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ZYRA BUILD GUIDE: [S3] Plant? Animal? Why not both? Zyra Mid Guide by Dot145

by Dot145 (last updated over a year ago)

22,479 Views 6 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Mana Regeneration( +3.69 mana regen / 5 sec.)
9
Greater Glyph of Ability Power( +10.71 ability power)
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
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mastery 3 mastery 3 1/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
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mastery 3 mastery 3 0/3
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mastery 1 mastery 1 0/1
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mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Rise of the Thorns
QDeadly Bloom
WRampant Growth
EGrasping Roots
RStranglethorns
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 1/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Rise of the Thorns
QDeadly Bloom
WRampant Growth
EGrasping Roots
RStranglethorns

Champion Matchups

Introduction

Hi, I'm Dot145, a Gold rated player on NA who specializes in AP mid champions. I've awaited the release of Zyra since she was announced and have had a lot of fun playing her and building her kind of uniquely.

Zyra is a somewhat new champion that is extremely fun to play and pretty versatile in playstyle. She's primarily an AP mid but is also played as a support. She specializes in doing a decent amount of burst with , , and and a lot of damage over time with plants while CCing a huge area with the second tick of in teamfights. She's great at both 1v1s and teamfights, something not every champion can boast to have.

Zyra is a somewhat difficult champion to learn, so I recommend playing a few bots or normal games before playing her against actual players. This difficulty is made up for by the fact that she's extremely fun to play and can dish out satisfying amounts of damage.

Zyra is somewhat surprisingly similar in playstyle to Anivia. She has a ~4s cooldown nuke with and damage amplification if you place a in the AoE, a long, slow-travelling AoE short-duration CC in (again with damage amplification plus a bonus slow from , and an ultimate with a huge AoE that deals a large amount of damage and CCs everyone in it with .

This is my first guide, but I feel it is a noteworthy guide. I've put a lot of effort into it. Please offer constructive criticism on what I can do to make my guide better :).

Masteries

The new season 3 masteries aren't too different from season 2, especially for AP mids who go 21/0/9. I take points in Spellsword and Butcher because the three points that would otherwise be in Havoc simply aren't worth it, just like last season. I take movement speed and mana regen in utility as well as, obviously, increased buff duration for an extra 30 (?) seconds of blue buff.

Runes

There are many different options available for runes. For all cases, I'll take magic pen marks and mana regen seals because there isn't much else that's worth it--the only thing that I might consider are magic resist seals and marks if you really want to win trades through defense. Mana regen seals give Zyra all the regen she needs to survive and use her abilities effectively and not run out of mana. It does, however, assume that you aren't going to be pushing hard with Q and E.

[http://i.imgur.com/AmPgl.png]
I like to take these runes over others because Zyra needs a tiny bit more mana regen and some more AP. Because of this, I don't get movespeed from masteries, so I get it in runes. I'm still getting the same stats as my normal AP stuff (MS quints, MR glyphs, Mana regen yellows, MPen marks and 21/0/7) but more suited to Zyra.

Other options:

Glyphs and Quints are another story. On many APs, I'll take magic resist glyphs.
[http://i.imgur.com/oypjL.png]
The only exception is if I'm against an easy lane or someone with low harass such as Karthus. If you don't want magic resist glyphs, flat AP and AP/level glpyhs work too. I recommend AP/level glpyhs because they become more effective than flat ones around level 7, but it is sometimes cool to have 26 AP at level one from runes alone with flat AP glyphs (as well as quints).
[http://i.imgur.com/XHVK8.png]

You have two choices for Quintessences: flat AP or movement speed. On most APs I'll take movement speed because I also play a lot of Anivia and the movement speed is usually vital. Having the mana regen masteries instead of movement speed is another viable reason to get MS quints.
[http://i.imgur.com/QmHS1.png]
On someone like Zyra, who has a bit more movement speed, I'll usually take AP quints because the early AP is nice to have. This is especially due to the fact that I get Lich Bane, which provides a nice bit of MS.

Another thing to consider, assuming you don't need MR or are taking 3 points in the defense tree, is MS quints with AP/level glyphs. This gives a decent amount of AP that also scales into late game while providing Zyra with bonus movement speed--which, as the movement speed creep continues, is getting more and more useful.

