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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Threats & Synergies
Sona
The hardest counter to Zyra in the current meta due to her high sustainability in lane plus decent damage. Almost impossible to beat a W-Maxing Sona in lane unless your ADC is significantly better/stronger in laning phase. Sona's Q is also very easy to use, which makes her hard to deal with as Zyra is squishy. That doesn't mean Sona is unbeatable with Zyra, as Sona is also squishy herself. Focus on landing your E, and try to be passive aggressive.
Introduction


....I’ve been playing on the North American server since Season 2. My main summoner name is lTYTl (with Ls), and my second is Haijengi. I’ve reached Diamond a couple times since season 3 but due to my interest in other games I have almost always elo decayed to Platinum. However, I intend on only playing League of Legends this year to see how high I can climb. As of now, Haijengi is Diamond 2 and lTYTl is Diamond 4. I chose



This is also my first content in a series of other League of Legends contents I plan on creating for the next few weeks, so it will be much appreciated if you guys could show some love. If there is something you don't like (or like!) please let me know in the comments section.
I just wanted to add my Patreon page because I plan on making as much League of Legends content for the next month or so. Any of you who are interested can visit freely. As for more guides, I will only be doing them if there are enough requests. This

Patch 7.9 Changes!!
Nothing really changes through this patch for









Pros:[+]Numerous Crowd Control [+]Magnificent Auto Attack Motion and Range [+]Harassing Ability with Plants |
Cons:[-]Squishy [-]High Skill Cap [-]Lack of Direct Support Skills for ADC |
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.... ![]() ![]() ![]() ![]() ![]() ....The downside of ![]() ![]() ![]() ![]() ![]() |
....The reason I consider






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Seeds spawn around Zyra periodically, becoming faster with level and lasting 45 seconds. If an enemy Champion steps on a seed, it dies. Zyra can cast spells near seeds to grow plants. Extra plants striking the same target deal reduced damage. Opinion: This passive is sometimes viewed as a bonus to her skill sets, but is actually very crucial throughout the entire game. The seeds spawn randomly in a circle with ![]() |
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Thick vines spread through the ground and explode into spines, dealing 60/95/130/165/200 (+60% AP) magic damage to enemies within the area. Opinion: The main damaging skill for ![]() ![]() ![]() ![]() |
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Plants a seed, lasting 60 seconds. If an enemy Champion steps on a seed, it dies. Seeds spawned by Rampant Growth grant vision in a small area, and if stepped on they grant True Sight of the enemy champion for 2 seconds. Zyra stores a seed every 20/18/16/14/12 seconds (Max: 8 seeds planted, 2 seeds held) Passive: Zyra’s plants gain 10/20/30/40/50% extra maximum health Garden of Thorns: If Deadly Spines is cast near a seed, a Thorn Spitter grows, dealing 19-127 depending on Zyra’s level (+15% AP) magic damage. A Thorn Spitter has 750 range and lasts for 5-7.5 seconds scaling with Zyra’s level. If Grasping Roots is cast near a seed, it will summon a Vine Lasher that does the same damage as a Thorn Splitter, except with 400 range and a slow effect of 30% for 2 seconds. Opinion: An all-around skill that can help in multiple ways including vision control (either from the seed itself, or the plant you choose to summon), damage, and slows. Personally, I find the level 5 stats (shorter storing time of seed + more health for plants) for ![]() ![]() ![]() ![]() ![]() |
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Sends forward vines dealing 60/95/130/165/200 (+50% AP) magic damage and rooting enemies for 0.75/1/1.25/1.5/1.75 seconds. Opinion: This is probably the most important skill of all ![]() ![]() ![]() |
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Summons the fury of nature, growing a twisted thicket at target location which deals 180/265/350 (+70% AP) magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air for 1 second. Garden of Thorns: Plants within the thicket are enraged, attacking in a flurry for 150% total damage. Opinion: The skill that turns ![]() |
Ability Sequence
There are a couple viable ability sequences, and I will be discussing a few. Before I get started though, I want to emphasize three points:
- Always max
Deadly Spines (Q) first
- DO NOT max
Grasping Roots (E) second and
- Always level one point in each skill by level 3 (the order may differ, explanation below)
Here's why:
- It is in
Zyra's interest to max
Deadly Spines (Q) in order to maximize damage, because that's essentially why you play
Zyra
- It is true that the increase in snare duration as you level
Grasping Roots (E) is crucial as level 1
Grasping Roots only snares for 0.75 seconds, which is extremely short. That being said, 1.25 seconds is enough time for your teammates to react, and considering the usefulness of
Zyra's seeds, it is crucial that you begin leveling
Rampant Growth (W) as soon as you can. In fact, I sometimes don't even raise, after level 1,
Grasping Roots (E) until maxing
Deadly Spines (Q) AND
Rampant Growth (W).
Let's look at the skill sequence for the first three levels through the chart below:

