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All Guides Zyra Guides "Closer to the Flower, Closer to the Thorns" (10/7 UPDATE)
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Updated
2 years ago
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Zyra Statistics for Freye

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

Value
Average
Games Played
5
Win %
45
Kills
4.4
Assists
11.0
Deaths
7.8
KA:D Ratio
2.0
Gold Earned
10.8K
Creep Score
75.1
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png A pretty standard summoner spell on most supports, since its flexibility allows for both offensive and defensive plays. It is mostly used to escape sticky situations, but should be used carefully on support Zyra.
  • Remember that Zyra's passive, Rise of the Thorns, does a significant amount of damage after death and sometimes, it is better to position yourself to die in a fight rather than flash away (out of range) of your passive's maximum cast range.
14.png  A more common pickup in solo queue, since it provides free damage and rewards early aggression in lane. The snowball potential and kill secure is very valuable, especially if you need to carry your adc during laning phase in solo queue.

3.png Provides the most synergy with Zyra's kit, because you can use it in combination with your Grasping Roots and Stranglethorns to secure a kill. Although exhaust should be used to counter assassin type engagements, it is still a fairly strong choice in lane even with the adjustments to the damage reduction; exhaust is useful for securing kills, as well as escaping from ganks.

Runes Back to Top

  • 9x
    +0.87 magic penetration Greater Mark of Magic Penetration
  • 9x
    +1.19 ability power Greater Glyph of Ability Power
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +4.95 ability power Greater Quintessence of Ability Power

Rune Page Overview

This page provides the following:
  • +26 Ability Power
  • +7.8 Magic Penetration
  • +13 Armor
The ideology of support Zyra revolves around the scaling of her damage through her plants and complementing spells, as well as the usefulness of her passive ability (which deals true damage upon death). By taking extra resistances on support Zyra, you counter-intuitively make it harder for her to die, and you pass up the chance to maximize her threatening burst damage in lane. By building pure damage and utility in runes and masteries, you enable Zyra's potential to trade well in lane and secure kills later on by forcing the enemy players to blow their summoners to escape from her ultimate. Focusing on flat ability power quintessences and glyphs allow you to impact early laning, since it is more important to bully the lane pre-level 6.

TL;DR
Quints: Flat AP for early lane damage, OR traditional GP/10 for income
Marks: Magic Pen to complement Flat AP Quints for damage (most lanes will take MR glyphs)
Seals: Armor is the best option, since you will be trading with the enemy adc
Glyphs: Flat AP (highest impact) for early lane damage, OR Scaling AP or Scaling MR for late game

Masteries Back to Top

0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 0

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

Overall, 1/13/16 is the most well-balanced setup for Zyra. It provides her with enough health and resistances for early-lane exchanges, and it gives additional armor and magic resist shred with Improved Exhaust. With this in mind, take care against aggressive supports, such as Taric, Leona, Blitzcrank, Thresh, Lulu, and Alistar, who provide punishing hard cc's upon return harass.

Abilities Back to Top

Passive
q
3
14
15
17
18
w
2
8
10
12
13
e
1
4
5
7
9
r
6
11
16
Grasping Roots (E) is the most crucial skill to max on support Zyra, because each rank increases the snare duration by .25 seconds, in addition to the slowing effect if used in conjunction with her seeds.

Rampant Growth (W) is maxed next because of the passive cdr it provides for all of Zyra's spells. This is crucial, since you want to have your ultimate up as frequently as possible. It also lowers the cooldown of her seed generation.

Deadly Bloom (Q) has the least priority because it does not do much damage on its own, and it brings no utility other than extra poke or brush control.

Items Back to Top

Starting Items

    Standard Start (With Biscuit and Explorer Ward)
    If you want extra mana regen (With Biscuit and Explorer Ward)
    If you need more vision for invades/map control (With Biscuit and Explorer Ward)

Core Items

    Support Core Build
    Example Build #1: Initiation; Damage/Disruption
    Example Build #2: Sustained Fights

Situational Items

    Initiates/Slows
    Teamfight/Survivability
    If you started Faerie Charm and need extra sustain during laning (OPTIONAL)
    If you started Faerie Charm, but got ahead in lane (Kage's + Faerie Charm are part of recipe)
    Shoe Shopping

Items Overview

Starting Items

2043_32.png x2 2044_32.png x2 2003_32.png + 2004_32.png + [2052_32.png2050_32.png]

Gives you optimal ward coverage in the cases of a level 1 invade/defense, or an aggressive bottom lane. The all-wards start is becoming a lot more popular and provides the lane with a cushion early on, since the lane is ensured absolute safety and brush control. This start allows for versatile potion starts: you can buy a combination of 3 potions (health and mana), depending on your laning needs. These, combined with your biscuit, are all of your sustain in lane.

1004_32.png2043_32.png2044_32.png x2 2003_32.png x2 + [2052_32.png2050_32.png]

The Faerie Charm allows you to poke more frequently early on, as well as rush your Morellonomicon if you are able to snowball the lane. This start helps you keep moderate brush control and trade more aggressively.

2043_32.png + 2044_32.png x3 2003_32.png + 2004_32.png + [2052_32.png2050_32.png]

Gives you optimal ward coverage in the cases of a level 1 invade/defense, or an aggressive bottom lane. Compared to the double pink ward start, this start gives you more green wards; therefore, you have more potential vision for invades or against annoying lanes like support Fiddlesticks.


