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Runes: Burst Damage + Late Game Scaling
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Threats & Synergies
Yasuo
Wow, not this champ again.
He's super mobile and will eat you for breakfast if you aren't careful.
Play super safe against him and ping your support back.
His shield negates some of your poke.
Watch your mini-map for your next wave of allied minions and run away as Yasuo will want to use them to get to you.
Leona
The CC that the both of you can put out is truly truly outrageous.
Either of you can initiate the fight, then have the other follow up with their CC and you have pretty much guaranteed kills due to them being perma CC'd.
Play passive til lvl 3/4, then go ham and own the lane.
Leona
The CC that the both of you can put out is truly truly outrageous. Either of you can initiate the fight, then have the other follow up with their CC and you have pretty much guaranteed kills due to them being perma CC'd. Play passive til lvl 3/4, then go ham and own the lane.
My in-game name is snu***z and I've been playing league since season 2. I'm currently in Platinum Elo on the NA server, but I will be in Diamond very soon ;)


While Zyra is an amazing support, she's even more lethal when playing as an AP carry in the bottom lane. Her ability to burst down squishy ADC's and supports is largely unparalleled. I recommend combining Zyra bot with another champion with high poke/burst and a reliable form of CC, that combination will ensure you tons of kills bot, and a very tilted opposing bot lane :D
My mission with this guide is to cover the most important bits of information that will help you succeed when playing Zyra Bot. The early, mid, and late game sections will tell you exactly what you should be doing at all points during the game in order to win.
Let's get on with the rest of the guide!
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Pros
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+ Great poke damage with Q and plants (especially with ![]() + Super annoying to play against! + Can proc ![]() ![]() + Great CC, if you land skill shots + Great at setting up kills for your ADC & team + Ult can deter enemy team from engaging + Plants and ult can be a massive help with tanking and getting dragons and baron + Can use plants & seeds like wards (super useful to check bushes, and drags/barons if you have no wards left) + Can zone off the enemy with plants (useful in getting objectives, and in team fights) |
Cons
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- SUPER squishy - No heals - Snare can be hard to land - Burns through mana quickly before getting Lost Chapter - Bad against assassins and high damage champs with gap closers - Low mobility |
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* Electrocute is probably my favorite rune on Zyra. It does a ton of burst damage to the target it hits, but most importantly, it rewards you for landing your snare (which is typically how your lane is going to set up kills & get ahead).
* Cheap Shot gives you a little extra true damage when you land your snare, or if your slow plants land 2 auto attacks.
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* Relentless Hunter is easily the best rune here, the extra movement speed will help you get in range to land your damage & your snare.
* Absolute Focus will give you extra damage early game which is really important because often the early game will determine the rest of the game. Manaflow Band can be nice since Zyra uses quite a bit of mana. Transcendence is nice for the extra CDR but the game has often already been decided by the time you reach level 10.
* Gathering Storm is a good choice here because it will give you a ton of extra damage in the mid and late gate. Scorch is also a good choice here as it will make your early game more oppressive for the enemy & it's easy for Zyra to proc with her plant attacks. Scorch will weaken your ability to carry in the mid & late game though.

