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ZYRA BUILD GUIDE: Zyra, Dominate Mid. by Seablaster

by Seablaster (last updated 10 months ago)

1,173,020 Views 28 Comments
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
3
Greater Quintessence of Ability Power(+14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

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

Introduction

Hey there, my name is Seablaster and welcome to my guide to mid lane Zyra.

Since Zyra's release in Season 2, I have played her a high amount in the mid lane. Even after the many nerfs she's taken in regards to both the AP mid role and support role, she has remained as one of my favourite picks for my mid lane roster. She is the champion I played from Silver to Platinum,

Runes

Marks : Magic Penetration are simply the best for rune efficiency.
Seals: Armor allows Zyra to trade better early with more basic attack harass. She has an above average attack range of 575, so you best abuse it early game.
Glyphs: Helps against the amount of magic damage that you will be taking early game. These can be traded for scaling magic resist if you're against physical damage. More explanation in the dedicated runes section.
Quints: These are pretty standard on AP mages. Movement Speed Quints are another set that should not be overlooked. Zyra's lack of mobility benefit from Movement Speed Quints significantly.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 1/1
mastery 1 1/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
This is my preferred page for Zyra. There is no best page f

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

Introduction to Zyra

Hey there and welcome to my guide. My name is Seablaster and my top, and final rating in Season 2 was 1919. I feel I have a strong understanding of Zyra. I have about 2200 normals played with probably 400-500 games played with Zyra.

A small background on my ranked play. I started playing League two years ago and have primarily played Normal Blind pick, until they released Normal Draft mode. Since then I've only played Normal draft. Early-Mid September of last year I started playing ranked, I've progressed from 1261 to 1919 playing only Zyra as AP and Support (I had 15 or so games played as Sona as well).

---

Things related to Seablaster:

My stream: http://www.twitch.tv/seablaster Currently Not Live.

Youtube channel:

http://www.youtube.com/seablastar

Instachit:

https://www.instachit.com

InstaChit is a website that my brother and I have been developing. It's a simple, secure, and fast way to communicate with others in solo queue. All audio is encrypted and is not stored. This service works in Chrome and Firefox right now, and will work with other browsers in the future. This website is in beta stages, so use the feedback form to give us input; as all feedback goes directly to my brother and I. Thankyou for using it! :)
---

The below K/D/A is slightly skewed of Zyra because I play her as support as well.

[http://i.imgur.com/mMtz2m7.png]

Lets quickly look at some pros and cons of .

Pros
  • Above average attack range (575).
  • Short Cooldowns.
  • Good range on Q,W and E.
  • Lots of AOE.
  • Has a Snare, Slow, and Knockup as CC.
  • Good burst AND sustained damage.
  • Strong lane pusher and clear.
  • Free vision via seeds.

Cons
  • No mobility abilities.
  • Relatively high skill cap champion.
  • Can be difficult to deal with gap closers.
  • The Low range on her ultimate can be difficult to get used to.
  • All damaging abilities are skillshots (May be a "Pro" for some).

Zyra Patch Changes

League of Legends patch 3.13 (30/10/2013)

Deadly Bloom (Q)
Range reduced to 800 (from 825)
Damage changed to 70/105/140/175/210 (+0.65 Ability Power) (from 75/115/155/195/235 (+0.6 Ability Power))

Rampant Growth (W)
Passive Cooldown Reduction reduced to 2/4/6/8/10% (from 4/8/12/16/20%)
Plant base damage changed to 23 (+6.5 per champion level) (from 26 (+6 per champion level))
Reduced the delay before seeds can be stepped on by enemies to 1.5 seconds (from 3)
Range increased to 825 (from 800)
Fixed a bug where spells would rarely not turn seeds into plants

Stranglethorns (R)
Stun no longer persists after the knockup ends
Now properly enrages plants created within the bramble zone after Stranglethorns has been cast

Patch 3.13 Opinions

Ah, another patch to nerf support Zyra, yet we are still heavily affected. The damage nerf at rank 5 to our Q means we require 500 AP to break even with the old values of damage on Q. Personally I like the change to her W as I felt 20% innate CDR was a bit nuts, in exchange for 25 additional range on our W I don't mind too much.

The nerf to Stranglethorns is a pretty big deal. As with most knockups there is a brief stun and/or slow affect on the targets hit after the knockup ends. That part has essentially been removed, meaning that as soon as a player lands from Zyra's knockup, they can move freely. This really hurts us as our plants do not get as many hits as they did previously.

All in all Zyra still feels like a competent mage. With the nerfs to her damage, and cc, it would be nice to see a slightly mobility buff (through the means of a very very slight base movement speed buff) to help her roam. Zyra really hurts in the mobility department.

League of Legends v1.0.0.153 (15/12/2013)

Rise of the Thorns (Passive):
Damage reduced to 100-440 from 124-549
Missile Speed reduced to 1900 from 2200
Missile Width reduced to 70 from 90

Grasping Roots:
Missile Speed reduced to 1150 from 1325

Vine Lasher:
Fixed a bug where the plant was sometimes slowing by more than 30%

v1.0.0.153 Opinions

These nerfs were directed at support Zyra, yet do affect us quite a bit. I want to quickly talk about the nerf to Zyra's passive.
The damage nerf, is totally understandable. They allowed Zyra, as a support, to be quite viable in dealing some damage when she dies. 549 true damage is pretty damn good for someone that isn't building AP.
As for the other two changes, Missle Speed and Width, I think should not be changed until they normalize the time it takes to fire off the projectile on her passive. Currently there are two separate times that are added together to equate the delay time before firing the Zyra passive. That is the time of the model turning to the direction of firing the projectile, and the slight delay before the projectile is fired. That turning time should not exist on Zyra, it creates a small, but very noticeable difference in delay before the projectile is fired. If they had removed that turning time, I would be fine with the nerfs to her passive. Now it's even more unreliable.

Oh and the slower missle speed on her snare is understandable. It was a pretty damn good skill. AoE snare that moves that quickly? Yeah... it deserves a nerf.


V1.0.0.144 (07/08/2012):
General:

Base movement speed reduced to 300 from 310.

Plant damage for additional plants reduced to 50% from 75% when multiple plants are attacking the same target.

Grasping Roots:
Damage adjusted to 60/95/130/165/200 from 60/105/150/195/240.

Stranglethorns:
Damage reduced to 180/265/350 from 200/300/400.
Cast range reduced to 700 from 800.

v1.0.0.144 Opinions

These nerfs put her in a good state, and were certainly needed. She was incredibly overpowered, and you could max her E instead of Q because the damage was so similar. Her burst was ridiculous and sustained damage was ridiculous. As much as I enjoyed going 15-0 every game during her "broken" state, I felt as if I was cheating. She was blatantly overpowered.

