UPDATE LOG - LAST UPDATE 3/3/2013
-Small changes to refect new patches.
-Added the Akali matchup.
-Minor changes in items to reflect the new patch.
-Added new build including Rylai's.
-Added the Talon matchup
-Guide is reworked on several parts and its featured
IntroductionHello and welcome to my Zyra guide. Im Garona, Diamond player that goes between EUW and EUNE from time to times. In season 2 I peaked at 1980 elo and finished with ~1850ish on EUW, hit 2k on EUNE, and currently im on Diamond league.
Im generally a mid laner and Zyra is one of my favourite champions (though I stoped playing her for a while). Even though I had my share of terrible games as support Zyra, I still consider myself a pretty good mid Zyra, and all my stats are above average with her as now, while writing this guide. Note that my deaths to kill ratio is like this due to some support Zyra games
In this guide ill go trough Zyra's strenghts and my personal playstyle, and hopefuly by the time you're done readin this you will be a better Zyra player :)
Why do you pick ZyraRight off the bat, Zyra fights EVERY team comp, and thats what makes her so strong. She works in poke comps due to her and . She can work in AoE comps with and burst comps due to the fact that her full build bursts for an insane amount of damage.
Zyra is somewhat of a "jack of all trades, master of none". She can do anything, but there will be a champion out there that will do that one specific thing a bit better than her. But thats ok, cause only Zyra can do everything as good as herself!
As an example, Orianna's or Nidalee's poke will be better than Zyra's, but their burst to sustained damage ratio is lower than this of Zyra.
Moreover, the range and radius of her spells is pretty huge, and that means she can act as a great backliner.
Passive: Rise of the Thorns
(Innate): Upon death, Zyra returns to her plant form. After 2 seconds, she can press any ability to fire a Vengeful Thorn towards her cursor, dealing 80 + (20 × level) true damage to each enemy it strikes.
Range: 1,500 (estimate)
Duration of plant form: 8 seconds
Zyra's passive is a niche ability with the potential to do extra damage, but as a rule of thumb, you shouldnt count on it. Post nerf its damage isnt that high, so dont go around saying "I can trade him and kill him if I die". Its a cool addition to her kit, but its not everything. If you die dont rush this ability, you have eight full seconds to aim, in reality its about 2 seconds before people are out of range, but its still something.
Note that it does true damage, so its always going to do the full damage if it hits.
Q: Deadly Bloom
(Active): Thorns shoot from the ground, dealing magic damage to enemies within the area.
Range to Center of AoE: 825
Cost: 75 / 80 / 85 / 90 / 95 mana
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds
Magic Damage: 75 / 115 / 155 / 195 / 235 (+0.6 per ability power)
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows. Thorn Spitter attacks with long range and deals magic damage.
Duration: 10 seconds
Magic Damage: 26 + (6 × level) + (0.2 per ability power)
Attack Speed 0.800
Deadly Bloom is your bread and butter. Its your main poke, push and damaging spell, and the spell you want to procc most seeds with. There really arent a lot of things to say about this ability, its a bit like Brand's W, but proccs faster. Its not that hard to hit if you're good with leading spells.
Dont spam this ability too much early game, as it will drain your mana rather fast without any mana regen on you.
What you should note is the ability of Deadly Bloom to grow Thorn Spitters, the ranged plants. Basically as long as there is a seed from your in the area that Deadly Bloom damages one Thornspitter is going to grow in its place. Those plants act as immobile allies that last for ten seconds. Their damage is scaling on Zyra's level (not of the ability that creates them and 20% of her ability power. In their full duration they can pump up to 8 auto attacks, so their maximum damage is 208+(48xZyra's Level) + 160% of Zyra's AP. However in a more realistic lane enviroment they will do about three hits, so it will be about 78+(36xZyra's Level) + 60% of Zyra's AP. At level three and with 20 AP you can do about [(78+(36x3)+12] 198 damage pre-mr with one plant and 297 with two. To place it midly, your plants have the potential to dish insane amounts of damage with only a few hits, especially early on.
