This build guide for Zyra is for Mid Lane by Nyjacky, a 2700 ranked player on League of Legends. Zyra is completely overpowered. Tough to play, easy to farm with and does massive damage with good ap ratios.
+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18)
Greater Seal of Scaling Mana Regenerationx9
Greater Glyph of Magic Resist
+1.34 magic resist
Greater Glyph of Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spell
Ignite
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Deadly Bloom
Deadly Bloom
Thorns shoot from the ground, dealing 75/115/155/195/235 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing (+0.2*AP) magic damage. Lasts 10 seconds.
Cost
75/80/85/90/95 Mana
Range
825
Cooldown
7/6.5/6/5.5/5 Seconds
Deadly Bloom
Thorns shoot from the ground, dealing 75 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing {f3} (+0.2*AP) magic damage. Lasts 10 seconds.
Deadly Bloom
Thorns shoot from the ground, dealing 115 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing {f3} (+0.2*AP) magic damage. Lasts 10 seconds.
Deadly Bloom
Thorns shoot from the ground, dealing 155 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing {f3} (+0.2*AP) magic damage. Lasts 10 seconds.
Deadly Bloom
Thorns shoot from the ground, dealing 195 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing {f3} (+0.2*AP) magic damage. Lasts 10 seconds.
Deadly Bloom
Thorns shoot from the ground, dealing 235 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing {f3} (+0.2*AP) magic damage. Lasts 10 seconds.
Rampant Growth
Rampant Growth
Passive: Grants 4/8/12/16/20% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
Range
0
Cooldown
0.25/0.25/0.25/0.25/0.25 Seconds
Rampant Growth
Passive: Grants 4% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
Rampant Growth
Passive: Grants 8% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
Rampant Growth
Passive: Grants 12% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
Rampant Growth
Passive: Grants 16% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
Rampant Growth
Passive: Grants 20% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
Grasping Roots
Grasping Roots
Sends forward vines dealing 60/95/130/165/200 (+0.5*AP) magic damage and rooting enemies for 0.8/1/1.3/1.5/1.8 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
Cost
70/75/80/85/90 Mana
Range
1100
Cooldown
12/12/12/12/12 Seconds
Grasping Roots
Sends forward vines dealing 60 (+0.5*AP) magic damage and rooting enemies for 0.8 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing {f3} (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
Grasping Roots
Sends forward vines dealing 95 (+0.5*AP) magic damage and rooting enemies for 1 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing {f3} (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
Grasping Roots
Sends forward vines dealing 130 (+0.5*AP) magic damage and rooting enemies for 1.3 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing {f3} (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
Grasping Roots
Sends forward vines dealing 165 (+0.5*AP) magic damage and rooting enemies for 1.5 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing {f3} (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
Grasping Roots
Sends forward vines dealing 200 (+0.5*AP) magic damage and rooting enemies for 1.8 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing {f3} (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
Stranglethorns
Stranglethorns
Summons the fury of nature, growing a twisted thicket at target location which deals 180/265/350 (+0.7*AP) magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air.
Rampant Growth: Plants within the thicket are enraged, increasing their Attack Speed by 50%.
Cost
100/120/140 Mana
Range
0
Cooldown
130/120/110 Seconds
Stranglethorns
Summons the fury of nature, growing a twisted thicket at target location which deals 180 (+0.7*AP) magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air.
Rampant Growth: Plants within the thicket are enraged, increasing their Attack Speed by 50%.
Stranglethorns
Summons the fury of nature, growing a twisted thicket at target location which deals 265 (+0.7*AP) magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air.
Rampant Growth: Plants within the thicket are enraged, increasing their Attack Speed by 50%.
Stranglethorns
Summons the fury of nature, growing a twisted thicket at target location which deals 350 (+0.7*AP) magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air.
Rampant Growth: Plants within the thicket are enraged, increasing their Attack Speed by 50%.
E
Grasping Roots
Sends forward vines dealing 60 (+0.5*AP) magic damage and rooting enemies for 0.8 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing {f3} (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
Q
Deadly Bloom
Thorns shoot from the ground, dealing 75 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing {f3} (+0.2*AP) magic damage. Lasts 10 seconds.