Runes

Runes are fairly flexible on Zyra as you can really just build based around the enemy lane opponent and jungler. These mainly alter the playstyle that you prefer when playing Zyra.

[http://i.imgur.com/0DN2ZlR.jpg]

Above is my preferred rune page, but there are certainly many changes you can alter to fit your playstyle. Below I will explain all of the rune sets that are fine on Zyra.

Red Runes:
Recommended: Magic Penetration:
The most unchanged rune set. Magic Penetration still outweighs Ability Power, even though Magic Penetration reds were slightly nerfed. We've gone from 8.5 magic penetration from reds, to 7.8 magic penetration from reds. I believe this was done due to the changed made to Armor/Magic Penetration. Now that % Pen applies before Flat Pen, Flat pen just became more effective, requiring a slight nerf to stay in line with the previous season.

Hybrid Penetration Runes:
These are actually quite a fantastic way to abuse Zyra's above average range of 575. These are very efficient runes when you're dealing with a champion that you will be basic attacking a lot. Try these out versus melee champions, as most melee mids like and bring armor in their runes and/or masteries. If they are not bringing those, your basic attacks will wreck them in the early stages of the game. If you are going to take these reds, BRING MOVEMENT SPEED QUINTS. MS quints make bringing these that much more enjoyable with the constant dashing in and out with basic attacks.

Yellow Runes:
Recommended: Flat Armor:
After seeing that Froggen has been bringing them even versus magic damage champions, I thought I would try it out. It allows for easier early game dominance through basic attacking the enemy champion repeatedly, and them not being able to return the damage due to these runes. Zyra has a 575 range which is above average, this allows us to really utilise these runes to their fullest potential in the early game.

Seals have a second set of recommended runes, and they are:

Recommended: Scaling Health:
Scaling health yellows are one of the two requirements for Seals because of Zyra's lack of mobility spells. Having a defensive edge on your opponent can be the difference of FIRST BLOOD and first... blood.

Flat Mana Regen:
Yep, they're still pretty good if you're planning on not getting a or .

Scaling AP:
If you feel you don't need the health, or armor, and you're getting and/or . These yellows will do you well.

Blue Runes:
Recommended: Flat Magic Resist:
I almost always bring these, as lots of Zyra's power comes from the early game. These negate some incoming damage from other magic damage champions.

Scaling AP:
They grant a moderate amount of AP for when you're laning versus an AD caster. Pick these up if you're versus an AD caster and you are not afraid of the late game magic damage another lane, or jungle brings.

Scaling MR:
Use these when you're versus an AD Caster, and they have, perhaps Rumble top, and Maokai jungle. Basically if there are scary teamfighters on the enemy team that bring magic damage, these are really good. These are also quite effective when you're not afraid of the enemy lane opponent early, and they're dealing magic damage. The "break even" level for Scaling MR blues to be more effective than Flat MR blues, is level 9. Think you will not take much magic damage pre level 9? These are great.

Quintessences:
Recommended: Flat AP:
Ability power and Movement speed are both equally powerful on Zyra. Take AP quints when the enemy jungler is not very scary. If you think you don't need the movement speed quints to escape ganks, take these AP quints to dominate your lane early.

Quints also have a second set of recommended runes, and they are:

Recommended: Movement Speed:
Movement Speed quints are spectacular on Zyra because of a few reasons. First off, we know Zyra does not have any mobility spells, and her base movement speed is average. These help us escape ganks from aggressive gap-closing junglers; as well, they provide Zyra with the means to dart in and out with basic attacks in the first few levels of the game.

Masteries

[http://i.imgur.com/Ur7AT9u.jpg]

This is one of the two recommended pages for Zyra. Fairly typical 21-0-9 AP masteries.

[http://i.imgur.com/icj7jQj.jpg]

As for this one, take this versus higher burst type champions. I almost always take this versus bursty enemy champion lanes (of course, change the magic resist mastery to the armor mastery in the defensive tree when against physical damage champions) as they are typically the more scary laners.

Summoner Spells



Explanation:

There are very few exceptions for Summoner Spells. We will bring Flash + Ignite in 99.9% of games. 's sustained damage with your plants and basic attacks is what catches most players off guard early game. is a no-brainer. A blink escape, gap closer, wall hopper, bring it every game.



Other Summoner Spells

I recommend always bringing flash, but the following Summoner's may be situationally okay.



Barrier has it's place against hard lane matchups. Baiting tower dives with your immense CC and this Summoner spell can sometimes work. Personally I prefer most of the time for the raw bonus damage it provides.



A very nice Summoner Spell, make sure your team is aware that you have this so they can put some wards around for you to teleport onto. This is fantastic to help your team push down towers.



Your support may have this, and if they do, it is not the best to have two of them. This may be good versus AD Casters, like and



Why to NOT pick the following Summoner Spells:







Barrier outshines this summoner with a shorter cooldown and similar damage negation. Another downside to this summoner is that any champions with healing debuffs mitigate this by 50%. Heal is simply a lesser Barrier in a 1v1 scenario.



Zyra is not mana hungry at all. After your or you will not feel the need for more mana unless you're managing your mana very inefficiently and poorly.



Barrier outshines this summoner with a shorter cooldown and similar damage negation. Another downside to this summoner is that any champions with healing debuffs mitigate this by 50%. Heal is simply a lesser Barrier in a 1v1 scenario.



If you're wanting this Summoner Spell, pick up a instead.



Only use this if you are:
  • Also bringing teleport.
  • You are playing Karthus.
  • You are PhantomL0rd.

So basically never bring this.



Well, I guess since you are a plant, you belong in the jungle. Sure, why not, take Smite and go Jungle. Your plants will tank for you and you have good sustained damage, and AOE. Have fun.

Abilities

Skill Priority


R > Q > E > W

R. Always level up ultimates at 6, 11, and 16. Huge AOE Damage + Knock up.

Q. Maxed for the largest damage output.

W. Maxed last due to not contributing to Zyra's burst.

E. Maxed second. This is a line skillshot snare.


Skill Explanations


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:

It's very good, but difficult to use. It is a bit frustrating to properly fire, but when properly used, is a great passive. It will fire at your cursor, the first time you use an ability between death, and when the skillshot is available. This means that you will have many accidental misfires and such. It also has a short cast time, so compensate for that when aiming. Hit as many targets as you can for the greatest effect. Oh and it applies true damage!

[http://i.imgur.com/JHyRPyv.jpg]





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:

Your primary harass ability. Max first and use it very often if you have or blue buff. Has a relatively short cooldown, and creates a ranged plant when using this ability on a seed.

[http://i.imgur.com/cc8t2wV.jpg]



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 50% less damage.


