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Spells:
Ignite
Flash
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Introduction
This guide will be very in-depth and will go over what to buy for


She has great sustained damage because of her plants and the low cooldown on her Deadly Bloom and her ultimate



One thing she lacks however is a reliable escape mechanism, but I will be discussing how to make up for that later on in the guide. Otherwise, she has an amazing laning phase due to her kit which will be talking about later on in this guide as well.
Here is an in-depth analysis of what runes you should/can run and why:
There are no other marks you should be running for a caster. Magic penetration is so strong and crucial for dishing out damage. Using these marks, on top of
Arcane Knowledge
, and
Sorcerer's Shoes will grant you true magic damage to the other enemy mid assuming they have no magic resistance. On top of that, there are truly no other marks worth it for AP casters to have.
AP casters need mana, and this boosts your mana regen per level by a lot. This allows you to cast more spells more often which increases your lane presence and allows you to sustain in your lane which is crucial early game.
I personally don't like these seals, but I see many people run these on their AP casters. Yes, it gives you great early mana regen and allows you to spam your skills more readily but here is my logic about why not to run them:
You should really only have the need to run these runes if you the know the enemy is going to be running an AD type of champion into your lane such as
Talon or
Pantheon. I still feel like
Greater Seal of Scaling Mana Regeneration is more viable than these runes because of
Zyra's ability to zone champions during laning phase.
These glyphs ensure that as you level up, all your abilities will start to scale and do slightly more damage due to the extra AP. I don't think this needs any further explanation.
Some people like to run this because of extremely high AP ratios on skills and they plan on getting kills pre-level 6, but
Zyra does not have such ratios and should not be running these. They could be effectively used to push an opponent out of lane very early to gain a level advantage and crush the opponent that way. However,
Greater Glyph of Scaling Ability Power surpasses these runes at level 7 which fairly close to level 6 when you get your ultimate and will be more than likely going for a kill. It's all your call and your playstyle, but
Greater Glyph of Scaling Ability Power has more gold value late game.
You probably won't ever need these runes, but you can run these if you know you will leave yourself susceptible to harass or you think you will need to tank a little damage early or are scared of some incredible burst from champions such as
Anivia or
Gragas. They could also be used when just learning
Zyra as you may not position yourself well and need this to compensate because you will take damage while trying to get your spells off.
These give you early game power on your spells and let's your harass do more damage and allows you to farm more easily via spells. The scaling quint of AP becomes greater than this quint at around level 11. It's not worth the wait in my opinion and this quint gives you high cost effectiveness early.
This rune is the only other viable Quint in my opinion. Mobility is the strongest factor and this game, it allows you to get to a place more quickly, get into range for an attack faster, or more easily dodge an enemy skillshot. By picking this quint you sacrifice a little bit of overall damage for the utility of mobility. It's your choice and your playstyle.
There are no other marks you should be running for a caster. Magic penetration is so strong and crucial for dishing out damage. Using these marks, on top of


AP casters need mana, and this boosts your mana regen per level by a lot. This allows you to cast more spells more often which increases your lane presence and allows you to sustain in your lane which is crucial early game.
greater seal of replenishment
greater seal of replenishment
greater seal of replenishment
I personally don't like these seals, but I see many people run these on their AP casters. Yes, it gives you great early mana regen and allows you to spam your skills more readily but here is my logic about why not to run them:
- Early game your cooldowns are so high that unless you are immediately casting a spell the moment it goes off cooldown, you aren't using the runes to their maximum potential.
Greater Seal of Scaling Mana Regeneration surpass these runes past level 6 and will give you more mana regen past that point. Level 6 when running a solo lane is achievable extremely fast.
You should really only have the need to run these runes if you the know the enemy is going to be running an AD type of champion into your lane such as




These glyphs ensure that as you level up, all your abilities will start to scale and do slightly more damage due to the extra AP. I don't think this needs any further explanation.
Some people like to run this because of extremely high AP ratios on skills and they plan on getting kills pre-level 6, but



You probably won't ever need these runes, but you can run these if you know you will leave yourself susceptible to harass or you think you will need to tank a little damage early or are scared of some incredible burst from champions such as



