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Choose Champion Build:
-
Mid lane Mage
-
Bot lane Support
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Threats & Synergies
Diana
This is most likely to be Zyra's most difficult matchup. Diana has long range poke, a shield, hard CC and a gap closer with a no cooldown potential. Early game she doesn't really have any kill potential so just try and farm and harass, but after level 6 just play safe under the turret and try as hard as possible to not acquire the Moonlight debuff from her Crescent Strike, as that is when she will kill you.
Introduction




Pros:
-
Long Range Poke
Lots of CC
Strong Presence throughout the whole game
Has the potential to deal huge damage
When skilled will Rarely run out of Mana
Innate Vision
Plants can block certain Skillshots
Passive means people may regret killing you

Cons:
-
Extremely Squishy (has almost the lowest health, armour and magic resist)
Susceptible to Hard engages and all ins
Immobile
Becomes very vulnerable while Grasping Roots is on cooldown
Reliant on skillshots (all abilities have delays)
When supporting she doesn't have any sustain abilities, and she is sometimes prone to kill stealing
Runes




These are pretty traditional runes for an AP mage in the mid lane.




greater mark of hybrid penetration: I wouldn't usually do this but some people would like to utilise



















These are my usual 2 choices for summoner spells.




Exhaust can be a great replacement for





Barrier can be very useful against very bursty champions such as




Heal is similar to Barrier except it heals rather than shields, as well as healing another nearby champion and giving each of you bonus movement speed. Despite it sounding better it may actually be less effective as


This spell is also a good choice as it can remove otherwise fatal CC and spells such as



Passive- Garden of Thorns:
Zyra a spawns seed around herself every 13/11.5/10/8.5 seconds, sometimes spawning 2 at once. Seeds prefer to spawn in brush. Seeds last 45 seconds or until stepped on by an enemy or until a plant grows from it. Zyra can have a maximum of 8 seeds at a time (including




This is




Q Ability- Deadly Spines: Mana cost: 60 Cooldown: 7/6.5/6/5.5/5 seconds
After a brief delay,

This is




Despite being a damage ability i usually max it last as it doesn't have really high damage and


W Ability- Rampant Growth
-Passive:

-Active:



This is the Ability which makes


When planting seeds in the context of trying to use ability combos on enemies always plant it AFTER you have used the ability, as this means your seed will definitely be in the path of the ability, and it reduces the chance of enemies stepping on the seed before the ability reaches it. I usually take one point at level 2, and max this 2nd as it gets massive cooldown reduction at each rank, as well as increasing plant survivability, which is important in bigger fights.

E Ability- Grasping Roots: Mana cost: 70/75/80/85/90 Cooldown: 12 seconds

This is


Ultimate- StrangleThorns: Mana cost: 100/120/140 Cooldown: 130/120/110 seconds

This is

Summary of Skill Sequence:
Starting Items



These are the typical starting items that






Back Options:
These are various items you may want to purchase whenever you decide to recall. What you purchase can depend on how much gold you have or what you need in the current situation, whether you are playing aggressively or passively.

This is probably the most common pickup when playing aggressively. It gives you both some ability power, health and most importantly some magic penetration. It also builds into your core item-


This is another offensive item that can be picked up, except that it builds into


Boots are always important for the utility that movement speed brings. Upgrading these into



This is another good offensive start but more in the sense that you have access to your abilities more often, particularly



This is good to buy early when you are against a physical damage champion, or when you are rushing



Core Items:
These are the items which I believe you absolutely must buy in any build. While you don't need to buy them all straight away you must try and have all of them by about mid to late game. If you are behind and have not completed them before or around then try and farm to get back up to speed.

This is an extremely effective item as Zyra has a lot of damage over time effects as well as a lot of CC to proc the double damage on the burn passive. The magic penetration also compliments the % current health damage as well as the base damage of her plants. To top it all off it also gives us nice chunks of health and ability power.

This item is very good for similar reasons to




Everyone needs boots and








Offensive Options:

This item was close to making the core items list but since



This item has poke mage written all over it as the massive ability power gain can even make


This can be a highly effective item on Zyra if the enemy team is very tanky. The heavy magic penetration in combination with


I kind of think this item is questionable on



Defensive Items:

This is the defensive item that is associated with being the main defense item for mages. The item gives 50 armour as well as a large chunk of ability power but it's main attribute is it's active which doesn't let you resist lots of damage it just lets you avoid it completely. With careful timing that active can easily save your life by either blocking a fatal source of damage such as



This item has recently gained popularity on mages who like to buy





I generally don't buy this item however the magic resistance can be useful when facing magic damage burst champions such as



Additional Items:
These are the "added extra" items that you will buy eventually in late game but may buy at certain earlier times because the situation demands it.

This is a potion you will definitely buy once your build complete since it is bonus ability power and true damage without even using up an item slot. Make sure to keep refreshing it each time you recall!

This can be good if you want to quickly ward baron or dragon but are too far away. It also has a very low cooldown and can potentially last forever. Get this if you want to ward far away areas for safety and observation.

This is similar to


Early Game:
This is the part of the game at the very beginning when everyone is just trying to farm and harass with occasional ganks from junglers. This will usually last from about levels 1-9, or until the first tower is destroyed.
In










Mid Game:
This is the part of the game in which outer turrets start to be destroyed and players start to roam the map for kills. You will usually be about level 9-14 at this point.