Explanation:

To explain the 50% less damage. First plant deals 100%, second plant deals 50%, third plant deals 25%. This only applies if they're targeting the same enemy. Plant damage does not vary from the Q plant to the E plant. Damage scales with AP and your champion level, NOT points in W. Points in W simply reduces the time in which a seed is available, and grants Cooldown Reduction.

[http://i.imgur.com/FJ4yIle.jpg]



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:

A skillshot snare that creates a slowing plant upon hitting a seed with it. I'll explain your early game damage in the "Early Game" section, for this ability is super important for it.

[http://i.imgur.com/DEJNrEb.jpg]



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 ultimate is amazing. As a champion she will always be strong because of this ability. Your combo will almost always be E-W-W-Q-R-Ignite as you want to get 1-2 plants in the AOE of your ultimate. The attack speed buff on your plants is a huge damage increase, and should not be overlooked. Using your ultimate without any plants in the area is a massive DPS loss and you WILL notice it.

[http://i.imgur.com/gp2SrKl.jpg]

Item Builds

A starting item build is located in the Item Build section near the beginning of the guide. This section explains late game items, boots, and what not to get.


Boots

/ are your boots of choice. are good early game and mid game. But your passive on W and blue buff will grant you 40% CDR. So it's wasted stats. 99% of games we will take . If they have tons of CC, or you're versus Veigar, pick up .

As stated previously the following item builds are quite solid.

Versus AP:

chalice-of-harmonysorcerers-shoesrabadons-deathcapzhonyas-hourglassathenes-unholy-grailvoid-staffguardian-angel

OR

chalice-of-harmonyhaunting-guisesorcerers-shoesrabadons-deathcapliandrys-tormentrylais-crystal-sceptervoid-staffzhonyas-hourglass

Versus AD:

dorans-ringdorans-ringsorcerers-shoeszhonyas-hourglass(rabadons-deathcap OR rylais-crystal-scepter and then the other one) void-staffguardian-angel

Winning Lane:

sorcerers-shoesrabadons-deathcapzhonyas-hourglassvoid-staffguardian-angel

I used to believe was a great item early game, but it makes her damage not as great as it could be for the mid game. I've switched to an early and eventually into . The Cool down reduction is nice, and allows you to give your blue to another player. You will not be mana starved in the slightest with , you will have some nice magic resist, and eventually some nice AP and CDR. Finally, the item is amazing if they have double AP.


Rylai's Crystal Scepter

is an underrated item on . It grants a great amount of HP that needs. Her plants do benefit from the slow, it is only the 15% slow instead of 35%. Below I will explain how the slows stack on her E plant, and Rylai's, and why it's still important to have.

A little explanation on slow:

Slows stack, with diminishing returns. The weaker slow's strength is reduced by 65% of it's potency. What this means is since E plant slows for 30%, and Rylai's slows for 15%. The end result is a 35% slow. Because Rylai's, being the weaker slow, was reduced by 65%, bringing the slow strength to 5%.

But ignore that small 5% increase on her E plant, what we want to look at is her Q plant.

Rylai's will pick whatever is most recently applied as a slow, if your Q plant fires and slows for the 15%, it will use that slow. Now you have an effective 45% slow on a target. Because you have 30% slow from E plant, and 15% from Rylai's.

15% does not sound like an advantage. But even moving 10 MS faster than a target is a huge advantage for kiting, assuming they don't have a gap closer (or have used it and you're still running).

  • A 45% slow reduces a target from 390 MS to 215 MS

  • A 30% slow reduces a target from 390 MS to 273 MS

Suddenly that 15% looks a lot larger huh? You reduce another 58 MS, gain 80 AP, and 500 HP for 2800 gold. Cost effective on Zyra, trust me.

Item Choices



An extremely strong item if built early. Build this item if you are not grabbing ; because, grants 20% cdr which leaves you at 44% cdr, 4% overcap. Ranks in increase your CDR by 4% per rank. So is all you need. I also recommend picking up one or two in the beginning. This will grant you a good amount of mana regen. Ask your jungler for blue buff too, as it may be required.

liandrys-torment

I like to pick up this item early if I'm going to get it. It's strong against health stacking, and that's about it. Your plants will proc the passive from this item which makes it a strong item for Zyra. If you buy this, buy a to double the damage of the burn.

deathfire-grasp

It is not too bad, the CDR on it is nice. If you're not getting , get this. I only really recommend this item if you're ahead, as mid game gives the feel of a burst caster if you're ahead. After discussion with an individual, I want to test this item out more as an early game option. If I was looking to buy this early, I would most likely buy it after a couple of to grant a small buffer of health since we are lacking any resists from this build.

zhonyas-hourglass

Good in almost every situation. Very useful when the enemy has predictable burst, or has Physical damage that must be reduced. Versus physical damage mids (I'm looking at you ) start cloth armor, , and build it into this item. You will feel very good dodging a skill shot ultimate with Zhonyas.

void-staff

If you're doing well typically the enemy team will pick up tons of Magic Resist. If their team has an average of 100 or more Magic Resist, pick this up. Get this as a 4th item if you decided to grab , as the stacked magic penetration with as well is quite potent, and devistating.

guardian-angel

Use your judgement and decide if you're doing enough damage to purchase this item. Typically this will be your 6th item. 5th if you're doing really well.

athenes-unholy-grail

This item is still alright, I love the effect, but the completed item is very underwhelming in terms of stats. 60 AP, 40 MR, 15 MP5, and 15% CDR for 2800g. Personally I wish they simply made the only iteration of the item, more expensive.

quicksilver-sash

Get this if you must get out of someones CC. The magic resist is nice too.

banshees-veil

If you have to stop some sort of CC this is great. 's Arrow, 's stun, or even to counter 's combo. Trust me just won't combo out on a champion with .

sight-ward

They're only the best item in the game. Buy them. Many of them, 1-2 a base will suffice. You don't have any movement speed steroids/blinks/dashes, so these are very much needed.


Overrated or Situational Items

abyssal-scepter

Previously I would have recommended this to any Zyra player. It grants the MR we need, the damage we need, and MR reduction for the enemy as a bonus. Now that the range is reduced on the aura, it isn't cost efficient. If they have gap closer champions that are focusing you, is still a great item. Especially if those champions are dealing magic damage.

rod-of-ages

I see this item being built on Zyra, and it honestly just does not abuse the early game damage that Zyra has. I actually used to recommend this item as a first item every game, until I discovered the two builds listed above. or is certainly enough mana. isn't a bad item, but all the mana you're purchasing has gone to waste since it does not grant CDR.



GP10 items are really good if you're ahead. Even better if you know the game will get to late, or your team is looking to get to late game. You do lose some power in lane though, so unless you are quite ahead, try not to duel. Just hold onto these items and generate that gold!

