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ZYRA BUILD GUIDE: [S3] OP Zyra Support by Imablackbelt

by Imablackbelt (last updated over a year ago)

512,442 Views 3 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Gold( +3 gold / 30 sec.)
View Rune Details
Summoner Spells
View Summoner Details
9
0
21
mastery 1 mastery 1 0/1
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 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 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 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 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 4/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 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 0/1
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 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 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 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 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 4/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 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

Changelog

Changelog: Season 3 Update!

It's season 3 so I'm here to update the OP Zyra Support guide. I've updated all the chapters with new item builds and masteries. First things first, Zyra received some nerfs with the Vi patch. They are as follows:

Rise of the Thorns
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%

Zyra's passive got a substantial damage nerf along with a smaller hit box and longer travelling time. Sad day, but not a killer. It just means you can't get those slightly bullshit kills on carries anymore. The travelling speed of Grasping Roots got nerfed and man it really made it a lot harder to hit. The skill felt kind of clunky at first and I'm still getting used to it but it makes her quite a bit harder to play without really making her that much weaker.


Changelog: Stardate 2021 - Changed skill order

Introduction

New intro for Season 3 (see Chapter 1)

Hello all, this is ImaBlackBelt and this is my numba 1 Zyra OP support guide. I first considered playing Zyra support when M5 pulled it out at the World Championships a few days ago. Azubu Frost went on to use it as well in their final game against CLG EU. Zyra is my current main in the mid lane so obviously I wanted to try her out in the bot lane to have some fun. So far I only have about 20 games with her as support, but I won all of them. 100% winrate oh yeah. I will continue to update this guide as I play her more, as she's definitely my number 1 support now and for the foreseeable future. For the record, I have no idea how M5 or Frost were building support Zyra, and this is just what I've been doing.

You might be thinking, why play Zyra support? There are lots of good options for support out there and she might seem kind of gimmicky or reliant on early game dominance. There are a lot of reasons I have found so far that make her a stronk pick. First of all, she has three CC's. That's the same number as Janna and Leona, and more than Taric. She also does pretty good damage at early levels even without AP, and the ult will do good damage throughout the game. Even later in the game, if a carry spends too long standing next to one of your plants they'll lose a significant amount of health. Her W also gives you passive cdr and at max level coupled with a Kindlegem you'll be at 35% cdr, just 5% under the cap. The final reason to play Zyra support is that her passive does true damage and only scales with levels. This ability will do the same amount of damage on support Zyra as it would on AP Zyra.

Not to mention, as of right now she has that "wtf" factor, and people aren't really sure how to deal with her in lane just yet. I also think she is incredible for solo queue as you tend to get a lot of kills and be pretty scary. You can easily solo the enemy support most of the time. Also I've noticed that people have a real tendency to focus you in team fights for some reason, which is great because you're going to be pretty tanky and once you get your full combo off there isn't much else for you to do anyway.

Pros:
  • Great AOE CC
  • Scary in lane, easy to have lane presence
  • Good damage all around
  • Unconventional
  • Scales well with levels
  • Farms well
  • You can tell people you are in M5 during the game


Cons:
  • Starts off pretty squishy for a CC support
  • Leona might mess your day up
  • Tendency to steal early kills from the carry
  • Plants push the lane
  • All of her skills are skill shots

Masteries

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

For Zyra we're going to use 9/0/21 masteries. You can definitely use 0/9/21, but if you do I recommend you take flat armor reds instead of the suggested magic pen and buy merc treads instead of sorc shoes. The reason is because you are nabbing the extra 8% magic pen from the offense tree which, combined with the magic pen reds will make give you excellent damage. If you want to play her more tanky though go for it.

You take biscuit because it works at the same time as a potion which is OP, you take the explorer ward because it's good for an early lane bush ward. You can take improved recall or scout, I like scout for when you are posturing for Baron. Pickpocket because you should be harassing with AAs and the cdr because you'll get 10% right out of the gate, and then 20% from rampant growth at level 5, and 10% from a kindlegem which puts you at the 40% cdr cap.

Runes

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

These are normal support runes with the exception of magic penetration reds. They really help you pack some punch in the lane and continue to have good damage in to the mid game. You can take flat armor reds if you want, if you do I suggest you use 0/9/21 masteries and buy merc treads instead of sorc shoes.

Summoner Spells



Explanation:

Pretty much what all supports are running these days. Flash because it's the best one and exhaust because in a 2v2 lane fight if you exhaust the enemy carry and your carry doesn't get exhausted, you win. Personally I think is good in team fights so that is another option, or you could take if you want to be a real dick and steal all the kills.