Core Items

2045_32.png3098_32.png3020_32.png + 2042_32.png2043_32.png

The three items you should aim for on support Zyra. In current LCS strategy, the support player traditionally rushes their Ruby Sightstone (and an optional gold/5 item, if preferred). After purchasing boots, the focus is maintaining vision on the map and clearing vision by means of an early oracles OR a liberal stack of pink wards.

Oracles is preferred if you can safely clear wards and/or have placed aggressive wards in your enemy jungle. The stack of pinks is a safer option if the enemy team has a lot of catch potential (assassin and/or CC), or you have lost map control in certain areas.

Situational Items

3165_32.png An item option that upgrades out of Kage's Lucky Pick. If you started Faerie Charm (and bought Sightstone and Kage's early on), you can combine Kage's and your Faerie Charm into a Morellonomicon later. It provides a solid amount of ability power, as well as mana regeneration and 20% cooldown reduction. The passive effect on this item is less notable, but still useful if your ultimate happens to take opponents low with your team's initial burst during a fight. It is also much cheaper than buying an Hourglass (2,200g versus 3,260g).

3151_32.png The full upgrade of Liandry's Torment isn't crucial, but the combination of 3020_32.png + 3136_32.png early on is extremely potent on support Zyra. Using this item, combined with the boots and Morellonomicon, allows your ultimate to take a huge chunk of health out of the enemy team during fights.

3116_32.png The health and damage on this item is not as efficient and cheap as Haunting Guise, which gives you the extra magic penetration to amplify your damage, but the utility of the slow effect on both spells and plants is still very useful.

3023_32.png An additional initiation tool and a great complement to Zyra's kit of slows if you also take exhaust. It helps when you are fighting in the jungle and don't have complete vision (i.e. they have cleared out baron with oracles). The +5% movement speed is an added bonus, as the movement speed stat is hard to come by.

3092_32.png A useful upgrade of Kage's Lucky Pick, since you can apply the affect to your plants to create an aoe slow that prevents enemies from running out of your ultimate. It retains the gold/10 properties of your Kage's Lucky Pick and provides a small mana regen aura for your teammates.

3107_32.png An essential aoe resistance item if your tanks have not built it for your team already. It provides allies with additional armor, magic resist, and health regen. Aegis is sufficient for physical damage-heavy teams; Bulwark is worth the upgrade if the enemy team is stacking primarily magic damage.

3190_32.png A cost-efficient aoe shielding that I only take when my team is behind in gold and kills; I find it is more attainable than Shurelia's, since it isn't cost-effective to stack Philosopher's Stone and Crystalline Flask (double regen) during early game laning.


Additional Concerns

Philosopher's Stone vs. Sightstone: Which is better? When do you buy them?

A very insightful article was posted on reddit (credit: Nuffy) that provided an in-depth description of the pros/cons and numbers revolving around Philosopher's Stone vs. Sightstone. In summary, Sightstone is more cost-efficient innately and provides a lot of flexibility for map control, whereas Philosopher's Stone provides better overall stats for lane sustain.

Concerning support Zyra specifically, it is better to rush Sightstone because of the gold gain and health for all-in engagements. I try to avoid buying Philosopher's Stone on Zyra because the upgrades are less-appealing for teamfights than Kage's Lucky Pick.

Oracles Elixir: When is it optimal to buy it? Why would you opt for pink wards instead?

In a typical game, it is best to buy an oracles once you have completed your Ruby Sightstone and boots. It is even more beneficial if you have managed to take the turret and start roaming with your adc. Be sure to place aggressive wards in the enemy jungle to ensure you will not get picked off while you are clearing out enemy wards. If the enemy team has a lot of catch potential and engage (assassins. long range gap close, or crowd control), it may be safer to buy a stack of pink wards to eliminate vision in commonly-warded bushes. In these cases, your jungler may buy the first oracles for you.

As support Zyra, if you have a tendency of sitting in the middle of teamfights or getting caught randomly, it's better to buy pink wards until mid/late game when you start roaming around as a team.

Matchups Back to Top

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

  • Alistar
    Easy
  • Ashe
    Easy
  • Blitzcrank
    Hard
  • Caitlyn
    Medium
  • Corki
    Medium
  • Draven
    Medium
  • Ezreal
    Medium
  • Fiddlesticks
    Hard
  • Graves
    Medium
  • Janna
    Medium
  • Karma
    Medium
  • Kog'Maw
    Medium
  • Leona
    Hard
  • Lulu
    Medium
  • Lux
    Medium
  • Miss Fortune
    Medium
  • Morgana
    Medium
  • Nami
    Easy
  • Nidalee
    Medium
  • Nunu
    Hard
  • Quinn
    Medium
  • Sivir
    Medium
  • Sona
    Easy
  • Soraka
    Medium
  • Taric
    Medium
  • Thresh
    Hard
  • Tristana
    Medium
  • Twitch
    Medium
  • Urgot
    Medium
  • Varus
    Hard
  • Vayne
    Medium
  • Zilean
    Medium

VS

Alistar

Easy

Alistar depends on brush control and proximity to land his combo. By keeping bushes warded and spawning your plants to snare him as he runs close, you prevent him from getting close to you or your adc.


