Content guides
GUIDES:

Highest Win Rate

Most Popular
All Guides Zyra Guides Feel the Thorn's Embrace!
237
137
Updated
8 months ago
Views
1.16M
Comments
26

Zyra Statistics for Eltsen

Author's performance with Zyra compared to the ranked average.

Value
Average
Games Played
13
9
Win %
31
44
Kills
2.5
3.6
Assists
9.9
10.7
Deaths
6.0
7.1
KA:D Ratio
2.1
2.0
Gold Earned
10.4K
10.7K
Creep Score
59.5
54.0
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png----> Standard spell, can use to initiate fights or disengage

3.png-----> A good peeling spell. Previous nerfs to its attack speed reduction have made it a less appealing option than ignite. Is still good whenever the enemy team has a lot of engage/assassins

14.png-----> Strong summoner spell, if there is no champion on the enemy team that requires exhaust, ignite is preferred.


New Runes Back to Top

Masteries Back to Top

A fairly standard carry support mastery page.

You can also run 0/18/12 to get some extra defensive stats for the laning phase.
Thunderlords is pretty important and will help a lot with your burst damage. 


Abilities Back to Top

Q
W
E
E
E
R
E
Q
E
Q
R
Q
Q
W
W
R
W
W
Passive
Q
1
8
10
12
13
W
2
14
15
17
18
E
3
4
5
7
9
R
6
11
16

Start Q in order to start getting some ranged poke with your plants as well as proccing your money item. I find maxing E over Q as the new priority, although both have the same damage and your Deadly Spines has a higher AP ratio. Your snare provides more utility and the damage difference is negligible until you get a  lot of AP.  Consider maxing your Q over E if you find that you are missing a majority of your roots over your Q. Maxing your seeds last remains the same since your plants will not have the same amount of HP as before until your W is rank 5 and seeds constantly spawn around you so W cooldown isn't needed as much

E--->W--->Q-->W--->R    This is your ultimate combo for the most damage. Don't forget it!


Your Passive---> Garden of Thorns
  • Can be useful or annoying. Seeds do spawn in a somewhat reasonable location if in combat
  • Allows you to get some free damage with the ranged plant
  • Enemies may try to step on the seeds, most of the time this means that you can put out some poke by turning that seed into a flower.
  • No seeds will spawn when you are in the bush!!! Pay attention to the counter and walk out of the bush when it is active so that you can get a seed OR just don't sit in the bush

Your Q---> Deadly Bloom
  • In lane this spell is usually used as a poking spell
  • Link it with your W to grow a ranged plant for extra poke
  • Linked with W, plant can poke under tower without drawing aggro to you
  • If tower is attacking a unit, it will not switch to your plant until that unit has been killed
  • Note that the plant spawn range is larger than the hitbox. 
  • This spell has become more of a plant spawn ability to poke out the enemy champ.
Your W---> Rampant Growth
  • Your signature spell of spawning plants
  • Use your ranged plant for poking, the melee for insurance if you miss your snare.
  • If you are in Turret range and a plant is hitting a Champion, DONT FORGET IT WILL HIT YOU
  • Use this for a guaranteed plant when you use your spells.
  • Cast your damaging ability then cast the seed for somewhat less predictability
Your E---> Grasping Roots
  • Strong snare but slow moving
  • Can initiate fights or disengage
  • Small width 
  • Always spawn a seed / cast near a seed for the extra insurance
Your Ultimate---> Stranglethorns
  • Your other super signature spell
  • Try to have as many plants active as possible when casting/during the ability to maximize damage.
  • Can be used as part of the combo
  • Can also be used to disengage.
  • ALSO can be used to zone people. No one wants to walk on this giant circled area, using it wisely can prevent some people from joining the fight.

Items Back to Top

Starting Items

    Standard AP Support start. Don't start with a pink. Its not worth it. Refillable is another possible start if the enemy bot lane has a large amount of poke
    Get red trinket when you get sightstone. Upgrade it at level 9
    It is possible to start coin over spelltheifs due to its increased gold generation, however it is worth noting that you lose out on a good portion of your damage and utility later on into the game.

