Difficulty Pre-6: Easy, becomes Medium
Difficulty Post-6: Hard
Fizz, probably known as one of Lux's hardest matchups, is a melee AP assassin who can dash around and become briefly untargetable. This is a problem, but like any champion with a combination of smart movement and skill usage you can survive.
So, you stop crying in despair and walked into lane, and it's level 1. He's still a melee champion and he only has one ability, so do that you should normally do: hit him. If he's particularly reckless and took
at level 1, he might try to use it on you. Which is a big mistake, as it really doesn't hurt that much, he put himself in range for your auto attacks (which have a lot longer range than his), and your minions will promptly start to murder him. In this case, you probably just won lane and can play normally. Otherwise, he'll probably be somewhat passive early and deal with your harass.
As he gains levels, he'll get points in
. Seastone Trident amplifies his auto attacks and allows them to both reduce your healing and apply a magic damage-over-time effect to you. His Q will apply it if he has the ability learned. He can activate Trident to do even more on-hit damage. His E is the thing that probably makes most Lux players tear their hair out, as it makes him briefly untargetable and allows him to move a short distance and deal damage to anything he lands on.
From level 4 or so onward, Fizz will likely get more aggressive. He'll move towards you, turn W on, Q at you and likely E away. The order of this might vary slightly, but he'll usually try to dodge a skillshot with E and lay into you regardless. So, what can you do? The obvious thing is to back off if he tries it. If Fizz uses W, there's an obvious audio and visual effect to alert you to this, so retreat and try to wait it out. If he's foolish and tries to use E to close the gap, you're pretty much free to hit him with an easy snare and combo it into a Singularity. But if you manage to find yourself in his range, you should shield yourself and plan a course of retaliation. A common mistake is not retaliating at all, which is a poor decision and turns a trade into you taking free damage.
If Fizz hasn't used E yet, try to wait to throw skillshots until he uses it. Some Fizz players will use it as a reaction to your skillshots, while others will do it as if it's muscle memory. If Fizz just Es after his harassment combo for no reason, punish him by waiting until he lands and throw your skills at him. If Fizz uses it as a reaction, however, you pretty much want to bait it out with one skill and hit him with the other. I usually try to throw a snare and then land a Singularity, as the latter does more damage. If you're feeling particularly crazy, don't shield yourself until after he finishes his Q and throw it at him. He might use E on reaction and you'll have two offensive skills to use on him. Rarely works after the first few times, though.
Assuming you aren't shark bait by level 6, he'll put a point in his ultimate and his threat level will rise even further.
is a skillshot that'll summon a shark that damages and knocks up enemies where it lands, regardless of if it hits someone or not. If it hits you it'll stick to you, and this is obviously unpleasant. It also allowed him to easily combo you, keep hitting you and go for the kill. So, you REALLY want to dodge it. If it hits you you'll probably be forced to
or die horribly. There's an animation and Fizz will cry out when he uses it, so if you see him throw one from a long range be sure to avoid it. Note that if you decide to walk near it when it's on the ground, you'll still get hurt, so please don't.
So, if you get hit by a fish you'll probably die and even before he hits 6, he'll hurt. However, he does mostly magic damage and there are a few magic resistance options to allow you to go toe-to-toe with him. Athene's is always a good buy against him, but you can also consider an Abyssal Scepter. He'll put himself in range of the aura, and it gives more offensive/defensive stats than Athene's in exchange for no cooldown reduction or passives. He's still a squishy mage, so you can burst him down if you hit him. Aside from itemization, you can change your playstyle. Fizz's pushing power is either nonexistent if he doesn't max E, or costs a ton of mana if he does max E. You can push the lane and prevent him from roaming, with the risk being that you have a longer distance to run if he goes in on you.
Aside from this, one thing to note is that he ignores unit collision due to his passive
. This will also reduce minion damage, but won't outright ignore it. It's still a good idea for you to fight in your minion line, as the tide will turn in your favor.
Sure, it's not a good matchup and I really wouldn't pick Lux against Fizz. But it's not completely unwinnable and good play can prevent him from making mincemeat of you, and you may be able to kill him in retaliation.
Difficulty Pre-6: Easy
Difficulty Post-6: Easy
Karthus is one of the easier matchups, lane-wise. His laning is somewhat bad though he can just farm from a long distance if he needs to, and he scales pretty hard into the lategame.
