Zyra: Rise of the Thorns

Zyra is a Catcher Support (legacy: Mage/Support) who controls the battlefield through a persistent Seed-plant system that converts ability hits into autonomous combat plants. Her passive Garden of Thorns periodically spawns Seeds near her that enemies can destroy by stepping on them. Deadly Spines (Q) sprouts spines at a target location after a 0.625-second delay — if it hits a Seed, it sprouts a Thorn Spitter that attacks enemies for 8 seconds. Rampant Growth (W) manually places Seeds that grant vision, last 60 seconds, and convert into Vine Lashers when hit by E. Grasping Roots (E) is a long-range root skillshot that sprouts a Vine Lasher if it hits a Seed — a plant that slows enemies. Stranglethorns (R) summons a growing thicket that deals magic damage, then knocks up all enemies within after 2 seconds, while simultaneously supercharging all nearby plants with 50% current health restoration, 50% max health increase, and double-shot attack rate. Released July 24, 2012.

Zyra is a champion in League of Legends primarily played as Support, classified as a Catcher (legacy: Mage/Support). She uses Mana (418 – 909.63 at max level) and deals Magic damage. Zyra was released on July 24, 2012, and is currently in patch V25.16.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP5742402.85
Mana (MP)418909.63
HP5 (Regen)5.515.33
MP5 (Regen)722.73
Armor (AR)29111.59
Attack Damage (AD)53115.93
Magic Resistance (MR)3055.56
Crit. DMG200%200%
Movement Speed (MS)340340 (fixed)
Attack Range575 (Ranged)575 (fixed)
Base Attack Speed0.681
Windup%14.583%
AS Ratio0.625
Bonus AS0%41.49%
Missile Speed1700

💡 Unique Mechanic — The Plant System: Zyra’s entire identity is built around Seeds and the plants they grow into. Seeds are spawned passively (passive) and manually placed (W), and sit inert until hit by Q (→ Thorn Spitter) or E (→ Vine Lasher). Both plants are autonomous and last 8 seconds — they auto-attack enemies independently, with Vine Lashers also slowing their targets. The combination of Q + E + pre-placed Seeds means Zyra can simultaneously CC a target AND deploy two autonomous plants on the same rotation, creating a damage-over-time zone that persists after the CC expires. Maximizing seed pre-placement before fights is the core skill on Zyra.

🌱 Passive: Garden of Thorns

Static Cooldown: 13.6 – 8.51 (based on level)  |  Effect Radius: 900

INNATE: Periodically, Zyra spawns one or two Seeds nearby that last 30 seconds, granting sight of the surrounding area for 1 second. After 1 second, enemy champions can destroy Seeds by moving on top of them. Zyra can only have a total of 8 Seeds planted at a time, preserving Seeds spawned by Rampant Growth over Seeds spawned by Garden of Thorns.

💡 Seed Priority Rule: With a maximum of 8 Seeds at any time, Zyra’s manually placed W Seeds take priority over passive Seeds when the cap is reached. This means aggressively placing W Seeds never wastes passive Seeds — the system always preserves the more intentionally positioned ones. However, enemy champions can destroy any Seed by walking over it — placing Seeds in high-traffic paths is risky. Prioritize placing W Seeds in safe off-path positions or directly in the lane where only enemies in a rooted state will be standing.

🌿 Q: Deadly Spines

ParameterValue
Cost55 Mana
Cooldown7 / 6.5 / 6 / 5.5 / 5 seconds
Cast Time0.25 seconds
Target Range800
Sprout Delay0.625 seconds
Magic Damage60 / 100 / 140 / 180 / 220 (+ 65% AP)
Plant Spawned on Seed HitThorn Spitter
Thorn Spitter Duration8 seconds

ACTIVE: Zyra sprouts thorny spines at the target location that appear after a 0.625-second delay, dealing magic damage to enemies hit. If Deadly Spines hits a Seed, it sprouts into a Thorn Spitter that lasts for 8 seconds.

💡 Q Thorn Spitter Placement: The Thorn Spitter is Zyra’s sustained DPS plant — it deals ranged auto-attack-style magic damage for 8 seconds independently. Pre-placing a W Seed at the location you intend to fire Q creates an automatic Thorn Spitter deployment on every Q cast. In lane, placing a Seed at the standard trade range before level 3 guarantees that every Q poke produces a plant for free. The 0.625-second delay before Q activates means it can be dodged by fast reactions — place Q predictively where the target is moving, not where they currently stand.

