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Zyra General Guide by EllaTheQueen

Zyra, Queen of Destruction

Zyra, Queen of Destruction

Updated on February 18, 2013
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League of Legends Build Guide Author EllaTheQueen Build Guide By EllaTheQueen 12,720 Views 6 Comments
12,720 Views 6 Comments League of Legends Build Guide Author EllaTheQueen Zyra Build Guide By EllaTheQueen Updated on February 18, 2013
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Introduction


This is a Zyra build requested by my friend. I hope you enjoy, also please TRY the builds before you complain. Thanks guys!

I am 13 and I love to play APC champions.

Zyra is one of my favorite champions and I find her very fun.

When I first played her I fell in love with her and her kit.

I love she uses her plants to her benefit in gold and killing.
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Why I absolutely love Zyra, Pros/Cons


Zyra is so great for twisted treeline. She is the funnest APC I've played. Her combo is great and she bursts like crazy.


Her plants are really fun to use

I love her kit

I love her voice :D

She is one of the best APC's I've played

Pros:
Low CDs
Plants do lots of damage
Amazing burst
Great passive

Cons:
Squishy
No escapes
Underfed, usually GG
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Lore, stats, abilties


Lore: Longing to take control of her fate, the ancient, dying plant Zyra transferred her consciousness into a human body for a second chance at life. Centuries ago, she and her kind dominated the ***ungu Jungle, using thorns and vines to consume any animal that set foot in their territory. As the years passed, the animal population steadily died off. Food became increasingly scarce, and Zyra could only stand by helplessly as the last of her kin withered away. She thought she would perish alone, until the appearance of an unwary sorceress presented her with an opportunity for salvation.

It was the first time in years Zyra had sensed a creature wander so close. Hunger drew her to the sorceress, but some other, deeper instinct compelled her. She enveloped the woman in thorns with ease, but as she savored this final meal, foreign memories invaded her thoughts. She saw great jungles of metal and stone where humans and animals thrived. Potent magic surged through her vines, and she devised an elegant but risky plan to survive. Using the woman's memories, Zyra poured her newfound magic into the creation of a human-shaped vessel. She didn't know what sort of world awaited her, but she had nothing left to lose. When Zyra opened her eyes, she was overwhelmed by the raw power ready at her fingertips. It wasn't until she noticed the shriveled remains of the plant she once was that she realized how vulnerable she had become. If this body died, there would be no network of vines to retreat through, no roots to regrow her...but she felt truly alive. She beheld the world for the first time as animals did, and a dark smile crept across her lips. She was reborn, and there was so much now within her grasp.

''Closer to the flower, closer to the thorns.''
--Zyra


Stats:
Damage 50 (+3.2 / per level)
Health 355 (+74 / per level)
Mana 250 (+50 / per level)
Move Speed 325
Armor 11 (+3 / per level)
Spell Block 30 (+0 / per level)
Health Regen 4.85 (+0.5 / per level)
Mana Regen 7.1 (+0.75 / per level)

Abilties:

Rise of the Thorns
(Innate): 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 80 + (20 × level) true damage to each enemy it strikes.
Range: 1,500 (estimate)
Duration of plant form: 8 seconds

Rise of the Thorns is a passive ability that will trigger whenever Zyra dies. After entering her

plant form, all of Zyra's ability slots are replaced with the Rise of the Thorns ability, which

she can use after 2 seconds to fire a projectile toward her cursor's location. This projectile is

a pass-through linear skillshot that deals true damage to enemies in a line.

Rise of the Thorns procs Rylai's 15% slow, similarly with all multi-target spells and abilities.

Rise of the Thorns pops Spell Shield.

Has 1900 missile speed.

Has 70 missile width.