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:
IMO the weakest part of AP Zyra's kit is one of the strongest spells for support Zyra. This spell does true damage and only scales with levels, so it'll chunk a carry for ~1/4 of their hp bar even though you don't have any AP. It goes through targets and doesn't lose damage for multiple hits so it's pretty easy to hit two or even three members of the enemy team. This coupled with her massive combo means it isn't all that bad to run into a fight, drop everything and die. You must play support Zyra like the samurai (or Karthus). Do not fear death, but seek it. As long as you don't have Oracle's

Note that the passive will accept any click you make as soon as you've died as a target click. Seeing as you are usually frantically clicking when you die it's really easy to accidentally tell the spike to go off in some stupid direction. This skill needs a simple QoL change but for now know that you can continue to click and it will reset where the skill is aiming up until it actually shoots it.




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 is Zyra's nuke ability that also spawns the ranged attack plant. You could take a point in this skill at level 3 or 4 and then max it second.


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 ability plants the seeds. Every level in it also gives you 4% cdr for a total of 20% cdr at level 5. It makes seeds regenerate faster as well.

Seeds also make great wards although they don't last very long. The range on seeds is long so you can seed a bush before running up to it, to make sure it is safe to ward or what have you. You can also put seeds in the lane bushes to spot camping Tarics or Leonas. If an enemy steps on one it disappears but reveals a small area around them. In lane people will be wary of stepping on your seeds though, because they know you can catch them by throwing an E at it. Seeds are also great to peek up ledges or over walls. You can have 4 of them out at a time, and Zyra stores 2 at a time with an ammo system that works like Corki's ult. Also of note is that the seeds get 1 second of "invincibility" on being placed, so enemies can't step on them. I max this skill last.



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:
Now we get to support Zyra's "bread and butter" skill, Grasping Roots. This spell has two CC's in one. First you get a snare that is basically a Morgana snare except it moves through creeps and can hit multiple targets. If you shoot it at a seed you grow a Vine Lasher, which slows 30% on every attack. The best way to use this ability is to shoot the Grasping Roots first, and then put a seed down while it is traveling. If you do it this way you ensure that no one will step on the seed before it sprouts, and you can also save missed snares by sprouting a seed in a position that lets the Vine Lasher attack the target.

Max this first and throw them bitches all over the place, you won't have mana issues. Note as well that Vine Lashers do the exact same amount of damage as Thorn Spitters and have an attack speed of 1.8 compared to 1.9 for the Thorn Spitters, plus they slow. So as far as the two plants go, Vine Lashers are just straight up better. However, they aren't ranged, so for some instances you'll get more damage out of the Thorn Spitters.



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 spell is a big AOE fuck you. First of all it does a bunch of damage, and it will actually do a significant amount of damage even though you don't have AP. Carries will not be happy. Then after two seconds it does a knock up on everyone inside. You have to be careful aiming this skill because everyone will have two seconds to gtfo once you cast it. If cast right though you can potentially catch the entire enemy team which is disastrous (imagine a Cho Gath Rupture on the entire enemy team in the middle of a team fight). This ult can help win a team fight, initiate, or disengage. I'd say its on a Janna ult level of importance.

Oh and it also increases your plant's attack speed which means even more slow/burst :D


Skill Order

>>>

Items

New for Season 3!


An upgrade for Aegis, awwwww yeah. Aegis really falls off late game and Bulwark helps it stay relevant late game by giving you a lot more health and the whole team an extra +15 MR. It builds from a mantle so if you aren't facing much AP damage you can save the upgrade for later


Finally a support item that builds of Kage's. Not only that but it continues giving you gold after it's upgraded. If you got an early lead and bought Kage's to snowball it's worth the upgrade. Also a great item if you are with a mana hungry ADC such as Corki who can benefit from a mana manipulator early.


Oh ma gawd. Gives you health and saves you tons of money on wards. Get it.


Increases the number of wards you can have out at a time and replaces that much-needed health crystal you used to get from Heart of Gold.


Really fun item, doesn't cost that much and has and active that slows two champions. Good upgrade if you got the Kage's but don't think your team will benefit much from the aura on Shard of True Ice.


Interesting item, gives you armor and AP which are both good. Gives you promote so it's a great buy if you are having trouble pushing down those final towers. Also increases champion pet damage (unfortunately Zyra'a plants count as traps so don't benefit) so this item is an awesome buy if you have a Mordekaiser, Malzahar, Heimerdinger or something on the team.


If you need sustain in lane. I don't usually get one but it's an option instead of a faerie charm to start.


Boring old Season 2 items.


This item is amazing on any support. It gives you a great mid game team aura and makes you tanky. If no one else has one it's a must.


Another great support item that every team needs. Use the active to chase or disengage


Starks/Zekes is a good aura item to get if your AD carry is doing really well, which he should be, because he has an OP Zyra support.


In Season 3 Randuin's isn't a must-have item on a team anymore because it now only slows AAs if you get attacked. If you need some armor badly though, and no one else has it, go for it. The active is nice and it'll make you supa tanky


Really good on Zyra as it will add some punch to your ult and plants, plus it has magic resist. Got a pretty big nerf recently so now you pretty much have to be right in the middle of the fight to make use of the aura.