From here, you could take 3 different approaches to leveling your skills:
Approach 1 (Standard Build)
This would be the most standard skill sequence, and is the one I mentioned in the shorter version above. By now you should know my guide revolves around maxing



Approach 2 (Alternating Build)
This is the alternating build, in which you raise





Approach 3 (Damage Build)
Only go this approach when you have enough crowd control abilities in your team, or if you feel you need more damage/vision control compared to crowd control.

....

.
First Build (Precision with AP)
.
Runes




OR
Runes





....This is my go-to build, and really reflects how I believe


....Since this page maximizes


Second Build (Defensive Precision)
.
Runes






....This is a similar rune set up to the page above, emphasizing auto attacks once again. You might want to use this page when the opposing team has a few squishy but high damage dealers. I tend to use this page when the enemy support is someone like



Third Build (Full AP Magic Pen)
.
Runes




....This is the standard


Fourth Build (Defensive Magic Pen)
.
Runes






....Similar to the second rune page, this is just a defensive version of the third. This is the safest build of all four rune pages as it allows you to be able to survive certain mistakes you normally wouldn’t have, plus really maximizes poking from behind compared to the second build.
.

.

.







































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In short...
Just take


Taking





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Itemization is always going to be somewhat flexible as League of Legends probably has more than million different possible situations as you begin your champion selection. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Starting Items









First Back Priorities






Example First Back Buys When Your Gold is
<300g:


>300g:






>500g:



>800g:








~1200g:



>1300g:




>1700g:





>2250g:









- Notice how I skipped 1850g area, in which you can buy
Eye of the Watchers without
Boots. If you have that much gold on your first back, then you most likely don’t need
Eye of the Watchers yet, and the extra movement speed from
Boots is more likely to help you not only survive, but even land more skill shots.
Boots Choice in Order of Preference













This is definitely a rough estimate, but it helps make my point. Most people who play League of Legends aren't constantly aware of these specific safe zones. As a result, simply having more movement speed can increase


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Hence in most games, I get ![]() ![]() ![]() |
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![]() ![]() |
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You can also opt to go with ![]() |
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I would probably prefer ![]() ![]() ![]() |
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If the enemy team has a tons of slow that is bothering you, AND your play emphasizes movement speed, this is the boots to get. |
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In some rare situations, you will face a team with heavy magic damage AND much crowd control. That's when you get ![]() ![]() |
When to Upgrade Your
Boots
Ideally, you want to upgrade your




- Laning phase ended- meaning
Eye of the Watchers gets priority for the extra ward
- You crushed your lane, or in some sort of way have enough gold to upgrade your
Boots AND get
Frostfang in the first few minutes of the game (i.e. successful invade)- upgrade
Boots before getting
Sightstone for even more snowball
- Your team is getting crushed, buy
Mobility Boots and rush fountain. FOR DEMACIAAA!!!!
Your Third Item
The above lists the three possible items you should target after boots upgrade and

.....
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![]() ![]()
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Hence You Should Rush
Rylai's Crystal Scepter unless...
.....
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If your team has enough Crowd Control abilities, then you don't necessarily have to rush ![]() ![]() ![]() ![]() ![]() ![]() |
.....
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The other time you shouldn't rush ![]() ![]()
![]() ![]() |
Your Fourth Item



