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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability

Table of Contents

Hey! I'm MJHunter and welcome to my first Mobafire guide for mid lane


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![]() At first Zyra can be fairly hard to pick up and play to her maximum potential because of her unique kit, but once you get to play her some more you will be in a much better position to succeed in your games. Zyra is my favourite champion because I love control mages that can heavily impact teamfights. Whilst not being particularly flashy her ability to turn around a gank or a team fight is what stands out to me as a great part of her kit and is one of the reasons I like her so much! |

Although Summoner Spells can be seen as the bread and butter of league of legends I think it can be really important to understand how they can help in the game, and that different summoners should be changed depending on the situation.
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![]() ![]() ![]() Even in the situations above I tend not to take teleport over ![]() ![]() |

Zyra has a great kit that revolves around spawning plants with your abilities that attack your enemies. Zyra can execute some intense combos with her abilities to lock enemies into a fight making them loose before the fight has even started!

[ Passive ] |
Garden of Thorns : Spawns seeds randomly around zyra every 11-6 seconds (depending on level) that last for 30 seconds. After 1 second of the seed spawning an enemy champion can stand on a seed and it will die. MAX SEEDS : 8 SPAWN TIME : 11 - 7 Seconds (based on level) These seeds will spawn randomly around your location so be sure to use these to your advantage in team fights by positioning your seeds between you and the enemy team so if they get close you can use ![]() ![]() ![]() NOTE: Seeds will not spawn while you are in a brush this is important because it will stop you from being seen for example when your trying to get a pick on the enemy mid laner as they come back to mid from a roam. |

[ Q ] |
Deadly Spines : Sprouts thorny vines at the target location after a 0.625 second delay, dealing magic damage to enemies within the area. If Deadly Spines is cast near a seed, a Thorn Spitter grows that lasts for 5 seconds. RANGE : 800 COST : 60 MANA MAGIC DAMAGE : ( 60 / 90 / 120 / 150 / 180 ) + 55% AP COOLDOWN : 7 / 6.5 / 6 / 5.5 / 5 This is the main ability that you will use to harass your lanner, be careful not to use this too much because it costs 60 mana and with such a low cooldown you can easily run out of mana. Because of its delay try to target this ability infront of where the enemy are going so that they walk into it or have to turn walk in the other direction. I will most often use this ability when they go up to cs or once I have snared the target with my ![]() |

[ W ] |
Rampant Growth : Zyra spawns a seed at the target location that lasts for 60 seconds which provides a small amount of vision for 2 seconds when initially cast before that vision shrinks even more. After 1.5 seconds an enemy can stand on the seed to destroy it. RANGE : 850 COST : 1 SEED MAGIC DAMAGE : N/A RECHARGE TIME : 17 / 16 / 15 / 14 / 13 BONUS HEALTH : 0.4 / 0.8 / 1.2 / 1.6 / 2 These seeds will bloom into plants when ![]() ![]() ![]() ![]() When placing your [W] down be careful not to place two seeds down when you only intended one to be placed, which can be easy to do because there isn't a cool down between each cast. This is important because of the damage dampener on your plants that makes plants of the same type deal 50% less damage. Make sure your Top Laner knows that he/she can ![]() |
Thorn spitter : A ranged plant with 750 range, that will attack a champion or minion last attacked by Zyra.
Vine Lasher : A plant that will attack the enemy at a small range of 400 and slows the targets it attacks.

[ E ] |
Grasping Roots : Sends a surge of vines in the target direction that will deal magic damage and root enemies that are hit. If grasping roots passes a seed it will grow into a Vine Lasher. RANGE : 1100 SPEED : 1150 COST : 70 / 75 / 80 / 85 / 90 MANA MAGIC DAMAGE : ( 60 / 95 / 130 / 165 / 200 ) + 50% AP ROOT DURATION : 0.75 / 1 / 1.25 / 1.5 / 1.75 COOLDOWN : ( 12 ) Be careful ![]() ![]() As I mentioned earlier you can use ![]() ![]() ![]() ![]() ![]() |

