Zyra Champion Guide

Zyra Champion Guide
Role: Mage
Lane: Support
Last update: Patch 15.4.1
Abilities





Summoner Spells


Zyra Runes
Sorcery












Inspiration









Champion short description:
Zyra, the mistress of thorns, emerged from an ancient magical catastrophe and is the wrath of nature incarnate. As such, she has no remorse and destroys her enemies with her deadly thorns. In the Summoner’s Void, she is a damage-heavy support mage who excels in zone control.
Zyra’s greatest strengths lie in her incredibly high burst damage, her easy-to-hit area CC, her strong poke damage and her ability to catch and disable enemies. Her burst and CC are so strong that you can often outnumber enemy ganks if you hit your Q and E. However, what makes the laning phase really unpleasant for Zyra’s opponents is the amount of poke she can dish out. You can often give your opponents the choice of taking a bad base timing and missing a Minionwave or looking at a gray screen instead. It is important for you to gain control of the bushes in the lane and to be able to cast your abilities from there, out of sight of your opponents. This makes it much harder for them to dodge your damage and allows you to play very aggressively. If you hit several opponents with an E, the fight is usually won. Meanwhile, Zyra’s weaknesses lie in the fact that she herself can withstand incredibly little and is therefore a veritable glass cannon. It is also difficult to influence the course of the game if you fall behind as Zyra. It is therefore very important that you use your strong early game to build up a lead and then snowball it steadily. Zyra also has no mobility in her kit, which is why you must always pay attention to your positioning. During fights, you should keep a healthy distance from your opponents, because as soon as you are hit by CC, you will usually die quickly. Your E is your most important tool for keeping unwelcome melee fighters at bay. So use it wisely and only use it offensively if you’re sure to hit.
Zyra has her best matchups against enchanters like Sona, Renata or Janna, who can hardly defend themselves against her in lane and mercilessly feel her poke and burst. However, she has a hard time against other damage supporters such as Vel’Koz, Xerath or Brand. Compared to these, Zyra has more constant damage thanks to her plants, but less burst. As a result, she usually loses short trades and often loses control of the lane. All in all, Zyra is still a very potent carry support and quite easy to learn. After just a few games, you get a good feel for the basic use of her abilities. Nevertheless, you can still learn a lot with Zyra, especially when it comes to playing around her plants.
Skill Order
Skill Priority



Skill Order





Mostly best
Description Skill Order:
Zyra’s passive is the “Thorn Garden”, which ensures that seeds appear around Zyra at regular intervals. The frequency increases with Zyra’s level. If Zyra casts her Q or E near a seed, plants will sprout and fight for her. Zyra’s seeds last for 30 seconds and she can have a maximum of 8 seeds on the map at any one time. If an enemy champion walks over a seed, it disappears. In addition, no seeds appear when Zyra is hiding in a bush. The plants from Zyra’s passives primarily provide you with additional constant damage, but also zone control, as opponents are reluctant to run into a zone with several plants or seeds. Being hit there by Zyra’s combo usually means a thorny end.
At the start of the game, you start with your E, the “Packing Roots”. When activated, Zyra sends tendrils through the ground that wrap around her target, dealing magic damage and trapping enemies. If your E hits a seed, a tendril whip is created there for 8 seconds, which attacks enemies at close range and reduces their movement speed by 30% for 2 seconds. If 2 tendril whips attack the same target, this slow is doubled. Your Vine Whip’s Slow and E Hold are your most commonly used CCs to control fights. Since the duration of the hold doubles from 1 second at the first level to 2 seconds at the highest level, you maximize the E first.
At level 2, you skill your W, “Unbridled Growth”, for the first time. When you use this skill, Zyra plants a seed that lasts for 60 seconds. A nearby cast of Q or E causes the seed to grow into a plant that fights for you. Zyra can plant a maximum of 2 seeds in quick succession with her W, the cooldown is reduced by killing enemy units. In contrast to the seeds of her passives, the seeds of her W give true vision to enemies who step on them. You mainly use the W when you want to quickly spawn 1-2 extra plants to burst your opponent. Therefore, maximize the W last.
At level 3, you put the first ability point into your Q, the “Deadly Thorns”. When activated, thick tendrils with thorns shoot out of the ground and deal magic damage to all enemies in the area. If the Q hits a seed, it grows into a thorn spitter that attacks enemies from a greater distance than a vine whipper can. However, thorn spitters do not slow down their target. The Q is usually your follow-up when you hit a root with the E. Since her cooldown is reduced by half a second with every additional ability point, you maximize the Q second.
Zyra’s ultimate ability is “Stranglethorns”, which you skill at level 6, 11 and 16. When activated, Zyra summons a tangled thicket at the chosen location, which deals magic damage to enemies as it spreads and throws them into the air for 1 second when it contracts after 2 seconds. Zyra’s plants in the area of the thicket are enraged, reset their maximum duration, gain 50% additional health and deal 50% bonus damage. You’ll mostly use Zyra’s ult as a follow up when you hit multiple enemies with an E and want to deal the maximum amount of damage. You can also use it when it’s obvious that enemies are closing in on you and fighting in a certain area. You can then block this area with the ult and your opponents will have to retreat or receive the CC, which you can use to turn the fight in your favor.
Combos
E->W->Q: your standard combo for trades in lane, where you hold the opponent with the E and then simply hit the Q. In between you place a W, which becomes a vine whip if you place it while the E is still moving or a thorn spitter if you place it afterwards.
R->E->W->W->Q: your combo to catch and burst an unsuspecting opponent from a bush. You set the R and hold him with the E, after which you set 2 Ws and finish the combo with the Q. Holding the E guarantees that the R will be thrown into the air. This combo is particularly recommended if you do not yet have your E at maximum level.
E->W->W->Q->R->AA: a similar combo to the previous one, but this time you cast the ult at the end of the combo. If your E is at maximum level and holds for 2 seconds and you execute the combo quickly enough, your R’s knockup will still get through safely at the end and you’ll gain some extra time for autoattacks from you and your plants for some more damage with this order of the combo.
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Items you can put on Zyra buy
Description of the build path:
Zyra is a so-called Dot Mage, i.e. a champion who can deal damage over time. This means we need AP items that also have the effect of dealing damage over time as soon as enemies receive damage. Of course, we also need ability speed and, later on, magic penetration to be able to kill champions with a little magic resistance.
Gameplay und Laning
Laning Phase
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