Zyra, Rise of the Thorns
Added July 24th: Patch V1.0.0.143
+ Show Spoiler [Base Stats] +
Health 355 (+74 / per level)
Health Regen 4.85 (+0.5 / per level)
Mana 250 (+50 / per level)
Mana Regen 50 (+0 / per level)
Range: 575 (Ranged)
Damage 50 (+3.2 / per level)
Attack Speed 0.625 (+2.11% / per level)
Armor 11 (+3 / per level)
Magic Res. 30 (+0 / per level)
Move Speed 325
Health Regen 4.85 (+0.5 / per level)
Mana 250 (+50 / per level)
Mana Regen 50 (+0 / per level)
Range: 575 (Ranged)
Damage 50 (+3.2 / per level)
Attack Speed 0.625 (+2.11% / per level)
Armor 11 (+3 / per level)
Magic Res. 30 (+0 / per level)
Move Speed 325
+ Show Spoiler [Patch Notes - v3.7] +
May 15, 2013:
Thorn Spitter and Vine Lasher plants now correctly display their bonus damage from Ability Power.
Thorn Spitter and Vine Lasher plants now benefit from Banner of Command's minion damage aura.
Thorn Spitter and Vine Lasher plants now correctly display their bonus damage from Ability Power.
Thorn Spitter and Vine Lasher plants now benefit from Banner of Command's minion damage aura.
+ Show Spoiler [Patch Notes - v3.13] +
October 29, 2013:
Deadly Bloom
Range reduced to 800 from 825.
Damage changed to 70 / 105 / 140 / 175 / 210 (+65% AP) from 75 / 115 / 155 / 195 / 235 (+60% AP).
Rampant Growth
Range increased to 850 from 825.
Passive cooldown reduction reduced to 2 / 4 / 6 / 8 / 10% from 4 / 8 / 12 / 16 / 20%.
Plant base damage changed to 23 (+6.5 per level) from 26 (+6 per level).
Reduced the delay before seeds can be stepped on by enemies to 1.5 seconds from 3.
Fixed a bug where spells would rarely not turn seeds into plants.
Stranglethorns
No longer stuns after the knockup ends.
Bug Fix: Plants summoned in the thicket will now correctly receive the buff (currently only applies to plants already active).
Deadly Bloom
Range reduced to 800 from 825.
Damage changed to 70 / 105 / 140 / 175 / 210 (+65% AP) from 75 / 115 / 155 / 195 / 235 (+60% AP).
Rampant Growth
Range increased to 850 from 825.
Passive cooldown reduction reduced to 2 / 4 / 6 / 8 / 10% from 4 / 8 / 12 / 16 / 20%.
Plant base damage changed to 23 (+6.5 per level) from 26 (+6 per level).
Reduced the delay before seeds can be stepped on by enemies to 1.5 seconds from 3.
Fixed a bug where spells would rarely not turn seeds into plants.
Stranglethorns
No longer stuns after the knockup ends.
Bug Fix: Plants summoned in the thicket will now correctly receive the buff (currently only applies to plants already active).
Although not yet part of the "Ban Z" strategy, Zyra has seen a resurgence in popularity in the NA and KR scenes as a very versatile support champion. With surprising damage, an excellent auto attack and maybe the best disengage ability in the game it's no wonder teams like C9 and SKT value Zyra so highly.
This won't be a high level guide as such (I'm only Silver 1), but will be written with support in mind.
Abilities
Rise of the Thorns:
+ Show Spoiler [Costs/Description] +
Range: 1,500 (estimate)
Duration of plant form: 8 seconds
Upon death, Zyra returns to her plant form. After 2 seconds, she can press any ability to fire a Vengeful Thorn towards her cursor, dealing 80 + (20 × level) true damage to each enemy it strikes.
Duration of plant form: 8 seconds
Upon death, Zyra returns to her plant form. After 2 seconds, she can press any ability to fire a Vengeful Thorn towards her cursor, dealing 80 + (20 × level) true damage to each enemy it strikes.
Although you should be avoiding dying, this passive can still help your ADC clean up lane kills or even make the difference in a team fight. It is true damage and doesn't drop off in damage if it passes through multiple people.
Deadly Bloom:
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Cost: 75 / 80 / 85 / 90 / 95 mana
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+ 65% AP)
Thorns shoot from the ground, dealing magic damage to enemies within the area. If Deadly Bloom hits a seed, a Thorn Spitter grows. Thorn Spitter attacks with long range and deals magic damage.
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds
Magic Damage: 70 / 105 / 140 / 175 / 210 (+ 65% AP)
Thorns shoot from the ground, dealing magic damage to enemies within the area. If Deadly Bloom hits a seed, a Thorn Spitter grows. Thorn Spitter attacks with long range and deals magic damage.