Some things to note about plants is
- Plants have 6 HP.
- Autoattacks from Champions deal 2 damage.
- Autoattacks from Minions and Monsters deal 1 damage.
- Dragon's attacks deal 4 damage.
- Area of effect spells deal 3 damage.
- Single target spells deal 4 damage.
- Turrets shot deal 6 damage.
- The second plant will deal 50% less damage
You can also farm Wraiths very easy with plants because minions will focus them and give you enough time to kill them from far, without taking any damage whatsoever.
W: Rampant Growth
(Passive): Grants bonus cooldown reduction.
Cooldown Reduction: 4 / 8 / 12 / 16 / 20 %
(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 seeds 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.
Cost: 1 seed
Seed Recharge Time: 17 / 16 / 15 / 14 / 13 seconds
Seeds are needed for grow plants. Also they give CDR as you rank this ability up. yay. I really have no idea what to say about this ability, other than the fact that seeds can be used as mini wards, which is one of the reasons Zyra mid is pretty safe from ganking aswell.
Setting for when taking blue and dont want to get jumped on
For when you think the jungler will come from the botlane side
This way seed acts like a wraith ward, can be used on both sides
Also, seeds can be used to teleport on!
E: Grasping Roots
(Active): Sends forward vines, dealing magic damage and rooting enemies for a short duration.
Cooldown: 12 seconds
Cost: 70 / 75 / 80 / 85 / 90 mana
Magic Damage: 60 / 95 / 130 / 165 / 200 (+0.5 per ability power)
Root Duration: 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds
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.
Duration: 10 seconds
Magic Damage: 26 + (6 × level) + (0.2 per ability power)
Attack Speed 0.800
This is your root, you main cc ability. Grasping Roots is one of the most powerfull root abilities, because unlike other abilities alike to itself, such as Lux's bind or Morgana's, the root goes through targets, it can root an infinite amount of enemies and travels fairly fast (not THAT fast post nerf, but still). You max your root second to make it last longer and ofcourse to give it more damage.
When Grasping Roots hit a seed they grow a Vine Lasher. Those plants deal identical damage with Thorn Spitters, but they have melee range and slow its target. As a rule of thumb, you want to grow a Vine Lasher only as long as you know that you will be able to get atleast 3 hits with it.
Its also a good idea to grow one of each plants, because this way the enemy gets slowed, and therefore gets hit by the ranged plants more times.
(Active): 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.
Range to Center of AoE: 700
Cost: 100 / 120 / 140 manaCooldown: 130 / 120 / 110 seconds
Magic Damage: 180 / 265 / 350 (+0.7 per ability power)
Rampant Growth: Plants within the thicket are enraged, increasing their attack speed by 50%.
Zyra's ultimate is a huge radius, small range AoE ability. Stranglethorns damage all enemies in its radius after ~0.5 seconds after beeing cast, and knockup AND slow every enemy still in its range after 2 seconds. They are an awesome way to zone people in fights, because it gives them two choices, to fight in its range and get knocked up, or to run out. A good disenage team however(IE, Janna, Ezreal, Fizz) will counter this.
Its best to pick off fights in the jungle when using your ultimate, so that the enemies cannot run.
Another thing to note about it, is that it increases the attack speed of any plants that are spawned up the point that it knocks enemies up, which results in a pretty big increase in damage.
- Lv1 :
- Lv2 :
- Lv3 :
Use order from now on.
You should always pick E first, it gives the best utility for early fights and it can help you fend of early ganks. I generally like picking a point in W second so I can use the seeds as wards, but what you get in lv2 is up to your own judgement as long as you got one point in each ability by level three.
Maxing Q is essential for lane dominance and wave clear. Its Zyra's most spammable spell and her main harassment ability. You dont want to max E first because its cooldown its too big, leave that for support Zyra.
Maxing E second is generally better, the utility W gives is great, dont get me wrong, however I feel like bigged damage and root duration are more helpful in fights during midgame compared to the CDR that W will give you.