Obviously do not get . RIP

Items I don't recommend

The following items I believe are not the greatest on Zyra, and I will explain why.

archangels-staff

The double or will suffice for mana. She isn't mana hungry, and her lack of ability spam will max very slowly. This item will start to grant lots of AP late game, but doesn't have enough defensive stats that Zyra needs since she typically gets close to enemies.

will-of-the-ancients

You primarily deal AOE damage so the Spell Vamp granted from this item is reduced drastically, and again doesn't bring enough defensive stats that Zyra needs.

Tips, Tricks, and Ward spots.

Let's quickly go over some important things to know before playing Zyra:

  • You will notice a target icon above the minion, or enemy champion's head whenever a ranged plant targets that target.
  • Your plant damage does not scale with points in Q,W,E, or R. It scales with Zyra's level, and AP.
  • The first plant will strike a target for 100% damage. If a second plant focuses the same target, it will deal 50% damage. If a third plant is focusing the same target, it deals 25% damage. So you would have one plant dealing 100%, one dealing 50%, and one dealing 25%. I feel that is important to explain.
  • NEVER place a seed and then use the ability to make a plant. This causes your play, and combos, to be extremely predictable. Throw out an ability, THEN W before the ability reaches your target. An example of this is located on the video in the "Early Game" section below.
  • When behind, get a and just farm from a distance with Q and plants.
  • Never hold two seeds unless you're looking to combo someone. Plant one in a side brush for temporary warding, place one in lane for a future plant to be grown, anything. They're free, why not use them? Seed usage is explained a bit more in the "Late Game" section.

Warding!

[http://i.imgur.com/z1mxILB.jpg]

The blue dots are good locations to ward for the blue side, the purple dots are good locations to ward for the purple side. The yellow dots are situational wards which are good to place when you're versus or . The reasoning behind that ward is to see which way they're moving after they push and roam, so you can effectively warn team mates of incoming ganks, or follow such gank. There is no need to ward the immediate side brushes leading into lane, due to having seeds. If you can see which side of the jungle the enemy jungler is in (due the ward placed at their wraiths) you can seed accordingly. Warding your own wraiths is also beneficial so that your bot lane only has to ward dragon, or baron, depending on what side you're on.

The following video is my "General Midlane Guide". It doesn't feature Zyra, but tons of these points are well suited for Zyra as well. I recommend watching it! The game featured in the video is at 1700 elo.

Early Game

Zyra is probably one of the strongest early game mid laners right now. Lets talk skill distribution really quickly. Get E as your first ability if you think the enemy team is invading, or if your team is invading. Take if the enemy mid laner has a strong level 1 and you know he/she will try to trade with you early. Finally, start with W if no invades are occuring, and you can make it to level 2 without taking much damage. Read below for why we would start W.

Note: For any combo that is E-W-etc. Use your snare in the direction of the enemy, while the snare is in motion to the enemy, place a seed right on the enemy. Resulting in a SNARE plant or two created.

The reason we try to get W first is that you want to have MASSIVE level 2 damage. If they're a squishy caster you're almost guaranteed to burn a flash if you land E-W-W. So to obtain such damage, we want to have two seeds available upon hitting level 2. Putting a point at level 1 into W will result in 2 seeds at level 2. Auto attack minions to hit level 2 before the opposing laner, then play VERY aggressive trying to land E-W-W-Basic attacks-Ignite. If they hesitate on their flash for longer than a second, you have just obtained a kill. If you had to start with snare first, E-W-Basic Attacks, then wait for another seed to come up, and finish them off. They won't want to base so soon, they'll be chuggin' pots, but your seed will come off cool down in time to deal the ideal damage to kill them. Trust me, land the snares, get easy kills.

The second way of obtaining early level burst, is to go Q-W-E. This route is wanting to have strong level 3 burst. At level 2 you can use one seed, and by the time you hit level 3, you will just have 2 seeds available to burst someone with E-W-W-Q, oe E-W-Q-W.

Below is a video of myself playing quite well in the early game vs a at about 1700 ELO. Apologies in advance for my language, if you're easily offended by simple curse words do not watch! :D (only two curse words were used :P).



The blue buff did not assist me in the kill as much as it looks. Notice I took him from 65%-70% to 0% in a single combo. I simply outplayed him by forcing him to chug his health potions early from the E-W-W-Basic attacks I did at level 2 when he was level 1.

The red buff on the other hand did assist me in the kill. Even though I did not acknowledge the red buff, I was aware it was there. If I didn't have red, I would have just Q'd him once before doing my combo to get him low. He would have stuck around at 50% hp, and it would have resulted in the same kill.

That game I was running Movement Speed Quints, and I can still output immense amounts of damage in the early game. Running Ability Power Quints can be good vs if their jungler lacks mobility, but being against a I did not want to risk getting caught by his permaslow.

If you would ever like to watch my stream, it is located at http://www.twitch.tv/seablaster.

Beyond level 2 continue to E-W-Q or Q-W as they try to last hit. Try your best to trade well, dodge their skill shots, don't over extend, cs well. Progress to mid game without any deaths.

Mid Game

The mid game for Zyra can be either really strong, or difficult.

Zyra has no mobility spells, so roaming is difficult without proper ward coverage. Ward their wraiths to keep a tab on where their jungler is. If you are aware of where their jungler is, ganking is quite easy. Gank either top or bot depending on who needs the most help, and care for the enemy laner following you.

To effectively gank without being spotted, push the lane, go back into the fog of war, then leave. Once you reach either your wraiths or theirs, depending on where you're ganking, be aware that they may spot you via ward.

Snowballing is very easy with Zyra. With only a kill or two can you nuke players 100-0 easily. Below is a video of myself with a slight lead. At 8 minutes I am 1-0-1. Apologies about my voice, I had a cold at the time XD. I'll most likely remake the following video as this was made in a very short amount of time.



So essentially snowball if you have a slight advantage. A small advantage on Zyra is HUGE as shown in that video. It is VERY EASY to burst if in the right situation.

Basically stay active, push + roam + take objectives + steal camps. Be aware of your lack of mobility. Have good map presence, and keep map awareness to a maximum. Always follow your opposing mid laner if they're ganking another lane.

Late Game & Team Fights

Late game is all about positioning. Due to lacking mobility you MUST stay behind the tanks/bruisers in teamfights. That is unless you know you can burst an entire team from early/mid game advantages. Zyra has a tough time dealing with gap closers, so if you can either catch them in your snare and plants, or have someone peel for you, that would be very beneficial.

Prior to a teamfight, be aware that you contain free wards, your seeds grant some decent vision. Make one into a plant, and you have a 10 second ward... that attacks! Choose what is more important, a 30 seconds small vision granter, or a 10 second larger vision radius ward that attacks.