Item Builds

This part is where Zyra gets really fun. She has so many different item builds available for her, especially now in season 3, and she still dishes out ample amounts of damage and hard and soft AoE CC. I always start and then build into . In season 3, going straight for a because it gives early AP, defense, penetration, and builds into , which has become a core item on seemingly every AP mid. Ionian Boots aren't worth it.

Obviously, buy numerous if you plan on using your seeds for anything other than free wards. Even if you do use seeds for sight, it's helpful for your team to ward dragon and the wraith camp.

After that, finish your and then go on to , , , or . These are all good choices depending on what you need. If I don't know what else to buy, I get because it provides decent survivability, a bit of AP, and a slow that makes your plant be just as effective as the plant due to the slow proccing on plant attacks. This slow also makes twice as effective. If you need magic resist due to being against a bursty champion like Annie, Veigar, or Leblanc, is a great item. On that note, against and , I recommend to provide MR for survivability against the burst and tenacity to escape their stuns. Tenacity is more effective against than against due to .

Once you get , build for more survivability. Zyra needs to be up close and in the fray so I'd recommend getting a but is a better option if you're taking a lot of magic damage. This is especially important if you're behind, before you get , get items granting more defensive stats (examples: ). They will be more worth it.

I really liked on Zyra for a while but it just leaves her too squishy. It's also a generally weak item that costs a lot for how much it does. It's only decent on AP champions that rely on autoattacks, like TF, Fizz, and (sometimes) Lux. In a good game, I'll build straight for but it usually still isn't enough. Zyra needs more survivability so at this point, are pretty much a necessity.

Don't forget about !

Sample Builds
Keeping up in farm, maybe a few kills

This build gives a huge amount of damage through 700+ AP as well as a ton of magic resistance penetration. Get if the enemy is stacking MR. Otherwise, , , , or even can work.

Oh-no-I'm-behind

These items give great survivability while also giving some damage, which helps comebacks.
I suggest getting an before because it's likely that you're behind due to their mid lane being fed. If this isn't the case (due to, for example, constant jungle ganks or the enemy midlaner being AD), and are better first because they give HP.

Against an aggressive lane

(vs )/(vs ,,,, etc.)/
This build focuses on being able to win trades primarily through survivability and then through damage of your own.

Defensive options

If you desperately need defense, choose one of these. is better against lots of magic damage, is good if you're being focused or need both armor and magic resist, and is the best choice if you don't have any tanks on your team who got it (because they're manaless, perhaps) and the enemy team is AD heavy or has a fed AD carry. Generally, though, will be all you need defensively.
is extremely useful (I'd say required) against Malzahar. It negates a ton of his damage with the MR it gives and the active instantly makes his useless. It's also good to have against teams with suppression or hard initiation (, ) or just a lot of CC. Mikael's is good if you need regen and have more large sources of magic damage on your team, like Kennen or Vlad. It makes you more supporty and allows you to help a teammate, essentially giving them a free .

Other items


It seems like every AP mid nowadays builds this. I haven't experimented much with it, but I feel like other items are more important to build. Zyra doesn't benefit as much from this as, say, , , or do because all of her damaging spells save the plants are AoE (and, in comparison to , Zyra doesn't have built-in spell vamp to stack with), so they incur a reduction on the restoration. If you need sustain in lane, though, and you're getting blues so mana is nowhere near being a problem, I can see this being helpful.


This was basically turned into a support item a few patches ago. It gives a small amount of AP, some mana regen, and CDR. That's one of three stats that Zyra actually needs. I wouldn't suggest this.


As I said before, I used to like it but not so much any more. Zyra needs more survivability and the MR it gives isn't enough for how much it costs. Zyra doesn't need extra autoattack damage.

Boot Enchantments

Not much is known at the moment about what enchantments are best for AP mids, but, because Zyra has a lot of AoE damage, Furor isn't the best choice. Homeguard is very good when defending your base and Distortion isn't as useful because it will only affect your flash cooldown. Captain can be good if your team needs to push hard or is retreating (assuming you're on the back lines), but generally a support or tank will get that (as far as I've seen). This leaves Alacrity as the last choice. I haven't gotten this before but it definitely counteracts Zyra's record-low movement speed and helps her against bruisers.