Of course you should always rank your ultimate each time its available.
I feel like those are really standard midlane runes. They offer a good amount of damage and enough utility for you to get along. You could potentially get extra minion damage or extra AD in Offense for better lasthitting, but thats up to you. You could also go for 9 in defense to get extra HP and MR, but I feel like the utility tree is better.
Getting spellsword isnt that awesome but it helps more than just 2 ap. I gives you 1-2 damage early game for last hitting so thats all. When your AP is going to be higher it will add some kinda nice chunk of damage per hit, its a niche mastery, but it works.
Those are pretty standard runes, they offer a good mix of suvivability and ability power. Runes are generally up to the player and his playstyle. However MR Flat Glyphs and Mpen Marks are optimal in every case, so generally is Seals and Quints that are up to change.
Some good alternatives for Seals are Armor and Mana Regen. Armor makes you take less damage from minions essentially allowing you to trade better early in the lane. Mana Regen is straightforward, but I feel like once you learn how to properly use your spells you dont need those anymore.
The best alternative for Quints is MS. Movespeed is essentially stronger if you dont buy boots lv1, and open you to a lot of variety for starting items.
In general, Flash-Ignite is the to-go spells in midlane, due to the fact that they provide the most mixed utility and damage.
Flash is mandatory on Zyra to make clutch escapes and initiate a play with Flash-E. Both and are viable, generally I feel like Ignite is more powerful, but the nerfs are catching up, so Exhaust now is an option aswell. You could potentially run any combination of spells as long as one of them is Flash, the only spell id ask you to refrain from at all times would be . In any other way, every summoner spell has its use. The following spells are the generally actually useful combinations you can make (set in order of usefulness imo).
So for the rest spells.
is great, and both and enhance it very well. My main problem with TP is the fact that it requires good communication to use properly, sometimes in soloque you'll tp and nobody follows, and that sucks. However if you pull it off you can gank lanes like mad and turn dives into a huge victory for your team by countering them this way. It also helps lategame with defending against splitpushing and securing objectives easier.
I can see it beeing good, but im not really sure about it. It needs you to get pretty close to use and its not THAT strong nowdays. However there's the asset that, alike to Karthus, you can exhaust someone and this will lead to you hitting every spell. Also it nullifies ad carries pretty hard so thats one more thing to consider.
pick this against teams that have a lot of ganking going on, Katarina, Shaco, Le Blanc etc. Its very good to counter dives and assasins, and thats all there is to it, if you dont want your enemy lane to snowball Barrier is a GREAT choice.
aint bad at all, but its outshined by Barrier in terms of self-defense, if you want to bring more utility for your team heal is the to-go choice.
Rest spells arent very considerable.
Item BuildsEarly Core
This build allows you to spam spells very hard, and thats pretty awesome because its the begging to start poking the enemy out of the lane. It also helps with pushing and farming, which ends up empowering your early game.
Mid Game Core
Sorc+Athene's is set in stone, you always want to get that extra AP, Mr and Mana Regen from upgrading Chalice to Athene's and since Athene's builds out of several small items its an ideal item at any point. The choice between getting Zhonya's or Liandrys lies in how the game goes. You want to get Zhonya's if your enemy has a lot of burst and hard engage, because Zyra cant survive such engages easily, and Zhonya's makes sure you can live longer and deal more damage should you use it properly. Liandry's is for those games where you're safe and just want more damage and poke added to your arsenal.
Basically all you do is swap Chalice for Double Doran's and skip Athene's entirely, this allows for more agression and less poke.
This new core offers surv in a different manner, but lacks poking capabilities. Basically you are much tankier, and thats really nice. If you buy Rylai's you're bound to skip Athenes entirely so pick wisely. Rylai will help you on those "all out" fights but will take away your infinite mana from Athene's, so you'll lose in poke. However in full out fights, Rylai's is VERY strong since it allows your E-plants to slow for rediculus amounts of damage. Rylai's is a good counter to bruisers aswell.
Seekers is good vs heavy phys teams and phys mid enemies, its also rediculusly cost effective.