In a teamfight your job is to snare as many people as possible, drop plants on them, and ultimate. If they decide to fight in your ultimate, the team fight should be yours. On the flip side if they run out of your ultimate, that may be enough time for your team to deal the damage they need to win the fight. Or it may have split the tank from the rest of the group as they scurry to get out of the ultimate.

Basically... your ultimate is amazing. Abuse it.

Matchups

Ahri - Medium

Both Zyra and Ahri have large range and strong push. She has better roaming than you do so ward well and follow her ganks. Constantly push the lane if behind. Don't expect many kills if they are good. She'll stay out of your snare range and kite you. You can kite her too but if you miss your snare expect her to use her ult.

Akali - Medium

This matchup is not too difficult pre 6, but post 6 is a nightmare if you're not ahead. Go , or depending on how well you're doing. If you can get a jungler gank pre6, or a few of them, that is super beneficial. If the is any good, post 6 will not be fun. DO NOT MISS YOUR SNARE, if you do, you'll be rewarded with a swift death.

Anivia - Medium

An easy lane early, but becomes difficult post 6. She's VERY squishy and AP quints will do wonders here. Play the aggressive style I spoke about in the Early Game section. Mid/Late game she can be very scary if she hits you with a stun. So be aware of that, and you will do fine.

Annie - Easy

AP quints here if the jungler isn't a strong gap closer. You out range her and the only way she's going to get a kill on you is through a flash Ult. I recommend the build if you did not get ahead early. Play VERY aggressive if she misses her stun.

Brand - Easy

He's countered by early Second tier boots. Don't let him get a level advantage early as all his abilities deal damage. It's awful when he hits level 2 before you. Keep a level advantage, or on par, and you'll do fine. Don't let his ult bounce between you and a minion too much, the damage is high when that happens.

Cassiopeia - Medium

Similar to Ahri but has to get closer range to use her Ult. Don't be predictable about movement, if you snare her and walk directly towards her, she will Ult you and probably kill you. Harass with Q and get her low. A nice hint here is that she like's to be very stationary when using her combo, if you have plants on her when she Ult and E spams, you could pick up a kill with ignite and plants.

Cho'Gath - Easy/Medium

Not common but will become unkillable if not dealt with early. He's melee so snares are easy. Get an early gank or two and snowball your lane. Push and roam if you get far enough ahead. Otherwise try to deny CS so he doesn't become that big scary Cho we all know. AP or MS quints here, dependant on Jungler.

Diana - Easy/Medium

Diana was nerfed on the same patch that Zyra's Second nerfs came onto the live client. Diana has less damage on her Q, a smaller explosion radius on her W, a shorter pull range on her E, and a shorter range on her R. These combined nerfs put Diana in a pretty bad spot honestly. While she is the type of champion that counters Zyra, her utility, tankiness, and damage went down enough to allow you to bully her pre-6 pretty hard.

Evelynn - Medium/Hard

She's scary, like really scary. Most Evelynns run very defensive runes and (sometimes) masteries to cope with being melee and short ranged. Try to harass early but don't get baited. She moves very fast due to her W and can avoid your Q and E easily with it. If a jungler is Maokai on the enemy team, prepare for some laning hell. Even leaving lane is a pain because Evelynn almost always knows where you are due to her invisibiliy.

Fizz - Hard/Very Hard

Try your best to... not pick Zyra against Fizz. He dodges all of your abilities by jumping on his staff. He has two gap closers and enough burst + cc to kill you very easily. If you have to lane against him, farm with Q and seeds at range. Don't get too close Post 4. You should be fine before then though. Just keep a tab on where their jungler is.

Galio - Easy/Medium

Go Chalice and match his lane pushing. Without a strong gank you shouldn't kill a decent Galio. He will out sustain you and become incredibly tanky, nearly unkillable unless you are quite ahead. Due to Galio not having any mobility, taking wraiths is a breeze. Plant your ultimate on him when you think he will ult, to cancel his. Ward excessively, because being ganked can be nasty if Galio gets off a successful ultimate.

Gragas - Medium

Gragas became easier with the Season 3 patch for one reason only. allows you to keep up with the sustain from his W and passive, which in Season 2 gave him an edge over most other mid laners in the game. Now that flask is available he doesn't excel in lane as well. Try to abuse him early, because after many he will become pretty tanky. Don't get hit by barrels.

Heimerdinger - Probably Easy

I don't know this matchup... push back his push if I had to guess. His poke will become annoying mid game. Catch him in a snare and I think he's dead.

Jinx - Hard

If Jinx snowballs off you, there will be no returning from this lane. Jinx has huge snowball potential with her massive sustained damage, burst, and cc. Try to farm at range with Q-W, hitting her in the process. If she tries to harass with her rockets, land an easy snare and combo her. She has no escape beyond her passive.

Karthus - Easy

Fairly easy lane, he's very squishy. Pack MS quints and dodge those Qs. Ward aggressively then play aggressive.

Kassadin - Medium/Hard

Not too difficult pre 6. Pressure him early since he's melee. Stay out of the range of his Q. If you can combo him early, good stuff. Post 6 will be very hard due to being able to dodge your abilities with his R. Just farm from a distance with plants and such. Try to follow his roaming, BUT DO NOT GET BAITED. His mobility is enough that he can simply return onto you as you follow his ganks.

Katarina - Medium/Hard

She will harass you with her Q often. If she's quick enough she can blink to a minion before your Q hits her. That's even including when you snare her. She can combo you if you miss a snare or Q. It also seems that even when you do well vs her, she snowballs anyways. Kat OP. :D

Kayle - Hard

Kayle's slow and high sustained damage is very deadly in conjunction with her ultimate. Kayle's synergy with any CC junglers makes laning verse her a real pain. Get a and do not miss your snare if she charges at you with her Q and basic attacks. Early game take note that she will have downtime on her ranged attacks until she acquires CDR from and multiple points in her E. The heal Kayle has also gives her a movement speed buff which allows her to easily dodge your Q and E. Finally, be aware that she can dodge all of your damage with her ultimate if timed correctly, so try to bait it out early, then burst her with your ultimate.

Kennen - Easy/Medium

After his basic attack range nerf he's not been very popular. You'll out poke him and win trades easily. If you get behind though he can be surprisingly annoying. Good Kennens will max their W and constantly harass. If you get ahead though it will be very very easy to trade and combo kill him.

Leblanc - Medium/Hard

This isn't fun. You can handle this one of two ways. Play that aggressive style in the early levels, or play very defensive and farm with Q-W. I recommend trying to E-W her early, she's fairly squishy and won't have much burst until level 4. Go the build. Consider an early

Lissandra - Easy

This matchup relies mainly on jungle influence as you both can get relatively beefy from item choices, as well as provide a good mix of damage and cc for the jungler to follow up with. Try to get a kill early on her via jungle pressure. You do outrange her however which can be used to push her out early. If you can get a level advantage, this matchup shouldn't be too difficult.

