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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Garden of Thorns (PASSIVE)
Zyra Passive Ability
Introduction
This is my second official guide on MOBAFIRE. My first guide on here was a Sona support guide. I really like Zyra support but I find that when I play here there is no really good


Being in the pre-season right now it is hard to say what will come of season 4. But right now I consider Zyra to be one of the best scaling supports. As of this moment (patch 3.14) she is one of the only 'support class' champions that dodged the 3.14 bullet.
Using patch 3.14 riot basically said "Here you can now afford amazing AP items, they just won't be as good on you". They gave supports slightly better CC while drastically reducing their AP ratios. This in my opinion makes supports like Janna, Lulu, Nami, Sona and Soraka less palatable options.
So given patch 3.14 we have a couple options left.
1. Go with a tanky support (Leona, Taric, Alistar, Thresh) and build full tank (because health/armor/magic resist ratios remain unaffected).
2. Go with an "unconventional support" (Annie, Zyra, Fiddlesticks, etc).
So why Zyra specifically?
Using patch 3.14 riot basically said "Here you can now afford amazing AP items, they just won't be as good on you". They gave supports slightly better CC while drastically reducing their AP ratios. This in my opinion makes supports like Janna, Lulu, Nami, Sona and Soraka less palatable options.
So given patch 3.14 we have a couple options left.
1. Go with a tanky support (Leona, Taric, Alistar, Thresh) and build full tank (because health/armor/magic resist ratios remain unaffected).
2. Go with an "unconventional support" (Annie, Zyra, Fiddlesticks, etc).
So why Zyra specifically?
Pros
+ Amazing poke. + Great crowd control. + Good AP ratios. + Great at pushing lanes. + Great Cooldown Reduction. |
Cons
- She is squishy. - With 325 movement she is slow. - No good escape mechanism. |
Greater Mark of Hybrid penetration Greater Mark of Hybrid Penetration - This mostly depends on your style of laning. I personally like to poke with my auto-attack and obviously deal some damage with my spells. If you want to see in great detail why I chose these marks please check out this blog.
Greater Seal of Armor - Pretty well the only standard Seal that I am aware of. Especially in the duo bot lane if you are up against an ADC.
Greater Glyph of Scaling Magic Resist -
Greater Glyph of Magic Resist - I usually go for the scaling magic resist for help against the enemy APC later in the game. On rare occasions I will get the flat Magic Resist if the enemy support is a strong AP champion like
Nunu & Willump or
Lux.
Greater Quintessence of Ability Power - I used to recommend getting a Greater Quintessence of Gold but it isn't needed any more. This will help you deal a little more damage in the early levels.






The goal of my mastery setup is to help improve three major things:
1. Income: I spent 6 mastery points to improve your gold income.
2. Cooldown reduction: I spent 7 mastery points to improve your cooldown reduction.
3. Sustainability: I spent 10 mastery points to improve your sustainability (or your ability to stay in lane).
Aside from this I used 1 mastery in
Phasewalker
, 3 in
Summoner's Insight
, 2 points in
Inspiration and 1 point in
Wanderer
.
I look at income as an investment.
Zyra is already a very great champion early game. She has amazing CC and damage. Having 6 points in income will allow you to become a beast in the late game.
Zyra was recently hit with a nerf which made it so her
Rampant Growth only provides 10 cooldown reduction at max level instead of 20. I am spending 7 points in cooldown reduction so I don't have to change my items just to max out my Cooldowns.
I always make it my goal to stay in lane as long as I can before having to go back to buy items. In addition, throughout the laning phase I stay very aggressive on the enemy adc to try and prevent him/her from last hitting. To this end I spend 10 points in sustainability to allow
Zyra to stay in lane as long as possible so she doesn't succumb to a level or gold disadvantage.
Phasewalker
- This is a personal choice. This 1 mastery point has saved me time and time again when I'm trying to recall and an enemy is near.
Summoner's Insight
- Again a personal choice. This spell is fairly obvious as it allows your Flash and Exhaust to be off cooldown faster.
Inspiration - Supports and Junglers are the most susceptible to falling behind when it comes to experience. This is something I highly recommend. If you can hit level 6 before the enemy support (nevertheless ADC) and you can engage you will have a HUGE advantage.
Wanderer
- This helps when warding the enemy jungle.
1. Income: I spent 6 mastery points to improve your gold income.
2. Cooldown reduction: I spent 7 mastery points to improve your cooldown reduction.
3. Sustainability: I spent 10 mastery points to improve your sustainability (or your ability to stay in lane).
Aside from this I used 1 mastery in




Income
I look at income as an investment.