Level one. He REALLY should have taken
and will proceed to use it to earn last hits. He'll probably also use it on you if you make yourself an easy target. Though he won't kill you at level one you want to avoid tasting the rainbow and getting hit by skittles. Rainbows are your domain.
At level two he should probably get
and as such he both gains mana upon a unit kill, and can spend mana on AoE damage around himself. As such walking next to Karthus is a bad idea. From this point on, keep harassing him while moving unpredictably to avoid his Q. He's still a squishy mage like everyone else, and to use Q he has to stand still briefly like most another spells. Throw a Singularity, hit him, laugh at him in the process.
Some time between two and six he'll probably get a point in
. He can decide to wall you and aggressively fling skittles at you, which is a thing to watch out for. The slow is also large and will make you an easy ganking target. To combat this, snare him if possible along with E and back off. The wall also shreds your magic resistance, making him hurt a bit more.
Eventually you'll both hit level 6, and he'll gain
. As with all global ultimates, tell your team when Karthus hits level 6. This makes him a global threat and you should try to keep him in your sights at all times. Though you cannot outright stop the channel, if he decides to foolishly cast it while in range of you, you can probably outright kill him. If you're quick enough and do enough damage, the channel won't complete and he'll die. Yay. If not, you still took off a large chunk of his health and he's forced to play even more passively. Since there's a very obvious red line above yourself during this, you should shield yourself if you see it coming, and any teammates that happen to be nearby. Walking back into mid lane and see your jungler walking by? Shield them while you're on your way. Lane-wise, he has some more damage he can throw out if given the chance, either by him somehow whittling you down and him using it on you as you try to flee, or by you killing him and putting him in his passive.
Speaking of Karthus' passive,
basically allows him to stay where he died for 7 seconds and cast additional spells without a mana cost. This means that if you kill him you should promptly make yourself scarce and run the heck away from his dead body. Lingering around a dead Karthus and getting Q'd is a wonderful way of getting yourself killed by Requiem a few seconds later.
In teamfights Karthus will probably try to wall off as many people as possible and walk into your team, with Flash being optional. You should try to snare him during this, so that he doesn't get as much as a chance to do damage, or at least so he doesn't die in the middle of everyone. After you kill him, back off and deal with the rest of his team. Of course, teamfights don't always follow this formula, but you basically want to stop the advance of Karthus and move on. Shield your team from Requiem (though you should be shielding them regardless), and teamfight normally.
You should really destroy him in lane and move elsewhere to snowball your team before he gets going. If he does get going, then he's a threat but your cc combined with everyone else's should be able to cull most of his threat.
Difficulty Pre-6: Easy
Difficulty Post-6: Medium-Hard
Kassadin is a melee mage who can transition into a mobile assassin that absolutely destroys everyone. Your job is to abuse him so hard he can't do that.
So, the first thing I'd do is start with an item build that has a ward, and place it shortly after reaching lane. This is to make your aggression safer (yes you should be aggressive) since getting ganked and giving Kass a kill is a good way to set a snowball rolling.
Now that you've actually reached lane, you should take this into account: Kassadin is a melee mage. HIT HIM. REPEATEDLY
. He might try to use
on you, but you can't silence auto attacks. Keep hitting him. If he tries to cs normally, he'll take an awful lot of damage, and if he doesn't then he's not csing. He might hang back and try to use his Q to farm, in which case he can't even retaliate. During this vulnerable pre-6 state, you should keep harassing him while not neglecting your own farm, and while keeping an eye out for ganks. Q does have travel time, so if you're quick you can shield yourself and then try to retaliate once the silence wears off. It's a very bad idea to just let him Q you and get away with it. That's how Kassadins manage to kill people pre-6, other than ganks.
As laning goes on, he should be learning his others abilities and possibly using them. Kassadin's
will passively grant him mana when auto attacking a unit, and can actively be used to amplify his auto attacks. As such don't let him walk up to you and hit you. If you can deny him from even hitting minions, he'll also be unable to sustain Q spamming and eventually be shoved out of lane/to his turret. Kassadin's E is a slow that requires nearby spellcasts to charge up, regardless of team alignment. You can charge it, he can charge it. Its range is not all that long though, so not walking next to him should let you deal with that.
So, Kassadin will hit 6 eventually unless you abuse him so hard he ragequits. He'll be able to use
to close the distance and lay into you.