[ R ] |
Stranglethorns : Zyra summons a massive area of vines at a target location that deal damage to enemies as it expands, after 2 seconds it will knock up all enemies, still in the area, for 1 second. All plants within the area get an "enraged" buff and deal 50% extra damage. RANGE : 700 COST : 100 / 120 / 140 MANA MAGIC DAMAGE : ( 60 / 95 / 130 / 165 / 200 ) + 70% AP COOLDOWN : 130 / 120 / 110 Use your Ultimate for burst after blooming some plants or to zone the enemy away from an objective or yourself, try to hit as many people as possible as this ultimate can be game changing.This ability is best used on multiple enemies in a team fight where they will be forced to split up or get knocked up. This ultimate synergizes very well with ![]() ![]() |

Zyra can be quite diverse when it comes to choosing what you max first. Her options are mostly based on your preference and style of play, although there re a few scenarios where you might choose to max one ability over another which I will explain further down. Her two main options are between maxing her [E] and her [Q] maxing each will benefit you in various ways and also have some downsides.
My Typical Skill Order :

As I just said there are mainly two different skill paths that you will usually see in Zyra players maxing Q then E or E then Q. You'll never want to max W because levelling it only increases your plants bonus health and the cool down of the ability. To be honest you shouldn't need ever need a lower cool down on your W considering the amount of seeds spawned by your passive and the fact you don't want to be spamming your abilities to bloom the seeds because you'll run out of mana. Maxing W will not increase the plants damage, attack speed or length of the slow from your vine lashers. Putting points in your Q or E is much more valuable due to each of them increasing in damage per level and also giving various other bonuses to help you in lane.
In the majority of games you should put a point into Q at level one for its easy harass especially with the seeds spawned from your passive in combination with Thunderlords. There may be situations like your own or enemy invades where you'll need to get E to CC the other team. Once in lane you will always want to put a point into your W at level two because it gives you your core combo for lane harass Q, W and an auto which is incredibly strong at lower levels with Thunderlords and will deal significant damage which can prevent your laner from cs'ing. Some times it may be necessary to put a point in E as early as level 2 if you think your opponent has the ability to do significant damage to you at level 2 such as


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[ Q ]
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[ E ]
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Now on to one of the juiciest topic in the Zyra community; do I max E or Q first? A much debated issue argued with very valid justifications. Personally I choose to always max E and I think that the decision is entirely based on preference. However my reasoning behind wanting to max E first is that with the latest changes to Zyra, maxing E will actually do more damage than if you were maxing Q, so in upfront burst combos you will come out better off. Additionally the length of the root is increased per level which allows your plants to do more damage and will also prevent the enemies from escaping your ultimate.

Runes are quite important when it comes to winning your lane and succeeding in late game team fights because each rune page will give you various advantages that can be incredibly beneficial in certain circumstances. Whilst its great to have multiple rune pages for different match ups if you don't have the IP to spend, using one standard rune page [follow cheat sheet] will do you fine.
MARKS![]() Greater Mark of Hybrid Penetration are an interesting option because they make you deal a lot more damage from your auto attacks which means that you can lane harass a lot more effectively early game for those of you that like to auto a lot more and helps especially in melee match ups when you have a lot more opportunities to auto attack. However I don't feel these are great primarily due to the fact they fall off into the late game when you don't auto attack as much or at all. Taking these runes is probably just down to choice based on your play style. |
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SEALS![]() ![]() ![]() ![]() ![]() ![]() |
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GLYPHS![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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QUINTESSENCES![]() ![]() ![]() ![]() ![]() |

For Zyra there are several different masteries trees that you can opt for which all provide different benefits. In my opinion the main two mastery tree choices is between taking