W
Rampant Growth
Passive: Grants 4% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
Q
Deadly Bloom
Thorns shoot from the ground, dealing 115 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing {f3} (+0.2*AP) magic damage. Lasts 10 seconds.
Q
Deadly Bloom
Thorns shoot from the ground, dealing 155 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing {f3} (+0.2*AP) magic damage. Lasts 10 seconds.
R
Stranglethorns
Summons the fury of nature, growing a twisted thicket at target location which deals 180 (+0.7*AP) magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air.
Rampant Growth: Plants within the thicket are enraged, increasing their Attack Speed by 50%.
Q
Deadly Bloom
Thorns shoot from the ground, dealing 195 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing {f3} (+0.2*AP) magic damage. Lasts 10 seconds.
E
Grasping Roots
Sends forward vines dealing 95 (+0.5*AP) magic damage and rooting enemies for 1 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing {f3} (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
Q
Deadly Bloom
Thorns shoot from the ground, dealing 235 (+0.6*AP) magic damage to enemies within the area.
Rampant Growth: If Deadly Bloom hits a seed, a Thorn Spitter grows, dealing {f3} (+0.2*AP) magic damage. Lasts 10 seconds.
E
Grasping Roots
Sends forward vines dealing 130 (+0.5*AP) magic damage and rooting enemies for 1.3 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing {f3} (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
R
Stranglethorns
Summons the fury of nature, growing a twisted thicket at target location which deals 265 (+0.7*AP) magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air.
Rampant Growth: Plants within the thicket are enraged, increasing their Attack Speed by 50%.
E
Grasping Roots
Sends forward vines dealing 165 (+0.5*AP) magic damage and rooting enemies for 1.5 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing {f3} (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
E
Grasping Roots
Sends forward vines dealing 200 (+0.5*AP) magic damage and rooting enemies for 1.8 second.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows dealing {f3} (+0.2*AP) magic damage and slowing enemies by 30% for 2 seconds. Lasts 10 seconds.
W
Rampant Growth
Passive: Grants 8% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
W
Rampant Growth
Passive: Grants 12% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
R
Stranglethorns
Summons the fury of nature, growing a twisted thicket at target location which deals 350 (+0.7*AP) magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air.
Rampant Growth: Plants within the thicket are enraged, increasing their Attack Speed by 50%.
W
Rampant Growth
Passive: Grants 16% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
W
Rampant Growth
Passive: Grants 20% Cooldown Reduction.
Active: Plants a seed, lasting 30 seconds. If an enemy Champion steps on a seed, it will be destroyed but they will be revealed for 2 seconds.
Zyra stores a seed every 0.25 seconds (Max: 2 seeds stored, 4 seeds planted).
Rampant Growth: Cast spells on seeds to grow plants. Plant damage is based on Zyra's level. Extra plants striking the same target deal 50% less damage.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Items
Starting Items
Boots of Speed
Health Potion
x3
Full Game Build
Sorcerer's Shoes
Liandry's Torment
Athene's Unholy Grail
Rabadon's Deathcap
Void Staff
Zhonya's Hourglass
Enchantment: Alacrity
Pro Commentary
Pros and Cons
Pros
Massive aoe damage with AoE CC
Rampant Growth (The Seed) gives your vision when you need to facecheck
First game Zyra --> PENTAKILL. This guide rocks :D But I built a Warmog's instead of Void Staff cause they didn't had magic resist and we had no real tank.
There really isn't a champ that Zyra can't win her lane against. She can simply assassinate her lane opponent repeatedly and have no issues other than her ult cooldown. That being said, some champs make her useless late game (Veigar) or can assassinate her back if she slips up (Eve, Akali, Diana), but as Zyra you really have no excuse to lose your lane.
Current Favorites: Midalee, Eve, Ziggs, TF, Cho'gath
1. Zyra is very, very vulnerable to any AP champion that has as high range, as much AoE, as much CC as she has. Zyra won't be able to "win" a lane vs Anivia, solidOrianna, Malzahar (only during laning, though) and Cassiopeia (only during laning). They all have ridiculous range on their auto attacks/farming abilities that outshine Zyra's 575, they are more mobile (Anivia in sense of perma-slow and Orianna in sense of speed steroid/slow) and are generally safe vs Zyra during laning, because they can farm away from her plants and can easier dodge her E. The best case scenario vs these champs for Zyra is that she will be just equal in farm with them. Otherwise Anivia and Orianna bring much more to TFs due to their ability to destroy her plants (main DPS source) in a matter of half second.