Core Items

    Upgrade to Frost early, it gives a lot of $$$. Get Ruby if you aren't doing too well. Boots are very nice for dodging skillshots!
    Choose between either sorcs or mobis. Mobis is ideal for roaming around the map whereas sorcs provide an additional burst of damage. If you find that you are getting caught often, sorcs is a better choice due to the move speed reduction of mobis
    Upgrade!!! It is very useful, use the active for engages or peeling. Using it for scouting is not as effective as before.

Situational Items

    Fairly standard AP zyra build. Liandris --> Rylais --> Void will provide a large amount of damage and utility. You will get a power spike upon building Haunting Guise
    A utility zyra build/standard support build. It is a possible option if the other 4 champions on your team already deal a large amount of damage.
Even after the mage update, Zyra's build path is still pretty much the same, focusing on maximizing the damage dealt by your plants.

3092_64.png---- This or the Eye will both provide lots of money and 10% CDR, it's personal preference as to which one  to buy
3165_64.png---- Great stats and CDR, its a bit expensive now and delays your Liandry powerspike.
3157_64.png---- Great passive, decent stats. The extra 10% CDR is pretty nice. 
3116_64.png---- Extra health= longer living in teamfights. Slow is also useful with plants. Works well with 3151.png
3135_64.png---- If the enemy team has alot of mr. Helpful since Zyra's AP Ratios are kinda low.
3089_64.png---- Don't forget you are a support, utility is usually a better pick than this. Could be taken as very last                           item
3285.png---- My personal favourite. It gives movespeed which is very nice on Zyra and the damage it does is decent.
3001.png3157.png ---- Either of these are good if you find that you are being focused by heavy magic/physical damage in teamfights.

2055.png ---- If possible, try to always have a slot for at least one of these while having one on the map

Your core build should be something like: 
2301.png3020.png3151.png3135.png3116.png  3364.png   with 3157.png3001.png3285.png as your last item





Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
    Medium
  • Annie
    Medium
  • Ashe
    Easy
  • Bard
    Medium
  • Blitzcrank
    Medium
  • Brand
    Medium
  • Braum
    Hard
  • Caitlyn
    Hard
  • Corki
    Hard
  • Draven
    Medium
  • Elise
    Hard
  • Ezreal
    Medium
  • Graves
    Medium
  • Janna
    Easy
  • Jhin
    Easy
  • Jinx
    Easy
  • Kalista
    Hard
  • Karma
    Medium
  • Kindred
    Easy
  • Kog'Maw
    Hard
  • LeBlanc
    Hard
  • Leona
    Medium
  • Lucian
    Hard
  • Lulu
    Hard
  • Lux
    Medium
  • Miss Fortune
    Medium
  • Morgana
    Medium
  • Nami
    Hard
  • Nautilus
    Medium
  • Pantheon
    Hard
  • Poppy
    Hard
  • Quinn
    Easy
  • Rakan
    Medium
  • Sivir
    Hard
  • Sona
    Easy
  • Soraka
    Medium
  • Taric
    Medium
  • Thresh
    Medium
  • Tristana
    Medium
  • Twitch
    Medium
  • Varus
    Medium
  • Vayne
    Easy
  • Vel'Koz
    Medium
  • Xayah
    Medium

VS

Alistar

Medium

Alistar is a pain to have to deal with post 6. He becomes nearly unkillable.  Try your best to shut him down early on to prevent losses in skirmishes later on.  If Alistar is able to land his combo, you will almost immediately be killed due to your squishiness.  Buying early health is crucial in this lane

VS

Annie

Medium

You easily outrange her with your snare pre-6. You also need to know when her flash is up/down otherwise she can easily burst you down, even as support. Similar to you, she is very squishy with no escapes, and less reliable disengage as you.

VS

Ashe

Easy

She has no escapes and is very squishy. Get her behind before level 6 otherwise she can easily ult you.

VS

Bard

Medium

A skill matchup. 

Tempered fate will negate your damage so try killing Bard or the ADC before it hits.
You can set up plants/seeds near his health shrines.
Pay attention to magical journeys so you can set up snares.
Don't stand too close to anyone or anything! If he hits his Q, meep auto and thunderlords, thats at least half of your health. Maybe

VS

Blitzcrank

Medium

Try to always have bush control.  His pull has approximately a 15 second cooldown when in the laning phase. Take advantage of that and poke him down after he misses

VS

Brand

Medium

His abilities alone don't do extreme damage. In the early lane phase, you can take advantage of his passive knowing that he needs to land all 3 abilities in order to proc the explosion damage. This also means that he will only be able to proc it on you or your ADC.