🌺 W: Rampant Growth

ParameterValue
Cost1 Seed charge
Cast TimeNONE
Recharge18 / 16 / 14 / 12 / 10 seconds
Target Range850
Seed Duration60 seconds
Seed Arm Delay (enemy can destroy)1.5 seconds
Reveal on Destruction2 seconds
Max Charges2
Charge from kill (minion)35%
Charge from kill (large enemy / champion takedown)100%

ACTIVE: Zyra plants a Seed at the target location that remains for 60 seconds and grants sight over the surrounding area, though decreasing in radius after 1 second. After 1.5 seconds, enemy champions can destroy the Seed by stepping on it, which reveals them for 2 seconds.

Zyra periodically stocks a Seed charge, up to a maximum of 2. Killing an enemy generates 35% charge toward a Seed, increased to 100% for large enemies and whenever scoring an enemy champion takedown.

💡 W Vision Tool: Rampant Growth’s 60-second duration and the reveal-on-destruction mechanic make W one of the best vision tools a support can place in off-meta locations. Seeds placed in jungle paths or river bushes that enemies walk through are destroyed AND reveal the enemy for 2 seconds — effectively functioning as a ward that provides extra information through the destruction interaction. An enemy who destroys a Seed has just revealed themselves. Treat W as a layered vision ability, not purely a plant-deployment tool.

🌾 E: Grasping Roots

ParameterValue
Cost70 / 75 / 80 / 85 / 90 Mana
Cooldown11 seconds
Cast Time0.25 seconds
Target Range1100 / 1200
Width140 / 560
Speed1150
Magic Damage60 / 95 / 130 / 165 / 200 (+ 60% AP)
Root Duration1 / 1.25 / 1.5 / 1.75 / 2 seconds
Plant Spawned on Seed HitVine Lasher

ACTIVE: Zyra shoots a surge of vines in the target direction that deals magic damage to enemies hit and roots them for a duration. If Grasping Roots hits a Seed, it sprouts into a Vine Lasher that lasts for 8 seconds.

💡 E + W Vine Lasher Setup: The Vine Lasher slows its target on every hit — making it the single most impactful plant for extended CC chain duration. A rooted target who also has a Vine Lasher beating on them is effectively locked in place for longer than the root alone would suggest. Pre-place a W Seed along the E path before fights so the root + Vine Lasher activate simultaneously on landing. The 1150 speed on E means it needs to be aimed predictively at targets moving across the vine’s path, not directly at them at long range.

🌳 R: Stranglethorns

ParameterValue
Cost100 Mana
Cooldown110 / 100 / 90 seconds
Cast Time0.25 seconds
Target Range700
Effect Radius560
Magic Damage200 / 300 / 400 (+ 70% AP)
Knock-Up Delay2 seconds
Knock-Up Duration1 second
Enraged Plant Health Restore50% of current health
Enraged Plant Max Health Increase+50%
Enraged Plant Size Increase+25%
Enraged Plant Attack StyleTwo shots per attack, 150% damage per flurry
Enraged Plant DurationRefreshed while thicket expands

ACTIVE: Zyra summons a monstrous thicket at the target location that deals magic damage to enemies hit as it expands. After 2 seconds, the thicket snaps upward to knock up enemies within for 1 second.

PLANT ENRAGE: Plants hit by the thicket become enraged: restoring 50% of their current health, increasing their maximum health by 50%, gaining 25% increased size, and refreshing their duration while the thicket expands. Additionally, they attack in a flurry, launching two shots per attack, dealing 150% damage per flurry.

⚠️ 2-Second Delay: Stranglethorns’ knock-up fires after a 2-second delay — the longest ultimate delay of any CC ability in the game. This cannot be used reactively; it must be placed predictively where enemies will be standing in 2 seconds. Landing E root first and immediately following with R is the primary setup — rooted enemies cannot move for 1–2 seconds, which exactly covers the Stranglethorns delay window. Never fire R on mobile unrooted targets and expect the knock-up to connect.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Pre-place W Seeds before trades: Before every level 2–3 all-in attempt, place a W Seed at the standard trade range position. When the trade happens, Q into the Seed for an instant Thorn Spitter and follow with E into a second Seed for the Vine Lasher slow. The 8-second duration on both plants means they deal sustained damage long after the initial burst — significantly more total damage than Q + E without Seeds in the same poke window.
  • E root + R for level 6 kill setups: The first priority at level 6 is landing E root → immediately placing R on the rooted target. The 2-second R delay is exactly within the root duration at rank 1 (1 second root) through rank 3+ (1.5–2 seconds). At rank 1 of E, the root window is tight — timing R placement within the first 0.5 seconds of root landing is required for the knock-up to catch the target before they’re free.
  • W in river brush for vision: Before the 2-minute mark, use both W charges to seed the dragon-side river brush and the lane bush. These provide early vision of incoming jungler ganks while simultaneously setting up passive Seed presence for any level 2–3 all-in your support partner initiates. Seeds placed safely in brush cannot be destroyed by the enemy laners without them stepping into the bush themselves.