2. Veigar isn't really a problem for Zyra. He is melee ranged compared to her. In late game Zyra should never EVER show her face before her tanking front line, so Veigar won't be able to Flash+Stun+Ult her as easily or as often like during laning phase.
I don't believe laning against the afforementioned champs conventionally is a good idea. These champions rely on themselves to deal damage, whereas Zyra relies on her seeds. You drop a seed, luring an enemy to step on it, then you use Q or E, resulting in no retaliation. If they attempt to hit you, they get hit with the seed, if they hit the seed, free damage. You should never be in the range of an Anivia, as for Orianna, her ball zoning is nothing to your seed zoning.
I have played a good amount of games as Zyra since her release. I have only lost my lane 2 times (1v1) and I'm very proud of that. Saying this, I think I have a counter to Zyra. I do consider myself a very very good Zyra player, I have even told my friends I am the best Zyra player lol. I have lost my lane to a Galio and a Veigar (not sure how since Veigar has lower range, might have just messed up pretty bad)
Galio: I think this is a counter to Zyra (later game). I killed Galio at around lvl 4 or 5. After that I couldn't do anything to him. He would just stack MR and I couldn't do anything to him. Even with my first blood on him I couldn't do anything else. I didn't die to him, but I couldn't kill him either.
Veigar: I just got bursted down in less than 1 second multiple times by Veigar. He would put his stun on me, then do his combo and my health was gone. Not sure if this is a hard counter, because I could burst him down with my combo as well, so I think this is just a skill/farm lane.
I build my skills a lot different then this guide as well. I max E, W, then Q. I find this to be better for me. I like to max E first because I like having them rooted down for longer periods of time, plus I love using the melee plants more and I like having this off cooldown more often. I max W second because I want to always have seeds on me at all times. Q last because, well I can't max anything else.
Item Build looks good to me some items are just situational. Last game I played Zyra I didn't bother building Void staff because nobody on the enemy team had MR except for one enemy. My End game build will usually be: Sorcerer Shoes, Zhonyas, Rabadons, Rylais, Rod of Ages, Abyssal Scepter/Void Staff, depending on my team and the enemy team.
Runes: I have the same runes except for the Mana regen. I feel like you don't need mana regen on this champion because she isn't mana dependent. I don't run out of mana that often on this champion. I will sometimes even give blue buff to my jungler because I don't need it. I would only like it for the cooldown reduction. I think I use ability power per level seals instead of mana regen. can't remember 100%
Well, maxing Zyr'a E after the nerf is not beneficial for you, since the only mathematical reason for that on her release date was that Rank 5 E damage > Rank 5 Q damage + Had an AoE snare with a small CD.
Post her nerf, she pretty much became a farm-fest Morgana, with the only difference that Zyra's DPS grows over time while Morgana's burst damage becomes less noticeable closer to the late game. After 40+ minutes, Morgana's only purpose is to Flash+Ult+Zhonya's Hourglass and random "please, let me catch an AD carry tonight" bindings. In other words she transitions from a damage dealing AP mid to a support AP mid.
So think of Zyra's E like of Morgana's Q, you should max it second, since you just use it as an opportunity to unleash your full rage on opponent before anyone has any good/tanky items (generally prior level 10-11). After that, you just won't be able to burst your opponent even with max root in 1 combo, you'll be forced to poke him a little bit before going all-in.
Zyra's Q literately = Morgana's W. It's a farm-tool. Unlike Morgana, Zyra can spam it after Rank 5, so hence, another reason to max it 1st.