Tips:
Zyra's primary nuke and a helpful tool for poking in lane. If you manage to proc a Thorn Spitter, make sure you are auto-attacking an enemy; the plants will prioritise your target. Getting a few early points in Q will increase your harass potential and synergises well with Spellthief's Edge.
Rampant Growth:
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Cooldown Reduction: 2 / 4 / 6 / 8 / 10 %
Seed Recharge Time (innate CDR included): 16.7 / 15.4 / 14.1 / 12.9 / 11.7 seconds
Seed Recharge Time (max CDR): 10.2 / 9.6 / 9 / 8.4 / 7.8 seconds
Range 850
(Passive): Grants bonus 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 periodically stores seeds and she can hold up to 2 seeds at any given time. Zyra cannot plant any more than 4 seeds at a time. 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.
Seed Recharge Time (innate CDR included): 16.7 / 15.4 / 14.1 / 12.9 / 11.7 seconds
Seed Recharge Time (max CDR): 10.2 / 9.6 / 9 / 8.4 / 7.8 seconds
Range 850
(Passive): Grants bonus 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 periodically stores seeds and she can hold up to 2 seeds at any given time. Zyra cannot plant any more than 4 seeds at a time. 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.
Tips:
This ability is a huge part of why Zyra is so effective in lane. Seeds have multiple uses apart from spawning plants as they can be used as temporary wards and short term vision for champions. The nerf to 10% CDR actually works in Zyra's favour now as you can run Frost Queen's Claim (10%), Lucidity (15%), Sorcery (5%) and W (10%) to give you an easy 40% CDR by mid-game. Talisman (20%), Lucidity (15%) and Sorcery (5%) is another viable build path.
JimmiC: When kiting use one W at a time. That way as they chase you they will always have a plant shooting them. If you pop both when they run by them they are in the clear!
Grasping Roots:
+ Show Spoiler [Costs/Description] +
Cost: 70 / 75 / 80 / 85 / 90 mana
Magic Damage: 60 / 95 / 130 / 165 / 200 (+0.5 per ability power)
Root Duration: 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds
Cooldown: 12 seconds
Range 1100
(Active): Sends forward vines, dealing magic damage and rooting enemies for a short duration.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows. Vine Lasher has short ranged attack that deal magic damage and slow by 30% for 2 seconds.
Magic Damage: 60 / 95 / 130 / 165 / 200 (+0.5 per ability power)
Root Duration: 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds
Cooldown: 12 seconds
Range 1100
(Active): Sends forward vines, dealing magic damage and rooting enemies for a short duration.
Rampant Growth: If Grasping Roots hits a seed, a Vine Lasher grows. Vine Lasher has short ranged attack that deal magic damage and slow by 30% for 2 seconds.
Tips:
While the missile speed is a lot slower than on release, Grasping Roots is still a powerful snare that can be used to peel, chase or kite an enemy. Learning to lead the ability is very important as if you miss, the cooldown is very unforgiving. Try to have two points in this skill by level 6 to make hitting your ultimate a litter easier.
Stranglethorns:
+ Show Spoiler [Costs/Description] +
Cost: 100 / 120 / 140 mana
Cooldown: 130 / 120 / 110 seconds
Magic Damage: 180 / 265 / 350 (+0.7 per ability power)
Range to Center of AoE: 700
(Active): Summons the fury of nature, growing a twisted thicket at target location which deals magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air for 1 seconds.
Rampant Growth: Plants within the thicket are enraged, increasing their attack speed by 50%.
Cooldown: 130 / 120 / 110 seconds
Magic Damage: 180 / 265 / 350 (+0.7 per ability power)
Range to Center of AoE: 700
(Active): Summons the fury of nature, growing a twisted thicket at target location which deals magic damage to all enemies in the area as it expands. After 2 seconds, the vines snap upward knocking enemies into the air for 1 seconds.
Rampant Growth: Plants within the thicket are enraged, increasing their attack speed by 50%.
One of, if not the best, disengage ultimates in the game right now. The large AoE means fighting in the jungle and in choke points (especially around Dragon/Baron) is almost suicide for the enemy team. It can be difficult to land on multiple people or on a team that is running from you as two seconds is quite a long time in team fights. Make sure you cast plants inside the ult to benefit from the 50% attack speed buffs for them.
Summoner Skills
Necessary. Flash can put you in position for a great ult or a finishing blow with Q.
If you have someone on your team who carries exhaust (or there is no worthwhile target on the enemy team for it), Ignite will help your lane secure kills. Probably more popular since the Season 4 changes came in.
If they have something like a Tristana, Zed or other high damage threat make sure you have this. Also more useful than Ignite if you are in a poke oriented lane.
Highly situational, but can be useful if going up against a low burst team.