These give you early game power on your spells and let's your harass do more damage and allows you to farm more easily via spells. The scaling quint of AP becomes greater than this quint at around level 11. It's not worth the wait in my opinion and this quint gives you high cost effectiveness early.
This rune is the only other viable Quint in my opinion. Mobility is the strongest factor and this game, it allows you to get to a place more quickly, get into range for an attack faster, or more easily dodge an enemy skillshot. By picking this quint you sacrifice a little bit of overall damage for the utility of mobility. It's your choice and your playstyle.
Why 21/0/9?
Simply put, you are an AP caster and you are meant to dish out damage as effectively and as often as possible while remaining safe. You are not meant to be a tank for your team as there are other champions who fill that role much better than you so running 21 points in the defensive tree is not for
Zyra.
The 9 points into utility gives you a slight move speed buff, makes sure your blue buff lasts longer, gives you a larger mana pool, and gives you even more mana regen. This makes your laning phase presence and sustain strong.
What about 21/9/0 or 9/0/21?
I could see someone running 21/9/0 because of the extra health it gives so you could survive in lane longer. That's OK I guess, but I feel like skillful play will put you into positions and situations where you won't be getting hit in the first place.
By going 9/0/21 you have a very strong early game, but late game drops significantly in terms of damage and you will notice a huge difference in damage output.
Simply put, you are an AP caster and you are meant to dish out damage as effectively and as often as possible while remaining safe. You are not meant to be a tank for your team as there are other champions who fill that role much better than you so running 21 points in the defensive tree is not for

The 9 points into utility gives you a slight move speed buff, makes sure your blue buff lasts longer, gives you a larger mana pool, and gives you even more mana regen. This makes your laning phase presence and sustain strong.
What about 21/9/0 or 9/0/21?
I could see someone running 21/9/0 because of the extra health it gives so you could survive in lane longer. That's OK I guess, but I feel like skillful play will put you into positions and situations where you won't be getting hit in the first place.
By going 9/0/21 you have a very strong early game, but late game drops significantly in terms of damage and you will notice a huge difference in damage output.
I will go into detail about what spells to use on
Zyra and why:
This spell is amazing for any Mid and doesn't lose it's use late game. It will ensure damage onto your enemy. Late game you can shut down somebody with a bunch of lifesteal or crazy health regen such as
Dr. Mundo or
Swain whose kits revolve around it.
This is the strongest summoner spell in the game and there is no excuse not to have it.It let's you blink over walls to escape or ensure that last hit onto an opponent.
What about other viable spells?
Teleport could be used effectively, but I feel as an AP caster you should be set to kill, and you would have to give up
Ignite in the process.
Smite would be if you are jungling
Zyra which is doable and would be acceptable to replace
Ignite, but I will not be covering jungle
Zyra in this guide.
Ghost is strong, but chances are the enemy will be running flash.
Zyra's plants have a built in slow so why would you really need
Ghost?
Zyra also lacks an escape mechanism so
Flash makes up for it.
Exhaust is OK. Honestly I feel like the plant slow does enough for you to make this next to worthless. Unless your whole team decides to run
Ignite and not one
Exhaust for their AD carry then you shouldn't have to bring this spell. Plus using this spell will more than likely put you in a position you don't want to/shouldn't be in and will get you killed.
There really are no other viable summoner spells for
Zyra at the moment.

This spell is amazing for any Mid and doesn't lose it's use late game. It will ensure damage onto your enemy. Late game you can shut down somebody with a bunch of lifesteal or crazy health regen such as


This is the strongest summoner spell in the game and there is no excuse not to have it.It let's you blink over walls to escape or ensure that last hit onto an opponent.
What about other viable spells?














There really are no other viable summoner spells for

Upon death, Zyra returns to her plant form. After 2 seconds, she can press any ability to fire a Vengeful Thorn towards her cursor, dealing 99 + (25 × level) true damage to each enemy it strikes.
This is an extremely powerful skill. If you opponent is barely getting away after you have died, a well aimed shot could spell out death for them. It also does 100% damage throughout the shot, so it can pass through multiple enemies dealing true damage in a line nuke form.
Deadly Bloom
Deadly Bloom
Deadly Bloom
Thorns shoot from the ground, dealing magic damage to enemies within the area.
Magic Damage: 75 / 115 / 155 / 195 / 235 (+0.6 ability power)
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds
Cost: 75 / 80 / 85 / 90 / 95 Mana

This skill is what I call a bread-n-butter skill. It's an extremely strong spell and you should be using it often, especially during teamfights. The cooldown for this spell without any form of reductions are 7 / 6.5 / 6 / 5.5 / 5 seconds. Chances are you will have blue buff on at all times which will bring the time down to 4 seconds along with W maxed out to bring you all the way down to a 3 second cooldown. The damage this spell alone maxed out can deal 235 (+0.6) ability power every three seconds.
This spell is spammable for teamfights and what gives

These reasons are why I max Deadly Bloom first.
Passive: Grants bonus cooldown reduction. 4 / 8 / 12 / 16 / 20%
Active: Plants a seed that stays for 30 seconds and grants a bit a vision. If an enemy steps on it, it will destroy the seed but reveal them for 2 seconds.