If you are extremely confident in your abilities, E is a good choice. You drop some seeds in the middle of the lane, and when the enemy tries to crush them, E them. If it lands, and you have Liandry's, you will deal some pretty impressive damage. Obviously, if you miss, you now have no escape or damage for the next 12 seconds, and have to play fairly passively. The potential is far greater than a maxed Q, but you better be one hell of a player
Btw where you say your combo is "EWWQR", you can actually go "EQWWR" - your W cooldown is fast enough that you can get both plants out after you cast Q and before it procs. The advantage to doing it that way is your burst for one gets set up a bit faster (faster by exactly the proc time on Q) which not only deals damage sooner but gives enemies less chance to react.
I'm not 100% sure if you can use EQWWR early game but I know with the CDR from rank 2 seeds you can manage it for sure, as that was the earliest I tried it.
Most likely is because of Zyra's hotfix. Considering that Riot made it before IGL tournament, maybe NYjacky didn't have the time to modify this guide (even on top it says that "it is under construction". Be patient).
-
View User Profile
-
Send Message
Posted 2/13/2013 5:40:52 AMFirst game Zyra --> PENTAKILL. This guide rocks :D But I built a Warmog's instead of Void Staff cause they didn't had magic resist and we had no real tank.
-
View User Profile
-
Send Message
Posted 12/20/2012 11:40:04 AMWhat about RoA i feel it could be better the Athene's idk i alway have a problem on which i like better
-
View User Profile
-
Send Message
Posted 11/27/2012 1:31:43 PMIt's from my perspective the best AP mid.. she is my main since release ! :)
-
View User Profile
-
Send Message
Posted 10/10/2012 10:35:30 AMThere really isn't a champ that Zyra can't win her lane against. She can simply assassinate her lane opponent repeatedly and have no issues other than her ult cooldown. That being said, some champs make her useless late game (Veigar) or can assassinate her back if she slips up (Eve, Akali, Diana), but as Zyra you really have no excuse to lose your lane.
Current Favorites: Midalee, Eve, Ziggs, TF, Cho'gath
-
View User Profile
-
Send Message
Posted 10/15/2012 9:33:54 AMWell, I disagree with you.
1. Zyra is very, very vulnerable to any AP champion that has as high range, as much AoE, as much CC as she has. Zyra won't be able to "win" a lane vs Anivia, solid Orianna, Malzahar (only during laning, though) and Cassiopeia (only during laning). They all have ridiculous range on their auto attacks/farming abilities that outshine Zyra's 575, they are more mobile (Anivia in sense of perma-slow and Orianna in sense of speed steroid/slow) and are generally safe vs Zyra during laning, because they can farm away from her plants and can easier dodge her E. The best case scenario vs these champs for Zyra is that she will be just equal in farm with them. Otherwise Anivia and Orianna bring much more to TFs due to their ability to destroy her plants (main DPS source) in a matter of half second.
2. Veigar isn't really a problem for Zyra. He is melee ranged compared to her. In late game Zyra should never EVER show her face before her tanking front line, so Veigar won't be able to Flash+Stun+Ult her as easily or as often like during laning phase.
-
View User Profile
-
Send Message
Posted 4/23/2013 2:04:51 AMI don't believe laning against the afforementioned champs conventionally is a good idea. These champions rely on themselves to deal damage, whereas Zyra relies on her seeds. You drop a seed, luring an enemy to step on it, then you use Q or E, resulting in no retaliation. If they attempt to hit you, they get hit with the seed, if they hit the seed, free damage. You should never be in the range of an Anivia, as for Orianna, her ball zoning is nothing to your seed zoning.
-
View User Profile
-
Send Message
Posted 9/3/2012 5:09:31 AMI have played a good amount of games as Zyra since her release. I have only lost my lane 2 times (1v1) and I'm very proud of that. Saying this, I think I have a counter to Zyra. I do consider myself a very very good Zyra player, I have even told my friends I am the best Zyra player lol. I have lost my lane to a Galio and a Veigar (not sure how since Veigar has lower range, might have just messed up pretty bad)
Galio: I think this is a counter to Zyra (later game). I killed Galio at around lvl 4 or 5. After that I couldn't do anything to him. He would just stack MR and I couldn't do anything to him. Even with my first blood on him I couldn't do anything else. I didn't die to him, but I couldn't kill him either.
Veigar: I just got bursted down in less than 1 second multiple times by Veigar. He would put his stun on me, then do his combo and my health was gone. Not sure if this is a hard counter, because I could burst him down with my combo as well, so I think this is just a skill/farm lane.