However if you have not destroyed your enemies outer turret yet I would recommend doing first unless they are guarding it hard. Calling for ally help can be a good idea at this point.
Late Game:
This is the part of the game in which players are frantically trying to destroy objectives and kill either dragon or baron nashor. You will usually be about level 15+ by this time. This is where





Basic Spell Combos:
These are 2

Simple Harass:


Since this is so simple I'm not sure it can be defined as a 'combo' but it's best explained since it is very important when maxing deadly bloom first (and also good for those who max




Burst Harass:




This combo is my most commonly used as it is very deadly when pulled off right. If you land all your abilities and get in lots of plant attacks as well as your own then it can easily deal over 50% of the targets max health in damage, causing them to flee, play safe, or even die to a second combo if they stay. Use this combo when you are very confident that


Kill Combo:





This is what















However possible support substitutions include taking either


I take





Cunning Tree:
I take










These are the two best choices for




The only substitute summoner spell you would really consider is




Overall there isn't really much difference between using this passive as a mage and using it as a support. Grow plants to harass the ADC when a seed spawns near them, as well as using the seeds to zone the ADC away from farm.

While in lane with an ADC this ability is mainly useful for when you want to grow a Thorn Spitter. Since you will not be maxing it first it's damage will be kind of low but it becomes better later in the game when it has more damage and when you have items with spell effects (such as


This spell gains a lot more value as a support because not only can it be used for growing plants but the innate vision it offers is very handy for avoiding ganks and also checking bushes in your lane for sneaky supports. Maxing


This is your staple ability for being aggressive as the root will lock down the enemy ADC and keep them in place for ADC and plant attacks. The Vine Lasher that grows is also useful for similar purposes. This can also be used when a gank is coming and you need to root the jungler or ADC to get away. Absolutely max this first.

This ability is mainly useful for it's knockup, since this will severly cripple the ADC. When your ADC is duelling with the enemy simply plant this underneath the enemy and they will gain a heavy disadvantage. Or if you are fleeing cast this around you and your ADC to knockup any pursuers. As usual take a point whenever possible.
Starting Items:





These will be your starting items. I wouldn't recommend any other starting items on







Core Items:

This is the core item on any support. It is impossible to be a good support without it. The wards are invaluable for keeping crucial points warded, such as the river to avoid ganks, or dragon so you can possibly ambush the enemy. In late game warding dragon (and baron) becomes even more necessary and it is often good to keep bushes warded in case the enemy team has planned a big ambush within one. It is highly gold efficient since you can have potentially infinite wards that last longer than your average


Since you have



This is the item that builds from






I like these boots best on all supports because of the sheer mobility they give in every situation. The 55 movement speed is very useful for repositioning, catching up, and running away and even gives 25% reduced slow effects. To top it all off it only costs 900 gold so is very gold efficient. I prefer these to






Either





This is very powerful item when playing as a support since ADCs have a tendency to build life steal, which this item can then reduce. It also grants massive cooldown reduction as well as some mana.
Offensive Options:

Quite a good item on



This is good for improving chasing potential as well as adding more CC to a teamfight. You buy this for pretty similar reasons that you would buy it as a mid lane mage.

This can be especially good if the enemy team is heavily magic damage based, as the promoted minion becomes immune to magic damage. Therefore this is good for pushing towers. It also grants the Legion aura which is also useful against magic damage heavy teams. Note that



This has the potential to be a very powerful item. If it's passive is activated while in the midst of a teamfight then the extra ability power for you and the extra critical strike chance for your ADC makes for a sudden advantage for your team. It even gives some armour if you are having any trouble with physical damage.
Defensive options:

This item is useful for the same reasons that it is useful in mid lane. The active effect is very potent when you ant to start a fight without immediately getting focused down.

This is the defensive version of




This can sometimes be more useful on a support


This is exceptionally useful when the enemy team has a lot of CC. The active is very powerful and can potentially turn a fatal gank or hard engage in your favour. This also gives you a form of health sustain for your ADC however note that it has a long cooldown so you don't want to be using it as soon as it is available.

This upgrades from


Additional Items:

This is the elixir you will usually buy once your build is complete. The true damage is handy for pushing towers.

This is an alternative elixir you can consider as the bonus movement speed for allies is useful for letting them escape from fights, however you will most likely not be leading the charge into fights. It even gives some tenacity and health, which can help make you a bit more durable.

You will upgrade your




8/10






6/10
This is generally just an ok synergy but can have the potential to be good. If someone lands on





5/10
Both you guys happen to be caster based champions reliant on skillshots, overall meaning this can go really badly or really well. If you are both good at landing skillshots then you can harass them into hell and your CC will keep


7/10






5/10
Similar to the



7/10
This is an interesting matchup as




8/10
As a snowball champion with a strong early game this makes








8/10
This is a good synergy as the chain CC with





9/10
I find this matchup to be very good because of how all your abilities combine together. Most significant is both your ultimates, as






4/10
Since







7/10
This can be a good matchup since






9/10






7/10
This can be a good matchup since




6/10



[icon=tristana size=50
7/10
This has good potential beacause both of you guys have strong hard engage. Rooting the ADC allows



8/10





6/10






7/10






In early game you will be trying to harass the enemy for your ADC, as well as keeping necessary areas warded and protection your ADC. Unless they are warded make sure to use the bushes in the lane, as it means enemies cannot see when and where

Overall mid and late game are going to be very similar to a mid lane mage build, just keep in mind that you will be more responsible for warding and CC in teamfights and not damage/kills.




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