Lux - Easy

Easy, snare when you can. If you can't, push hard, she has a rough time farming under tower. Try not to fight level 1 if you went W first level. She trades very well with Zyra the first few levels, but becomes easy level 6. Don't get snared and you'll do fine.

Malzahar - Easy/Medium

Can be easy, most Malzahars will farm pre 6, then look to combo you Post 6. Harass with Q-W and try to lay your Ult down if you know he will Ult, breaking his and possibly allowing for an easy combo for you. Consider the build if he's just farming and is unharassable. You will want the Magic Resist for when he hits 6 and is constantly looking to ult you.

MordeKaiser - Easy, Becomes Hard

He's fairly easy since he gets into melee range and tries to sustain his shield as much as possible. He has a fairly predictable movement due to his kit. When he walks towards you to E, just combo him. Be aggressive with your ultimate since it's a decently low cooldown. Get a level advantage and just constantly press on him with abilities. If he gets ahead you'll be forced to just farm. His combo hurts and with certain junglers can become a nightmare to deal with.

Morgana - Easy

Ends up being a lot of farming. She Black Shield's your snare and puts her pool on your plants to kill them fast. You can get her early before she has Black Shield which most Morganas pick up at level 3 or 4. After that, just farm. You won't kill her unless you're ahead. DON'T GET SNARED.

Nidalee - Easy/Medium

She eventually realizes that she will have to farm with Q, try to make her underestimate your damage. Get a big E-W-W-Q-Ignite combo early (level 4ish), or do half the combo to deal ~40% of her hp, and finish her off with a big combo. After she understands your damage, she will just farm with Q and play really safe. She's fairly squishy and doesn't trade well. Late game she's a terror, and if you step on a trap DO NOT GET HIT BY A SPEAR. The MR shred from the trap is very underrated, and the spear will destroy you soon afterwards.

Orianna - Medium

Go MS quints and just push against her. You have similar ranges, yet her combo is easier to land. Her poke hurts, and you typically don't want to go into basic attack range early because of her basic attacks dealing bonus magic damage. Sort of scout out the Orianna early and find out if she's any good. Play passive if she's good, aggressive if she's bad.

Pantheon - Medium/Hard

This is a tough lane if he gets a lot of ganks. The cooldown on his main harass ability, his Q, is very short and he will throw it often. Being melee, it's not too difficult to harass him. Note that his stun leaps over your snare. Just don't get in range to let him stun, and try to push the lane.

Ryze - Easy

A counter to Ryze? No way. Yes way. He has moderate ranges and is very very weak early. If he tries to harass you with Q, combo him. The Q has a very short cast time at which he must be standing still. Win early, and you will win the lane easily.

Sion - Easy

Not really a thing anymore. Super easy lane. Just win.

Swain - Medium/Hard

Is really tough if he gets ahead. Get early 2nd tier boots and MS quints. His movement is fairly predictable so snaring can be easy. But if he hits you with Nevermove, bye.

Syndra - Easy/Medium

She has good harass at a decently high range. Her mana pool seems to be fairly large after the mana cost buff. I have to play a bit more against her to figure this match up out. I imagine if you get a gank it will be incredibly easy. She is probably the most position based champion in the game and is easy to catch out. Have a Maokai or Malphite Jungle, depending on if you want to win early or mid game. Read the next section for good junglers with Zyra.

Talon - Hard

Win before level 3. Don't you dare get caught out of position. This nasty assassin will silence you, and make you feel useless when the enemy jungler shows up. His harass is at a moderate range and will combo you very easily. Remember to bring yellow armor runes.

Teemo - Easy/Medium

He's fast... very fast. But get a gank from Maokai/Wukong/Lee Sin/Post 6 Nocturne, and it shouldn't be a problem.

Twisted Fate - Difficulty Depends on Skill Level. Easy-Hard

He'll try to stay at max range and farm with Q. Try to catch him when he's throwing his blue card for mana. His stun is predictable and back the hell off when you think he will stun you. That, or predict his movement and combo him. He's squishy too. The problem with this one is that he is typically only aggressive when his jungler is nearby. Oh and it's near impossible to stop his ganking. A tip I could give is pop a ward in the middle of your lane, closer to the enemy turret. Doing this will allow you to see the direction he runs in, and ping the hell out of that lane to let them know Twisted Fate is incoming. NOTE: Nearly every brings Movement Speed quints, remember that.

Veigar - Volatile

If you're having trouble, get . It counters him quite well. Go into . Get the first to limit 's ultimate damage. QSS is also viable here. As for laning just make sure you do not get behind, and you should be alright as long as you followed the above instructions in getting lots of HP first.

Viktor - Medium
His poke is strong but you can combo him if he tries to use Q. His trade is strong and his ultimate is scary. His team fight contribution isn't very good aside from his ult. Catch him early and he will do very little.

Vladimir - Medium/Hard

An uncommon pick for mid lane, but a good pick vs Zyra. He will be very passive early game. If you can punish him early, do it. Once he has his he can use his pool a bit more often, allowing him to dodge almost all of your abilities. He can also use this pool during your snare. You WILL miss an ult or two on him due to that ability. So don't try to ult combo unless you're sure his pool is down.


Xerath - Medium/Hard

He's able to combo you just as well as you can combo him. His range allows him to poke often before finishing you off, making him a scary lane opponent. Going the build is not as effective versus him due to his innate Magic Penetration, so the item path will do better. Dodge his Qs and try to combo him before he can combo you.

Zed - Hard
Start with and . If you get ahead this matchup is really not too bad, but if you fall behind, he will destroy you everytime his ultimate is up. Q-W him pre-6, deny his CS early as post 6 he will most likely play agressive with his W-E-Q, into eventual ult when you're at 60% hp or less. Rush , and consider 1 or 2 .

Ziggs - Medium/Annoying

Annoying. Really annoying. Push and farm. A good Ziggs wont let you anywhere near him, and will constantly harass you with his Q. Get a jungle gank that has CC and hope he lands it. Ziggs is fairly squishy so if you can catch him it will be good. But don't count on it.

Zilean - Easy

Very uncommon nowadays and is fairly easy to lane against. His QWQ combo has cast times so he's stationary while doing it. Get him killed early, Post 6 you won't kill him because of his ult having a short cooldown. Most Zileans grab CDR items to get that ultimate up more often.

Zyra - Impossible

Hardest matchup of all time. Zyra is OP early and has stupid burst. Don't even try to lane against her. You will not win. Seriously though, just try to combo her before she can combo you, or sit back and farm, either or.