His sustain is annoying to deal with, but it also heals the creep wave and pushes it back to your tower. You can easily control the push of the lane by stalling or clearing the creeps with your plants.

VS

Ashe

Easy

Ashe has no way of dodging your snare, which makes it very straightforward to land. Her auto attacks are also very weak in comparison to other adc's, which makes it more difficult for her to focus down your plants as they do damage to her.


Pre-level 6, laning against an Ashe is very easy. After she obtains Enchanted Arrow, be wary of ganks since Ashe's gank synergy with most junglers is very strong.

VS

Blitzcrank

Hard

If Blitzcrank pulls you, you're most likely going to die. Try to prevent this by playing passive/aggressive, and by keeping brush control with wards.

  • A handy tip for facechecking/warding bushes is to cast a seed and your Deadly Bloom to spawn a non-snaring plant in front of you before dropping a ward in the bush. If Blitzcrank tries to pull you, the plant will block Rocket Grab. (The plant has a delayed spawning time, so take care to stay back until the plant has fully sprouted.)
When Blitzcrank misses his pull, be sure to punish him hard by snaring him with Grasping Roots and auto attacking. He is surprising squishy.

VS

Caitlyn

Medium

Because of her superior auto attack range, getting to Caitlyn with your snare is very difficult. Her traps also keep in you check when you control the brush, even with plant control. However, if you do catch her in a snare, Caitlyn tends to drop quickly.


Caitlyn is easily able to E out of your ultimate, so be aware of the placement of your Stranglethorn or ensure she is snared before you commit to casting it.

VS

Corki

Medium

Corki's burst is as upfront-and-deadly as yours, so it becomes a battle of who can burst the other first. His Valkyrie allows him to escape your ultimate, so it can be tricky to secure a kill if you do not initially burst him down before he can get away.


If you are being brutally poked down under your own turret, casting W+Q plants in front of you will block his rockets. At rank 1, Corki's rockets cost 30 mana each; Zyra's W+Q costs 75 mana. He will most likely run out of mana before you will, since each plant requires 2-3 auto attacks to kill it (without minion aggro).

VS

Draven

Medium

It is easy to land snares on Draven; you can predict his movements by watching for the axe shadows on the ground. Be careful when trading, since his axes do a lot of burst and bleed damage on each hit. At level 6, be prepared to all-in since his kit is very bursty.

  • If you can prevent Draven from catching his axes in mid-fight by using your snare or your ultimate, you are more likely to trade with (or kill) him.

VS

Ezreal

Medium

Ezreal is a tricky matchup because his E allows him to kite around your snares and your ultimate. Try to burn his E before you snare or ult him, to ensure he doesn't get out of your abilities.


Zyra is very squishy early on, so be sure to dodge his constant barrage of Qs. Keep in mind that forcing his Arcane Shifts will deplete his mana pool quickly, leaving him with less mana to spam his Qs.

VS

Fiddlesticks

Hard

Support Fiddlesticks is less common, but still a pain to lane against because his Dark Wind can silence you each time it bounces on you. (This interrupts your W+E or W+Q combo timings.) Casting your plants also provides Fiddle with non-minions to Drain off of, leaving the enemy adc free to farm all of the creeps on his own. Beware of Fiddle's silence/fear/drain combo, as it isolates either you or your adc, making you completely vulnerable to focus-fire.


The best way to deal with a support Fiddlesticks is to remain passive/aggressive until he is out of mana before engaging. This will force him to choose his spells carefully, and allows you to come out on top in the trade since he cannot utilize his entire kit of cc's.
  • Remember to constantly keep vision of Fiddle and the nearby brushes, as he can ult over walls and catch you off-guard.

VS

Graves

Medium

Playing against Graves is similar to Ezreal; Grave's dash allows him to dodge your snares and ultimate. It is actually a lot easier to snare Graves than Ezreal, since his dash is more predictable than Ezreal's Arcane Shift. Be wary of Grave's upfront burst at level 6.

VS

Janna

Medium

Janna's shield effectively blocks the damage dealt by your snares and plant follow-up. She can also easily counter any follow-up on a snare with her tornado. Counter her shields by either baiting it out with aggressive auto attacks, your Q+W plants followed by a snare, or by catching someone with two plants simultaneously.

  • Be careful not to use your plants too aggressively in lane, as it pushes the creeps back to the enemy's tower and leaves you open to ganks.
Janna's ultimate also counters yours because it allows her to quickly disengage before you can follow-up on Stranglethorn's knockup. Forcing fights as soon as your ultimate comes up can aid in this annoyance, since it is on a shorter cooldown than Monsoon (-20/15/10 seconds at each consecutive rank).

VS

Karma

Medium

Karma's speed buff/shield make it fairly difficult to snare your opponents, so try to land your snares from the bushes. If she maxes her shield, it will mitigate a fair amount of your plant damage. It is best to keep your distance, since she can combo her slow (Q) with her root. Play passive-aggressive, only committing once her shield and/or mantra is down.


At level 6, you can easily catch Karma in your ultimate as long as you have snared her first.