It's really not that bad.
First of all, it has an obvious animation and sound effect. You can shield yourself in reaction to this, and kite him backwards if he tries to pursue. He'll likely Q you but you can simply snare him after the silence wears off and hit him back
. Riftwalk's cooldown is quite a bit longer than his silence duration so you should be able to hit him before he jumps out.
Otherwise, you may want to try shoving mid as mercilessly as possible to prevent him from roaming. Always buy wards, as cc junglers can give him a kill and wreck your day. If he does roam tell your team, try to cc him in teamfights, typical assassin stuff.
How the lane goes is basically dictated by how you treat him. If you give him space, he'll suffocate you. But if you go aggressive, he'll likely be far behind and struggle to catch up.
Difficulty Pre-6: Skill Matchup
Difficulty Post-6: The above, only more deadly!
First of all, I don't think that
is as one-sided in Kat's favor as people think it is. Sure, she has
to potentially dodge things, but she can't dodge what you don't throw at her. More on that later.
So, levels 1 and 2. She might throw
at you to do about 0 damage. You do more than her at this point, and she's melee, so feel free to harass her to your heart's content. Feel free to use
sparingly as well. Her
leaves a mark she can trigger with an auto attack or any other ability, so avoid that if possible.
From there onward, she may become a bit more irritating. A typical
can use her Shunpo to dodge a snare or get out of your Singularity, and then use
to both damage you and speed herself out of there. The solution? Don't use your snare.
...at least, not until she burns
, regardless of the reason. Else, she'll probably find something to jump to and your snare goes on its hour-long cooldown.
Post-6, it's pretty much the same thing.
is a channeled ability that does damage to up to three targets standing within range. As it hurts, you shouldn't do that. It also applies a healing reduction debuff and is overall a pain to deal with. It can be stopped with interrupts, like a stun or knockback, but you only have a snare.
is quite content to stand still, in any case. That said, if she tries to use this on you, back out of range and use a spell combination on her in return.
As Katarina is manaless and her ultimate is on a short cooldown, she can whittle you down indefinitely, assuming you somehow don't whittle her down in turn. At this point she can pretty easily tower dive you, and use her cooldown-refreshed skills to get out of there. As such don't hang around if you're that low, I suppose?
If you make the first move, she will most likely dodge it and lay into you. If she makes the first move, you can aim carefully and lay into her. Honestly, in a perfect world these champions shouldn't kill each other, as Lux can mitigate the damage from Death Lotus and get out of there, while Katarina can dodge quite a few skillshots and blink to her escape.
Katarina IS pretty good at effortlessly pushing the minion wave and then running around killing people, however, and she can do it for free. Thanks to her passive
allowing her to get another skill rotation after killing someone, and innate mobility, she can do this more easily than most. Warn your team and follow if possible, the usual drill.
If you want to fight her in her ult for some reason, put two points into
and throw it out. Both halves should negate a hefty chunk of the damage, and you can still use other abilities while she's stuck channeling.
Difficulty Pre-6: Don't Get In Range
Difficulty Post-6: You REALLY Shouldn't Get In Range
LeBlanc, the Deceiver. She'll deceive you by erasing your lifebar if you make mistakes. Enjoy.
But really, she's an AP caster mid laner with high amounts of single target burst damage. She's not overpowered, or a n00b champ, and if anything she's a bit on the lackluster side.
At level 1, she isn't going to instakill you, so feel free to play normally(whatever that is...). Last hit minions, auto her a few times if she lets you, walk in circles, yadda yadda. She can try to toss a
at you, but it'll do negligible damage at level one, and she's in range to throw your Singularity at her and proc your passive additionally. Boom, you win the trade, barring minions and the like.
From level 2 onward, she gets a bit scary. She can now activate the silence of her sigil with another of her abilities, and assuming she's not BAD and has a point in her
, she'll happily chain you after giving you a hug with
. All of her skills in conjunction hurt a lot, of course, but she shouldn't be able to 100-0 you without her ultimate. Take too much harass, however, and she'll kill you. Isn't that true with everyone?