VS

Braum

Hard

Braum is a pain, his passive will kill you. Try avoiding his Q's and his engages. Poke him down and play safe

VS

Caitlyn

Hard

Dont poke her. Its not worth trouble.  Autoattacking her will just open opportunity for her to poke you back.  If you can land a snare, great, make sure your ADC is going to follow up. Don't step on a trap if she's near, it will hurt

VS

Corki

Hard

Corki deals a ton of damage of every type. True, physical and magical, giving him a stronger advantage and burst damage.  Be careful when dealing with him.  His ult is spammable, try dodging if you can, especially the big missile. Once he gets Tri Force, he becomes a monster, be careful when he gets it.

Careful for the package, he might not go bot with it so warn your team!

VS

Draven

Medium

Draven dishes out a ton of damage early. Be extremely careful and make sure to snare if he's targeting you.If you can aim your snare to where an axe will land, this gives your snare a clear shot.

VS

Elise

Hard

Elise support is becoming a thing again.

If she's in human form, don't fight unless she just used her cocoon.
If she's in spider form you can poke her down.
Just be careful, she does hurt even if tanky.

VS

Ezreal

Medium

Ezeal is somewhat mobile because of his flash, this'll make your snare more difficult to land. Be careful of his Q as well, this can easily chunk 100 or more of your health and its on an extremely short cooldown.


If you can snare him, burst him down.

VS

Graves

Medium

Try poking him down and avoid standing by walls! 

You can also be quite annoying if you negate some of his auto attacks by spawning plants in front of minions.

VS

Janna

Easy

Janna is an extremely defensive support champion with almost no counter attacks if you try poking her.  Her shield costs alot of mana, try to make hr use it often.  Poking Janna will also deny use of the shield on the enemy ADC.  Her ultimate can also be annoying but if you can land yours before she starts hers, she'll end up stunned allowing your team to catch up

VS

Jhin

Easy

He does decent damage but is squishy, short range and no escapes.

His reload time is very long (2.5 seconds) Take advantage of that and do some damage then.
Careful with the speed he gets from Criticals, otherwise not a big problem
Your plants can take out his traps!

VS

Jinx

Easy

All Jinx has is poking potential. As long as you wait to land a snare or some other form of CC from your ADC, you can easily burst and kill her just because she can't do anything about it.

VS

Kalista

Hard

If you can hit her with that slow snare of yours... Otherwise try to burst her if you do hit it.

VS

Karma

Medium

She does a lot of poke damage but does not have much protective abilities.

Poke her down before she pokes you

VS

Kindred

Easy

Her Q has a long cooldown when she doesn't use it in her Wolf's Frenzy.

She also has a short autoattack range, take advantage of these and poke her down.
Her ultimate can negate your burst, try to bait it out with a E-W-Q-W combo

VS

Kog'Maw

Hard

Kog'maw's range with his w is extremely difficult to deal with as it ranks up. Emphasis on extremely! You will be able to harass him and kill him pre-6 but once he achieves a strong enough range with his w, you won't be able to harass him while his w is up. Each kog skin has a sign to tell you when it's active, so pay attention to that as best you can

VS

LeBlanc

Hard

A kill lane like support ( Kinda like you!!) On the downside her damage potential is so much higher than yours and can be landed much more easily. Only very early on will you be able to counter her. Once she hits 6, make sure you are very careful and wary for her burst.

VS

Leona

Medium

This is more or less a skill match up. Dodging her E and landing yours is the deciding factor in this lane. Upon hitting 6, both lanes have a strong kill potential. If you can, hit 6 before Leona. Even if you gain an early advantage, Leona can easily bring it back if you act too careless.

VS

Lucian

Hard

Very mobile with his W and E. Can easily poke you from behind your minions. Also has high burst potential with his Ultimate. Play cautiously, you are very squishy

VS

Lulu

Hard

Lulu deals an exceptional amount of poke.  If you reach in to autoattack she can easily land her small combo.  Once she hits 6, trades are even riskier because of her ult. 