Zyra will only fire the projectile if the player activates the ability. She will not fire it

automatically when the duration ends.


deadly bloom


(Active): Thorns shoot from the ground, dealing magic damage to enemies within the area.
Range to Center of AoE: 825
Cost: 75 / 80 / 85 / 90 / 95 mana
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds

Magic Damage: 75 / 115 / 155 / 195 / 235 (+0.6 per ability power)

Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows. Thorn Spitter attacks with long range and deals magic damage.
Duration: 10 seconds
Magic Damage: 26 + (6 × level) + (0.2 per ability power)
Attack Speed 0.800

Cost: 75 / 80 / 85 / 90 / 95 mana
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds

Magic Damage: 75 / 115 / 155 / 195 / 235 (+0.6 per ability power)

Deadly Bloom is a ground targeted area of effect ability that, after a short delay, deals magic

damage to enemies within the target area. Additionally, if Deadly Bloom hits a seed, a Thorn

Spitter will sprout. This plant autoattacks a single target at a time, dealing magic damage.

Deadly Bloom procs spell vamp and Rylai's slow similarly with all area of effect spells and

abilities with diminished effect.

Deadly Bloom pops Spell Shield.

Deadly Bloom will damage Black Shield.

The Thorn Spitter does proc spell vamp and Rylai's but with diminished effects.

The Thorn Spitter's attacks do not proc on-hit effects.

The Thorn Spitter's attacks do not pop spell shield.

The Thorn Spitter will prioritize champions.

If there are no champions in range, the plant will prioritize Zyra's target.

The Thorn Spitter doesn't attack structures such as Turrets, Inhibitors, and Nexus.

The Thorn Spitter has 6 HP.

Auto attacks from Champions deal 2 damage.

Auto attacks from Minions and Monsters deal 1 damage.

[Dragon]]'s attacks deal 4 damage.

Area of effect spells deal 3 damage.

Single target spells deal 4 damage.

Turrets shot deal 6 damage.



Rampant Growth

(Passive): Grants bonus cooldown reduction.
Cooldown Reduction: 4 / 8 / 12 / 16 / 20 %
(Active): Plants a seed lasting 30 seconds. If an enemy champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra!periodically stores seeds and she can hold up to 2 seeds at any given time. Zyra cannot plant any more than 4 seeds at a time.
Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.

Cost: 1 seed
No Cooldown
Range 825

Cooldown Reduction: 4 / 8 / 12 / 16 / 20 %
(Active): Plants a seed lasting 30 seconds. If an enemy champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra periodically stores seeds and she can hold up to 2 seeds at any given time. Zyra cannot plant any more than 4 seeds at a time.
Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.

Cost: 1 seed
No Cooldown
Range 825
Seed Recharge Time: 17 / 16 / 15 / 14 / 13 seconds

Rampant Growth is an ammo-based ground targeted ability that plants an untargetable seed at the

target location. (Correction: The seed can be targeted, it can't be attacked) Seeds last 30

seconds and grant vision of a small area around them. Whenever an enemy steps on a seed, they are

revealed for a short duration. Additionally, whenever Zyra casts spells on a seed, she will grow

plants at the seeds' location to attack enemy units. Extra plants striking the same target deal

50% less damage. Zyra gains one seed periodically and she can hold up to a maximum of 2 seeds at

any given time. It also grants additional cooldown reduction. There can be a maximum of 4 seeds on the ground.

The time it takes to store a seed can be reduced with cooldown reduction.

Seeds will reveal enemy units even if they are protected by Black Shield.

Seeds will not pop spell shields.

Seeds don't detonate Teemo's Noxious Trap,but plants make it explode.

Turrets don't attack seeds.

Seeds can be targeted by allied champions abilities like Lee Sin's Safeguard, or by the

summoner spell Teleport, but enemies can't target them.



Grasping Roots

(Active): Sends forward vines, dealing magic damage and rooting enemies for a short duration.
Cooldown: 12 seconds
Range 1100
Cost: 70 / 75 / 80 / 85 / 90 mana
Magic Damage: 60 / 95 / 130 / 165 / 200 (+0.5 per ability power)

Root Duration: 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds

Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows. Vine Lasher has short ranged attack that deal magic damage and slow by 30% for 2 seconds.
Duration: 10 seconds
Magic Damage: 26 + (6 × level) + (0.2 per ability power)
Attack Speed 0.800

Cost: 70 / 75 / 80 / 85 / 90 mana
Magic Damage: 60 / 95 / 130 / 165 / 200 (+0.5 per ability power)

Root Duration: 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds


Grasping Roots is a pass-through linear skillshot that deals magic damage and snares all targets

hit for a short duration. If Grasping Roots hits a seed, a Vine Lasher will sprout. This plant

autoattacks a single target at a time, dealing magic damage and slowing them for 2 seconds.