Summoner Spells



EXPLANATION:
These are basically the only useful summoner spells. Zyra generally can't quite burst someone down early game and needs the extra damage from to secure kills. It's also extremely helpful against someone with large amounts of healing like Vladimir and Swain. is also very important as Zyra has no escapes.

Honorable mentions:

if you want to gank other lanes sneakily. I've seen people like Nyjacky and jiji run it.

if against Katarina or if you just need it. Why? Your ultimate's knockup has a 2 second delay, which is too long to interrupt her ult. Neither your E nor the plants grown from it can interrupt her ultimate, so take exhaust to severely reduce her damage output. It's also great for dueling or against a team with a bruiser that constantly tries to dive you.

Skills

Passive: Rise of the Thorns
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 per level) true damage to each enemy it strikes.

Explanation:
Zyra's passive is pretty interesting. It's most similar to Kog'Maw's but it's longer range and she can't move while in it. I've used it to turn ganks around and get double kills. The damage is much more than you'd generally expect, ranging from 99 (level 1) to 549 (level 18) true damage.

Keep in mind that you actually need to cast the ability by pressing Q, W, E, or R. It does not automatically cast.


Q: Deadly Bloom
Thorns shoot from the ground, dealing 75 / 115 / 155 / 195 / 235 (+0.6 per ability power) magic damage to enemies within the area.

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


Explanation:
Zyra's bread and butter skill. It has a low mana cost and does a decent amount of damage with nice scaling to boot. It is actually surprisingly easy to hit--it's approximately the AoE of Swain's W with the delay of Cassiopeia's Q. At early levels, placing a seed under a caster minion wave and casting on them can clear waves quickly and cheaply. You can also use after if you want to conserve seeds, but this costs more mana. Later on, it can wipe out a caster minion wave in one shot.




W: Rampant Growth
(Passive): Grants bonus cooldown reduction.

(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 plants 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 25% less damage.


Explanation:
The passive on this ability is great and is probably the only thing that makes Zyra viable; without it, her cooldowns would be far too high. Zyra's seeds are fun to use and can be used for many situations. You can use them as wards early on or to add damage to your harass. A seed placed on the other side of the lane can effectively zone the lane opponent and, if they try to stomp it out, you can Q or E them for a quick, one-sided trade. In teamfights, I recommend placing seeds before all of your skills so that you can get the plants out to do damage and also start generating another seed.

Note that plants have an attack speed of 0.800.




E: Grasping Roots
Sends forward vines, dealing 60 / 95 / 130 / 165 / 200 (+0.5 per ability power) magic damage and rooting enemies for a short duration.

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


Explanation:
This ability is very useful but deceptively hard to hit. It travels somewhat slowly (although not as slow as Anivia's Q, fortunately) and can be difficult to predict if you're also trying to place a seed underneath the spell as it hits your target. The plant grown by this ability does the same amount of damage as the one grown by but also slows. It's generally better, but it has a smaller range. This spell is the bread and butter of support Zyra, which Morello dislikes, so he is nerfing it periodically.




R: Stranglethorns
Summons the fury of nature, growing a twisted thicket at target location which deals 180 / 265 / 350 (+0.7 per ability power) magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air.

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


Explanation:
This skill is fun. It's a huge AoE nuke that also CCs the entire AoE. It has a somewhat short cooldown with 's CDR, so don't be afraid to use it in 1v1s or 2v2s. Try to use it in the center of teamfights; the enemy team will be forced to split or be knocked up. This skill is what makes Zyra a great teamfighter.




Skill Order

Most commonly:
The skill order on Zyra is surprisingly flexible. Most of the time, will be best first, but can also be used for invasions. If your team has enough CC for an invade and no way to check bushes, works too. I like to max first because it's her primary source of damage and allows easier pushing and better lane dominance. It also has better AP scaling.

I like to max before because levels on increase the damage and root duration, whereas on , it's just CDR and the amount of time it takes to make another seed.