Seed Stock Time: 17 / 16 / 15 / 14 / 13
No mana cost but will deplete 1 seed ammo upon a cast.
No cooldown between casts, but there is a slight delay.
This spell is what makes


Sends forward vines, dealing magic damage and rooting enemies for a short duration.
Magic Damage: 60 / 105 / 150 / 195 / 240 (+0.5 ability power)
Cooldown: 12 seconds
Snare Duration: .75 / 1 / 1.25 / 1.5 / 1.75 seconds
Cost: 70 / 75 / 80 / 85 / 90 mana



To top that off, when you hit a seed, you get a plant with a slowing effect. Which can be used offensively or defensively. Although it does have a shorter range than a plant spawned with Deadly Bloom.
Summons the fury of nature, growing a twisted thicket at target location which deals magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air.
Magic Damage: 200 / 300 / 400 (+0.7)
Cooldown: 130 / 120 / 110 seconds
Cost: 100 / 120 / 140 mana

This skill is the finishing blow move and does a huge chunk of damage in a pretty generous AoE. It's a great final skill for

Mobility is strong in this game and starting out with




This should be your first purchase when you head back to base. Double


Kage's Lucky Pick
Kage's Lucky Pick
Kage's Lucky Pick
You should opt to get this items as early as you can because this not only gives you +25 ability power, but it also gives you 5 more gold every 10 seconds. There is huge controversy right now whether or not AP casters should be stacking GP/10 items or not, but personally I found getting one early GP/10 item helps me snowball into late game.
Kage's Lucky Pick will be a free item after 20 minutes of holding it and any point past that time limit will be extra gold. It sets you a little behind early game because it is a 765 gold investment, but trust me when I say it is worth it to get it early. Plus, it isn't even a bad item for AP casters as it build into other items (if you wish) and also gives you some AP so your abilities hit harder.
You could choose

Of course when purchasing if you have spare gold for Sight Wards or

These boots give you magic penetration which helps you do increased damage by a percentage. I know

Of course when purchasing if you have spare gold for Sight Wards or

This item is going to be your first core item on

- Plants from
Rampant Growth apply the on-hit effect.
Zyra is a sustained damage mage so the health from this item really help you out with that aspect.
- It ensure enemies remain inside of your ult so the receive the knock-up effect.
- It gives ability power so that means more damage for you.
This items should be built on



I am getting owned in lane Items:
There is nothing wrong with buying a defensive item early.


Now here's the section that requires you to decide what items to build base on the flow of the game. I feel like every AP caster should have 1-2 set items they should get every single game with
Rylai's Crystal Scepter being
Zyra's. I will be telling you what items you should build, when, and why.
Items you will more than likely be aiming for Mid Game
Here are some of the conditions you should purchase this item:
This item is extremely potent and should never be underestimated because it's aura effect reduces enemy magic resistance by 20, and will boost any magic damage abilities you and/or your allies do as long as the enemy is within the aura radius.
This item allows you do dish out more damage with the extra 140 ability power, and has this nice little effect to it that boost your total ability power by 30% which amplifies how much each of your items contribute to your total AP. It makes all of your items more cost efficient in terms of damage. You should get this item at on point or another.
Here are some of the conditions you should purchase this item:
This item is stronger on
Zyra late game and should be purchased then, but it can be an acceptable mid game item as well. Having double
Will of the Ancients on your team (only 2 stack) will not only give you and the other person more ability power when fighting around one another, but you will both benefit from the spellvamp as well giving you huge teamfighting sustain which is
Zyra's specialty. Having 40% spellvamp when dishing out thousands of damage heals you for a ton.
Zyra's plants also give you spellvamp, but the reason I recommended getting this item later is because it is really not noticeable until you get high amount of ability power.
Late Game Items
This is a great item on
Zyra and can serve many amazing purposes. One being the fact that you are getting focused and need something to stall so your team can dish out damage or force the enemy to switch targets. It can also be used to dodge certain abilities as long as you use it at the right moment. It let's you cast your burst and set up your plants and puts you into a stasis so your plants will dish out damage for you since your spells are on cooldown anyway.
It also give armor and more ability power to bolster your damage.
You are going to be buying this item if your opponents are stacking high amounts of magic resistance. This gives you 40% magic penetration and some ability power which is always nice. even if your opponents late game aren't stacking magic resistance you should pick up the item anyway. The more damage you do, the better.


