This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Blitzcrank
The plants don't spawn fast enough to block the hooks and you're dead if he grabs you due to his burst and CC. You should try to push the lane under the enemy tower to give yourself more space and limit his openings.
Synergies
Hello fellow league players. I am NorthernRedStar, currently a diamond –ranked player who has mains the support role. I absolutely love playing uncommon champions and testing out different champions for the support role. One of my season 3 favorites,
Champion Spotlight
|
Table of Contents
|
|
General |
Setup |
All Set |
Gameplay |
|
Pros;
|
+ Mana cost -efficient skills with + Lots of CC - AoE lockdown + Good burst and sustained damage + Long-ranged skills and attacks + Seeds and plants are flexible |
|
The main reason to play |
|
Cons;
|
- No sustain, no shields - Slow MS and no mobility skills - Skillshot -reliant - One of the squishiest mages in the game - Plants' AI can be annoying sometimes. |
|
On the flipside, |
|
MARKS
|
SEALS
|
GLYPHS
|
QUINTS
| |||
|
> A large part of Zyra's early poke attributes to her plants' attacks. Pure magic penetration also equips her with better burst. > Stay more relevant throughout the game (you won't be auto-attacking much later in the game). |
> Safer early game trading. You will be able to take roughly 2 extra basic attacks or 1 spell. > The longer you're alive, the better peel you provide. Zyra has a base HP pool of 429 health at level 1 without runes or masteries. |
> Zyra's plants have a low AP-scaling. You get more damage out of magic penetration than flat ability power. > Scale better for late game, especially in conjunction with items and your ultimate's attack speed steroid. |
> Taking two to three armor quints will provide you with much needed protection from the enemy AD carry. Otherwise, it's rather easy to burst you down at early levels. > The one quintessence can be replaced with either AP or magic penetration. |
| .xxxIf you're against a shorter-ranged matchup, or don't own pure magic penetration marks. |
|
|
If you're not familiar with the champion or just want to survive the lane phase. |
| More mid laner -oriented, leaves you squishy early on. |
|
|
Cheesy, risky and can't be used against mobile, heavy burst lanes. |
|
Against another heavy-hitting poke support with dangerous range, as issuch as |
|
|
Alternative to magic penetration, raises your early game's burst damage slightly. |
|
OFFENSE
|
The offensive tree grants many deadly assets, like extra 6% hybrid penetration and the |
UTILITY
|
|
OFFENSE
|
The most common page I run on Zyra. Grants a decent boost to your early game damage while raising your gold income by significant amount. You'll acquire items noticeably faster when you take advantage of |
UTILITY
|
|
OFFENSE/DEFENSE
|
4/5/21 is a page I usually use on someone like
R
E K |
UTILITY
|
|
|
|
Exhaust
|
Ignite
|
|
If your partner-in-lane takes |
![]() |
|
![]() |
Skill Sequence
| SKILLS/LEVELS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
| Deadly BloomiQ | Deadly Bloom | Deadly Bloom | Deadly Bloom | Deadly Bloom | Deadly Bloom |
iW |
|
|
|
|
|
iE |
|
|
|
|
|
iR |
|
|
|
|
E |
W |
Q |
E |
E |
R |
E |
Q |
E |
Q |
R |
Q |
Q |
W |
W |
R |
W |
W |
Skills explained
|
Rise of the Thorns
(Passive)
|
Upon dying, Zyra transforms back into her plant form for up to 8 seconds. After 2 seconds, she gains the ability to shoot a Vengeful Thorn in the direction of the cursor by recasting one of her abilities. Anyone hit by the projectile takes 80 + (20 x Zyra’s level) true damage. Range: 1500 |
|
Notes
|
|
|
Deadly Bloom
Deadly Bloom
(Q)
|
After a short delay, thorns erupt at target location, dealing magic damage to enemies in a circular area. If a seed is hit, it grows into a Thorn Spitter that deals 23 + (6.5 x Zyra’s level)(20% AP) magic damage per hit. Magic damage: 70/105/140/175/210 (+65% AP) Range: 800 Cost: 75/80/85/90/95 Mana Cooldown: 7/6.5/6/5.5/5 seconds |
|
Notes
|
|
|
Rampant Growth
(W)
|
Passive: Zyra gains an additional 2/4/6/8/10% cooldown reduction. Active: Zyra plants a seed at target location. The seed stays for 30 seconds, granting vision of a small area around it. When Zyra’s basic abilities hit a seed, it will grow into a plant that attacks nearby enemies. Seeds can be destroyed if an enemy steps on it 1.5 seconds from the planting. Zyra can hold up to 2 seeds at the same time, with a total of 4 seeds being planted. Range: 850 Cost: 1 seed Recharge time: 16.7/15.4/14.1/12.9/11.7 seconds |
|
Notes
|
|
|
Grasping Roots
(E)
|