VS

Lux

Medium

Going against Lux is a skill matchup. Both lanes have a strong snare, however yours hits everyone it encounters, for a shorter duration. Lux's hits 2 people with 2-1 seconds. The both of you can unleash alot of burst at 6 if you land your snares, however yours is more easily to land and Lux's is more bursty. Unlike you, Lux also has a shield, she can negate some of your damage, however if you get hit, you take it all.

VS

Miss Fortune

Medium

Try staying in front of minions sometimes, as risky as it is.  You do not want to be a target of her Double Up.  Her speed boost is also extremely annoying to deal with, try getting rid of this before you use your snare.  Use your ranged plant to do so.

VS

Morgana

Medium

If this Morgana knows has good reflexes, then she can Black Shield your snare and knockup. Fortunately you can easily bait out her Black Shield, if you land a Deadly Bloom with a plant. Hopefully and generally this will bait out a Dark Binding or a Black Shield, as the Binding has an 11 second cooldown and the Shield has 20 seconds! This gives you a wide opportunity to attack!  Also don't forget, Morgana's shield only shields one person!

VS

Nami

Hard

You can play really aggressively (Harassing with ranged plants)  or you can play somewhat aggressive (Zyra doesn't do passive to good) . Either way Nami's heal is excruciatingly painful to deal with, but it is very costly. But after level 6, whoever manages to land their CC (Bubble vs Snare) is almost guaranteed to land a kill.

VS

Nautilus

Medium

Has lots of CC and tanky. Poking him down before he gets too close is your only chance.

VS

Pantheon

Hard

Don't even bother, you shouldn't pick Zyra into this, but if you do have to deal with this your best chances are to snare him when he comes too close to either one of you. You can't stop him when he stuns, but you can keep bushes warded for preparation. An extremely tough lane. Don't get philos, just rush Sightstone for health.

VS

Poppy

Hard

Tanky, has CC, a gap closer and does damage. If you get stunned, you are probably dead.

Her being melee should mean that you can get some poke on her but be careful

VS

Quinn

Easy

She has short range but if you are blinded run away.

Be careful of her bird form, you can cancel this easily with a Ranged plant.
She has high burst if she can combo you right, don't get too close to her if possible

VS

Rakan

Medium

Rakan matchups are more dependant on the ADC. If you can consistently dodge his rakanw.png Grand Entrance or snare him as he is dashing then the lane should be easy pre-6. Once he gets his ultimate, be wary of ganks or engages. You should be able to constantly poke or kill Rakan since he isn't that tanky and you significantly outrange him.

VS

Sivir

Hard

Sivir rework makes her alot stronger. She has so much poke with her non-stop bouncing W. Stand far from minions when she has it on, her boomerang glows! She can use her spell shield without hesitation now. Plant attacks also pop the shield. Make sure the shield is down before you snare.

VS

Sona

Easy

You have an easy advantage. Zyra is an extremely strong pick for Sona as long as you don't give it up. You can chunk her easily, and because she is sooooo squishy, even if she heals up, your combo + your ADC's damage will be able to burst her.

VS

Soraka

Medium

HEAL IS ANNOYING TAKE IGNITE. Engage whenever you can try to burst her instead of the adc.

VS

Taric

Medium

Snare him as he tries when he tries to starts charging up his stun. 

Try disengaging when he starts charging up his ultimate since the invulnerability negates your combo. 
Try poking him down before engaging, his spells are pretty costly.

VS

Thresh

Medium

Same as Blitzcrank, keep an eye out for his hook.  Thresh's hooks have cast times making them a little easier to dodge.  Keep the enemy bush warded and if he does land a hook on your carry, snare him before he can jump.  If Thresh lands a hook on you ( And if you don't flash) you can easily land a snare onto the enemy ADC and turn the fight into your favor

VS

Tristana

Medium

Trist's E hurts if she can hit autos onto you, try not to trade when she does so. 

Her only escape has a long cooldown, use this to your advantage and try engaging when it is down. 
Lategame she outranges everybody, be careful of this especially

VS

Twitch

Medium

Place a pink ward down in lane and shut down most of his invisibility.  Twitch doesnt have many escapes or anything in general that can counter your spells.  If you land a snare, unleash your full combo.