Your Fifth and Sixth Items/Situational Items
(Stars indicate recommendation level)
.....
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This would be your typical fifth item, and should always get it unless the enemy team has almost no magic resist items. |
.....
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Get this item when the enemy team is heavy in AD, such as a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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I only consider ![]() |
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I feel like I've almost never gotten ![]() ![]() |
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Similar to ![]() |
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One of my favorite last items to get with ![]() ![]() ![]() ![]() |
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Great item to get if you need magic resist. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Only go ![]() ![]() |
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I have never gone ![]() ![]() |
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Relatively troll item if you don't know how to wave control around the map... and even then it's quite troll for support... but you could go this item if you feel like your team needs extra pressure on lanes. |
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This is an okay item to get when the enemy team is heavy in AD, and you know that your adc is very good. |
.....
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Get this item if enemy team has several dangerous crowd control abilities AND if you know that one of your carries are very good. |
Importance of
Rylai's Crystal Scepter Examples!
Video 1
This is an example that exemplifies why I argue that




Video 2
This video shows how frustrating a





If you are a support player in League of Legends, and you are serious about climbing, then you HAVE to know that you should almost always be carrying at least one


As an example, try to search the leaderboards on op.gg or lolking.net, and look at the past games of the top support players in the world. You will see that they buy, in most situations, at least 4 to 5

Here's my match history as an example:

(Yes, that's two support

Q: But isn't 16

Okay, let's do a little bit of math. If you buy 16





Vision control is almost half the game in League of Legends. It's the one aspect that keeps giving your team information about the other team, and that allows you to either plan ahead or react faster compared to your opponent. Support's job is to fight for this vision control (obviously, not alone, but it's mainly the support's job) to give your team's carries a better chance to, actually carrying. It's really not the support's job to carry games through fighting, and again, if that's what you like to do, you should probably play another role.
This doesn't mean that you spend your


- When your team is trying to obtain an objective (such as Baron), but there are certain spots that you and your team missed using
Oracle Lens on. Don't wait for cooldown, rather, use your
Control Ward.
- When your team is fighting around an objective and your opponent is erasing your
Eye of the Watchers wards. Yet you realize you spent all four charges, and now the map is blind, or somewhat blind. Just use your
Control Ward like a ward if your team is in good conditions and wants to keep pushing/fighting.
Basic Combinations
W
Rampant Growth + Q
Deadly Spines
W
Rampant Growth + E
Grasping Roots
Q
Deadly Spines + W
Rampant Growth
E
Grasping Roots + W
Rampant Growth
These are the basic combinations that






Advanced Combinations
E
Grasping Roots + Q
Deadly Spines + W
Rampant Growth
E
Grasping Roots + W
Rampant Growth + Q
Deadly Spines + W
Rampant Growth
E
Grasping Roots + Q
Deadly Spines + 2W
Rampant Growth
These are basically different compositions of the combos above. You won't always have two seeds stored, unlike practice mode, so the first combination is probably the most used one of the three. E





Ult Combinations
There are several ways you could incorporate







E
Grasping Roots + R
Stranglethorns + Q
Deadly Spines + 2W
Rampant Growth
The idea behind this combination is to snare enemy team, use your


R
Stranglethorns + Q
Deadly Spines + 2W
Rampant Growth +
E
Grasping Roots
This combination is what you use when you don't have to use










As some of you may have noticed,




Level 1 Passive Use

If you wait, and land your

As you can see, it's not broken to give you an automatic win, but it is still substantial damage to give your lane a slight lead (which you can snowball).
Even if you don't land

You can miss

The Importance of Auto Attacks in Lane
I've already mentioned a couple times on how good



In addition, even if you meet a long range ADC like



“Fakes”
"Fakes" are what I call certain randomized movements that you can give out in order to more easily dodge, and thus also burn, opponent skill shots. This is maximized when you mix it up with your real intended movements, such as using



Even though it looks like






This might look like I reacted to












In summary, "fakes" are quite advanced skill sets that require you to understand the opponent's skills in order to bait them out. It's not for everyone to use, and probably is more for higher elo players.
Using
Zyra Plants to Block Skills
It's also important to remember that














When to Watch for Ganks and Roams
Typically, you want to be especially careful for ganks around 3:00~to 3:30 area, and the 4 minute marks. If you know that the enemy jungler started bot side, it's highly unlikely you'll get ganked until the 4 minute mark. But you want to be careful around 3:30 just in case the enemy team jungler is doing full clear bot side, and then ganking. If you know the enemy jungler started top, you want to be careful around the 3:30 to 4 minute mark, and you'll be safe around 3 to 3:30.
This video actually shows a situation in which