Obviously, you should take whenever you can because it's better than any other choices. After you've maxed and , max . Common sense!

If you're playing support (which is not what this guide is for), max (REWQ)

Laning and Playstyle

Zyra has somewhat low manacosts and decently high damage early on. Using semi-frequently to harass in lane will give you an advantage because it has a very long range. Zyra has a playstyle somewhat similar to Anivia: farm early, utilizing autoattacks (and, in Zyra's case, ) to harass and, when the chance arises, combo with ->->-> for a large amount of damage. This combo starts out with the root, dealing damage. Before it hits the target, plant a under them and in the line of your . This will root them, allowing your to hit. Place a before the hits and after the has spawned to utilize the slow and high damage of both plants together. Altogether, this combo will deal an incredible amount of damage at any point in the game. Don't forget autoattacks. They're powerful, especially once you have your .

Post-6, consider initiating a fight with the enemy midlaner and make sure you hit your . It's a very powerful spell providing fantastic damage and a big knockup to boot. Heck, because of it, you could try baiting out enemy jungle ganks if you're confident in your ability to kill both of them--which isn't too unlikely if you're doing well because all of your damaging abilities are AoE. Be careful, though, as if they survive, you can't do too much other than kite around your plants for another 3 or so seconds, at which point you just have your Q.

As previously mentioned, zone your opponent with if you aren't using them as wards. They have no mana cost and, provided you don't have two stored, you'll always be generating a new one. Play mind games with your opponent; confuse them with seeds. Try to bait them into stepping on a seed and not reacting. Next time they try to step on a seed to squish it out, ->-> to surprise them. This will also make them more hesitant to stomp out the s, effectively zoning them.

Another powerful thing about Zyra is that she can push or be pushed and still do fairly well. Enemy out of lane? the enemy creep line to destroy it in seconds. Being zoned? Last hit only for a few waves and you'll be pushed to around your tower. You can have your plants tank the minions and prevent the tower from stealing your precious CS.

Matchups

In this section, which I'll be constantly expanding and building upon, I'll discuss, in detail, matchups you might have in midlane with Zyra. Without further ado,

Ahri Difficulty: 7
I've had this matchup twice: once as Ahri, once as Zyra. Ahri can push and poke just about as well as Zyra, but she's more mana dependent than Zyra if she does so. Ahri does have two distinct advantages that counter Zyra, though: sustain through and mobility through and . Zyra is basically useless if her plants, , and knockup don't hit. She gets a bit of damage from the ultimate, but if Ahri ults away, you'll miss both your and if she's competent. Also, if you're caught by a charm, you're pretty boned if the jungler is nearby. It taunts you for a second and pulls you toward her, giving a perfect opportunity for a gank. Play passive and ward. Consider using seeds as wards before your first back. If you manage to land a , though, you can get great harass on her; put both seeds under her and . This harasses extremely well, doesn't cost much mana, and zones her for 10 seconds.

tl;dr wins in sustain and mobility, so poke when you can and play passive, ward up, dodge taunts, and avoid 1-on-1s when her ultimate is up.

Anivia Difficulty: 6
Unlike what I thought before I played the matchup, Zyra has a chance against Anivia. Anivia has low mobility but has stronger harass (>, which is what she uses pre-6 but can be dodged; and >, which is short range and predictable but very low cooldown and very strong. It's only available post-6, of course.), about as much sustained damage, much better pushing power post-6, and, most importantly, a much more significant AoE. AoE abilities really hurt Zyra because they kill her plants fast without sacrificing any damage onto Zyra herself. Dodge her s and win 1v1s. It travels slowly but she can trap your dodging with a wall or nearby terrain. An advantage that Zyra has over Anivia, though, is that Zyra can actually take down Anivia if she's egged because the plants do a ton of sustained damage (especially early on when Anivia's egg reduces her armor and MR by 40) and Q always has a short cooldown. With two plants out, you do more damage over time than she does for the first few seconds. Once she hits a second E, though, she's doing more damage because it's such a strong ability.

td;dr dodge skillshots and engage in trades. Ward.