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CUNNING Teir 1 - ![]() ![]() This is a choice between 3% movement speed out of combat or bonus damage to minions and monsters with your auto attacks and abilities. For me this was an easy choice but is highly down to preference. I think that putting points in Savagery is better than Wanderer because mid lane Zyra does roam too much as her roams are not as strong, due to her lack of engage in her kit. Unless the enemy have engaged or are pushed up really far which rarely happens you won't be making many successful roams. The 3% movement speed is only active when your out of combat which is also a rarity with constant trading and cs'ing in lane so I find it becomes fairly useless. As for the savagery, which I think is the better pick in this tier, in my opinion it helps drastically when cs'ing because Zyra auto attacks do fairly little damage it will also help with wave clear which Zyra is quite weak at with the types of builds we will most commonly build on her. Teir 2 - ![]() ![]() ![]() This is the choice between; buffs like Blue and Baron lasting 15% longer, Potions and Elixirs lasting 10% long and giving an initial burst of heath and mana when you "pop" it or 2% increased damage when you are alone. In my opinion Runic Affinity is not necessary because I |
Secret Stash I think is the winner in this section because it gives you such great sustain especially in early game, this is great in matchups where you expect to be taking lots of poke damage or think that you will be trading a lot and you might run the risk of loosing these trades. Because you want to be getting as much farm as possible to get you items to get strong mid game you'll want to stay in lane as long as you can and this is a great way to do so.
I'll briefly explain why I don't like to take Assassin, but would like to say that I think it can be quite beneficial just for the bonus damage that you will gain during laning phase that can contribute towards solo kills. However combined with the fact you shouldn't be relying on the fact you might have kill pressure I think Zyra has enough damage with out the buff. Zyra excels in the mid and late game when you will be fighting with some or all of your team. which is where this mastery falls off.
Over all I believe Secret stash is so much better for those tricky match ups and just out sustaining your opponent in general.
Teir 3 -


Here we have the choice between dealing 5% more damage to champions bellow 40% health and regenerating 1.5% of your missing mana every 5 seconds. Merciless is a great mastery for anyone who can burst and provides that extra bit of damage to secure a kill which Zyra can do. As I said earlier I don't find that Zyra has any major mana problems so I don't feel that Meditation is that useful, however some players who like to poke a lot more and are not as comfortable in controlling their mana pool may find Meditation to be more beneficial for them.
Over all I find the damage amplification from Merciless to be much better at winning lane or team fights.
Teir 4 -
![]() ![]() Choosing between gaining 1 gold for each nearby minion kill by an ally plus gaining 3 gold when you auto a champion and restoring 5% of your missing health and mana after a kill or assist is probably easier than choosing to remove Teemo from the game. As you may have guessed this tier is not much of a choice at all. Bandit is useless in a solo lanes where no one will be cs'ing near you. And the 5% restoration of your missing health and mana on kill or assist is to much of a sacrifice to make for gaining 3 gold when you auto attack a champion. Teir 5 - ![]() ![]() I'll start by saying this is another choice that is completely down to preference and play style. Precision that gives you 3 + 0.3 (per level) magic and armour penetration is most often the choice that I would go with, Zyra works incredibly well with magic penetration due to her naturally high base damage. Intelligence is great for people that like to continuously poke their lane opponent to force them to back and also for those who prefer to have more control over fights by being able to cast her snare more and keeping up as many plants as they can. |
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Over all I prefer to be able to deal more damage with my abilities than have the ability to hit my abilities more often especially due to the fact that if you do spam [Q] in lane you will defiantly run out of mana. The raw burst you will gain from Precision is great for Zyras bursty play style.
Teir 6 KEYSTONE -



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Straight off the bat I want to completely rule out the choice of Windspeaker's Blessing that gives you 10% stronger shields and heals on allies which also increases their armour and magic resistance. If by now you are still blissfully unaware that Zyra has no heals or shields you may want to catch up on some overdue sleep or refer back to the abilities section. |
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![]() In my opinion Thunderlord's is just to strong at harrassing enemy laners and all round a cherry on top to your passive burst potential. Decree synergises with Zyras kit too well to be ignored and is a go to key stone mastery! |