This is immediately after the first video. Any time you happen to kill the enemy team jungler and take a buff, you always have to becareful of a re-gank, especially double buffs, because the jungler is going to want the buffs back. Despite being aware of that, I stay around because I know that with my


In this game, we knew that


If you haven't seen the jungler gank yet, you always have to be careful around the 4 minute mark, especially if the enemy jungler can lane gank well, like

Deep Warding
Generally, this concerns warding the enemy jungle as far out as you can. There are couple sweet control ward spots that people don't regularly check early on, but I'll start with an

When the enemy team has


This video shows me going deep to place a


If you don't have the time or safety to go that deep, then just ward somewhere around mid. It's still relatively a deep ward considering how early you do it, it's just the safest deep ward possible early on. For instance...
When to Roam
There are two conditions that you HAVE to meet before actually roaming. First, your adc must have some sort of safety when you leave to roam, whether that be knowing the enemy team isn't around bot through vision, or successful kills at bot. Second, you must have team backup ready to wherever you are planning on roaming to. It's pointless for support to roam when there is no team backup.
The video above shows a situation in which both conditions are met. We kill both




Again, I go to roam because both conditions are met. Since


Protecting Mid Lane
Once one of the bot turrets go down, it's in your team's best interest to start grouping mid either to defend your mid turret, or attack the opponent's (assuming one or both are up). Mid turrets are essential because it's like a person's spine. Mid lane is the most used lane when moving around the map, so having your turrets up helps controlling vision massively. So don't be afraid to use

So if you see your mid laner trying to go back home (like

You also don't have to just purely defend. Any time you see an opportunity to harass the opposing mid laner, like

Pressing on your Advantages
By the time the game goes to mid game, you should have at least one role winning (or even). If you are all losing then it's going to call for a "trap" situation (explained below) or just a surrender. You always want to work around your strengths, even split pushing, in which you want to make it easier for your split pusher by warding for him or her. Here are some easily recognizable situations:



This is shortly after the previous video. We end up moving towards topside, and knowing that the enemy team's bot is trying to push the bot turret, we make moves aggressively at top (since worst case scenario is 4v3, still in our team's favor). Every single one of the enemy team makes small mistakes, which snowballs for our team immensely. We eventually take out an inhibitor, and the enemy team should have grouped to defend top.
There are a couple noteworthy events going on in this video. For some reason, our team


Anyway, back to explaining what's going on. When your team is winning and there's dragon spawning, you could always set up traps by controlling vision. Most times, at least one champion will try and come ward, and sometimes, they will move as a team. If your team is positioned in the right way, it could lead to huge team fight victories (if we had

“Traps”
Traps refer to setting up a certain situation in which you throw something unexpected at the opponent. There are many ways to do this, so let's focus on some of the major concepts.
Using Yourself as Bait
Let me explain my thought process here. A dangerous team fight breaks out for our team, since









Playing Around Vision
I actually came alive shortly before this video starts, making the enemy unaware of where I could be. So I run down mid, and knowing that I couldn't possibly have been spotted by the opposing team, I use








Using Your Team as Bait
As the video starts, you can see














The most important thing to remember as



As you can see, I'm constantly staying near by










General

You want to use

Most of the time, you don't want to use





BONUS:


This is an example of how strong


Other than team fighting, there is one more aspect









This game was very unfortunate,



This is color coded to represent warding spots relative to time and team side.
Blue team warding spots go from light blue (early game), to blue (mid game) to black (~end game).
Purple team warding spots go from yellow (early game), to orange (mid game) to red (~end game).
The warding spots with white lines next to them indicate early game

These aren't the only nor are they the absolute warding spots through out the game. These are generally good spots to have vision around. Ideally, you want to place wards in pathways that the opposing team frequently uses. If you are new to League of Legends, or new to the Support role, you can use this map as a general guide. If you are an experienced support player, use this map to understand the general important areas, and know that ward placements can always change. Also, try not to place wards close to each other, and use smart ward placements to cover a wide area of the map.
Example






and

Hence baits through "traps" and "fakes" are essential for

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