After you've got each of those two "cores" you should weight the game and pick the items you think will help you most from them ones written below.
Boots of Speed are still a VERY solid start for midlane, you are still possible the most gankable lane due to how short the lane is. The change here is that Boots arent essential any more, so wether you get boots or no is up to your own initiative and playstyle. One thing to be noted is how much stronger MS quints are when you aren't buying those lv1.
Flask is the second big item start, it gives you a lot of sustain and mana in lane and once you go back it refills, meaning you wont need to buy HP pots every time you back. As long as you use all its charges every time you go to the lane, after ~7 refills it becomes cost effective (meaning you saved enough gold from getting it instead of HP pots) and can be sold. Its a solid start because it means you can outsustain your enemy in the lane and push him out of it.
Well... Tier 2 Boots with Mpen, need I say more?
Chalice is core for every Zyra build, it allows you to spam your Q and gives MR, it helps you put down some good lane dominance and build in Athene's so you can get your much wanted CDR and AP.
Athene's is simple a better chalice, and honestly, what is there not to like. Its not as great as it was pre s3, but its still very strong and rushing it isnt a bad idea either. I might set you a bit behind in damage but the MR and Mana Regen it provides simply make up for it.
Zhonya's is an amazing item, especially on Zyra. Once you're bursted your spells and have your plant up, you're vulnerable. If you pop Zhonya's at the right time you're going to win a few seconds alive during which your plants will deal damage and your cooldowns will be coming back up. Zhonya's is also great to pull of clutch baits and plays where you flash in, E>W>Q>R>W and Zhonya, initiating this way for your team.
Rabadon's is the standard item for pumping your AP, I dont think it needs any introduction, its a good item to snowball games if you get it early, but thats very risky. The more AP you got the more cost effective it gets, so keep that in mind. You should strive to get a Rabadon's at some point in the game, but when is up to you. If you want more PURE damage, Rabadon's is the way.
Rod is good VS assasins, because its gives you some nice sustain and a big health pool. I generally dont see me buying this, unless im up against someone like Kassadin or Pantheon, because those champions do their burst in one go and then have to wait, so if you can survive that burst, you are going to beat them. One think to note is that when you get Rod MR becomes more compeling, and Chalice becomes less important, if you get then you should skip because if you get both those items you will be behind in damage.
Another item that needs no intro. Its just something you will need at some point, a good rule of thumb is to buy Void after 2 or more enemies have more than 100 MR. They have up to 100 MR HG and Sorcs are kind of enough.
This item is great on Zyra. If you are going for poke then you oughta get this item. The best part about it is the Mpen, it really pumps your damage. I dont want to consider this a full core item because I feel like it isnt as much needed as other, you should however consider it as a great item that you should strive to purchase.
If you want to burst the enemy ADC this is your choice. If you do DFG>E>W>Q>W>R you should kill em in one go. I feel like this is really situational and only works when you play some sort of assasin composition. The "bad" part of DFG is the CDR, because due to your W it becomes an overkill.
I feel like this item is VERY strong. Its not that slot efficient late, but it has two advantages, it builds out of KLP, it gives MS and by using it you get a targeted slow that allows you to hit a sure root and combo the enemy.
Guardian's Angel is a very strong item, but I cant justify considering it a core item anymore, due to the fact that it got nerfed. Its up to you to think wether you need it or not, I personally dont really buy it and go for other items.
Seraphs is a wierd items, and a lot of people hate it on Zyra, but here's the catch. Even though it takes quite some time to max it as Zyra' since her spells arent that spammable, once fully stacked, Archangel's/Seraph gives about double the AP Athene's gives. The loss of CDR isnt that much of a problem here since you get passive CDR from W and can have maxed CDR with Blue Buff. In this sense, Seraph's can be better than Athene's especially if you plan on getting Archangels.
Doran's is always good for when you go to base early but dont have money for huge items, especially if you're behind in lane. Also Core item for when you want Rylai.