Annie Difficulty: 7
Annie is one of my least favorite champions; as a player of Ahri, Anivia, and other squishy APs, I absolutely hate her burst. Thankfully, Zyra has an advantage: long range and zoning capability. Time her stuns and flee if she chases you. Try landing an combo but stay out of range. Build magic resist and you'll be completely fine. If you see the enemy jungler nearby, fall back and play passively. Just like the Brand matchup, survive burst and win fights. If absolutely necessary, farm with for extremely safe, long range but rather unreliable farming.

tl;dr survive burst, win trades, win game

Brand Difficulty: 6
Eww, Brand. I find him harder as Zyra than as other champions, but that's just my personal experience. Zyra's pretty slow so his skillshots are hard to dodge. He does much more burst damage but not much after that; I'd recommend rushing a for some MR to survive his burst. Once you do that, and as long as their jungler isn't coming, you can win trades and even kill him. Another thing to try is to catch him with your and then >> in between you and him to block his , which is what helps him win trades so easily. If Brand uses his ult, get away from your plants or closer to minions (thereby decreasing the chance you'll be hit by it more than once).
Note that due to his passive, hitting a plant with any skill will kill it after a few seconds.

tl;dr survive burst, win trades, assuming their jungler is elsewhere.

Cassiopeia Difficulty: (unknown, predicted ~7 or 8)
I HAVEN'T ENCOUNTERED THIS MATCH. THIS IS JUST SPECULATION BASED ON MY EXPERIENCE WITH BOTH CHAMPIONS. TAKE IT WITH A GRAIN OF SALT. Also, my friend played this matchup and told me details about it.
Cassiopeia, just like Zyra, can be an absolute monster in lane. Thing is, Cassiopeia has shorter cooldowns, more damage, and a somewhat more reliable stun. She can push just about as well as Zyra and, if you try to harass with plants, she can safely them and they die fast. Her s are easier to dodge than yours, though, so if you dodge them, this lane is significantly easier. Try to poke back occasionally with your if she's poking you with hers. If she's using her or to push, use yours identically. Because she has lower cooldowns and manacosts, you need to autoattack creeps too to counterpush. You'll both run out of mana if this continues for a few minutes, and while Cassiopeia's individual manacosts are lower, Zyra can do more with less mana due to her plants.

tl;dr mimic her harass or push, whichever she does, and farm while playing passive

Gragas Difficulty: 5
Gragas is an interesting lane. A really good Gragas is a pain to deal with, but because he needs to push in order to farm effectively, you can turtle up and be mostly fine. This lane is hardest when you're ahead because he wants you to push into his tower, leaving you extremely vulnerable to ganks due to his . Ward a ton if you're winning and pushing and try to gank a lot so you aren't in as much risk of getting ganked. Again, be careful for his because it deals a huge burst of damage and massively displaces you. Dodge s in (which, I understand, isn't always easy to do if he's exceptionally good) and you'll be fine. This becomes mostly a farm lane only offset by ganks when both players are skilled. Rush an and/or if he's poking you hard or you're getting ganked a ton with his .

tl;dr dodge skill shots, watch out for , farm up and avoid ganks.

Kennen Difficulty: 5
Kennen, the annoying squirrel, is surprisingly easy for Zyra, especially when compared to other champions--not that he's easy here, it's just easier than a lot of other matchups. Zyra can poke better than Kennen because, while they're both skillshots with delays, Zyra's is AoE and not blocked by creeps. Hide behind creeps; if he cocaine balls and charges at you, him and run away, for it's a pretty likely that his jungler is nearby and/or he's going to try to kill you with his ult. Zyra can easily win 1v1s if you dodge s. Even if you don't, you can win extended trades due to your plants and, if necessary, passive. Both Kennen and Zyra have extremely good teamfight presence but I'd say Kennen has a tiny bit more because his ultimate does more damage and he also has his . However, Zyra has two AoE CCs and Kennen really only has one.

tl;dr you can win trades and teamfights if you play right, but he's still very annoying.

