Lohpally's 12.5 guide to Zyra
Zyra is a great character if you like poking people out and doing tons of raw ap damage while on a low budget. Her greatest strength is her incredible range and ability to do tons of damage despite being in the support role just with items like Liandries. Some of her weaknesses do include being a bit squishy and immobile but when positioned properly she can be a menace for the entire enemy team. One other great strength she has is CC, her snare and ultimate providing so much crowd control for potential divers makes her a great pick against any team with melee champs as it becomes pretty easy for you to shut them down. The main mechanic you need to know how to do to use her to the fullest is make sure to cast your Q or E before spawning the seed (w) because there is no animation to cast the seed.
Hi my name is Derek "Lohpally" Abrams. I've been a streamer/content creator for about 7 years and played professionally for multiple games including League of Legends! I was on teams like complexity, curse (now liquid), and winterfox. I mostly make in-depth content about support so if you are looking to get better as support you should check out my other stuff too at twitch and youtube! This guide will help you get up to speed on everything Zyra.
The primary two pages I'm going to introduce you is poke vs all in. In games where you feel like there's going to be lots of diving onto you and you want to frontload damage electrocute pages will do best. However if you prefer poking/harassing and slowing whittling down your opponents which is my preference in most pages you will be running a sorcery comet page.
For sorcery comet I prefer to take resolve secondary but inspiration is okay too if there is a lot of poking back and forth maybe you are against a karma or another mage champion. Also you want to take the ability haste over adaptive force on top tree since Zyra doesn't do well with ap anyway and having shorter plant cd will end up giving you tons of extra power later in the game.
For electrocute this is mostly a secondary page if the enemy team is diving into you, you want to potentially frontload damage and kill somebody in a snare+ultimate combo. This page is great in combination of double penetration pages that I will be going over in builds further down.
- Comet poke
- Comet poke
Only really two options here which is going between flash and ignite vs flash and exhaust.
You will find yourself taking flash and ignite in most matchups since you want the extra damage to score kills early on and Zyra plays pretty well with it since you usually off snare will be moving forward to score kills and be in range to use ignite to secure kills.
The main times when you will be taking exhaust instead is when there are lots of assassins' you are concerns about killing you or your teammates, examples of this can be Evelynn, khazix, talon, zed etc. It's also a good alternative to take if you think you won't be the aggressor/can't kill your lane with ignite.
- Summs (Role 1)
Skill build early is to get your Q then plant and snare by level 3 so you don't consume to much mana in laning phase. Thing to note though is if you are positioning well especially out of lane, you will mostly use your Q to spawn ranged plants but you won't be hitting enemy players with the ability often. For this reason I max W second and max Q last since the damage doesn't matter and your plant damage scales with your character's level.
- Skill Path
As stated above the difference in rune pages will reflect what builds are strong for you.
-The build I use is Comet+Resolve and the primary page will be what I suggest using as I use it almost every game and feels incredibly strong. Main things to think about is spell penetration is stronger the closer you get somebody to 0 so since Liandries is what you are building as your mythic which has no spell pen I found that I prefered Lucidity boots over sorcs. The reason behind this is you are spawning plants on cooldown as much as possible to just constantly debuff people with your liandries, this combined with the fact that lucidity boots are cheaper and give you an early spike for laning phase makes them my preference. After that you are just stacking more poke burn damage, so demonic becomes second afterwards. If you are struggling vs asssassin or diving champs you can go Zhonya's but I found often if you are jumped on people are just sitting on you to kill you again. After that getting void staff will be best since it gives cheap powerspikes of the 1250 blight jewel. Also some will probably wonder about Rylias, haven't been convinced this is a useful item since anytime you need the slow they are in range of your E root or slowplant so it feels like a waste of gold almost every time.
-The other optional build for frontloading damage with electrocute. Main difference obviously is your mythic is ludens so it is amplified by sorc shoes to stack spell pen. Main question most people probably have is why voidstaff second? It's because of buy path, gold, and thresholds. Usually anybody who isn't stacking mr is going to be low enough from Ludens shadowflame isn't necessary. Also another thing to note is buy paths, its 1250 for blight jewel so you can get instant power from this short purchase, where as shadowflame doesn't give you any spell pen till it's fully completed at 3,000 gold. This makes the build just cost too much and power up too slow. After that you have options of going shadowflame later and then opting into either healing reduction, defensive options, or more damage from demonic embrace.
- Comet Core
Main thing to note about all matchups is really understanding how the AI works for your plants and abusing this. Your plants will auto target an enemy player if you have met any of the conditions: if you hit them with a spell such as q or e, if you have auto attacked them even despite hitting a spell, and finally if there are no minions in range but a player in range. The third one is the most important one to understand because then you don't always have to be hitting your skillshots to still create pressure in the lane with good positioning of both you and your plants. Thing to note is Zyra struggles the most against other mages usually because she is outranged and therefore cannot poke, but doesn't have any sustain to weather the storm of barrages.
These matchups are broken down out of 10 assignments so 0/10 is an auto loss, 10/10 is auto win and everything in between is varied on advantages!