Jungler and Zyra Synergy

Here I'll list some good picks in the Jungle when playing with Zyra. Junglers typically fall into one of two catagories when interacting with Zyra: Teamfight Strength, and Ganking Strength.

Malphite - Post 6 Ganking & Teamfights

If you teamfight with Malphite+Zyra. GG. His ultimate (if landed on multiple targets) will allow you to execute some very easy group snares. He's strong in teamfights, but weak at ganking pre-6 unless you land a snare while the opposing mid is over extended.

Maokai - Ganking

His long range snare early game will allow for some easy kills. Seriously, very easy kills. It's very hard to miss your own snare when the enemy is standing still from Maokai's Twisted Advance. Allow him to initiate the gank if the situation allows you to.

Wukong - Ganking & Teamfights

Good times with Wukong jungle. This is where you would be doing the initiating on the enemy. While Wukong is cloaked and walking into lane from a side brush, that is when you try to land the snare. Wukong has a decent AD base stat and surprisingly strong early game burst. I had a friend who would gank after red and we'd pick up first blood ~75% of the time. Oh, and his team fighting is similar to Malphites, allows for easy snares and ults from you.

Lee Sin - Ganking

Lee Sin is a hit or miss when it comes to early game. He hits hard and fast, if you land a snare when he's nearby he has the opportunity to kick them back much further than the enemy wanted to be. Can do really really well or not contribute much if he misses Q's.

Nautilus - Teamfights

Good amount of CC, but I have not seen him that often recently. None the less he's good with Zyra in both team fights, and laning phase.

Xin Zhao - Ganking, Teamfights if Snowballed

His early game sustained damage is incredible. Landing your snare and slowing plants will allow to pick up an easy kill.

Nunu - Teamfights

You are able to hold champions in place long enough for to Absolute Zero. It's very scary to get your combo, and Nunu's ultimate in one big burst in a teamfight.

Hecarim - Ganking & Teamfights

Hecarim is all around a magnificent jungler nowadays. If you can land a snare during the laning phase, you're nearly guaranteed to burn flash or even get the kill, assuming Hecarim is nearby to gank.

Zac - Ganking & Teamfights

Zac is an INCREDIBLE ganker with his long range engage, knock up, and slow. He provides enough CC to easily land abilities in both ganking and teamfight scenarios.

Final Comments

Thanks for taking the time to read my guide. Let's review Zyra in a nutshell, or TL;DR version.

TL;DR:

Zyra is a burst caster. She brings an AOE snare and AOE knock up, and tons of AOE magic damage. She lacks mobility, and can have problems with gap closers.

But she's a hell of a lot of fun.

Again, thankyou for reading. Go kick some ass with Zyra. :)

~Seablaster

Change Log

02/10/2012
  • Created guide.

03/10/2012
  • Fixed various grammatical errors and spelling mistakes.
  • Cleaned up formatting on the 'Matchups' and 'Junglers + Zyra' Sections.
  • Changed the name of the guide.
  • Added Skill Priority in the 'Skills' section.
  • Added 'Summoner Spells' section.
  • Changed formatting of the 'Item Builds' Section to match the 'Matchups' and 'Junglers + Zyra' Sections.

10/10/2012
  • Added Vladimir to the "Matchups" section.
  • Added Nidalee to the "Matchups" section.
  • Fixed various grammatical errors.
  • Fixed a broken image link.
  • Updated "Introduction".
  • Updated the image in the "Introduction" section.

17/10/2012
  • Added a video to the "Early Game" section
  • Added video context to "Early Game" section.

18/10/2012
  • Updated the "Summoner Spells" section.
  • Added Pantheon to the "Matchups" section.
  • Rewrote and added a video to the "Mid Game" section.
  • Rewrote the "Late Game" section.
  • Guide Released!

19/10/2012
  • Added Haunting Guise to the "Item Build" section.
  • Fixed various punctuation errors.
  • Added some clarity to the "Early Game" section.
  • Updated Item build section. Removed Rod of Ages, added Chalice of Harmony.
  • Changed description for Athenes Unholy Grail in the "Item Build" section.
  • Added Rod of Ages to the Items I do not recommend.
  • Added a picture to the "Masteries" section.
  • Renamed the "Junglers + Zyra" section to "Junglers and Zyra Synergy"
  • Added Nunu to the "Junglers and Zyra Synergy" Section.
  • Added Pros and Cons to the "Introduction" section, and some additional opinions.

21/10/2012
  • Fixed a broken image link.
  • Updated "Pros and Cons"

22/10/2012
  • Guide Approved!
  • Updated the "Item Build" section.
  • Added a picture displaying Zyra's passive range.
  • Fixed some spelling errors.
  • Updated various areas that stated to use an old build. They now state to use the Chalice Build.

23/10/2012
  • Updated the Zyra matchup in the "Matchups" section.

25/10/2012
  • Added a new section: "Tips, Tricks, and Ward Spots".
  • Added some more content the "Late Game" section.

27/10/2012
  • Added "Zyra Patch Changes" section.

29/10/2012
  • Added links in the "Introduction Section" leading to my Stream, Youtube channel.
  • Learned more about the TT meta, stopped production on Twisted Treeline Zyra Guide :(.
  • Fixed some image links.

31/10/2012
  • Updated "Introduction to Zyra" section with my new ELO.
  • Replaced picture in "Introduction to Zyra" to reflect my new ELO.
  • Changed my Masteries in the Utility Tree a bit. Movement Speed instead of MP5.
  • Picture and text changed to reflect the Movement Speed Mastery change.

2/11/2012
  • The "Matchups" and "Jungler and Zyra Synergy" sections now display the name of the champion.
  • Rewrote the Katarina matchup in the "Matchups" section.
  • Rewrote the Kennen matchup in the "Matchups" section.
  • Rewrote the Lux matchup in the "Matchups" section.
  • Added a line to the Veigar matchup in the "Matchups" section.

4/11/2012
  • Added a video to the "Tips, Tricks, and Ward Spots" section.

5/11/2012
  • Updated many of the champions in the "Matchups" setion.
  • Updated Galio's matchup in the "Matchups" section.

8/11/2012
  • Added a section on Rylai's Crystal Scepter in the "Item Builds" section.
  • Added a section on Overrated or Situational Items in the "Item Builds" section.
  • Added GP10 items to the list of Overrated or Situational Items in the "Item Builds" section.
  • Moved Abyssal Scepter and Rod of Ages to the Overrated and Situational Items list in the "Item Builds" section.
  • Added Seraphs Embrace to the Item Build section under Items I Do Not Recommend in the "Item Builds" section.

10/11/2012
  • Updated the description for Zyra's Passive, and Q in the "Skills" section.

