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Recommended Items
Runes: Best Synergy
1
2

Inspiration
Sorcery
Spells:
1
2
Best in class
Cleanse
Heal
Items
Porofessor Builds
Ability Order Standard CC Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Twitch
Can't peel what you can't see.

Miss Fortune
Synergies
Ideal
Strong
Ok
Low
None

Miss Fortune
Champion Build Guide
Isn't Zyra a damage support?
Well, no. Zyra is a ranged CC focused support. In lower ranks Zyra is absolutely beyond viable with a damage mentality, but that's because opponents don't know when to kill plants vs avoid the zone; when to assasinate or to ignore you.
Mid tier Gold to Platinum is where this starts to fall off, yes you damage - no it isn't the best way to support your team. You are get shut down constantly due to a limited movement kit OR you just don't matter because carry mages out shine you.
Sure, a well placed ult can change the game, but only if your team was already winning or the enemy team over extended.
Mid tier Gold to Platinum is where this starts to fall off, yes you damage - no it isn't the best way to support your team. You are get shut down constantly due to a limited movement kit OR you just don't matter because carry mages out shine you.
Sure, a well placed ult can change the game, but only if your team was already winning or the enemy team over extended.
"Why not a real support?" and What has changed?
As a Zyra main this may be surprising, but I think this is super fair. Enchanters have kits that are built to buff, engage tanks, peel like Braum, even Renata has a similarly relevant kit, but with a shield that synergizes with Supp items!!!
The truth is Zyra has not been the ideal support or even mage for most of her existence... Plants didn't proc omnivamp, she has no shield/heal to use heal power, armor and mr is pretty pointless on an immobile ranged champ.
This changed with Imperial Mandate and Bandlepipes. Plain and simple. We finally have 2 support items that work with her kit.
First up, Imperial Mandate... It's kind of perfect, no? Mana Regen, a decent bit of AP for some base damage, and 20 Ability Haste on CC effects applies to E and R! Then 7% global vulnerability on immobilize!?! It's perfect, every E and R not only is more powerful, but it also paints a bright red target that encourages your team to take the engage. Removing hundreds of milliseconds of hesitancy is game changing.
On to Bandlepipes, look is it a bit awkward with armor/mr, sure, but the effect works with Rylai, Imperial Mandate, E root, R stranglethorn. I'm not sure there is another champion in the entire game roster that can keep Fanfare as active as Zyra.
The truth is Zyra has not been the ideal support or even mage for most of her existence... Plants didn't proc omnivamp, she has no shield/heal to use heal power, armor and mr is pretty pointless on an immobile ranged champ.
This changed with Imperial Mandate and Bandlepipes. Plain and simple. We finally have 2 support items that work with her kit.
First up, Imperial Mandate... It's kind of perfect, no? Mana Regen, a decent bit of AP for some base damage, and 20 Ability Haste on CC effects applies to E and R! Then 7% global vulnerability on immobilize!?! It's perfect, every E and R not only is more powerful, but it also paints a bright red target that encourages your team to take the engage. Removing hundreds of milliseconds of hesitancy is game changing.
On to Bandlepipes, look is it a bit awkward with armor/mr, sure, but the effect works with Rylai, Imperial Mandate, E root, R stranglethorn. I'm not sure there is another champion in the entire game roster that can keep Fanfare as active as Zyra.
What changes to the way I play?
I've seen lots of Zyra play styles, some aggresive, some passive, some honeslty erratic yet functional somehow. Ideally, your play style has changed as you change match ups in the standard Liandry builds.
That is NOT the case here. There is ONE correct play style for this build. It's all of the above.
TL;DR relentless zoning
This build gives you the ability, role really, of being an incredible zone and peel support. This means if you aren't in range to be at least apply Rylai with a max-range Spitter (Q plant), then you are wasting potential. That said, the enemy team starts to move in, maybe you go for the burst? NO! you get to stepping with a cheeky E root behind you as you walk away.
Your job is dual:
That is NOT the case here. There is ONE correct play style for this build. It's all of the above.
TL;DR relentless zoning
This build gives you the ability, role really, of being an incredible zone and peel support. This means if you aren't in range to be at least apply Rylai with a max-range Spitter (Q plant), then you are wasting potential. That said, the enemy team starts to move in, maybe you go for the burst? NO! you get to stepping with a cheeky E root behind you as you walk away.
Your job is dual:
-
1. slow and peel for your carry and enages
-
2. keep Fanfare (+20 movement speed and +20% attack speed) applied on every ally you can
Mid-Late game play strategy
During skirmishes and trades this puts you just in front of your carries and behind your tanks/enages, generally. A solid enchanter mid-fielder position. When a team fight breaks out, however you become erratic.
Suddenly, you sift to pure aggression, walking up even next to the tanks if necessary - if positioning is safe enough occasionally in front (maybe to the side a bit) - looking for a catch out oppurtunity as a carry comes in to maximize damage output. Land everything, but especially your R on as many as you can, but strongly preferring to get a carry in the knockup delay... now run away!
Your CC is used, your CDs are ticking, you are useless - get out of there! Fall back to carries or even a bit behind if the fight is coming your way. From this position move up in the fight as safety allows to keep applying slow with max-range Q and if safe enough direct E roots. Your Q shouldn't be used for damage generally. Prefer applying Rylai slow on backline when possible rather than hitting the Q on the tank.
Remember, plants will prefer to target what ever the Q or E hits if in range, that's often not ideal for Q ranged plants. It's more correct to skip the Q skill damage and get a spitter on a swivel.
Suddenly, you sift to pure aggression, walking up even next to the tanks if necessary - if positioning is safe enough occasionally in front (maybe to the side a bit) - looking for a catch out oppurtunity as a carry comes in to maximize damage output. Land everything, but especially your R on as many as you can, but strongly preferring to get a carry in the knockup delay... now run away!
Your CC is used, your CDs are ticking, you are useless - get out of there! Fall back to carries or even a bit behind if the fight is coming your way. From this position move up in the fight as safety allows to keep applying slow with max-range Q and if safe enough direct E roots. Your Q shouldn't be used for damage generally. Prefer applying Rylai slow on backline when possible rather than hitting the Q on the tank.
Remember, plants will prefer to target what ever the Q or E hits if in range, that's often not ideal for Q ranged plants. It's more correct to skip the Q skill damage and get a spitter on a swivel.

























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