VS

Kog'Maw

Medium

Kog'Maw is easy to snare pre-level 6, since he has no escape outside of his slow. He is very squishy and has a mediocre auto attack range at low levels. If you can snowball your lane before level 6, he will be hesitant to fight back for fear of the burst potential of Zyra's ultimate. Taking exhaust against Kog'Maw is particularly debilitating for him, since he's basically dead once you catch him.

VS

Leona

Hard

Leona is difficult to deal with because her CC-heavy kit forces Zyra to fight in melee range. Try to avoid getting hit by Leona's Zenith Blade pre-level 6, as once you are caught, it is very challenging to get away. Leona is an aggressive-type champion that forces brush control through threat of high CC; she can be forced back with effective brush control since your plants will still deal significant damage when her shield (W) is not active.


After level 6, Leona's extended range through her ultimate will allow her to engage from an even greater distance. Be aware of your positioning in lane.

VS

Lulu

Medium

Lulu is fairly straight-forward to deal with; her shield can only mitigate some of the heavy harass if caught in your snare. Her extended cast range on her unpredictable E+Q combo is tricky to deal with since Zyra has no sustain, but Lulu must be within a closer range to cast Whimsy on you so there is a slim chance of getting caught.


Lulu's ultimate does not really counter yours, but her strength lies in her Whimsy polymorph coupled with her slow. Always stay at a distance behind your plants, since your cast ranges are superior to hers.

VS

Lux

Medium

Like Zyra, Lux is a damage-focused aggressive support. She is tricky to deal with because her E gives free brush vision and control against your plant onslaught, making her snares an even greater threat (they snare a target and a second target directly behind the first).


Before level 6, avoid getting snared or bait her snare with your own when you are closer to your tower, making sure to cast two plants to burn through her baton shielding. After Lux obtains her ultimate, getting snared is probably not a great idea. Be prepared to all-in and use your passive's true damage to your advantage.

VS

Miss Fortune

Medium

Miss Fortune is a nuisance to deal with in lane, because her Strut makes it very difficult to land snares. Zyra's auto attack range is suprisingly long (575) compared to MF's (550), so try to use that to your advantage by interrupting her passive whenever it comes back up. Once MF is slowed, it is much easier to land Grasping Roots and since MF has no escape, you can easily burst her down each time you catch her.


Be wary since her upfront burst from Double-Up is comparable to yours. Zyra's ultimate counters MF's; if you place your ultimate under her, she will be forced to time her cast before the knock up (which will interrupt the full cast time) or after the knock up (which may be too late if she wants to match damage in fights).

VS

Morgana

Medium

Morgana's Black Shield is difficult to deal with in lane, since it will protect your opponents from your snares and the knock up on your ultimate. Try to bait out her shield with your initial snare, as it has a shorter cooldown than her shield.Be sure to force the shield before you fully commit to a kill, since it will ensure your opponents will escape.

  • Grasping Roots - 12 seconds
  • Black Shield - 23/21/19/17/15 seconds (each rank)
Morgana's ultimate synergizes strongly with ganks, so be sure to throw your own ult down when she inititates because both ultimates have fight-disrupting capabilities.

Additionally, Morgana's snare is trickier for her to land than yours, since your snare can be used through the creepwave. If you snare her before she snares you, she will have a hard time laning since she is squishy and has no opportunity to utilize her passive spell-vamp without taking cs or pushing out her lane.

VS

Nami

Easy

Nami's W has the same win-the-trade properties as Miss Fortune's Double-Up grants during the laning phase. Always snare her when she goes in for trades, as she has no escape and depends on her W to sustain. Nami's heal uses a lot of mana, so she will burn through it quickly if your snares continuously catch her or her adc.


Be wary of her on-hit slowing effect that her E provides; it will set her up to land her Qs, which are usually very hard to land on a freely moving target. If you do happen to get caught in Nami's Q, you become extremely vulnerable since the CC is deceptively long (from the time it raises you in the air, to when it drops you and you want to run away).

At level 6, Nami's ultimate is another slowing initiate that will set her up to land her Q on you successfully. Her ultimate's damage is minimal at level 6, but its slowing effect is greater the farther away the wave touches you. Try to side-step the wave, since its projectile time is very slow.

VS

Nidalee

Medium

Most support Nidalee players will run AP runes, meaning her spears will hurt when they land. Try to maintain brush control and always stand behind your minions and plants for safety. Her level 6 damage is surprisingly strong, so avoid fighting in melee range and always make sure she is snared before using your ultimate on her; in cat form, Nidalee is able to hop out of it.


If you effectively poke and snare your opponents, you will force Nidalee to sacrifice her small mana pool to sustain her lane (meaning less mana for her spears).
  • Remember that her heal grants an attack speed buff for her adc

VS

Nunu

Hard

Although most guides have stated that Nunu is an easy lane, I've found that I have the most trouble against support Nunu. His Bloodboil gives the other adc a constant movement speed and attack speed buff, making it very hard to land your snares and very easy for them to focus down your plants. Additionally Nunu can Consume your plants, the most important tools in your kit. This is problematic because it:

  • Reduces your poke potential
  • Reduces your brush control
  • Gives him a free sustain every 16 seconds
  • Allows him to save the creepwave for his adc
  • Prevents him from pushing his lane since he is not consuming the creeps
At level 1, your lane has a CC advantage because you will start off with your snare and Nunu will most likely start off with Bloodboil. Press your level 1 advantage and ensure that your opponent does not establish early lane dominance, as this will only make laning more difficult once Nunu gets his Consume.