FEROCITY
Teir 1 -


This is an easy choice for a Zyra to make and to be honest isn't much of a choice at all. The 2% increased ability power is basically just an over all damage boost for all of your abilities and I can't see any use for attack speed especially because your plants attack speed won't scale off your own.
Teir 2 -![]() ![]() ![]() Here you have the choice between dealing and receiving 2% extra damage, healing 20 health when you kill a unit (every 30 seconds) or causing champions you have dealt damage to take an additional 3% more damage from your allies. This choice is quite situational for example Double Edged Sword is a great mastery for match ups where you will dominate the laning phase with your poke and all in but becomes slightly less good when your lane opponent is aggressive and you maybe don't have such a great time. This is where Feast become extremely useful in helping you sustain in match ups that tent to swing in you opponents favour because they can harass you with long range abilities like Azir and Xerath. Finally I want to quickly run over why exposed weakness is not good, firstly it has no benefit in lane because there wont be anyone else to deal the 3% extra damage as it doesn't include you. Additionally your top laners, junglers and supports should be taking this mastery so its not necessary for you to take as it doesn't stack. Generally you'll want to take Feast just to maintain or gain a cs lead by out sustaining your opponent. I think Zyra is squishy enough to avoid using double edged sword and I feel she does enough damage with out the 2% increase. |
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Teir 3 -


Teir 3 gives you the option of 2% extra life steal and spell vamp and scaling attack damage and ability power. This is another one of those simple choices, due to Vampirisms life steal is useless on an AP champions. Also because Zyras abilities are AoE the healing received from spell vamp is 1/3 of what you'd usually heal for for so the spell vamp is just useless too. By process of elimination I think its safe to say Natural Talent is probably the best option to take.
Teir 3 -


This is gain 1% increased damage per unique champion kill (max 5%) or deal 2.5% more damage to targets with impaired movement such as slows, stuns and roots. Both of these are great talents can be both down to your preference and your situation. If you think you will be in with a chance of scoring a kill on 3 or more people possibly tanks in your game then Bounty Hunter is a possibility. However you'll be missing out on a great buff to have, zyras combos, as mention previously, revolve around getting your target in CC you combos generally start with [E] which snares them right of the bat for the rest of your spell to deal the bonus damage combined with


Thunderlords Omen vs Deathfire Touch
Thunderlords Omen vs Deathfire Tourch is another one of those interesting topic that people have lots of different opinions about. In this case I believe either Thunderlords or Deathfire are a viable keystone mastery to take on Zyra and neither one comes out dramatically ahead, so I'll talk a bit about how each affects your play on the rift and what I personally like to take.
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[ Thunderlord's ]
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[ Deathfire Touch ]
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Thunderlords and Deathfire help you out in different ways. Thundelords is great for trading and bursting early game and can be used to score early kills and can start you snow balling or will just force your opponent out of lane and they will consequently fall behind. Alternatively Deathfire gives you great power when it comes to the mid and late game. It works incredibly well on Zyra because her plants will apply the debuff with their auto attacks as well as your own abilities. However the down side to this mastery, which is why I don't like to take it, is that it only deals 50% of the damage it should do because all of your abilities are AoE and your plants damage is classified as damage over time so again will only deal 50% damage this is a big draw back but the mastery is still viable because of how much you can keep the debuff on the enemy with your attacking plants.
You also have to remember that the choice effects the Tier 5 Masteries you can take.


If you just spaced out at my text wall I'll say over all you will want to go 12/18/0 in most games and I would only take 18 in the ferocity tree in the rare case you feel your ability to burst or 1 shot their team is very slim in which case you would focus of keeping up sustained damage.

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[This work is still in progress and will be released as soon as possible]

[This work is still in progress and will be released as soon as possible]
> Zyras plants can be used to activate Teemo shrooms, Jhin lotuses, nidalee traps and Shaco traps.
> Zyras plants can be used to block skill shots.




Thank you all so much for taking the time to read this guide its been great fun making it!
If you liked the guide or have any questions feel free to leave a comment and up votes are highly appreciated.
By no means am I a Zyra expert and this is my first guide, so if there is anything I have missed or you think could be changed go ahead and leave a comment to correct me because it will benefit not just me but everyone else who reads this guide.
Finally I want to thank:
jhoijhoi's guide to making a guide which really helped me start off and I recommend it to anyone who wants to write one.
"Closer to the flower, closer to the thorns."
― Zyra

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