So my opinion on Rylai's is tentative. Its DEFINETLY good on Zyra, because it stacks with E plants and slows for A LOT. However here's why I dont like it. Buying it means you have to replace Athene's. That measn no max CDR before you get W maxed, and no infinite Mana Regen. Those two make your poke a lot less powerful. However Rylai's makes you strong for teams with insane initiations, since hitting W>E>W means that the enemy will need to flash, or die, since he'll be slowed by ~50%(!). All in all, buying Rylai's or not is up to you. You have to weight your team's capabilities and needs and act respectively.
You generally have a hard time against assasin, but this doesnt mean you cannot win. Also Diana was nerfed pretty hard. You simply need to outplay your enemy and abuse their weaknesses. In Diana's case you'll mabye have to buy a RoA in order to be able to suvive her burst combo and trade back. You can potentialy burst her once she has hp equal or lower to 60-70%. Abuse your WW-Q combo to fight her.
Difficulity : Medium to easy
Extra Tips : Get wraiths and outscale her.
She can burst you down, but she is VERY kitable, as long as you dont mess up Evelynn is a walk in the park, you can burst her down from 100 to 0 in one go. You can potentially pick and against her to counter he ganks. Key to winning Eve is to not fuck up and to coordinate with your team so her roam will be innefective.
Difficulity : Medium
Extra Tips : Get wraiths, push like a mofo.
One of the hardest assasins, due to the fact that his mobility is insane, he can engage and disengage instantly and has the potential to burst you down in one go. He can also dodge your spells. Key to winning against Fizz is to force him to use his E and then root him, if you can do this, he is VERY squishy. Problem is he can disengage at will very easy, and thats what makes him win. In an extended fight, you'll have the upper hand
Difficulity : Hard
Even matchup, you will die only if you fuck up and get hit by his ult. He cant die easy against you, so you will need to coordinate with your jungler to knock him down in early game.
Difficulity : Medium
Extra Tips : No real tips, dodge his ult and you win.
Practially same as Fizz, the big advantage you have is how much better you are in teamfights compared to him. Beat him pre-6 using AA and WQ and you can snowball your lane. Dont let him roam to much or he can recover.
Difficulity : Medium
Extra Tips : Get and and he will never burst you.
Katarina is a rather hard enemy to face. Her rediculus mobility from her W allows her to come close and exit the fight immediately. However you Q plants hurt her a lot, and once she gets harassed she can be picked off. This lane is about snowballing, kill her and she's going down. Get killed and prepare for a bad time.
Difficulity : Hard
Extra Tips : Abuse ranged plants to harass without beeing in danger.
Simple matchup, if you catch her first she dies, if she does, you die. Play safe and outfarm her, build if you think its needed, after you get you will beat her in duels AND teamfights as you can, and should, dodge all her burst.
Difficulity : Easy
Orianna is kind of a wierd matchup. Her poke is VERY strong and her last hitting is super easy, so its kind of about getting to catch her before she can do it. Your burst potential in one go is higher, but the longer the fight goes on, the harder she will be to beat. Poke her in small burst and pick up only short skimishes and you will be fine.
Difficulity : Medium
Simple matchup, you win the lane, you lose the roam. Shove hard when he uses Destiny or pick up (though its not that effective honestly). Try to kill him each and every time she comes to the lane and deny him as much as possible.
Difficulity : Medium to easy, depedning on enemy skill, and how much your lanes push.
Build and potentially and you will be fine, dont ever rush against him, do the normal build of , zhonya his ult and you beat him straight up.
Difficulity : Medium
Extra tips : Outfarm him so you can outscale him in teamfights.
I have no idea if Pantheon is beatable by Zyra alone. I got in this matchup once and it was quite the nightmare, I had to ask for ganks 24/7, build as much hp and armor as I could, I got , AND and it still was hardly enough. Basically after level 5 he can nuke insanely hard and 100-0 you instantly. Prior to that you NEED to poke, poke as hard as possible, let down your farm and do it, try to kill him early and dont fuck up, because he can kill you early aswell, but if you manage to snowball against him, you can win.