Once he hits level 6 and in teamfights. He is really strong! Shutting him down early is key!

VS

Varus

Medium

Varus deals a large amount of burst if he can land autoattacks on you.  Once you both hit 6, if you can ult/snare him whenever he ults, you should be able to keep him from dealing damage for a few seconds.

VS

Vayne

Easy

Really is dependant. Can zone her in early levels, later on be careful of her Condemn. Snare may be hard to hit if she has tumble up. So E after her tumble!

VS

Vel'Koz

Medium

Another skill matchup. Both of you are carry supports and will out damage your ADCs, whoever is able to land the E ability will generally win the trade.

VS

Xayah

Medium

Has a relatively weak early game but has a strong power spike after completing her first item. Be wary of her feathers as they will deal a lot of damage if she is able to get a good E, xayahe.png onto you. Abuse your longer range but be careful of her Ultimate xayahr.png as it can be used to dodge most of your abilities.

Why Zyra (Pros and Cons) Back to Top

Each support champion has their own specific uses.  Zyra is a strong support champ who excels at disrupting the enemy team.  A good snare can save the life of a teammate, while a well placed ult can split the enemy team apart.  Zyra deals alot of burst even without AP giving her a strong advantage.  She can also easily poke an enemy with her long ranged plant




Pros

  • Zyra is a strong AP champion viable for both as an AP mid champion and as a support champion.
  • Even as support you will still be able to dish out a some amount of damage and contribute a large amount of CC in teamfights. 
  • Your W seeds can give temporary vision whenever planted and give more vision when turned into plants.  When looking for vision for a large area, use a plant, however when checking a bush, use a seed.
  • Strong initiator, and fairly decent peeler.
  • Decent Poke, and good disengage with Stranglethorns.
  • You will most likely do the most damage in the game!
  • You might take some kills with your burst damage, try not taking too many as your ADC may get salty
***With super quick reflexes you can use a plant to take important skillshots. EX: Blitz/Thresh hook. 


Cons
  • Zyra is an extremely squishy champion with no forms of escape.
  • Zyra is also extremely mana dependant through the whole game.
  • Although she is in a supporting role, she offers no form of sustain or shields for the ADC. 
  • Your damage relies heavily on your plants.

Lane Synergy Back to Top



22_64.pngGREAT---- With an Ashe, her slows allow for easy kiting and allows for a much easier snare opportunity when in lane. When 6, if Ashe can land her ultimate, go all in for the kill. Without any gap closers, do not engage when Ashe is far away.Dont forget the legendary Ashe Zyra combo from a few seasons ago

*** Ashe's slows can help with movement prediction, send out a snare to let her catch up***


51_64.png OKAY---- Caitlyn has no burst whatsoever, but her long range allows for poking. This lane will mainly be a farm lane as you and Cait should be poking down the enemy team.  A good snare can bring in a kill after poking the enemy down. 

***If an enemy lands on a trap, this is also a good time to send out a snare***

42_64.pngGOOD---- This is a high burst lane. Take advantage of it mostly post 6. You can poke and kill, careful that you aren't caught out as Corki can and will ditch you. Pay attention to the package, try following Corki to the lane he goes to with it

*** Level 6 engage when Corki is near will land a good kill. Careful that you don't overextend***

119_64.pngGOOD---- Draven's high burst potential allows for easy kills early game. Landing a snare early on can pick up an early advantage for your lane. 

***Draven needs to win early game, this is where you shine too, win early, Dominate Late***


81_64.pngDECENT---- This lane will give you a large amount of poke, but this lane will also leave you super squishy. You can easily pick up kills in this lane with Ezreal's gap closer, but the enemy team can pick up kills just as easily

*** Send out a ranged plant will make your lane almost as annoying as Sona+Ezreal***


104_64.pngGREAT---- Graves has excellent burst and an excellent follow up. This should be a fairly strong lane. You can win an early advantage with this lane.

***Graves' smokescreen cuts off vision. When a enemy is trapped in it, send your snare, they wont see it coming. Literally :D***
202.png...... ---- Jhin is very squishy with short range. Keeping him alive is your goal as the enemy will engage when possible. You will outdamage him in lane.
*** If you can snare an enemy, Jhin can follow up with his own snare for 2 times the snare!***

222_64.pngGREAT---- Jinx has alot of poking potential and is ready to engage whenever you are ready. Unfortunately she doesn't have any escapes, if you engage, you need to make sure you win that fight otherwise, if the enemies turn it around, you won't have any means to protect Jinx for quite some time.