Grasping Roots procs spell vamp and Rylai's slow similarly with all multi-target spells and

abilities with diminished effect.

Grasping Roots pops Spell Shield.

Grasping Roots will damage Black Shield and the snare will be negated.

Has 0.16s casting time.

Has 1150 missile speed.

The Vine Lasher does proc spell vamp and Rylai's, but with diminished effects.

The Vine Lasher's slow stacks multiplicatively with Rylai's slow for a 49% slow.

The Vine Lasher's attacks do not proc on-hit effects.

The Vine Lasher's attacks do not pop spell shield.

The Vine Lasher will prioritize champions.

If there are no champions in range, the plant will prioritize Zyra's target.

The Vine Lasher doesn't attack batiments such as Turrets, Inhibitors, and Nexus.

The Vine Lasher has 6 HP.

Auto attacks from Champions deal 2 damage.

Auto attacks from Minions and Monsters deal 1 damage.

Dragon's attacks deal 4 damage.

Area of effect spells deal 3 damage.

Single target spells deal 4 damage.

Turrets shot deal 6 damage.


Stranglethorns (Active): 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.
Range to Center of AoE: 700
Cost: 100 / 120 / 140 mana
Cooldown: 130 / 120 / 110 seconds

Magic Damage: 180 / 265 / 350 (+0.7 per ability power)

Rampant Growth: Plants within the thicket are enraged, increasing their attack speed by 50%.


Cost: 100 / 120 / 140 mana
Cooldown: 130 / 120 / 110 seconds

Magic Damage: 180 / 265 / 350 (+0.7 per ability power)

Stranglethorns is a ground targeted area of effect ability that quickly spreads vines from its

center, dealing magic damage to all enemies in the area. After 2 seconds, the vines will contract,

knocking enemies into the air. Additionally, if Stranglethorns hits any plants, their attack speed

will increase by 50%.

Stranglethorns procs spell vamp and Rylai's slow similarly with all area of effect spells and

abilities with diminished effect.

Stranglethorns will damage Black Shield and the knockup will be negated.

Stranglethorns can pop spell shield with both its damage and the knockup. If the shield is popped

by the damage, the unit will not be protected from the knockup.

Similarly, if the target gains a spell shield after the damage has been applied, they will be

protected from the knockup.

The plants don't have to be created before the cast of this ability to gain the attack speed

bonus, the plants created during the 2 seconds before the knock-up will still be enraged.
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Skill usage


Zyra'smain combo is Grasping Roots --> Rampant Growth if you see the roots about to land --> Rampant Growth --> Deadly Bloom
The root and slow prevents the enemy champion from escaping the Thorn Spitter and prevents much retaliation.
Placing a seed in your spell's path after you have cast it gives you the best chance of having a seed in the proper spot.
Zyra is a great ambusher. Look for opportunities to set a trap of seeds in brush, then lure enemies in.

Placing and activating seeds behind a wall is not only a good surprise tactic, but adds a layer of

protection to the plants, especially from melee enemies. Plants will be able to fire at enemies

close to the wall without fear of retribution. Example: Top lane of Twisted Treeline, place seeds

through the wall separating the lane from Vilemaw's Lair. When your lane opponent gets too close

to the wall as they farm, activate the seeds.

Seeds enter a brief grace period after being planted in which they cannot be stomped out.

Aggressive players may take advantage of this by placing seeds directly under enemies and then

activating them with Grasping Roots, ensuring the targets will be slowed by the ensuing Vine Lasher.

Plants make great tanks. When in pursuit of jungle buffs, activate seeds between Zyra and the

targets, allowing Zyra's plants to become the focus target of creeps when they begin attacking.

Zyra can prepare to defend towers from pushes by pre-planting seeds before the minions arrive

at the tower, to allow for up to 4 plants to clear the minion wave quickly.

Zyra is a great initiator like Morgana landing a long range Grasping Roots or placing a good Stranglethorns to knock up multiple enemies can lead to a game winning team-fight
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Zyra, Queen of Destruction

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