Difficulity : Hard
Extra tips : Poke and poke some more.
You outrange him and can outpoke him easily so hes very beatable with Zyra. You need to abuse his range and every time you see him come up to you W>E him and W>Q him instantly, this should chunk his hp hard enough for you to have the upper hand if he isnt going to back off. His burst becomes insane later on and thats something you should always think about. If you let him snowball and outscale you then you will have a really bad time
Difficulity : Medium to Hard
Extra tips : Poke him with W>E>W>Q each time he comes close for a W/Q
He's Zed, but instead of a slow he has a silence. At first I thought he was beatable and that I could outrade him by punishing him for coming close, but my thoughts fell apart really quickly. Basically he can come, do an E>W>Q combo and back off before you get the chance to retaliate. Post level 6 his E>W>Q>R>R combo is going to likely kill you. You need to rush armor and stack hp aswell ask for lots of ganks to come out of this lane. Also ask for wraiths to outfarm him as much as possible. Kill him pre-lv4 and you can win, die and he is going to snowball
Difficulity : Hard
Extra tips : Control wraiths, ask for ganks.
Doesnt matter how she builds (ap or hybrid), because in anycase, she can dodge 100% of your ultimate's damage and her lv2-3 is fucking terror. As long as you get ganks and snowball a bit you will win, but if she gets even a sligh advantage I suggest you wave your hope goodbye, because they'll be long gone. Basically at lv1-3 she can just spam Q's and autos with E which deal IMMENSE amounts of damage (over 400 for 1 q and 2 autos at level 3). I suggest you build because kiting Kayle is essential to winning against her generally in the game.
Difficulity : Super hard up to 3, Medium 3-6, Medium to Hard 6+
Extra Tips : When possible push to her turret and back off, she's bad at last hitting on turret.
Akali is beatable. Generally you want to go agressive on her as early on as possible since once she is level 6 she can wreck you. You want to bully her as much as possible and lane and when she hits level 6 you should back, get items and a , bait her out, have her engage on you, pop the ward and unleash a FULL combo, using Ignite and Flash if needed. If you killed her you can snowball the lane. Generally you want to go as agressive as possible on her because she wins in long engages but you can win in a small full out fight where you hit every spell.
Difficulity : Medium, need caution post-6
Extra Tips : Agression is key, get Vis wards, getting wraiths helps A LOT.
Will expand matchups as I get more experience, hope those are enough for now!
Level 1 trough 7
Zyra's laning is quite good. She can farm safely using her spells and her auto attack animation is GREAT. A great thing that you can do during laning phase is to use W seeds as wards in bushes so you are safer when you move forward. During early game you should generally farm passively, however Zyra has the potential to poke hard during levels 3, 5 and can go for a kill on level 6 and 7. That is because of the great damage of her plants. Her E>W>Q>W combo bring up two plants that add up to nearly 150 damage, adding that to the ~80 damage of E and ~100 damage of Q you can do a good sum of ~320 damage at level 3 and ~500 damage at level 5. Against squishy mids this can enfore lane dominance.
Genrally a Zyra should weight the matchup and act. If you can kill your matchup you should call for ganks and come ahead as early as possible, since if Zyra gets a lead she can combo the enemy down each time he's back in the lane. If she cant win, then she should communicate with the jungler to ask for wraiths and take those every time they are up. Warding the enemy junlge near wraiths early can also be a good idea for Zyra to counter jungle and get even more farm.
Levels 7 trough 13
Mid game is the phase where laning is still a thing, but teamfights start happening. With Zyra you want to force fights during that time, her root and ultimate work best in the jungle and in the dragon pit, so fighting next to blue or dragon puts Zyra on an advantage. During this time its good to roam and try to steal the enemy jungle, but dont get the noobtrap and miss too much farm, try to balance your roam and farm so that if your roam fails, you are still effective.