*** Don't fret if you take the kill. With JInx's Get Excited, she can easily jump back in or make a clean getaway***


429_64.pngGOOD---- Make sure you land Kalista's ult, it will almost guarantee a kill if you can follow up. Its easy to land your spells when she shoots you in but you are extremely squishy. Your peel and damage does well with a good Kalista though!

*** Combo your ults together if possible. Something that most people don't know is that if Kalista auto's a minion, you can auto it immediately after as long as the Sentinel Mark is still on it securing the kill for Kalista ***

 
236_64.pngGREAT----  At Level 6 your lane has an amazing burst potential. Landing your combo allows Lucian to easily land his combo. Pre 6, landing your snare allows for an easy Q from Lucian. An overall strong poke lane.

**** A very strong lane. If both of you can land your skills, you can easily force the enemies out of lane****

21_64.pngGREAT---- Miss Fortune (MF) has great burst and great mobility. Once you both hit 6, your duo ults can deal heavy damage on the enemies.  Make sure you aim it correctly, the enemy will flash away from MF's ult, meaning that they will most likely flash out of yours as well if you put it directly on top of MF's

*** Poking with your long ranged plant will force the enemy to back off quickly and easily with MF's poke***
133.pngGOOD---- This lane will either be a kill lane or a farm lane. You can land your snares easily when Quin uses her vault. If an enemy is blinded, they won't be able to see the root coming and you can burst them down.
*** Pay attention to Quin's bird form. Set yourself up for the kill***

15_64.pngGOOD---- A good Sivir will now essentially have an unlimited pool of mana. Her poke is almost unstoppable as well with her long range Q and her unlimited bouncing W. Her ultimate is  much more stronger now without the cast time, and gives a strong movement speed (which is irrelevant to a walking plant) but its still strong!

*** Landing a snare gives Sivir an opportunity to land her Q and maybe some autos. You and Sivir could easily chase down the enemy laners and pick up kills with her Ultimate and your combo***

18_64.pngDECENT---- Tristana hurts now. If you can snare someone, this lets her get easy stacks onto her E. Maxing your snare still is not ideal as your plants will slow down the enemy either way.

***Trist can jump in when you land a snare, but this costs alot of her mana, and has a long cooldown (Unless you get a kill)***

29.pngGOOD---- Pre-6, just poke and keep him alive. Once you both get ultimate, this becomes an extremely    strong lane. Landing a full combo will get you a kill as Twitch can just attack from far away. 

*** Twitch's W slow is very strong, use this to your advantage. Twitch's Ambush also allows for some sneaky plays if you can land a snare as he is creeping up***

110_64.pngGOOD---- If either one of you lands a snare, the other an also easily land their snare as well. Timing this well together can devastate the enemy duo lane.

*** Use your snare while the enemy is slowed by Varus' E ***


67_64.pngOKAY---- With almost any other lane with Vayne, protect her at almost all costs. Do your best to kept her in the game. But once you both hit 6, you can easily beat them. Just keep her in early!

*** Vayne needs lots of help pre-6, choose to protect her with your snare, and poke with your ranged plant***

Early Game Back to Top


---> Unless you need to or think that you can pick up a kill or deal a lot of damage, don't spend your snare too often. Once you hit lvl 2, you can deal some damage.  Upon hitting 3, you can do a lot more poke with your long ranged plant.

Try not to overextend if the enemy mid laner is missing or the jungler hasn't been ganked recently. You are able to set up a plant wall if ganked but due to Zyra's lack of mobility, you are an easy target if your snare is dodged.
 
WARDING YOUR LANE!!!

Blue Side---> Purple side junglers tend to go Blue->Red->Top/Mid. After seeing them gank a lane and disappear, that is when you ward. ( Level 2 ganks are extremely risky in this season now)

Purple Side---> Blue side junglers tend to go Blue->Red-> Mid/Bot. If they do start blue, you can ward your Tri-bush around the 3/4 minute mark, because that is the time that it takes for a jungler to finish his/her camps. If they start Red buff, do the same as you would on Blue Side.

