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ZYRA BUILD GUIDE: Uncontrollable Wildfire by BryVOOD

by BryVOOD (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Ability Power( +10.71 ability power)
3
Greater Quintessence of Ability Power( +14.85 ability power)
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 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
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 2/3
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 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
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
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 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
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 2/3
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 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
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

Hello there. My name is BryVOOD and I'm here to give you the necessities, tips, and tricks to playing one of my favorite champions. I understand a few people might see this guide as "Inferior" due to the fact that my ranked elo is hovering around 1250, however, I went on about a 3 week binge on playing Zyra almost exclusively and I can only ask you to believe me when I say that Zyra is still a very powerful champ and when played right, she is really good. She is a ridiculous pubstomp champion and I've a fair share of Ranked Solo Queue playing her.

Zyra is one of the absolute terrors of Mid lane. Even when you shut her down, the amount of utility she brings to the team makes her incredibly useful. Even after Riot nerfed almost everything about her, she is still one of the best mid lanes in the game. Zyra is tricky to learn, but once you learn to capitalize on her strengths and defend against her weaknesses, you will be a joyful addition to any team comp.

Pros:
  • Incredibly Bursty.
  • Plants provide great followup damage.
  • Easily one of the best ultimates in the game.
  • AOE root that can go through minions.
  • Slow from her E plants.
  • Free 30 second wards.
  • Surprisingly counters a lot of top lane champions.
  • "Redemption" passive makes her scary even while dead.

Cons:
  • One of the squishiest champions in the game.
  • Pure skillshot champion.
  • Ultimate easily dodged with flash or gap closers.
  • Very slow movement speed, on par with Anivia.
  • Almost a guaranteed death if caught without any seeds.

Change Log and Planned Updates

12/20/12 V 1.1

-Updated Masteries for Season 3

9/13/12 V 1.0

-Released

Masteries

[http://i.imgur.com/wrbAg.png]
I will not go in depth about the masteries on Zyra because she takes the standard AP Carry Masteries 21/0/9.

You may find need to go 21/9/0 but I don't recommend it. 9 in Utility is great for extending your buffs and gives you that extra mana regen for staying in lane.

Runes

There are 2 different Core rune pages I use on Zyra.

Offensive

  • x9 Greater Mark of Insight - +8.5 Magic Penetration
  • x9 Greater Seal of Resilience - +13 Armor
  • x9 Greater Glyph of Potency - +11 Ability Power
  • x3 Greater Quintessence of Potency - +15 Ability Power

Details: This rune page is meant for that early game aggression I love from Zyra. This rune page is used if you're confident enough to bully your opponent out of lane and make their life a lot more frustrating. Only use this page if you've got some experience playing Zyra. I also use this page if I ever go top lane because a lot of bruisers don't have that early Magic Resist and will put them significantly behind in their build if they attempt to buy an item like or to counter your lane aggression.

Defensive

  • x9 Greater Mark of Insight - +8.5 Magic Penetration
  • x9 Greater Seal of Resilience - +13 Armor
  • x9 Greater Glyph of Warding - +12 Magic Resist
  • x3 Greater Quintessence of Potency - +15 Ability Power

Details: This rune page is a pretty standard AP Carry Rune Page. It gives you some pretty great defensive stats. It gives you the extra Magic Resist and Armor while still maintaining a nice balance of Ability Power as well the nice Magic Penetration. This rune page is a pretty safe pick if you aren't quite confident enough to go full offensive.

Notes:

I don't like using Mana Regen runes because I would rather have the extra burst or extra defense rather than the extra Mana Regen. I don't find the mana regen on her as valuable because of her High Risk High Reward gameplay.

Summoner Spells

Necessary:
Flash is absolutely necessary on Zyra. She has no inherent escapes and using your and then flashing away is one of the only few ways you can survive a gank.

Good picks:
Ignite synergizes quite well with your plants for the followup DPS after your initial burst and helps clean up that last sliver of health your opponent might have if they get away.

Teleport is a great spell all around. It allows you to jump around the map to help out any fights going on. Zyra is a HUGE threat in turning fights around and having Teleport is great for getting to that counter-fight position quickly.

Questionable:
The only reason I might take Exhaust is to ensure my opponent doesn't get out of my knockup. I don't recommend exhaust on Zyra unless you're going top lane and nobody else on your team has Exhaust.

Heal is another questionable spell I would take in very specific matchups. I don't like this spell because I would rather take Ignite or Teleport for the Kill potential rather than the Long-Cooldown Sustain.

Do not take:

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 99 + (25 � level) true damage to each enemy it strikes.

Explanation:
This is what makes Zyra such a pain to go all-in against. If you get in a trade that isn't in your favor and your opponent goes all-in, doing as much damage will give you a chance at redemption with this passive. It makes you terrifying even while you're dead.

IMPORTANT NOTE: Her passive takes 2 seconds to activate upon her death. If during this transition, you press any smartcast button, she will fire it to wherever your cursor was once she transforms into her passive. I cannot stress this enough, my early Zyra play saw a lot of missed kills because I would die while pressing my smartcast buttons and my passive would shoot off into a random direction.