When snaring against a Nunu lane, only cast your E+W plants when their adc is a significant distance from Nunu. This will force Nunu to choose between running up to Consume the plant or trading with you with his snowball. When Nunu is within close proximity of his adc, snare the adc without sprouting your plants and try to poke with auto attacks. Always focus the adc if you can, since Nunu can always heal off of the creepwave.

Nunu's ultimate is easily countered by yours, but always maintain vision of the bushes to avoid getting "empired."

VS

Quinn

Medium

Quinn is a relatively easy matchup in terms of skillsets, with a couple setbacks. Quinn's Vault makes her an easy target to snare since she will always jump back and forth in a straight line. You will always be able to snare her after she jumps back because the cast range of Vault is 750, compared to Zyra's snare, which is 1100 units. This is almost always a great opportunity to full-combo her, since she will be forced to use summoner spells to escape. Zyra can freely auto attack Quinn because her attack range is greater (575, to Quinn's 525).


Be wary of Quinn's high burst. If baited into an unfavorable fight, Zyra will melt when hit by Blinding Assault (in addition to being marked as Vulnerable). Quinn can easily kill Zyra in Valor (bird) form.

VS

Sivir

Medium

Sivir's Spell Shield makes it difficult to snare her, but it has a very long cooldown (22 seconds). Always bait out her shield before commiting to her. Be careful of her boomerang- it hurts tremendously if it passes through you twice.


Zyra's auto attack range is longer than Sivir's, so don't be afraid to auto attack her when she goes in for last-hits. Sivir is fairly weak in lane until level 6 because of her sub-par auto attack range and lack of escape. At level 6, Sivir's ultimate gives her gank synergy because it increases the movement speed of her allies.

VS

Sona

Easy

Another guide stated, "Sona is similar to a melee minion, just with a bit more damage and a heal. If you bind her, she dies."I had to laugh because after the nerf to her base health, the truth of this statement is very jarring.


In most cases, Sona will sit back and continuously sustain her lane because of her lack of tankiness. If Sona tries to trade against you, punish her by snaring her- she has no escapes and will melt under the barrage of your plant's auto attacks.

The only times you'll want trade extreme caution against a Sona is when the opposing adc has strong level 1 trading potential (Ezreal, Draven, etc).

VS

Soraka

Medium

Soraka is able to out-sustain Zyra's poke over time, so it will take a lot of coordination between you and your adc to burst through her 20-second heal. Her passive magic resistance aura and constant silences keep Zyra in check, so be sure to split the damage and alternate to the target that does not have the temporary armor buff from Soraka's heal.


Soraka's gank synergy is weak due to her lack of CC. If the opposing jungler is weak pre-level 6 or clears slowly, use that to your advantage by pushing the lane to their tower so the enemy adc is forced to last-hit under pressure.

VS

Taric

Medium

Unless you are out of position, Taric should never be able to stun you (unless he flashes). If Taric lands his stun on you, his burst with Shatter will rock your world. Avoid this and opt for your adc to get stunned instead. It is infinitely easier for you to follow up and protect your adc than it is for them to protect you.


Taric's armor aura is useless against a Zyra lane, so your plant damage will melt him if he gets caught. Force Taric to burn his mana on heals, position safely, and this lane should prove less scary than normally.

VS

Thresh

Hard

Laning against Thresh is similar to laning against a Blitzcrank. Be wary of his pull, since he can easily chain his second directional pull to further keep you in close range. When warding the brush, spawn your plants in front of you first to prevent him from grabbing you from the Fog of War. **Make sure your plant has spawned completely since there is a short delay, during which Thresh can still hook you.

Thresh depends on collecting the souls of enemy units that have died in order to gain bonus ability power and armor. This makes him an easy target to harass or even snare, especially since he does not gain magic resist from souls. Punish him every time he tries to collect souls, but stay out of range or behind the creep wave so that he cannot grab you.


At level 6, your all-in is better than his, especially if he does not stack magic resist. Ensure you snare Thresh in your ultimate to avoid getting baited by his lantern displacement.

VS

Tristana

Medium

Tristana is weak in early laning unless she is paired with an aggressive support, in which cases, she can effectively all-in and win trades. She is also forced to push out her lane due to Explosive Shot's passive. Exploit her Rocket Jump, which has a very long cooldown and can be interrupted at the start of the jump. Make sure her jump is down before engaging on her with your ultimate.


Keep in mind that Tristana's auto attack range increases as she gains levels; try to influence your lane early by constantly landing snares on her. Chances are, you won't be able to land anything on her during late game because she will simply be too far away to catch.

VS

Twitch

Medium

Twitch has no escape outside of his invisibility, so it should be easy to land snares on him early in laning phase. Be wary because his poison and auto attacks do a lot of damage over time, which can be deceptive to players without a lot of laning experience against him.


His ultimate's range is longer than yours, so be careful when he tries to maximize his poison stacks on you: Expunge hits like a truck.

VS

Urgot

Medium

If Urgot can land his W+Q on you, he can match your initial damage in trades and at the same time, mitigate some of your damage with his shield. Don't be afraid to trade with him when he's low on mana; his mana pool starts out fairly small and he is usually forced to choose between harassing and shielding when low on resources.