Items you will more than likely be aiming for Mid Game
Here are some of the conditions you should purchase this item:
- The enemy team have a little bit of magic resistance items on their team. This render them obsolete with your
Sorcerer's Shoes,
Greater Mark of Magic Penetration, and
Arcane Knowledge mastery.
- You have many magic damage dealers on your team. Possibly 2 AP casters.
- You are taking too much magic damage and need to be more tanky on top of your
Rylai's Crystal Scepter.
This item is extremely potent and should never be underestimated because it's aura effect reduces enemy magic resistance by 20, and will boost any magic damage abilities you and/or your allies do as long as the enemy is within the aura radius.
This item allows you do dish out more damage with the extra 140 ability power, and has this nice little effect to it that boost your total ability power by 30% which amplifies how much each of your items contribute to your total AP. It makes all of your items more cost efficient in terms of damage. You should get this item at on point or another.
Here are some of the conditions you should purchase this item:
- You have another AP caster on your team such as Vladamir or
Kennen who would highly benefit off of the spellvamp aura this item gives.
- You have many champions on your team who deal magic damage.
- You have many champions on your team who scale well with ability power.
This item is stronger on




Late Game Items
This is a great item on

It also give armor and more ability power to bolster your damage.
You are going to be buying this item if your opponents are stacking high amounts of magic resistance. This gives you 40% magic penetration and some ability power which is always nice. even if your opponents late game aren't stacking magic resistance you should pick up the item anyway. The more damage you do, the better.
This item could be good if you need even more magic resistance, but late game with blue buff and maxed


I'm sorry but I am going to have to say no to this item. Yes,





A decent item, and it's a shame it doesn't build into something that grants more ability power. You can use this if you are getting yourself CC'd a ton, but I feel like a well timed




It's a great item on


I am going to have to say no to this item unless they have multiple people on their team reliant on health regeneration/lifesteal/spellvamp. The cooldown reduction goes to waste, and late game if you really need mana, you are just going to go back to base to quickly restore it via fountain. The active has a reduction on healing which is great, if the enemy has a strategy or playstyle revolving around it.
I personally feel this item is a waste on


These items should be bought when given the right circumstances. There comes a time mid or late game when you need say 1500 gold to make a next major purchase, but you know there will be a teamfight before then and want to contribute a little more. This would be a great time to purchase these elixirs for extra magic damage, cooldown reduction, or even health. Base it off what you need.

Without waiting any further I am going to explain
Zyra's options for laning phase. She has multiple playstyles like I said before so it's all preference on what you want to do.
Ward Placement
These are some good spots where to place wards as they will see an enemy jungler moving in for a gank, doing the wraith camp, or invading your jungle. It all depends which side you are on.


Defensive Playstyle
This revolves around playing defensively for whatever reason. Maybe their jungler is fed and you want to stay as safe as possible or maybe you are losing your lane extremely hard or maybe you just like playing defensively.
Using the picture below, every blue X represents potential spots to place a
Rampant Growth seed where if you activated the seed with an
Grasping Roots not only will the enemy jungler most likely be snared, but the plant spawned will be the one with the slowing effect. Their jungler then has to make a choice between continuing on with the gank while tanking much damage from the plant or turning around. I'd suggest planting seeds on the opposite of where you have a ward - meaning that if you have a ward on the right river, you should have a seed planted around the left river.
Every yellow X represents probable hotspots for your seeds that deal with your laning opponent. everything in the yellow box is fair game for seeds, but the yellow X mark very effective spots as they can prevent you from getting turret dived or they can help you push a creep wave back so you aren't forced to turret hug.

Offensive Playstyle
This is primarily focused on pushing your lane while harassing your opponent by putting seeds in aggressive locations. It's useful versus those tricky mages such as
Kassadin or
LeBlanc. You will need proper Sight Wards to pull this off without getting ganked.
You have some options for this playstyle, you can start off playing in the middle of the lane and spawning plants there forcing your opponent to be pushed back to their turret or force them to their river bush. The plants you will most likely be spawning are the high ranged ones from Deadly Bloom.
The alternative is to be extremely aggressive early and zone them out from experience by spawning plants in the area close to their tower.