Q: Deadly Bloom
Thorns shoot from the ground, dealing 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 magic damage.


Explanation:
This skill is Zyra's bread and butter. It does quite a bit of damage on it's own and if you cast it on a seed, it turns into a plant that will autoattack any enemy near it, prioritizing champions first. Quite nice for harrasing.




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:
This is what makes Zyra, Zyra. She can store up to 2 of these. Unless going all in, you should never have 0 seeds. These seeds also give you vision wherever you place them. You should use these as a quick ward anytime you're unsure of walking into a bush.




E: Grasping Roots
Sends forward vines, dealing 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 magic damage and slow by 30% for 2 seconds.


Explanation:
This is a very great AOE root CC. It goes through minions and champions and roots them down for a few seconds depending on the level of the spell. Using this ability on a Seed will turn that seed into a plant that slows any champion it attacks. This plant has a very reduced range compared to the plants created from





R: Stranglethorns
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.

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


Explanation:
This ability is absolutely amazing. It synergizes so well other AOE ults like Malphite and Amumu. It does some initial damage once cast and after 2 seconds, knocks up any champions standing inside the circle. That's only half of the ultimate though. Any plants inside the circle gain 50% attack speed. If you have a and a then your DPS throughout a teamfight stays past your initial burst.



Skill Order

One of the fun things about Zyra is that her Skill Order varies quite differently from situation to situation.

Poking: >

Full Combo (No Ult): > > >

Full Combo (With Ult): > > > >

Item Builds

Start:
  • Explanation: You need Boots of Speed on Zyra because her base movement speed is one of the slowest in the game. Take the potions so you can sustain a little better in lane.

First back:
  • Explanation: The Doran's Ring's give you that extra little bit of health along with some nice bonus AP and Mana Regen.

Boots: or
  • Explanation: Your boots depend on how confident you are in your burst. If you feel that you will come out on top in each fight, go for the Sorcerer's Shoes. If you feel like you might need a precious few seconds shaved off your cooldown time to throw out another ability, Take the Ionian Boots of Lucidity.

Bursty Path: > > > >
  • Explanation:This is the build I usually go for if I'm doing even relatively well. It allows you to maximize your burst and your sustained DPS from your plants.

Safe Path: > > > > > >
  • Explanation: The early Hextech Revolver allows you some really great spellvamp sustain in lane if you're paired up against an aggressive midlane. Will of the Ancients and Rylai's Crystal Scepter give you some bonus health and even more sustain.

Tips and Tricks

Never use both seeds unless you know for sure you will get the kill.

  • The reason for this is that while Zyra has incredible utility, if she is caught without seeds, she is a very vulnerable position for a gank by the enemy Jungler or a Re-engage by your opponent. Always have 1 seed in your belt at all times for those emergencies. If you know you are going to get the kill, go ahead and use your combo but only if you know for sure you will get the kill.

Bait with your seeds

  • A clever trick to use is to plant a seed in the middle of the lane near your opponent. If he tries to step on the seed to destroy it, throw your at him and punish him for his mistake by throwing down another W and use your Q

Be one with the bush

  • You're a plant, act like one. Sit in a bush you know someone is about to walk by or through and use your entire combo once they walk through. Unless they've built a ton of Magic Resist, your combo should kill them. If your combo doesn't kill them, then your plants will.

Root the Line

  • The minions walk in a straight line while moving down the lane, this makes it very easy for you to use a > combo to clear the line faster.

Just cool down you hothead!

  • Believe it or not, Ionian Boots of Lucidity work really well with Zyra's built in Cooldown reduction. It allows you to plant your seeds faster and increase your damage output in a relatively short amount of time. It also amps up your teamfight presence as you can plant seeds and use your abilities faster.

We've got the Synergy!

  • Your ultimate synergizes incredibly into an AOE team comp.

Synergy:
Amumu
Galio
Gankplank
Kennen
Malphite
Nunu

Final Comments

Zyra is a fantastic overall champ. I love playing her and I have huge win% rate in normals with her. She is a very pubstompy champion if used correctly and is a complete terror if fed a few kills. Her all around kit useful is great from level 3 and onward and everything about her kit is just a thrill to use. Remember that she counters some very specific top lanes that would be otherwise uncounterable. I have had great success using Zyra against Jax. All of this might be different based on skill however.

Please note, while I don't play ranked that much, my normal elo has me placed up with some relatively competent teams and a lot of them give me a run for my money. At one point I had a 30+ game winning streak using only Zyra in every role except AD carry. I have jungled Zyra, I have played Support Zyra, I have played Top Zyra and I have played Mid Zyra. Mid and Top Zyra are fantastic and top laners have a hard time dealing with Zyra for some reason. Jungle and Support Zyra don't work nearly as well and I don't really recommend it unless you have quite a bit of experience with her.

Thanks for reading and happy Photosynthesizing!

-BryVOOD
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