Malzahar Difficulty: 5
A lane against Malzahar can easily go both ways. I prefer to rush a but it's completely personal opinion. I usually end up doing pretty well, scoring a kill or two before or slightly after level 6, so I get it when I'm ahead. It prevents 1v1s from going extremely in his favor because when he lazors you, you can use the QSS active and it's instantly cleansed, negating a ton of his damage--especially if he previously used his space aids on you. You only need to walk out of his and dodge his and you take a miniscule amount of damage. Because Malzahar is a stationary caster with low mobility, he's especially vulnerable to your plants. If you hit a , proceed to and you'll rack up an unbelievable amount of damage on him. All of this can go the other way, too: Zyra's pretty stationary, so if you do get ulted and don't or can't QSS out of it, you're in for a ton of damage with his location-based spells.

tl;dr try QSS, avoid abilities, you have kill potential.

Twisted Fate Difficulty: 4
This matchup is pretty easy for Zyra. If you catch him in a , >> and he takes a ton of damage. As long as you can dodge his wild cards, you'll be completely fine. Watch out for jungle ganks, though, especially after a gold card. Don't be afraid to if needed. If you plant seeds in the E, you could potentially get a kill if one of them are low. Keep the lane pushed up so he loses cs when he roams. If you have movement speed quints, you could follow him for a counter-gank, but this doesn't always work. Steal enemy jungle when you can.

tl;dr dodge his skillshots, keep lane pushed, beware of jungle ganks, try following him when he ganks


As I said before, this will be updated as I play more matchups.

Tips, Tricks, and the "Good Stuff"

Zyra has some neat little perks that most AP mids or champions in general can't do. For example, Zyra probably has the easiest time stealing enemy wraiths of any champion. Plant a seed or two across the wall into the enemy wraith camp (works best when your lane is pushed) and use . If you want to completely clear the camp, use immediately afterwards, but make sure that the plant grows from because it needs the range. Early in the game, it takes one seed and a to clear the big wraith and leave 1-2 wraiths there, depending on minute circumstances like your runes, starting items, and luck. Later in laning, when you've built a bit of AP, a simple will completely clear it out. Remember that doing this is taking a large risk by putting yourself in a perfect position to get ganked, so make sure you have wards around before you do so.

This can also be applied to when you're receiving blue buffs from your jungler. Place two s on the camp, it, and run back to lane. If your jungler got it remotely low, you'll receive a blue within the next few seconds.

Zyra also has some different combos available to her. I previously explained my personal favorite, >>>>. This CCs the target, does a large amount of burst damage with , , and , and applies both plants to slow your target afterwards and get two attacks. The knockup from gives even more time for the plants to attack and also increases their attack speed.

Another "combo" is used when you're hiding in a bush for a while and expecting an enemy to pass by. Plant some s in a bush while hiding in it. When an enemy approaces, the seeds and the target. If you can get 4 seeds down, these plants will do a ton of damage (including 80% of your AP every second or so).

I watched Scarra play some Zyra and he likes to poke with E in lane. If he lands one, he does a >>, which takes advantage of the root to hit and plant seeds. It does a lot of burst and a ton of sustained damage compared to most APs while effectively zoning them pretty well for up to 10 seconds.

Final Comments

Zyra is an extremely fun champion to play and Anivia lovers, like myself, will have a blast playing her. She's strong in lane and also very useful in teamfights and can build many different ways to suit her role and team. She can play AP mid or support viably.

I'll update this guide as I play more Zyra and find out what works and what doesn't. Please leave constructive criticism! This is my first guide and I hope it's pretty good, but there's still stuff I know I can do better.

Special thanks to my friend Medmaile who inadvertently convinced me to buy Zyra and also for letting me beat him to the "buy the new champion" race 'u'.

Comments

January 7, 2013 - 03:09 AM #1

As turbo stated, this guide isn't finished. You're missing 4 required chapters: early game, mid game, late game, and team fights.

July 31, 2012 - 12:34 AM #2

Why not? Of course, I'm going to add more, but it has basically all you need to play Zyra how I do.

July 29, 2012 - 02:56 AM #3

This guide isn't even finished...

July 27, 2012 - 01:46 AM #4

Good job dude!

July 27, 2012 - 01:26 AM #5

Imgur ate my images or something. They might break. I just fixed them, but if they do it again, I'll switch to something else.

July 27, 2012 - 01:18 AM #6

Awesome guide! Thanks!

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