Urgot's ultimate is real terror, so keep vision of the lane for ganks and play it safe after level 6.

VS

Varus

Hard

A good Varus is very hard to play against because he can kite you with his E, poke with his Q from long ranges, and kill your plants quickly with his attack speed buff upon minion kills. Poke with care since he will win trades easily, and only commit to a kill when you are positive you can finish him off.


At level 6, Varus's skillshot ultimate can root both you and your adc. Be aware of your positioning to make sure both of you do not get snared at the same time.

VS

Vayne

Medium

Vayne's low cooldown on Tumble allows her to avoid your snares constantly. However, her short auto attack range allows you to attack her when she goes in for creeps. If possible, bait out her Tumble before snaring her. If she plays smart, force her to Tumble when multiple creeps are low (so she has to choose between last-hitting and trading) and barrage her with auto attacks.


Pay close attention to your positioning; avoid standing close to walls because Vayne's Condemn can usually secure a kill for her. At level 6, ensure your snare lands before ulting Vayne. Although her Tumble is less likely to get her out of your ultimate's knock-up in time, her Tumble's temporary invisibility while she is ulted can give her a brief advantage within a fight.

VS

Zilean

Medium

Zilean's bombs hurt, especially when you don't have sustain. Buy health pots in addition to your Crystalline Flask and be sure not to stand next to your adc when the bombs explode.


If Zilean chooses to spam bombs early on, he will run out of mana very quickly. Although he has a speed boost/slow, he will have to sacrifice a lot of mana to escape from your snares (meaning he will have less mana for his bombs). If you root him, he will have no escape unless he is level 6.

AD Carry Synergy Back to Top

22_icon_64.png + Great kiting, complementing slows, high ult synergy     - Low burst, low kill potential until 6

Ashe's slowing auto attacks and her kiting abilities synergize well when coupled with Zyra's snaring plants, however, Ashe lacks a lot of burst damage early on and cannot secure kills as easily against more aggressive lane comps. Ashe and Zyra's ultimates work very well together, especially with jungle ganks, and will usually force your opponents to burn multiple summoners. When laning with Ashe, avoid all-in fights until level 6 and try to poke them down slowly. 

51_icon_64.png + High poke, snare/trap synergy, kill secure at 6     - Low burst, weak melee fight/escape

Caitlyn's traps, when used in conjunction with your plants, make positioning in lane very difficult for your opponents. Use their constant trap-dance to your advantage by timing your harass with Caitlyn's long-range pokes. If your opponent makes the mistake of stepping on a trap, you are ensured a free snare upon follow up. When your opponents try to focus down your plants after they spawn, Caitlyn has free reign to poke them down without any retaliation. At level 6 (should your opponents escape Stranglethorns), Caitlyn can easily secure the kill with her ultimate.

42_icon_64.png + High magic burst, good catch/chase potential     - High mana costs (Corki) to secure kills

Corki's upfront burst complements your snares and is a great counter to a lane that stacks armor (both you and Corki do magic damage). When laning with a Corki, whittle down your opponents by snaring and following up with Phosphorus Bomb, as well as auto attacks. At level 6, zone your opponents with a constant barrage of rockets and finish them off with Stranglethorns. Try to save your gap closers for after they flash out of the knock-up effect.

119_icon_64.png + Strong level 1, snare/slow synergy, high ult synergy     - Weak against aoe/chained CC's

When used in conjunction at level 1, Zyra's snare and Draven's Q can deal devastating damage at the start of the laning phase. Use Draven's bullying power to your advantage by zoning your opponents early and chaining your snare with his Stand Aside slow. At level 6, your ults synergize well since your knock-up can either force a flash early or secure your opponents in place, making it very easy to aim Whirling Death on the initial and returning trips. Zyra's high utility and Draven's high burst potential make it difficult for your opponents to decide which is a bigger threat, since killing Zyra first ensures that Draven deals free damage but allows Zyra to utilize her passive's true damage after death.

81_icon_64.png + High poke and kite potential, high ult synergy     - Weak against aoe/chained CC's

Laning with Ezreal is similar to laning with a Draven. Use Ezreal's high poke and kiting abilities to your early laning advantage; poke down your opponents by following up snares with Mystic Shot and Essence Flux. Ezreal's Arcane Shift allows him to catch up to his opponents, securing kills easily. At level 6, cast your ults simultaneously for instantaneous burst, making sure you snare or slow your opponents for Ezreal to blink in and secure the kills.

104_icon_64.png + High burst, good all-in fights, high level 6 burst potential     - Differing fighting ranges

Most Graves players will try to catch their opponents with a close-range Buckshot as they farm the creepline, forcing their opponents to farm at their own tower under pressure. Be sure to keep the river and lane warded to avoid ganks, since your combined aggression (Buckshots and plants) will push the lane more often than not. Graves excels at closer-range burst and harass, which may be difficult to adjust to since Zyra's poke can be utilized at a higher distance from the fight. Allow Graves to fight at the frontlines while you sit back and poke from afar; remember that Graves has a dash to escape. At level 6, your all-in burst potential is deadly since your passives complement each other; if your opponents focus you, Graves's passive resistance buff (while in combat) will allow him to last through the fights alone.