I build my skills a lot different then this guide as well. I max E, W, then Q. I find this to be better for me. I like to max E first because I like having them rooted down for longer periods of time, plus I love using the melee plants more and I like having this off cooldown more often. I max W second because I want to always have seeds on me at all times. Q last because, well I can't max anything else.
Item Build looks good to me some items are just situational. Last game I played Zyra I didn't bother building Void staff because nobody on the enemy team had MR except for one enemy. My End game build will usually be: Sorcerer Shoes, Zhonyas, Rabadons, Rylais, Rod of Ages, Abyssal Scepter/Void Staff, depending on my team and the enemy team.
Runes: I have the same runes except for the Mana regen. I feel like you don't need mana regen on this champion because she isn't mana dependent. I don't run out of mana that often on this champion. I will sometimes even give blue buff to my jungler because I don't need it. I would only like it for the cooldown reduction. I think I use ability power per level seals instead of mana regen. can't remember 100%
Well this is my thoughts on Zyra.
-
View User Profile
-
Send Message
Posted 9/28/2012 12:55:21 PMWell, maxing Zyr'a E after the nerf is not beneficial for you, since the only mathematical reason for that on her release date was that Rank 5 E damage > Rank 5 Q damage + Had an AoE snare with a small CD.
Post her nerf, she pretty much became a farm-fest Morgana, with the only difference that Zyra's DPS grows over time while Morgana's burst damage becomes less noticeable closer to the late game. After 40+ minutes, Morgana's only purpose is to Flash+Ult+Zhonya's Hourglass and random "please, let me catch an AD carry tonight" bindings. In other words she transitions from a damage dealing AP mid to a support AP mid.
So think of Zyra's E like of Morgana's Q, you should max it second, since you just use it as an opportunity to unleash your full rage on opponent before anyone has any good/tanky items (generally prior level 10-11). After that, you just won't be able to burst your opponent even with max root in 1 combo, you'll be forced to poke him a little bit before going all-in.
Zyra's Q literately = Morgana's W. It's a farm-tool. Unlike Morgana, Zyra can spam it after Rank 5, so hence, another reason to max it 1st.
-
View User Profile
-
Send Message
Posted 4/23/2013 2:08:43 AMIf you are extremely confident in your abilities, E is a good choice. You drop some seeds in the middle of the lane, and when the enemy tries to crush them, E them. If it lands, and you have Liandry's, you will deal some pretty impressive damage. Obviously, if you miss, you now have no escape or damage for the next 12 seconds, and have to play fairly passively. The potential is far greater than a maxed Q, but you better be one hell of a player
-
View User Profile
-
Send Message
Posted 8/27/2012 11:01:24 PMw
-
View User Profile
-
Send Message
Posted 8/14/2012 8:41:51 PMBtw where you say your combo is "EWWQR", you can actually go "EQWWR" - your W cooldown is fast enough that you can get both plants out after you cast Q and before it procs. The advantage to doing it that way is your burst for one gets set up a bit faster (faster by exactly the proc time on Q) which not only deals damage sooner but gives enemies less chance to react.
I'm not 100% sure if you can use EQWWR early game but I know with the CDR from rank 2 seeds you can manage it for sure, as that was the earliest I tried it.
-
View User Profile
-
Send Message
Posted 8/12/2012 5:04:37 AME snare duration is incorrect...
1/0.8/1.8/1.5/1.3 seconds?
WHile Nyjacky states it goes like:
0.75/1/1.25/1.5/1.75 seconds
-
View User Profile
-
Send Message
Posted 8/12/2012 7:55:32 PMMost likely is because of Zyra's hotfix. Considering that Riot made it before IGL tournament, maybe NYjacky didn't have the time to modify this guide (even on top it says that "it is under construction". Be patient).
-
View User Profile
-
Send Message
Posted 8/14/2012 9:58:42 AMJust pointing it out for an easier fix when he has enough time and desire to fix it
-
View User Profile
-
Send Message
Posted 8/19/2012 4:27:44 PMDatabase error, I've brought it to Liquid's attention for the dev team to fix.
LoLPro.com Guide/Content Editor!