HOWEVER IF YOU ARE PUSHED TO YOUR OWN TOWER, WARDING RIVER DOES NOT HELP, WARD THE LANE BUSHES INSTEAD! ALSO KEEPING A PINK IN THE TRI-BUSH WILL ALSO ALLOW YOUR JUNGLER TO GANK MORE EASILY.  ALWAYS COME BACK TO LANE WITH 2-3 WARDS. AT LEAST ONE OF THEM A PINK IF ITS DEAD

** Note **
 If your AD is heading back to base, don't just sit in lane and wait for them. Either go back to base or roam somewhere!

Mid/Late Game Back to Top

---> 1 pink. Use it in places where no one can see it. Bushes close to Raptors or River bushes are good choices.

---> Super aggressive pink choices can be bushes near the enemy red/golem buff or blue/wolf camps.

*** IF IT DIES, BUY ANOTHER. VISION WINS GAMES ***

---> Supports can get rich now. Sightstone covers your warding needs, just deal as much damage possible or protect your carries in teamfights depending on your build
---> If the enemy team has an Akali, someone needs to keep a pink on them at all times, chances are thats you.

---> Keep the map warded as best you can.
Crucial spots can be the bush or river exits of the raptor camps.
They can be one of the 2 bushes by the wolf camp. 
In front of the baron/dragon pit.
The extremely small bush by the two pits.
The Blue/Red buff on the opposing team (if ahead/even)
The Blue/Red buff on your own team (If behind)
In the Mid lane as far ahead as you can. (This will let you see your enemy's movements a little better)

---> No more oracles!! Make sure whoever has the Sweeping Lens takes care of those wards. 

*** BLUE BUFF IS VERY NICE. IF YOU ARE DOING BETTER THAN YOUR MID OR THEY DON'T NEED IT, ASK POLITELY!!! ***



Pinking Guide! Back to Top


cf4c6fc1a1dc1648ee505a55f5416b25.png
Small warding map guide! Each colour indicated a different stage of the game with the diagonal / rivers split for blue/red side. 

Yellow == Laning Phase (Applies for either blue/red side)
Red == Out of Lane Phase + Aggressive Warding. (River wards apply to both sides and ideally ward in the enemy jungle)
Purple == Defensive warding/pinking
Blue == Sieging pinks.
Green == Quick objective pinks                  (Note, usually the jungler will hopefully pink these before taking them)




Blue Trinket is fairly popular now and will be able to provide a lot of vision. Sight wards can be placed wherever a blue is not.
 
Warding is still important, just remember that you only have 4 wards now (3 Green, 1 Pink). Be careful where you put them.
Try to not run out of charges on sightstone since you only have 3.

YOUR PINK IS NO LONGER INVISIBLE. SWEEP THE BUSH FIRST, WAIT A BIT THEN PINK IT. IF YOU DON'T SWEEP THE ENEMY WILL KNOW THERES A PINK THERE. DONT PINK IN LANE OR IN ENEMY JUNGLE.  

Try to have your Pink on the map at all times, if it dies, grab another one. VIsion=Power. VIsion wins games!

Warding Red/Blue Buff has become less important. Use your wards for other places, but these can still be warded if everyone is actually warding. 


These images are taken if you are on blue side but can also be applied when on red side.

c40edd7f7452946bdee1a70ccf67dc6f.png

- If not doing too well
6efaf665f31597fcb9a3a5ca03717b65.png
- Fairly common spot to ward. Pink or Sight
- The enemy may put a pink her too!
- One of the 4 common places to ward when laning
f4cd8e6999ed477875a1d1602e9c4ca8.png
-Both of these places depend on how far your vision line is.
- Farther up is better!
70891ddde803d48d1352702d5a0a660c.png
- The bush near dragon/baron is a very common place to pink. Try to keep it alive if possible!