Only if you're bronze.
Skill Order
Level 1 to 6: Q > W > Q > E > E > R
OR
Level 1 to 6: E > Q > W > Q > E > R
One of the reasons Zyra fell off in popularity (imo) is her level 2 spike is not as strong as her level 3. Having the snare but no Q means your burst is weak and having your Q with no W means you have no consistent DPS. However if laning with someone like Jinx you can achieve a level 2 all in.
E start is very situational now as it is unlikely that either team will invade. You could take it first if laning with someone like Caitlyn as a Zyra E + Cait Q is good wave clear.
Standard skill priority is R > Q > W > E.
Max Q: Standard, great poke, good for getting Spellthief procs.
Max W: After the nerf to 10% CDR and both support lines now incorporating CDR into their item paths, this is probably a skill that can be avoided until later.
Max E: You would have to completely max out E in order to get the same stun duration that Annie gets at level 11. Two points is enough time (1 second) for someone to land their hard CC or burst.
Masteries
Depending on your level of confidence there are a few mastery trees that can be useful. A lot of the time in SoloQ the snowball element is too important to ignore. Going with offensive or aggressive masteries can allow you to bully the enemy duo out early and shut them out of the game.
Standard Support:
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Good balance of defensive and utility masteries. Pretty standard in terms of support but feel free to swap out the point in Summoner's Wrath for Pickpocket as you will be auto attacking a lot.
Early CDR:
+ Show Spoiler +
You are extremely squishy with this mastery setup so I recommend going with a HP quints page or extra amor marks. However it does let you come to lane with 10% CDR and 20% CDR around level 6. This is important as you are a lot weaker with E on cooldown.
Korean Zyra:
+ Show Spoiler +
As used by PoohManDu over in the OGN, this tree takes a LOT of points in the defensive tree and sacrifices any GP10 masteries from utility. Also not that he pairs this with a very defensive rune page as well. Note the points in health regen and 10% less damage from critical strikes. You could also sub out the points in Juggernaut for Relentless or Tenacious (e.g if you are laning against Lulu).
Runes
Work in progress
Item Build
Starting items:
For the no consumable starts, don't take my pot numbers as gospel, if you feel you want the extra mana pots feel free to trade the health pots out for them.
Consumables #1:
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x1 x3 x3 x2 /
Good vision control and plenty of HP to help with trading. Be careful about spamming plants as you only have two mana pots and no Faerie Charm.
Consumables #2:
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x2 x2 x3 x1 /
Good for laning against supports that thrive on bush control - Thresh/Blitzcrank/Leona/Lux and Nidalee. Also provides stronger early dragon control.
Philosopher's Stone Path:
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/ x1 x2 x2 /
Standard support start for rushing Philosophers Stone. I wouldn't recommend swapping the health potions for mana potions as trading is too important.
No Utility Masteries:
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x1 x3 x3
Enough vision for laning phase and pots to back it up. Only use this in conjunction with tank Zyra masteries. Possibility to swap out the Vision Ward for an extra Sight Ward and Mana potion.
Early to Mid Game Items:
Golden Rule: Never, ever leave the fountain without at least one ward. You can afford a ruby crystal but no wards? Too bad, 1 ward and pots will have to do.
Doran's Shield:
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Great for taking auto attack harass and the regen is just icing on top. I'd only recommend this if you can see the lane phase lasting a little longer than usual (e.g. no turrets/dragons yet).
GP/10 Items:
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Rarely will two of these items be worthwhile. If you didn't start with a Faerie Charm and can afford the Kage's straight up then go for it. Nine times out of ten however the Philosopher's Stone or Sightsone is a better choice.
Vision:
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/ /
Try to always have a Vision Ward in your inventory at all times. This lets you somewhat safely take dragon or clear our your buffs. Sightstone is more gold efficient than buying wards and gives you a nice health boost. Try to have an Oracles active by 20-25 minutes. After this stage it's entirely up to you to read the flow of the game but keeping an Oracles active at all times will more often than not win you the game.
Luxury:
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If you can't afford a Twin Shadows before 20 minutes I would'nt bother; the ghost speed doesn't scale at all and most enemies will have Level 2 boots at this stage. Kindlegem is great for a quick health boost and brings you closer to the CDR cap. However, if you are ahead it can be skipped in favour of Morellonomicon.
Playstyle
Work in progress
+ Show Spoiler [Current Patch: 4.21] +
No champion changes
+ Show Spoiler [Changelog] +
9/09/2013
10/09/2013
12/09/2013
14/03/2014
- Created guide
10/09/2013
- Cleaned up formatting
- Added items section
12/09/2013
- Added mastery section
14/03/2014
- Added previous patch notes
- Updated abilities section + added tips
- Updated skill orders