADC to contribute some basic attacks. If you didn’t know, when an enemy champion damages you, it draws minion aggro. |
Combo 3 (Full Setup)![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |



Remember that this entire combo, while the setup takes a while, has a disgusting amount of damage potential and zoning because your ultimate will refresh the duration of your plants, as well as increasing their attack speed by a large amount. Bringing


The full setup can be shortened, although this drastically reduces your overall damage. Forgo the first two seeds, and go straight into your Harass Combo.



Posted the guide, currently includes:
- Introduction
- Pros and Cons
- Runes and Masteries
- Items
- Abilities
- Plant Tips
Season 6 came out are you ****ing serious
Currently updating:
- Masteries
- Items
Moved to Death Is In Bloom
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