Assuming you didn't let her walk up to you and kill you, you're both now level 6. Your damage spikes, and so does hers. By a lot. She gains the ability to
one of skills, allowing it to do increased damage. Most LeBlancs will probably use
to get into range for her Q, and then use it (duh). She'll then use Mimic on her Sigil, silencing you and applying ANOTHER mark on you. She can optionally toss chains at you to trigger the Mimicked mark as well, and either use Distortion again to return to where she started, doing hefty damage and take none in return, or keep on chasing you for the kill.
Or, you could be...special, and simply let her WALK into range for Q. Then she can use her W for damage instead of as a gap closer.
for good measure. Congratulations, you're dead!
As Lux, you should have a somewhat easier time against her by virtue of having long range. Stay away from her, farm with
from a long distance, don't feed the monster. You can easily push her to her turret by virtue of having an AoE damaging tool, and LeBlanc cannot push back to save her life. Unless she blows her ultimate on mimicking W. In this case, her ult is on cooldown and she probably can't kill you. Feel free to be more aggressive.
LeBlanc is a snowbally assassin that will fall off in usefulness if not fed. You can ensure that you don't feed her, and by pushing the lane you ensure that she can't just run off bot lane and Sigil your
in the face. As always, be sure to tell your team that she's missing if she does run off somewhere, and if possible, follow at a very safe distance.
If you still have trouble, you can invest in magic resistance. There's no shame in buying a
for laning, and you can build it into an
and by extension
are good items for magic resist, and they're especially good on Lux for being able to sustain farming from a mile away.
I'd like to talk about Abyssal Scepter in particular, as in most cases you won't be in its aura's range to actually make use of the MR reduction. LeBlanc actually has to gap close to you in order to fling sigils at you, and she outright puts herself within range. She's also fairly squishy, and you can combine the magic resist reduction with a quick reaction time (throw
when she uses W, zap her for it) to swiftly retaliate. You probably won't kill her since you aren't going heavily into AP, but she shouldn't be trying that again. Or maybe you will kill her.
Don't feed her, don't try to directly fight her. Laning isn't about getting the most kills, but farming gold for items. Farming the other guy is nice, but unless you want to BE farmed, stay safe. You're more useful than her in the long run, so just hang in there.
Difficulty Pre-6: Keep Your Distance
Difficulty Post-6: Still Need to Stay Back
is a mobile melee fighter, that revolves around c-c-c-combos of her abilities to deal tons of damage.
Seriously, she does a lot of damage right from level 1.
Though she is normally seen in the top lane, and occasionally as a jungler, some Rivens will make the great trip to mid in an effort to utterly destroy your face. As I said, from level 1 she potentially has access to her
ability, which will do a lot if you let her hit you with it. Naturally, you're ranged, so don't. As she gains levels, she also gets access to a short-duration stun and another dashing ability. These make her able to dodge your skillshots with ease, if she has good reactions, and promptly lay into you, if you're in range.
Once she hits level 6, her threat largely increases as she gains access to
, which amplifies her damage further and allows access to a long ranged finisher. Naturally, you can't be finished if you don't let her in range to finish you...or start, for that matter.
Farming from max range should work pretty well here. If she tries to push, then you can farm under the turret relatively freely. If you push, however, her abilities make farming under it extremely easy, so try to avoid doing that.
Riven herself isn't actually that tanky, and she may be trying to build like a glass cannon. Poking her down is definitely possible, though be wary that her
does block a hefty amount once she gets AD. She can probably dodge
if she has a clue, but if you whittle her down enough, it doesn't hurt to try. Especially since she's melee, it isn't uncommon to both get farm with a Singularity, and hit her as well.
The combined range of three Qs (260 each), E (325) and
(400) is 1505. This is longer than even
, but if she does this then she definitely can't kill you alone, as her Q is on cooldown. Alternatively, you're getting ganked by someone else and she wants to initiate. Even then, you'd have to be a bit special to fall for this, as her abilities do have cast times and you have plenty of time to react. If you see her slash at you wildly, you might want to back off or try for a snare.
She can try to push and roam, but it's not like she has long ranged crowd control. Warn your team, follow if possible, basic stuff.
Though I wouldn't actively pick
, it's a perfectly doable matchup if you're appropriately careful.
Difficulty Pre-6: Annoying
Difficulty Post-6: Very Annoying
Though people seem to like playing Soraka as a support, (aka: "I suck at support so I'll afk in a bush spamming heals") you occasionally get those brave souls who play her in the mid lane instead.
She's very, very annoying.