11/11/2012
  • Updated my ELO and lolking picture. New Elo is 1919.

14/11/2012
  • LADDER RESET. New Elo 1592.
  • Added Akali to the "Matchups" section.

06/12/2012
  • SEASON 3 UPDATE
  • Updated "Item Build" section.
  • Added Liandry's Torment to items I do recommend.
  • Updated Seraph's Embrace description under items I do not recommend.
  • Mastery Picture and Section deleted, will remake it for Season 3
  • Updated Masteries for Season 3.
  • Updated runes.
  • Added Deathfire Grasp to items I do recommend.
  • Updated Item Build Section to include the Homeguard Enchantment.

16/12/2012
  • Updated the Patch Notes section with the new nerfs, and personal opinions on the nerfs.
  • Updated the Masteries section with an up to date picture and opinions.
  • Completely rewrote the Runes Section.
  • Fixed an image link in Veigar's description in the "Matchups" Section.

10/1/2013
  • Happy Belated New Years Everyone. :)
  • Updated the "Item Builds" section.
  • Updated the "Masteries" section.
  • Updated formatting in the "Runes" section.
  • Added Zed in the "Matchups" section.
  • Updated Gragas in the the "Matchups" section.
  • Rewrote the "Final Comments" section with a TL;DR.
  • Updated Athene's Unholy Grail in the "Item Build" section.

16/1/2013
  • New Tip in the Tips & Tricks Section. It's Highlighted for easy reading.
  • Updated the "Item Builds" section due to the Crystalline Flask change.

17/1/2013
  • Updated Xerath's match up in the "Matchups" section.
  • The "Introduction" section now states that Wildfire Zyra is bug free again! :)
  • Updated the "Masteries" section.
  • 100,000 views on my guide, thank you :)

21/1/2013
  • Updated the Masteries to reflect the change to Total Biscuit of Rejuvenation.

27/1/2013
  • Updated the Summoner Spells section to include Barrier.

31/1/2013
  • Updated Clairvoyance and Teleport in the Summoner Spells section.
  • Fixed the Change log for any log in 2013, to state it was in 2013.

23/2/2013
  • Fixed many broken image links.

19/5/2013
  • Edited starting items to include a Faerie Charm start.

17/6/2013
  • Touched up the guide in a few places.
  • Added Hecarim to the Junglers and Zyra Synergy section.
  • Updated Barrier in the Summoner Spells section.
  • Removed [S3] from the name of the guide, as I hope by now every guide is for Season 3...

23/7/2013
  • Changed name of the guide to prevent confusion of what type of Zyra guide this is.

6/8/2013
  • Updated the Runes section with a new description on Armor Runes.
  • Updated the Masteries to reflect my new views on it.
  • Updated the Liandry's Torment description in the Item Choices section.
  • Added another build in the Item Builds section.
  • Added Zac to the Jungler and Zyra Synergy section.

7/8/2013
  • Updated Void Staff's description in the Item Choices section.
  • Updated the Runes section with a new, brief introduction.
  • Removed Surge and Promote from the Summoner Spells section to remove clutter.
  • Updated Revive in the Summoner Spells section with a new description.
  • Added a highlighted "Recommended" to runes in the Recommended rune page.
  • Renamed the "Skills" section to "Abilities".
  • Did a brief update to the beginning of the Abilities section.

9/8/2013
  • Updated some rune descriptions in the Runes section.

12/8/2013
  • Updated Scaling HP and Flat Armor descriptions under the Runes section.

13/8/2013
  • Added another starting item option to the introductory item section.

14/8/2013
  • Updated the Winning Lane build in the Item Builds section.
  • Added Morellonomicon to Item Choices in the Item Builds section.

18/8/2013
  • Updated the initial Item Build section to include a cloth armor start.
  • Added Lissandra to the "Matchups" section.

20/8/2013
  • Updated the introductory runes section with a new rune setup.
  • Updated the runes section with a new description on Armor Yellows.
  • Updated the runes section with a new description on Movement Speed Quints.
  • Updated the runes section with a new description on Ability Power Quints.
  • Fixed a wrong picture in the Item Build section.

31/8/2013
  • Added Kayle to the Matchups section (Why she wasn't there is beyond me).
  • Updated the Summoner Spells Section.

3/9/2013
  • Updated Zed in the Matchups section.

12/9/2013
  • Changed skill order at level 1 & 3.

2/10/2013
  • Updated the description for Deathfire Grasp
  • Updated the description for Zhonya's Hourglass
  • Removed Master Yi from the Matchups section.

27/10/2013
  • Added Jinx to the Matchups section.

31/10/2013
  • Added information on patch 3.13 in the Zyra Patch Changes section.
  • Changed the background to Haunted Zyra (hell yeah!)

06/11/2013
  • Updated the Patch Changes formatting.

Comments

March 9, 2014 - 03:18 PM #1

"...even though I am having such..."* Sorry it was late and made the typo.

March 9, 2014 - 07:10 AM #2

I really love playing Zyra mid even but am having such a hard time S4. Vs high mobility it is so difficult for me to not get caught. I have to constantly make the best movement\positioning decisions otherwise I can't fulfill my job as an APC very well. I won't give up playing her despite her weaker state at the moment ( I think). I enjoy your guide very much Seablaster and hope you'll update it soon! :)

January 20, 2014 - 09:36 PM #3

http://sh.st/cM6P

January 17, 2013 - 10:41 PM #4

@HomerX Updated the Xerath matchup just for you!



That being said, Lux, Nidalee, Twisted Fate, and Ziggs have similar ranges to Xerath.

January 17, 2013 - 01:17 AM #5

Xerath-he outranges you...

Seriously, tell me someone that xerath doesn't outrange.

December 22, 2012 - 02:11 AM #6

Well done guide mate!



I want to share my own retrospective High Elo (2200)

Commentary for Mid Lane Zyra.

https://www.youtube.com/watch?v=rWWiDCHufR4



Enjoy ! :)

December 2, 2012 - 07:41 AM #7

Yup! This guide is up to date for Preseason S3. When the S3 changes come through I'll certainly update this again for those changes.



That said, AP quints work fine as well, but with the amount of junglers with CC it's tough to not want Movement quints when you don't have a movement steroid, or blink/dash.

December 2, 2012 - 05:54 AM #8

Hey do you still run movement speed quints after her dmg nerfs? Thanks in advance

November 14, 2012 - 06:20 PM #9

Thanks for the positive feedback guys. Anything I can add to make the guide better? I have a video in the works explaining her various combos.

November 14, 2012 - 12:38 PM #10

Just went 24/5/14. Once you get the hang of Zyra, she's absolutely insane. Thanks for the guide, was really confused about item choices. I especially like Rylai's on her. ^_^

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