96_icon_64.png + Great kiting, stacking true damage passives     - Low burst, very squishy

Kog'Maw and Zyra have fairly weak synergy early game, since Kog'Maw doesn't do much burst at lower levels. This lane is counter-intuitive to Zyra's playstyle, since she excels in high burst lane comps. Try to make passive/aggressive plays by chaining your snare and slow until Kog'Maw is level 5 or 6. At level 6, you can start poking your opponents down from a distance. Kog'Maw's range and damage starts escalating around level 9, so take advantage of this power boost by making plays that will transition positively into mid and late game.

21_icon_64.png + High mobility/kiting, good trade potential, good ult synergy     - Squishy, weak disengage

Miss Fortune's Strut allows her to dance around her opponents, dodging their skillshots as they try to harass back. It also allows her to respond to your snares more quickly, chaining Make It Rain to the slow. Let MF poke your opponents down with well-timed Double Up's. Be sure to catch or slow your opponents while they are trying to heal/regenerate health, so that MF can apply Impure Shots to reduce their healing by 50%. At level 6, MF's ult forces her to stand still while she is channeling so be aware of her positioning in the fight and follow up accordingly if you cannot secure the kills with the initial burst. Be careful to choose fights you can win; it costs a lot of resources to disengage effectively once MF and Zyra both commit to a fight.

133_icon_64.png + High poke, snare/slow synergy, good catch/chase potential     - Differing fighting ranges

Quinn's Vulnerability mark and Blinding Assault allow her to deal surprising amounts of damage to her target. If she is able to successfully Vault onto an opponent during laning phase, chain your snare with the slowed target to maximize the damage dealt in that trade. Quinn's downfall to her kit is that her Vault is not a true escape, so being aware of where the jungler is will allow you to use your snares aggressively in lane, rather than saving them to escape. Always try to maintain vision of the brush and river: between Heightened Senses, wards and your seeds, you should easily be able to avoid any surprises. At level 6, Quinn's increased mobility in Valor form provides great followup to Stranglethorns, as well as overlapping aoe damage. Should your opponents avoid the knockup of your ultimate, Valor should be able to catch any low health targets that escape. Because Quinn's abilities force her to sit closer in the fight, it will take good coordination in lane to reap the full benefits of this lane composition.

15_icon_64.png + Strong snare/boomerang synergy, good chase potential     - Squishy, low kill secure

Zyra's snare allows Sivir to land a full Boomerang Blade on your opponents when you catch them, so always be aware of when her cooldown is up so you can capitalize on this combo fully. Focus on zoning your opponents out of lane and pushing to their tower so they lose out on experience; Sivir does not have any additional CC and requires her ultimate for damage and chase. This makes it difficult to secure kills if they evade Zyra's kit of snares and slows. Sivir's ultimate is her sole gap closer and chase, so use it wisely when you engage: it is also Sivir's sole escape in her kit (outside of her Spell Shield).

18_icon_64.png + Strong all-in, great level 6 burst     - Squishy, all-or-nothing skillset

Tristana's strength lies in her constantly growing auto attack range and all-in burst, but her weakness is her all-or-nothing playstyle. Combo your snares with her strong long-distance poke, and finish your opponents off with your high burst at level 6. Remember that Tristana relies on her Rocket Jump as part of her burst damage, so try to hold off on going all-in unless you are certain you will secure a kill. If Tristana happens to reset her Rocket Jump with the kill, she can escape more easily (leaving you to fend for yourself if you are escaping a counter attack). Be mindful that if you use all of your resources and do not secure a kill, you will both be punished immensely if your opponents set up a counter gank/attack in response to your aggression.

29_icon_64.png + Strong damage over time (poke), deadly ult synergy     - Squishy, weak disengage

People inexperienced with playing against Twitch often misjudge his total damage dealt in each trade, making him a very effective pick against players that do not understand his playstyle. Zyra's snare allows Twitch to chain his slow and stack his poison more easily, following up with Expunge for insane burst damage. Twitch's invisibility functions as a soft escape which can be valuable early game, but easily countered with a pink ward in lane. Play passive/aggressively unless you are sure Twitch will be able to escape from a committed fight with his invisibility, since both of you are extremely squishy champions. At level 6, their  ultimates synergize extremely well (and at a fairly long range) because Zyra's knock up can easily keep your opponents in place to get the full effect of Twitch's ult, followed by Expunge.

6_icon_64.png + Strong snare/E+Acid Hunter synergy     - Differing fighting ranges

Zyra's snare sets up Urgot for his Corrosive Charger+Acid Hunter combo, so make sure he has the opportunity to land 1-2 free shots with his Q without missing too much of the creep wave. Urgot's close range play and Zyra's long range poke have a disconnect, so rely more on utilizing her plants to set up his homing missiles. At level 6, you can bait your opponents' summoners with Urgot's ultimate (chained with a Zyra snare), and follow up after they flash with Zyra's Stranglethorns.