To begin the annoyance, her passive is
. Free magic resist for her and her friends. Yay. As a mage who does primarily magic damage, this is a bit annoying. She might save someone from a well timed laser just by derping around near them.
Level one, she'll probably take
and promptly use it on you. At every chance she gets. As it's a free ability with a relatively short cooldown, this can quickly add up if you let it and will serve to annoy you. Not to mention that Infuse silences you so that retaliation can be delayed or not come at all. Of course, it'll probably be fairly obvious when she plans to do this, since she'll probably walk at you. Throw out a shield/snare to stop her from doing so, though if you don't have either of those skills yet you can take it like a good light mage.
Past this phase, she'll gain access to
. Her heal increases her armor and...heals her, but its cooldown is fairly long and its mana cost becomes an issue for her, so she can't really sustain it. It's still another annoyance regardless, as you're a poke champion and she can negate a very large chunk of it. Starcall, on the other hand, is another of her offensive tools and the source of her pushing power. She basically hits everything around her for some magic damage, and shreds their magic resistance. Though getting hit by it once or twice won't kill you, it is a VERY, VERY dumb idea to stand next to her auto attacking while she spams it. Having negative magic resistance is a good way to get yourself killed. Starcall will hurt more and more as she consecutively hits you with it, and Infuse on a MR-shredded target is a potent nuke.
Assuming you don't ragequit, she'll hit level 6 and gain
. After a very brief cast animation, she'll heal all of her allies, including herself. Functions as a reverse Karthus ultimate. As such, you want your team to know of this as soon as she reaches that level. Since it's another heal to add on to her W skill, don't get baited into trying to tower dive the juicy low health Soraka, only to find that she suddenly gained 400 health and has silenced you.
Overall, she's a big pain in the behind who you probably won't kill unless you somehow burst her in one rotation. She'll be a pain to you due to infuse and starcall spam, and if you manage to poke her she'll probably heal it. She'll be a pain to your teammates because she can save their opponents from mid lane and if she actually gets in range of one of them, she also gets an additional heal. She can push to your tower if she so chooses and chuck bananas at it.
Of course, there is a bright side. Starcall spam takes a while to get going, and she has to be relatively close to people to do it. Your team should be able to kill the pony before she can drop meteors on your head. If not, you always outrange her and can run away, I guess.
Don't underestimate her, farm and deal with her BS. When teamfights come, you can show her your true power.
Difficulty Pre-6: Easy
Difficulty Post-6: Medium
Swain is a relatively uncommon champion, but people do play him. Known for turning into a bird and healing off everything you do to him, he's a moderately tanky mid laner with regenerative capabilities.
Doesn't matter since you don't need to kill him to win the game.
So, level 1. He actually hurts a lot at level 1 if he decides to take
, as it's a DoT that amplifies all damage he does, including auto attacks
. So if you let him E you and then smack you with autos, it will hurt. The solution to this is not letting it happen. As you progress to level 2, you may want a point in
early. All of his skills bar
are damage over time, meaning your shield can block a large amount of his damage if utilized properly. As he gains abilities, his threat level increases, but you do outrange him. Be sure to try to dodge Nevermove, as the snare that results from it can allow him to get off more spells on you. Nothing stops you from using your shield during this time, of course, so feel free to.
Once he hits level 6, he gains
. This allows him to spend mana to heal based on damage dealt. You may be thinking "oh well he's invincible can't poke him down gg" or something equally negative. However, there are a few things to know about this ability: It costs a lot of mana to keep up, it does have a cooldown between uses, and he only heals if he has something to heal from. If you keep poking him, he WILL eventually run out of mana(barring blue buff), and your poke will start sticking. He's also still a squishy mage archetype until he gets items for defense like
, and as such is still perfectly killable in a combo early on.
reduces his healing since it applies a healing reduction debuff. Every aspect of his kit has counterplay. Yay for balance!
Since you can deal with his damage over time and bleed his mana pool by poking him, you should have a fairly fine time against him. Your shield doesn't exactly block everything he does, however, so don't just stand there auto attacking him and expect to win any trades. Once laning ends, he is a big threat to your team, however. Try to shield everyone (which you should do anyway) and keep him off of carries.