8789f331b5969b95726337645aa0d5c7.png
- Try to keep this pinked during laning phase.

c0d3a502fb4fce0a6ffd0391c85efa34.png
- Try to keep this warded/pinked during lane phase.

e254de0edaed5934c8394f9a6f79b49f.png
- Placing a pink here is one of the best spots.
- The enemy won't usually see it.
- Best placed if you are blue side. On purple side, sometimes your mid/jg will pink this
*** This is one of the best spots to check for Evelynns!***

72ca930de32376e6af15286613909266.png
- This area by Red buff is usually pinked by Jg/Mid on blue side
- This area is best pinked when on Red Side
*** This is one of the best spots to check for Evelynns!***

21f828e0bd0253d805c8598aa3d03c38.png
- Fairly self-explanatory.
- Pink when sieging/defending a siege.

Teamfighting Back to Top

As an aggressive support it is best to engage alongside your team's initiators. Zyra can easily combo with anyone but if your Carries are in trouble it is your priority to help them. 


Positioning means everything on Zyra, initiate then jump to the backline and peel. Or start and stay in the backline. Don't be reckless, a dead Zyra is a useless Zyra. Your plants are most of your damage. Before the fight starts, keep poking the enemy with your range plants and try to aim your snare at the enemy squishies and unload your combo.

Your ultimate can be teamfight changing! Try to have two plants in the area.
Enemies will try to avoid getting knocked up so this is a powerful zoning tool.


*** Another method of peeling to kill the enemy team :) ,  taking out their carries with your combo will tend to push the fight in your favor ***

UPDATES Back to Top

04/10/13---- Added rune descriptions

04/11/13---- Added Corki and Quinn Matchups. Adjusted About Zyra section to Why Zyra.
              ---- Added Lane Synergy Section (Incomplete)

04/13/13---- Added Tristana in Lane Synergy

04/22/13---- Completed Lane Synergy

04/30/13---- Changed Title
              ---- Edited Draven matchup
              ---- Added Leona, Lux and Kog'Maw matchups
              ---- Added Early Game Section
              ---- Added Mid Game Section (Late game will be added at a later date)

05/02/13---- Added Late Game Section
              ---- Added little tips in Lane synergy surrounded by ***s
              ---- Updated Items

05/06/13---- Added Zyra's ultimate combo under Abilities

05/08/13---- Updated abilities. Added tip under Why Zyra

05/09/13---- Updated Tristana lane synergy

05/13/13---- Updated Thresh matchup
              ---- Updated Why Zyra

05/22/13---- Updated Summoner Spell descriptions
              ---- Updated Masteries

05/26/13---- Updated Items

06/12/13---- Updated Early Game due to patch 3.8 jungle changes.

07/29/13---- Edited several matchups
              ---- Edited Mid Game

08/01/13---- Edited Item builds


08/31/13---- Added Lucian 
              ---- Edited Items, Masteries and Gameplay (Early+Mid)
 
09/06/13---- Updated Ability descriptions

09/30/13---- Added several Matchups (Warding Pics soon hopefully, as soon as i figure out how to do it)
              ---- Updated Pros and Cons
              ---- Added Rise of the Thorns description for abilities.

10/01/13---- ADDED WARDING SECTION AND WARDING PICTURES!!!!!
              ---- Several QoL changes in Lane Synergy and Items
            
10/12/13---- Updated Masteries and Summoner Spells

10/17/13---- Added Jinx

10/30/13---- Patch 3.13 Zyra nerfs are gone over a bit.

11/11/13---- Updated several matchups
              ---- Edited Sivir 

11/21/13---- Pre-Season 4 Updates!
              ---- Edited: Masteries, Runes, Items, Early/Mid/Late Game, Warding Situations.

11/22/13---- Fixed some leftover Season 3 Stuff

12/18/13---- Edited Summoner Spells

01/13/14---- Touched up a bit of Warding

02/11/15---- YAY REVAMP!! Matching Season 5's Assassin Meta
              ---- Every section has had some change big or small.

02/17/16---- REVAMP FOR SEASON 6!!!
              ---- Every section has some changes!
              ---- Warding Situation is changed to Pinking Guide.

04/22/16---- Added Taric match-up
              
                 Prepare for the mid-year mage update!!!!!!

05/08/16---- Updated for the mid-season mage update!! 
              ---- Changes to every section!

06/05/16---- Updated Itemization

07/27/16---- Updated for Patch 6:15

08/20/17---- More Updates, up to patch 7.16
Loading comments...

Comments
Top
There are no comments yet. Log in to post the first comment!

Send Feedback