110_icon_64.png + High burst, great poke, strong overall kit synergy     - Weak disengage

Zyra and Varus's kits have so much synergy. It's ridiculous. You have the ability to chain off of each other's snares and slows, making it very easy for Varus to stack his Blighted Quiver and proc its percent-based damage (maximum health). Varus's constant attack speed buff from his passive allows him to bully his opponents in lane and his Q lets him poke from a safe distance, so it is wise to play more aggressively. Keep in mind that Varus has no effective escapes in his kit, so be sure to keep the lane and river warded. At level 6, Varus can initiate with his ultimate, allowing Zyra to chain with Stranglethorns and ensure the knock up. Overall, Varus is one of the stronger carries to lane with as Zyra because their abilities can be used in many different combinations to secure successful trades and kills.

67_icon_64.png + Strong snare/Silver Bolts synergy, strong CC setup     - Differing fighting ranges, weaker pre-6

Vayne's Condemn allows her to follow up on Zyra's snares effectively, ensuring that your plants and her Silver Bolts do tons of damage to your focused target. Again, Vayne's close range fighting style will be a challenge to follow up on since Zyra excels at long range CC and poke. Vayne tends to get bullied before level 6, so play passive/aggressive unless you can secure a kill early with your snare and Condemn combo. It will take a lot of coordination between you and your lane partner to make plays work, but it will pay off if you end the laning phase ahead of the other ad carry. At level 6, Vayne's follow up and chase is very effective if your opponents escape your Stranglethorns with barely any health.

Seedology: How the Seeds/Plants Work Back to Top

454b22d72e1477ca8a3c9d19b066.jpg

Rampant Growth

Range: 825
Cooldown Reduction: 4% / 8% / 12% / 16% / 20%
Seed Recharge Time: 17 / 16 / 15 / 14 / 13
Seed Recharge Time (including bonus): 16.3 / 14.7 / 13.2 / 11.8 / 10.4
  • Passive: Grants bonus cooldown reduction.
  • Active: Plants a seed at a target point, granting vision of a small area around it. Zyra periodically regenerates seeds and can hold up to 2 seeds at any given time. Zyra cannot plant any more than 4 seeds at a time.

    Enemies may move over a seed to destroy it, but they will be revealed to Zyra for 2 seconds afterwards.

    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. (Source)

Riot designed Zyra's entire kit around her plants and seeds. In order to understand the full potential of her kit, it is important to know the in's and out's of how to use her seeds:

+ Basic Seed Mechanics

Seeds give you and your allies vision in a small radius around where they are placed. This vision lasts until the seed expires (after 30 seconds), or if an enemy champion steps on it. If an enemy champion steps on a seed, you are given brief vision of them and their immediate surroundings for 2 seconds. There is a brief delay on Zyra's seeds "popping" when an opponent steps on them, so you can actually bait out your seeds and sprout your plants before the seed is consumed if you time it correctly.

+ Objective Control and Vision

As Zyra, you can use the vision from your seeds to check Dragon, Baron, and jungle camps without wasting wards; additionally, you can obtain temporary vision over walls during ganks or fights in the jungle. The cast range on your seeds is longer than the cast range on your wards: this allows you to check unwarded bushes from a safer distance before placing your more-permanent wards.

+ Interaction with Towers and Dragon/Baron

Towers will target plants that are near them before any other units, unless they are already attacking another target (champions, pets, or minions). If this is the case, the tower will begin to damage the plants after the current target dies or leaves range. You can use plants to gain extra time while harassing your opponents or when damaging the tower. Although towers target plants first, your plants will not deal damage to towers. Seeds do not attract tower aggro until they are turned into plants, so you can use seeds to gain vision when the creep wave is pushed back to your side of the lane.

When your team is killing Dragon, you can use your plants to tank the damage. Each plant can take two shots from Dragon, which can save your team up to 8 hits of damage if you spawn all 4 of your seeds. Additionally, Dragon's attack speed debuff does not apply on your plants, so they will continue to do full damage until they are killed. On the other hand, you can aggro Baron with your plants but Baron will not attack the plants. You can use your plants to aggro baron if your opponents are trying to kill your wards, forcing them to take tons of damage for eliminating your vision of the pit.

+ Interaction with Champion Abilities

Lastly, Zyra's plants can be used in interaction with other champion's abilities: they can block skillshots (Nidalee's spears, Blitzcrank's Rocket Grab, etc) and mitigate damage from skills such as Ezreal's True Shot Barrage, Caitlyn's Piltover Peacemaker, and Sivir's Boomerang Blade. Be wary of plant interactions that enemy champions can utilize to their advantage, such as Xin Zhao's Audacious Charge. He is able to dash to your plants to close the gap if he is not in range to cast his ability on your champion. Overall, this can be a double-edged sword but in most cases, using Zyra's plants to interfere with enemy abilities is highly beneficial during the laning phase.

Conclusion: Pros & Cons Back to Top

Pros

  • High burst damage
  • Strong CC potential
  • Great lane control
  • Temporary vision from seeds/plants
  • Great late game scaling
  • Potent level 1/invade ability

Cons

  • No sustain
  • Very squishy
  • No built-in escape or mobility
  • Item-dependent
  • Difficult resource management

About the Author Back to Top

My name is Freye, and I've been playing League since a little after Closed Beta (est. January 2010). I have been playing primarily support-classified champions since mid-season 2.

Feel free to express any comments, questions, or concerns. I'm certainly open to new ideas and suggestions, and I will try my best to keep this guide up-to-date with reader input and patch changes.


Contact Info

IGN: Freye
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