I'd say this matchup is a stalemate, unless he likes to hang around with no mana. Farm, farm, roam, farm. He can't push as well as you(if he does want to, it'll take time since
targets minions randomly (he'll probably miss some because of this), his Q and E are damage over time and unreliable for last hitting, and Nevermove doesn't actually do all that much without points in it. Pushing and roaming works wonders.
Feel free to fry the chicken early on, and farm past then.
Difficulty Pre-6: Skill Matchup/Push Wars
Difficulty Post-6: See Above
Xerath, the Magus Ascendant. It might be a nice change of pace to have to weave through his spells to reach him, instead of having others need to weave through yours to reach you.
Compared to Lux, Xerath does a bit more damage and has longer range on his basic abilities, but he has less utility and has to lock himself in place with
to extend his range to rival yours.
Pre-level 6, he only has two damaging abilities. Like you. Sure, he can probably stun you if you stay within his range too long by proccing his
, but this is pretty obvious as he tosses a projectile towards you. His only method of proccing this stun is with
, a relatively narrow linear skillshot. A mini version of
, I'd say. Feel free to go aggressive on him, dodge his Arcanopulse and unleash your spells. If he DOES stun you, however, you're going to eat some auto attacks, both from him and minions. They DO matter, so you should really avoid this.
Post 6, he gains the ability to nuke you down if you eat too much poke, as his ultimate is a rather large damage spike.
's damage is actually quite high, making level 6 a large increase in power for him. He'll probably use E to place a mark on you, proc it with one R charge, get a free Q on you while you're stunned, and continue to zap you with his ultimate.
As a reminder, he needs to stand still do amplify his range and magic penetration. You can strafe towards him and land spells with relative ease.
All of the above aside, if he doesn't want to fight you, he probably won't. His Q is on a much shorter cooldown than your E, so he can easily push the wave to your tower and take potshots at you while you try to farm minions under it, or go roam/clear wraiths/afk/whatever. In teamfights he lacks the ability to shield everyone, but he can pretty much camp in the back zapping everyone and stun those who get too close to him. Sorta like you!
If he does want to fight you, then it's down to skill. If he decides to lock himself down at the wrong time, then he'll eat your skillshots. If you fail to dodge and get stunned, prepare to eat his.
Difficulty Pre-6: Medium
Difficulty Post-6: Hard
Though she's usually played a support these days, Zyra is a very potent mid laner who you'll see from time to time. A mage with potent crowd control and damage, she's not to be messed with.
Laning against her sucks.
From level 1 she has access to quite a bit of pushing power assuming she takes Q. Q,
, is basically a skillshot nuke of sorts. Marker appears, damages whatever's in it. Logically, you don't want to be in it when that happens. Unfortunately, unless you're spamming E to farm or dead or something, you have to be in the danger zone in order to farm. Of course, this holds true for Zyra as well, so if she is able to poke you, you should be able to poke her. Once she hits level 2, she should take either E or W. Zyra's E,
, is a skillshot snare that does damage to and snares all targets hit. It's basically your Q on steroids. Of course, if you're hit by the snare she can Q you without you being able to dodge it and proceed with her laning. She'll also gain access to
some time in the first four levels. If she hits a seed with Q or E she'll spawn a cuddly plant friend to do even more damage to you. As such you might not want to hang around near them. Basically, early laning will be a bunch of plant related skillshots (and plants) everywhere. Have fun.
At level 6, her burst AND dps increase substantially.
is both an AoE nuke with CC attached, AND it increases the attack speed of all plants in the area. It's a nuke, so it hurts. You're cced so she can maybe have time to cast another spell and hurt you more. And her plants will whack you more often. Fighting Zyra post 6 is a very dangerous lane, as one snare can result in you dying. As such, you want to take precautions against this. Avoid her poke like the plague, invest in Athene's ASAP and maybe buy a Doran's Ring to increase survivability further. You should still be poking her if possible, but remember that you don't need to proc your passive. Running at her is not a good idea unless you plan to all in.
As for her roaming capabilities, she's actually quite slow and somewhat fragile otherwise, so if she shoves and roams (she's good at the shoving part, at least) you should be able to ping her route and follow her as soon as possible. If you're lucky, the person(s) she's trying to gank might just be able to kill her with the help of a laser. In teamfights she'll probably throw plants down and ult to cc people, so stay far back as usual and hopefully you won't be within range to take the brunt of the damage.
Overall, Zyra's zone control exceeds yours and her burst and sustained damage are both large. Be on guard.