Surprise Plant Playstyle
No pro Microsoft paint pictures marked with X in this playstyle. I know you are disappointed, and I'm sorry.
This playstyle is what I end up playing most of the time, because if the enemy seeds pre-set in mid lane, they will either destroy it when they are safe to or stay clear until the seed goes down.
Both Deadly Bloom and
Grasping Roots take casting times which means while they are being casted you can cast a
Rampant Growth in the area they will be in. When the enemy champion takes damage from the spell, there will also be a plant at their feet targeting them.

Ward Placement
These are some good spots where to place wards as they will see an enemy jungler moving in for a gank, doing the wraith camp, or invading your jungle. It all depends which side you are on.


Defensive Playstyle
This revolves around playing defensively for whatever reason. Maybe their jungler is fed and you want to stay as safe as possible or maybe you are losing your lane extremely hard or maybe you just like playing defensively.
Using the picture below, every blue X represents potential spots to place a


Every yellow X represents probable hotspots for your seeds that deal with your laning opponent. everything in the yellow box is fair game for seeds, but the yellow X mark very effective spots as they can prevent you from getting turret dived or they can help you push a creep wave back so you aren't forced to turret hug.

Offensive Playstyle
This is primarily focused on pushing your lane while harassing your opponent by putting seeds in aggressive locations. It's useful versus those tricky mages such as


You have some options for this playstyle, you can start off playing in the middle of the lane and spawning plants there forcing your opponent to be pushed back to their turret or force them to their river bush. The plants you will most likely be spawning are the high ranged ones from Deadly Bloom.
The alternative is to be extremely aggressive early and zone them out from experience by spawning plants in the area close to their tower.

Surprise Plant Playstyle
No pro Microsoft paint pictures marked with X in this playstyle. I know you are disappointed, and I'm sorry.
This playstyle is what I end up playing most of the time, because if the enemy seeds pre-set in mid lane, they will either destroy it when they are safe to or stay clear until the seed goes down.
Both Deadly Bloom and


Your job as an AP caster is to do damage to as many enemy champions as you can, as often as you can. Your position should be fairly close to your ranged AD carry and you should be harassing the enemy with Deadly Bloom or both Deadly Bloom and
Rampant Growth plants.
Once your enemy decides to commit to a fight cast
Grasping Roots while trying to snare high priority targets. Then spawn two seeds cast a Deadly Bloom then finish the combo with
Stranglethorns. This will give you huge burst damage and your plants will receive the 50% attack speed bonus. The slow from
Rylai's Crystal Scepter getting applied from the plants will keep them in your ultimate long enough for them to receive the knock up from it.

Once your enemy decides to commit to a fight cast



For simplicity I will be using Q,W,E,and R for spell labeling rather than typing their names out every time. Of course apply ignite when needed. Spell Combos fit the harassment playstyle the best or just for getting those quick kills on enemies out of position or being chased, or saving a teammate.
Here is a cheap mana cost combo:
W - Q
Q - W
Q - W - W (You have to be extremely fast on this one, I'd recommend the spell combo after this)
W - Q - W
W - W - Q
Another cheap combo:
W - E
E - W (place the seed behind the opponent right after you cast E)
E - W - W
W - E - W (seeds behind opponent, or one in front with one behind)
W - W - E
Strong Burst combo:
E - W - W - Q
W - E - W - Q
E - W - W - Q - R
W - E - W - Q - R
R - E - W - W - Q
R - W - W - E - Q
R - W - W - Q - E
Here is a cheap mana cost combo:
W - Q
Q - W
Q - W - W (You have to be extremely fast on this one, I'd recommend the spell combo after this)
W - Q - W
W - W - Q
Another cheap combo:
W - E
E - W (place the seed behind the opponent right after you cast E)
E - W - W
W - E - W (seeds behind opponent, or one in front with one behind)
W - W - E
Strong Burst combo:
E - W - W - Q
W - E - W - Q
E - W - W - Q - R
W - E - W - Q - R
R - E - W - W - Q
R - W - W - E - Q
R - W - W - Q - E
Well that's the guide, I know it doesn't look super cool and is nothing special in terms of aesthetics, but what I lack in looks I make up for in content. Hopefully you enjoy my guide for
Zyra and use all this information to your advantage. I would appreciate feedback/votes! If you like my guide and would like me to make one for another champion this in-depth I would be glad to make one, I play all positions but I main AP caster mid so I will have the most to say about that lane.
Thank you!
-Raviant

Thank you!
-Raviant
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