One thing to be noted is that the team that has Zyra should force dragon and jungle fights. Zyra is SO strong on clustered spots with her ult which can give her team a huge advantage if used
Late Game + Teamfighting
Levels 13 trough 18
Laning is over. You are now fighting over turrets and baron. Zyra is GREAT at forcing objectives for two reasons
- Her W provides vision. This is VERY usefull for baron fights or when you are sieging turrets and want to not get ambushes.
- Her E and utlimate WRECK the enemy before they can even start fighting, Zyra's damage isnt just one short burst, it keeps going on, if Zyra starts the fight she can make sure that the enemy team gets kited and sieged by her plants. That means that Zyra becomes STRONGER when fighing over objectives.
- Her baron control with her ultimate is INSANE.
- Her poke when combined with is just off the charts, she can get enemies to 50% before the fight is started.
With Zyra you should strive to poke, but when the fight start you are meant to space out and wait for your cooldowns, you need to stick close to your ADC so you can root whoever is coming at him and siege them down with your plants. Zyra can be both a burst assasin, a great poker and an awesome backlines, and thats what makes her so strong.
Basic plant combo
What this combo does is buy you time. Instead of doing W>Q as many players do you first use your Q and take advantage of its delay to place your plant afterwards.
Basic harass combo
This is the most basic of combos in lane, it just brings up two ranged plants that can siege and zone the enemy. Note that when your auto attack target becomes your plants target aswell, so abuse that.
Avanced Harass combo
This combo is mostly used while poking or in small fights. Basically what you want to do is use the first W AFTER the E lands, so that you will spawn two ranged plants. As a rule of thumb ranged plants are better than melee because the can do more damage since well... they are ranged...
This is a combo order meant for kiting, it will root and then slow the enemy sufficiently for you to make your escape.
This is the advanced harass combo but with your ultimate. This is ideally what you want to use during teamfights. Its important to only use your ultimate once the second plant is created and only if you know the damage from it can go off.
After dead/Passive combo
I know, this is hardly a combo, but people ALWAYS seem to fuck up their passive damage becasue of spell queing, meaning that they had hit Q before dying and that order goes on AFTER their death. What you need to do when you die is first press S (or whatever you have stop set on) and THEN cast your passive. Do this and I guarantee you will pick up for kills that usual with it.
Using ZyraIf you go ahead and check out my history you will see that while I do keep a possitive KDA my deaths sometimes surpass 10 (but never surpass my kills when im mid). However, honestly, i've found out that Zyra is bound to die at some point, however, alike to Karthus, its not THAT bad.
Of course those are two different thing, Karthus is bound to die to maximise his damage, while Zyra doesnt have to. However her passive still does a good chunk of damage. The rule of thumb I follow is to try and stay alive atleast for ~10 seconds. If I do that I will have shoot atleast 3 Q's, will have planted 3 plants, shot 2 E's and my ultimate. At this point I could either kite and try to pull of clutch W>E>W combos or go suicide mode, look who's coming at me and think. If he has a gap closer (e.g. Jayce, Irelia, Lee Sin), and I dont have Zhonya's, ill try to do as much damage using ranged plants before I die, and then use my passive. If the enemy is kitable (e.g. Darius, ChoGath) I go for kiting over pure damage using W>E>W>Q and strive to space out as much as possible.
ClosingWell I guess this sums up my Zyra guide. Zyra is a great champions with insane potential to wreck the midlane and come out ahead of everyone in teamfights. Her teamfighting pressence is off the charts and this needs to be abused by the player. Ill try to expand this guide as much as possible.
One thing I want you to note is that my average CS and K/D (not KDA) ratio isnt that great, but thats because I also play support Zyra.
By the way this ( http://www.team-dignitas.net/articles/blogs/League-of-Legends/2100/Rise-Up-and-Improve-Your-Zyra-Gameplay/ ) is a GREAT Zyra "trick guide" from Dignitas that really helped me and I think you should go check it out. Ill try uploading a game with some commentary, but since I'm not sure if and when ill add this I wont take the promise.
Until next time summoners, stay grassy! (atleast I tried)
Big thanks to lolwikia, from where I used a ton of resources!