Cooldown Reduction
Zyra was recently hit with a nerf which made it so her

Sustainability
I always make it my goal to stay in lane as long as I can before having to go back to buy items. In addition, throughout the laning phase I stay very aggressive on the enemy adc to try and prevent him/her from last hitting. To this end I spend 10 points in sustainability to allow

Other




Starting Items



Essential Items






Offensive items



Defensive items



Spells


Quoted:
Upon death, Zyra returns to her plant form for up to 8 seconds. After 2 seconds, she can use any ability to fire a Vengeful Thorn in a line towards the cursor, dealing 80 + (20 x level) true damage to every enemy it passes through.
Rise of the Thorns is fairly obvious as far as what it does. It also makes her a great duelist. With this build I have gone against other squishy champions (enemy ADC/APC) and won or come up close. When you come up close, you might die but you can use this to - well - "fire a Vengeful Thorn" which could kill your enemy.
Deadly Bloom

Quoted:
After a short delay, thorns shoot from the ground at a target location, dealing magic damage to enemies within the area.
MAGIC DAMAGE: 70 / 105 / 140 / 175 / 210 (+ 65% AP)
I usually don't upgrade this spell until there are no other spells to upgrade. I take one point in it at level 1. It does some damage to enemies but not enough to spam it. I usually only use this in conjunction with Rampant Growth.
Quoted:
RAMPANT GROWTH: If Deadly Bloom hits a seed, a Thorn Spitter grows that lasts for 10 seconds. Thorn Spitters have a long ranged attack and deal 23 + (6.5 × level) (+ 20% AP) magic damage.
This plant is very useful against champions such as


You can also use this if you are at the enemy tower. Cast your plant just out of range of the tower to keep your enemy from last hitting minions.


Quoted:
PASSIVE: Grants bonus cooldown reduction.
COOLDOWN REDUCTION: 2 / 4 / 6 / 8 / 10%
The cooldown reduction here is what allows you to not have to buy too many cooldown reduction items. Be thankful!~
Quoted:
ACTIVE: Plants a seed at a target point for 30 seconds, granting sight of a small area around it. Zyra generates seeds over time, can hold up to 2 seeds, and cannot plant more than 4 seeds at a time.
After 1.5 seconds, if an enemy champion steps on a seed, it will be destroyed, but they will be revealed by true sight for 2 seconds.
If Zyra's spells hit a seed they will sprout into a plant, automatically attacking nearby enemies for 10 seconds. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
After 1.5 seconds, if an enemy champion steps on a seed, it will be destroyed, but they will be revealed by true sight for 2 seconds.
If Zyra's spells hit a seed they will sprout into a plant, automatically attacking nearby enemies for 10 seconds. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
This is the ability that allows you to create plants. Plant the seed then cast one of your other spells and it shall become a plant.


Quoted:
Sends vines forward in a line, dealing magic damage and rooting enemies hit for a short duration.
MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 50% AP)
ROOT DURATION: 0.75 / 1 / 1.25 / 1.5 / 1.75
This in my opinion is Zyra's key spell. I max this first so that you can get as long of a root duration as possible. This will also make landing your ultimate (which has a 2 second delay) a lot easier.
Quoted:
RAMPANT GROWTH: If Grasping Roots hits a seed, a Vine Lasher grows that lasts for 10 seconds. Vine Lashers have a short ranged attack that deals 23 + (6.5 × level) (+ 20% AP) magic damage and slows enemies hit by 30% for 2 seconds.
These plants have a short range so try to cast them just behind the champion. You will want to cast Grasping Roots BEFORE you cast Rampant growth. If you don't you will give away the fact that the Grasping Roots are coming. So you cast Grasping roots (rooting them) and cast Rampant growth behind your enemy (which will turn into a plant by the time grasping roots reaches it). Then when your enemy runs, they will be slowed by the Vine Lasher.


Quoted:
Summons the fury of nature, growing a twisted thicket at the 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 for 1.25 seconds.
This is your ultimate ability. This is a very large Area of Effect Knock up. What is the downside? 2 second delay.
This will take some practice but you can overcome this delay by using Grasping Roots and predicting where your enemy will go.
Quoted:
RAMPANT GROWTH: Plants within the thicket are enraged, increasing their attack speed by 50%.
Fairly obvious, but plant your plants before casting Stranglethorns so that they get the 50% increased attack speed.
FULL COMBO
Your full combo should be something like this:




The grasping roots holds your enemies down while the 2 seeds become Vine Lashers. Stranglethorns will knock your enemies up allowing maximum damage from the Vine Lashers and slowing your enemies. Deadly bloom will deal a bit of extra damage at the end.

- This item has changed. It is now visible, and you have to hit it 5 times to kill it.
I recommend if you are playing on the blue side of the map to place your 'pink' ward here:

The reason why I recommend this spot in particular is because the enemy support (or adc) will have to go very deep into your bush in order to take it out. Or try to contest it with a


- The name of this item has changed but it remains the same as the old sight ward.
I recommend placing it here:

If you're doing fairly well you could consider also warding the enemy blue buff:

Later in the game I recommend warding both blue and this position:

This allows you to have superior vision over the enemies jungle.
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