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Choose Champion Build:
-
Mana rich
-
Mana regen
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Introduction
Normally I use Isthatoks guide for





I'm not a veteran player, so bear that in mind if you choose to read on. For totally new

Harassing and killing
Lvl 1
Use the range of
Grasping Roots(E) to deal a bit of damage to your opponent.

Lvl 2
When your opponent is away from their tower, use
Rampant Growth(W) with
Grasping Roots(E). Remember to target your opponent with autoattack because your plant will attack whatever you're autoattacking.


Lvl 3-5
You can now start killing your opponent if they push too far from their tower, make sure to save up two seeds for this, if you only have one it's better to wait. Use
Rampant Growth(W) quickly followed by
Grasping Roots(E), then
Rampant Growth(W) again (after the
Grasping Roots(E) has hit), then quickly Deadly Bloom(Q) on top of the opponent (and your
Rampant Growth(W)). Proceed to autoattack your opponent.





Lvl 6+
Use the same combo as lvl 3-5, but throw in
Stranglethorns(R) after, this will make the two plants you've made gain +50% attack speed (along with the extra CC).

Initiating teamfights
For
Zyra to initiate teamfights sucessfully you'll need to be sure that you won't be CC'ed (or killed outright) before you've completed your lvl 6+ rotation. That means you will only be initiating very rarely, mostly when your team catches the opponents stretched a bit out, with no gap-closing enemy close enough to attack you immediately. You initiate with the lvl 3-5 combo on the opponent that is the closest to you, then hold
Stranglethorns(R) for a second for the other opponents to engage and then
Stranglethorns(R) where you can hit the most enemy champions (or if a bruiser is hammering your carry, use it there).



Joining teamfights
Usually you will be joining the teamfight from behind your tankier allies, in this case it's pretty much a matter of locating the squishiest enemy champions and hitting as many of them as you can (without diving into the enemy lines) with your lvl 6+ combo.
With the halving of the boots movement speed boost for season 3, I've postponed buying boots till about the 3rd time I return to base. The ceaseless harass you can do with
Chalice of Harmony, or the benefit of starting to charge up
Tear of the Goddess early on (to get that yummy
Seraph's Embrace faster) makes up for the slight delay in boots. If you're against an opponent where you need to dodge skillshots or you want the safety 25 extra movement speed gives against ganks, then get boots first.
Remember, if you choose to go for
Seraph's Embrace, spam your spells whenever
Tear of the Goddess/
Archangel's Staff is off cooldown - even
Rampant Growth(W) counts towards the charges. Don't spent all your mana for no reason, and make sure to have seeds when you need them, but when you do have spare mana/seeds, for example running around somewhere, by all means use your abilities to speed up the charges.



Remember, if you choose to go for




I generally prefer to stay far away from enemy champions. My choice in summoner spells reflect this (the offensive summoner spells all have pretty short range).
Flash is nice for multiple reasons - for
Zyra mainly as escape. I wouldn't swap this for anything.
Teleport is a personal favorite of mine. The ability to instantly return to your lane after going to buy or heal up (instead of spending as much time running as a death mid-game costs) is going to help you get ahead of your laning opponent. Add to that the ganking potential of this high-CC champion, and you have an idea of why I get it. Also note that both
Flash and
Teleport both benefit from
Summoner's Insight
and
Enchantment: Distortion
Ghost would be my 3rd pick to gain an additional way to get away from melee champions.
Exhaust would be my 4th pick to gain an additional way to get away from melee champions.
Ignite isn't something I would get on
Zyra because I don't want to get close enough to use it normally.
Barrier is another good option, especially if you don't want
Seraph's Embrace to get that extra bit of survivability.
Heal is a bit too weak in it's present form, but it could help you stay in lane slightly better if you're up against a strong harasser.
Clarity isn't really needed in this build because this build has plenty of mana regen in runes and items.
Cleanse could be useful if you lane against a heavy CC champion or someone like
LeBlanc who has lingering effects that can be devastating.
Clairvoyance it's always nice to know where your enemy champions are (or aren't), but I wouldn't recommend it for the AP carry.
I wouldn't consider using any of the other summoner spells.


















I wouldn't consider using any of the other summoner spells.
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