Zyra sends a wave of vines forward in a line, rooting and dealing magic damage to any enemies hit. Any seeds hit by the vines will grow into a Vine Lasher that deal 23 + (6.5 x Zyra’s level)(20% AP) magic damage per hit, and slows by 30% for 2 seconds. Magic damage: 60/95/130/165/200 (+50% AP) Root duration: 0.75/1/1.25/1.5/1.75 seconds Range: 1100 Cost: 70/75/80/85/90 Mana Cooldown: 12 seconds |
|
Notes
|
|
|
Stranglethorns
(R)
|
A twisted thicket emerges from target location, dealing magic damage as it expands. After 2 seconds, any enemies remaining within the area are knocked up for 1 second. Additionally, all plants that are hit become enraged, gaining 50% increased attack speed. Magic damage: 180/265/350 (+70% AP) Range: 700 Cost: 100/120/140 Mana Cooldown: 130/120/110 seconds |
|
Notes
|
|
![]() |
![]() |
![]() | |
|
We max
Second, we're maxing Deadly Bloom to gain more damage instead of the additional cooldown reduction granted by Rampant Growth. The seeds' recharge time does not drop down enough by adding points into the skill, which is affected by cooldown reduction gained from items. In some situations it's possible, or even more effective, to rank Deadly Bloom over Last, we max Take points in | |||
![]() | |||
|
A very common start for a poke support. With the
|
|
You should rush these items as your core items. They provide you with a flexible, hard slow; enough wards for the time being plus enough magic penetration and ability power to pose a threat on your own. We don't stack more cooldown reduction at this point because Next, we need to analyze our needs accordingly, and build our next set of big ticket items after finishing |
|
PROS
|
CONS
|
|
+ Cost and slot effective + Passive effect | - Too much cooldown reduction |
|
|
+ Great kit synergy + Offense and defense |
- Heavy cost - The slow can be replaced |
Very useful if you're able to afford it sometime during the game. However, we don't necessarily need the extra health, and we have to sacrifice other items to be able to buy it. |
|
+ Slot effective + Flexible active |
- Situational - Active cooldown |
Situationally very strong item, I'd recommend it against |
|
+ Destroys squishies + Looks cool |
- Heavy cost - Attracts danger |
Same flaws and strengths as |
|
+ Synergises with other items + Effective with low AP |
- Heavy cost - Low utility |
Zyra can perform much of the same as |
|
PROS
|
CONS
|
|
+ Good stats + Active fail-safe | - Build Path |
Quite niche in the current meta-game, but always useful when built. The build path doesn't suit |
|
+ Good stats + Passive effects |
- Situational - Self-centered |
Highly situational item that is rarely seen on ranged supports, but something that might save your life against an AoE mage, like |
|
+ Mix of offense and defense + Active | - Heavy cost |
Same as |
|
+ Good build path + All-around stats | - Situational |
Zeke's has become quite popular amongst hyper-carry bot lanes with AP-scaling supports. While the raw stats are nothing special (yet useful), the active part and the fact you can swap the target once every minute makes this item shine. Having a non-ADC hyper-carry such as |
|
+ Vision + Vision! | - Almost none |
An item that wins games. A powerful pickoff tool. A masterpiece of protection. Potentially one of the most cost effective items in the game. A win condition against stealthy champions. The ultimate teamwork seal. Yes, buy this item whenever possible. Against |
|
|
![]() |
|
![]() |
|
As soon as you enter the lane, your job is to push the lane alongside your ADC, without disrupting his CSing, for a faster level 2. At the same time, keep an eye out for the enemy bot laners' movement and punish missteps with an auto-attack whenever it's safe. Use bushes to shrug off the minion aggro that you receive while doing so. Whenever you hit level 2 quicker than the opposing teammates, you have a opportunity to apply extra pressure and seek out chances for kills or summoner spell -burns with E + W combination. Against melee supports and short-ranged ADCs, you want to be harassing with your auto-attacks, constantly abusing the 575 AA-range. Against longer range opponents, you need bush control and more careful positioning when harassing like this. Consider placing an early ward in the enemy lane bush if they're not pushing faster than you. While harassing under tower, remember that its aggro swaps to your plants on its next attack - this can be both an asset and a disadvantage. Remember to abuse bush control when catching enemies by surprise combos. Your skills are much harder to dodge if the target has no prior vision. |
|