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DEADLY SPINES (Q): "Thick vines spread through the ground and explode into spines, dealing 60 / 95 / 130 / 165 / 200 (+60% of ability power) magic damage to enemies within the area. If Deadly Spines is cast near a seed, a Thorn Spitter grows, dealing 20-100 (at levels 1-18) (+15% of ability power) magic damage. A Thorn Spitter has 750 range and lasts for 5-7.5 seconds depending on Zyra's level." Deadly Spines is Zyra's main poking and damage ability (it has a much lower cooldown than her E) and you'll want to use it quite often in order to be a harassing menace to the enemy laners. When you include at least 1 seed when you use this ability, the plant will continue to attack whoever you hit with this ability as long as they stay within the plant's range. Also, if you happen to miss your Q but still use a seed, if the enemy champion is closest to the seed/plant you spawn it will start attacking them, effectively increasing Zyra's harass range by a lot! Using seeds/plants in this way is a great way to proc Arcane Comet if you use that rune. |
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RAMPANT GROWTH (W): "Zyra plants a seed, lasting 60 seconds. If an enemy Champion steps on a seed, it dies. Seeds spawned by Rampant Growth grant vision in a small area, and if stepped on they grant vision of the enemy champion for 2 seconds. Other spells cast on seeds will turn them into plants who fight for Zyra. Zyra stores a seed every 20 / 18 / 16 / 14 / 12 seconds (Max: 8 seeds planted). When Zyra kills an enemy, Rampant Growth's recharge time is reduced by 20%, or 100% for champion takedowns, large minion kills, and large monster kills." Rampant Growth is Zyra's ability to consciously dictate where her seeds will spawn. You'll almost always want to spawn at least one seed when using your Q & E in order to maximize your damage. One great perk of your W is that you can safely check bushes from a long way away just by spawning a seed in the bush. You can also spawn a seed in a bush and then use Q/E and the plant will give you even more vision (even if there's a control ward) and attack anyone that comes within range. This makes killing enemy control wards in Tri-Bush really easy because you can use plants to give you vision and protect you while you take out their wards. The last great thing about using this ability is that if you're out of wards you can check dragon/baron pit by spawning a plant there. This ability is super key when it comes to controlling objectives and is just one of the many reasons why Zyra is such a great support champion. |
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GRASPING ROOTS (E): "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 for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. If cast on a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Movement Speed." Grasping Roots is what allows Zyra to lock down multiple enemies at a time with CC. Her grasping roots will root anyone it hits for 1-2 seconds (depending on level). It also summons plants from her seeds that will attack and slow the movement speed of enemies it hits (very useful when getting ganked to slow down the enemy jungler, even if you miss the root). Because this ability will lock an enemy, or enemies, down for a few seconds it's very helpful to your team in getting picks and catching people out, so always be looking to catch people with this ability. This ability also makes it much easier to set up kills in the bot lane with your support, especially if they have their own forms of CC. |
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STRANGLETHORNS (R): "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, dealing 50% bonus damage and gaining 50% current and max health." Stranglethorns is Zyra's highest damage ability & debatably her best form of CC. You'll want to use this ability right after you land a root (if you think there's a decent chance you'll get the kill). The full Zyra combo is E->W+W->R->Q. Typically, even if someone flashes after the root wares off, the ult will still knock them up so that you & your team can secure the kill. This ability is also a great form of disengage. If it looks like a few of your teammates are going to get caught/picked off you can drop your ult to scare off the enemy, lest they caught out themselves by your knockup. Another great thing about this ult is that it makes taking dragons/baron much quicker/safer as you can spawn a bunch of plants & then use your ultimate to make them do 50% increased damage and gain 50% health so that they can tank even more dragon/baron attacks. |
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*Q>W>AA or Q>W>W>AA
*This combo will proc

*E>W>Q>W>AA
*If your snare lands then instantly follow up with Q and a seed (if you have a seed) and auto attacks for maximum damage. This will proc electrocute and do a ton of damage. The snare can be difficult to land so don't expect to land this combo too often but when you do you & your support should take advantage of it and do tons of damage and/or get a kill. Use your roots when the enemy is going for a last hit to maximize your chances of landing your root and this combo.
*E>W>R>Q>W>AA
*Usually you only want to use this combo if you land your snare, but if their flashes/mobility spells are down you can use your ult without landing your snare and still land the knock up portion of your ultimate.
*If you do land your snare, you want to drop your ult instantly so that even if they try to run away after your snare wears off they will get knocked up by your ultimate and keep getting hit by your plants.
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Safely harass the enemy ADC with

Throw

At level 6, look to land a snare, or for your support to land their CC. As soon as one of you lands your CC, drop everything else on them and pretty much guarantee a free kill.
Always be checking your mini-map every 3-5 seconds, check to see if mid/top are in-lane, if they aren't then be very careful and don't try to engage a fight until you see they are back in lane. Also, be checking to see if their jungler has been spotted. If you have good vision, and know where their mid & top laners are, feel free to get aggressive and try to get kills/snowball your lane.
Always try to keep a ward in river bush, ping/tell your support to ward it if you're out of wards.
Call M.I.A. when the enemy support leaves your lane, as he may be trying to roam mid to set up a kill.
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Don't forget to keep CS'ing as you run around, don't be afraid to step into the jungle and take a camp or two, keep farming and getting stronger. Don't let your bottom lane lead slip away because you're trying to siege and their bottom laner is getting farmed back up.
Use your plants, and sometimes your ult, to secure objectives since your ult will make your plants do way more damage and have more health (letting them tank dragon longer). Sometimes it's better though to save your ult to force the enemy step away and be unable to contest the dragon/baron, so be smart with how you use it.
Your ult can also help you steal baron/dragons, since it can knock up their players/junger, making them unable to do damage (although I believe the enemy jungler can still use

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Be sure to use your plants to get vision of bushes before face checking. This is massive for you and your team to not get picked in the late game, which is when a single death is often the difference between winning and losing the game. This is just another reason Zyra is a great champ to have on your team, especially in the late game.
Stay safe, do tons of poke damage as your team sieges & you zone off the enemy, take the objectives (barons/dragons/towers/inhibs), and win.
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If you have any additional questions, or want to see me play live, come join us on the stream.
That's it guys, peace!
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