Has a good aura and gives lots of armor, but has cdr you don't need and mana you don't need. Randuin's is a better choice on Zyra.


Not a bad item on anyone but you would normally only get this as a last item.


I don't really like this item personally but give it a try and see what you think


Pretty much my go-to last item if you can get there. Do a bunch of damage and laugh.


Some AP for you and a really good aura for your casters, if you have an AP carry that is owning, or are running double AP, its a really great choice.


ISN'T IN THE GAME ANYMORE *cry*


If no one else gets this you have to get it. I do prefer to get it on a really tanky top laner or the jungle though, because Zyra tends to be one of the first dead in team fights or skirmishes. She can use seeds to avoid facechecking bushes though, so she is pretty good at clearing wards.

In Season 3 Oracle's now only lasts 5 minutes. It is still totally worth it, especially when gearing up for Baron.

Early Game

Run into the lane and snare the enemy carry then unload AAs on him while your carry follows up. Once you hit level 2 do the same thing but sprout two Vine Lashers right on top of the carry. These will do a significant amount of damage to him and snare/slow him forever so your carry can unload on him and you can spam AAs. Zyra's auto attack is really fluid and all in all an exceptional auto attack for an AP champ so make sure to abuse it.

At this point the enemies will either try to run or fight. If they run you chase them out of the lane, if they fight you exhaust the enemy carry and get First Blood. Try to get your philo stone and sight stone before the enemy support and get your carry lots of kills. Your plants are liable to steal a lot of the early kills but you can't really do much about that, use the advantage to help your team by getting Oracle's and wards.

Oh and try not to push the lane all the way to the enemy tower because the tower will target your plant over a normal minion so your harass is really gimped.

Mid Game

This is when you can start roaming around, clearing wards, warding the lanes, etc. Zyra ganks are completely beast and you shouldn't have a problem getting kills for the mid lane if it isn't warded. You should be present at all skirmishes trying to catch people out. With your ult, Vine Lashers, and Grasping Roots you have the potential to put out 5+ seconds of CC on multiple targets. You aren't crazy tanky but you probably have an Aegis and Kindlegem and Merc Treads so you can take some hits. You are a great initiator if anyone is stupid enough to let you get close to them. If you get initiated on, just try to drop your full combo (Exhaust>E>W>Q>W>R) before you die and you will have done a lot for the team fight.

Unlike most supports you can actually clear lanes with relative ease so pushing out a lane or defending a tower isn't impossible like with a lot of supports. You can also clear jungle camps pretty well if you have nothing else to do. I'll easily get ~60cs with Zyra by the time late game rolls around.

If you run into the enemy support alone you can totally take him.

Late Game & Teamfights

Just continue doing your thang, get lots of aura items, ward shit, take towers, win the game.

In team fights try to hit as many high priority targets with your ult as possible, and always be trying to catch people with Grasping Roots. Use plants to slow an enemy carry or to defend your carries. If you set Vine Lashers up between the front and back lines it makes it really hard for bruisers to run through. If the game goes forever get a Deathcap and have fun blowing people up.

Matchups

I'll be updating this as I continue to run more Zyra support.

Laning Against

She's kind of a bitch. She can actually bully a little bit harder than you can, and has just as much CC as you. You might have to play this one a little safe, and try to take a carry that is more able to capitalize.

Pretty easy lane, you way out harass her. She can heal of course so you'll have to make sure you get off more damage on the enemy carry in trades to make up for that, but this should be easy as Soraka does no damage.

Another easy lane. Before level 6 you own Sona, and after you just need to watch for the ult. But by the time level 6 hits you should already have a big advantage. Since her nerf she is so easy to blow up at level 2 for a first blood.

Doesn't seem to pose a problem. Try to bait the Snowball on to yourself before engaging in fights

Lane Partners

Graves is a beast lane partner as dash>buck shot is the perfect follow up to your snare. He is also inherently tanky so he can withstand damage in lane fights.

If you guys want you can get a mana manipulator and later you can upgrade it into the shiny new Shard of True Ice

Ashe doesn't have much burst damage so blowing people up at early levels is difficult. Once you hit mid game though, the combination of both your cc's will mean people can run, but they'll only die tired.

Comments

November 5, 2012 - 10:55 PM #1

Yeah dude I play mid and jungle in ranked. I just thought it was nuts that I won so many game in a row with her even on normals. I did want to take her ranked with my ADC but he's a pussy and just plays normals all day. I'll be playing her when I get support in ranked but that doesn't happen very often.

November 4, 2012 - 04:17 PM #2

You do realize that he didn't neccesarily say 'Ranked winrate', right?

October 25, 2012 - 02:49 PM #3

u dont even have 100% winrate u have never played her a support give me a picture retarded kid