Zyra is a very powerful asset for early dragons, as she can both help clear the monster faster, and peel off any steal attempts. Whereas, around |
BraumZyra can swiftly turn around or stop any engage attempts made by Braum himself, since he lacks any real gap closers. So, if you keep an eye out for the enemy minions venturing too close, you should be relatively fine. One option is to take hybrid penetration marks and harass him (and, if possible, his ADC) nonstop during the levels 1-2. You want to keep the lane from pushing too much early, so you’re able to effectively poke and zone him and his ADC with your plants. Consider taking
ThreshYou can block his hooks with your plants. Whenever you root him with
MorganaKeep poking her ADC early, try to bait out the
Vel'kozSimply laid; Vel'koz > Zyra early (approx. Levels 1-5) and Zyra > Vel'koz later (post-6), in terms of 2v2 fighting. Of course, each one can outplay the other (I am used to laning both as both). One rotation is enough to blow up either combatant, so avoid laning at low health due to
LeonaHer patterns are very straight-forward and predictable, and expose her to counterengages. As long as you're not the one on the receiving end of the shield and
As Zyra, you have 2 tasks to uphold in teamfights and mid-late game; peeling and killing people off with your CC and damage. Your ultimate is one of best large-scale peeling / zoning tools in the game, rivalling
In terms of positioning, you should either stay close to your backline carries so you can CC any enemies coming through a more straight line of charge, or in a spot where you can both slow down the enemy front line and help your own frontline with damage output and/or crowd control. You have to choose though, how much do want to use to help one party or the other? Which one is more crucial is up to your game reading skills and experience throughout the game.
On paper, your job is simple; if you're getting engaged on:
|
|
|
|
Or
|
|
The main reason you fight is over objectives; to win a game you have to win an objective when it counts. Kills are the biggest aid in getting those, but map awareness and planning can help your team net them as well. If you see the enemy jungler at top lane, for example, and yours is in the bot lane side of the jungle, it's worth considering whether you could be able to take the dragon.
|
|
|
>Nexus
>Inhibitors
>Baron Nashor
>Towers
>Dragon
>Red and Blue buffs
|
|
|
|
Zyra's main role of excellence in the late game is SIEGING. Siege is, simply put, 4-5 members of the team pushing the same lane as fast as possible. At the same time, their goal is to poke the enemy team enough to prevent them from defending. The best way to do this is gradually pushing the lanes until 2 of them have reached their respective turrets, BUT you should always immediately push a lane after killing more than one enemy in a fight, and when you have enough HP to do it safely, or when the whole enemy team is dead. Killing Baron Nashor after you just destroyed a turret and an inhibitor is always a great plus, but be careful if the enemy team respawns while you're still retreating, and knows what you're up to, as you might risk losing Baron or multiple towers yourself. Zyra can zone people near the Baron pit effectively by creating a wall of plants near the entrance and using her ultimate to force people back off or potentially get killed.
As mentioned before, you can use plants to soak more tower attacks. This can prove especially useful if you're pushing without minion wave.
Skill Combinations
1) Make sure you allies have vision inside any bushes the enemy may try and use to outplay them. If you're about to die make sure to grant vision inside that one bush before you die. For example, the river bushes. It might just let your ally win that fight.
2) If you see the enemy jungler ganking or hanging out at the top side of the map, you know you don't have to ward the river as long as you have vision on the enemy mid laner.
3) Notify your allies if you see a hostile ward place on the map.
4) If the enemy jungler ganks when your opposing laners are low on mana or/and health, consider your chances of turning the fight around to steal any buffs he has on top of the exp and gold.
- Thanks to jhoijhoi's making a guide -guide!
- Thanks to Foxy Riven for his guide on Tables!
- Thank YOU for taking your time to read this guide. Give me feedback in the comments!
Changelog
- A small visual and informational update. (9.11.2014)
~ NRS
![]() |
|
![]() |



















You must be logged in to comment. Please login or register.