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Spells:
Flash
Ignite
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Introduction
[[Pros: -
+ Zyra has a lot of damage output early game with her plants, similar to Heimerdinger.
+ Her seeds can be used to grant vision for a short amount of time, helpful when watching for ganks etc.
+ Zyra has a lot of crowd control. Grasping Roots ensnares your opponent for quick damage and then allows you to back off receiving minimal damage back. By using this move on a seed it spawns a melee plant which slows your enemies and does damage. Her ultimate Stranglethorns knocks up enemies in a radius which is useful for catching multiple enemies in a trap.
Cons: -
- Zyra is squishy early game and can be bursted down quickly.
- She focuses a lot on using her plants for damage and if you do not create them then it is difficult to do a lot of damage over time as her cooldowns are moderately high.
- Seeds only last 30 seconds so do not rely on them as you would wards as they disappear a lot quicker.
+ Zyra has a lot of damage output early game with her plants, similar to Heimerdinger.
+ Her seeds can be used to grant vision for a short amount of time, helpful when watching for ganks etc.
+ Zyra has a lot of crowd control. Grasping Roots ensnares your opponent for quick damage and then allows you to back off receiving minimal damage back. By using this move on a seed it spawns a melee plant which slows your enemies and does damage. Her ultimate Stranglethorns knocks up enemies in a radius which is useful for catching multiple enemies in a trap.
Cons: -
- Zyra is squishy early game and can be bursted down quickly.
- She focuses a lot on using her plants for damage and if you do not create them then it is difficult to do a lot of damage over time as her cooldowns are moderately high.
- Seeds only last 30 seconds so do not rely on them as you would wards as they disappear a lot quicker.
The runes I have pointed out are a what I use for standard mid champion runes. This build is mainly offensive rather than defensive, however with the little bit of extra MR you should be able to survive your opponents attacks and still do lots of damage.
Magic Penetration Marks Magic Penetration marks are generally good for AP champions. If you think that the mastery page gives enough magic penetration don't hesitate to use flat AP marks instead. The added MP or Ap greatly helps in early game skirmishes for damage and early kills. |
SPACE |
Mana Regeneration Seals Mana Regen seals allow you to sustain in lane longer and keep on using your spells. Coupled with a ![]() |
SPACE |
Magic Resistance Glyphs Although you may be in favour of damage damage damage! I am suggesting you actually take magic resistance glyphs as only the ![]() |
SPACE |
Flat AP Quintessences Flat AP quintessences are extremlely helpful as they grant you a large sum of AP. Again, early game you can easily notic the difference in your damage, then late game you may find an extra 20 AP wins you a fight. |
The mastery page I have set up is a standard AP mastery page in my opinion. Others may suggest taking some defensive masteries, however what's the point in having defense if you can't trade enough damage to make the fight worthwhile because you have no mana? That's why I suggest the utility masteries for an added portion of mana & mana regen.








THEN






















Recommended
AND
Flash and
Ignite are standard mid lane summoner spells and will give you an escape / engage option with
Flash and then if you JUST missed that last hit,
Ignite will finish off your opponent for you.
Viable
Surge will increase your ap and health so you could turn the tide of a fight or just escape a gank. I would recommend taking this instead of
Ignite if you do, so you still have a secondary escape option or engage option.
If you're thinking of taking
Ghost then take it instead of
Flash as two movement summoner spells aren't useful except for champions such as
Rammus and
Malphite
If you want to take
Exhaust I would recommend it instead of
Ignite. This is because without
Flash you will have to play extremely careful in your lane to avoid ganks and
Flash engages by the enemy. Only do this if you are confident in your ability to escape.
Take
Teleport instead of
Ignite if you want. It is useful for getting to team fights quickly and possibly saving an ally/killing an enemy in another lane.
If you're bad at conserving
mana then take
Clarity so you can always counter a fight even when the enemy believes you low on mana. it's not my favourite spell but you might prefer it.
Not Recommended
None of these summoner spells will benefit you in any way in mid lane (imo). You may want to take one of these spells but I seriously advise you don't.






Viable



















Not Recommended







None of these summoner spells will benefit you in any way in mid lane (imo). You may want to take one of these spells but I seriously advise you don't.

Early game you should be looking to farm as many creeps as possible, amassing gold to buy your items with. Although she is adept with crowd control and damage, because all of

The yellow circles represent the



The orange circles represent where you should be planting your


The blue circle represents the mana golem aka. blue buff. You should have your jungler help you get this the second time around then after that with the help of your plants you should be able to take it down by yourself rather easily for the rest of the game. As a tip you can plant your

The pink arrows represent which lane you can go to for ganks. After level 6 Zyra is a very good ganker because of the range of her ult and the cc of all her moves.
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