Mid Game (Levels 7–13)

  • R plant enrage timing: The Stranglethorns enrage effect fires as the thicket expands — any plants within the explosion radius become enraged simultaneously with the 2-second knock-up delay. To maximize the enrage window, deploy plants immediately before R so they’re active and within the radius when R lands. Two enraged plants attacking at double shot rate with 150% damage for their remaining duration is frequently the majority of Zyra’s total fight damage output.
  • W destruction = free reveal: In mid-game skirmishes near objectives, place W Seeds along the path enemies will use to approach. When destroyed, they reveal the enemy for 2 seconds — this is often more valuable than the seed-to-plant conversion in terms of fight information. A revealed enemy jungler flanking from behind gives your team 2 full seconds to turn.
  • Layered CC chain: In teamfights, the optimal Zyra sequence is: W Seed pre-placed → E root (+ Vine Lasher from Seed) → Q Thorn Spitter → R knock-up on the rooted target. The CC chain is root (1–2 seconds) → knock-up (1 second) = 2–3 continuous seconds of hard CC on a single target while two autonomous plants deal sustained DPS and the Vine Lasher’s slow limits repositioning after the CC expires.

Late Game (Level 14+)

  • 90-second R cooldown = every teamfight: At rank 3, Stranglethorns has a 90-second cooldown — available in every major teamfight. The 2-second delay means it cannot be wasted on near-death targets who might walk away before the knock-up fires. Use R on already-CC’d enemies or the primary target of your engage, not as an opener on mobile carries who haven’t been locked down yet.
  • Enraged plants as objective pressure: During Baron and Dragon fights, pre-planted Seeds in the pit entrance and immediate thicket placement on the first enemy who enters the pit creates two enraged plants dealing 150% double-shot damage in a confined area. The knock-up on grouped enemies in the pit is near-guaranteed to hit 3–5 targets simultaneously — no single support ultimate creates more sustained zone denial in objective fights.
  • 8-Seed zone saturation: At full W rank with the passive cooldown at 8.51 seconds, Zyra can maintain near-constant seed presence in a wide area. Saturating key chokepoints with 4–6 seeds before a Baron contest creates a near-unavoidable plant deployment zone — any ability that hits an enemy in that area simultaneously deploys a plant. Against slow engage compositions, this transforms Zyra’s individual abilities into multi-plant deployment tools on every cast.

❌ Common Mistakes and How to Avoid Them

  • Firing R without a root setup: The 2-second knock-up delay is the most consistently punished mistake in Zyra’s kit. Firing R on an unrooted mobile carry who can walk away in 2 seconds is a wasted 110-second cooldown. Always land E root first, then place R. Without E landing first, limit R usage to enemies who are already hard CC’d by allies or standing still to cast abilities with long channel times.
  • Placing W Seeds in enemy pathing lanes: Seeds in the direct path between two lane positions are always destroyed by standard enemy movement. Enemies don’t need to target Seeds — they just walk through them. Place W Seeds in the off-axis positions — beside the lane rather than in it, in brush side pockets, or at diagonal angles from standard walking paths. Seeds in unpredictable positions survive much longer and produce plants in far more surprising locations.
  • Not pre-placing Seeds before engage: Zyra players who place Seeds reactively during a fight miss the entire plant-deployment timing advantage. Q and E hit Seeds they land on — but if no Seed exists at that location, no plant spawns. Placing W Seeds before the fight begins in the anticipated trade zone is mandatory preparation, not optional setup. Treat seed placement as pre-fight scouting, not in-fight reaction.
  • Wasting R on single targets: Stranglethorns has a 560-radius AoE — it is a teamfight ultimate designed to hit 3–5 enemies simultaneously. Using it to knock up a single isolated target who was already dead to the two-plant combo anyway wastes its multi-target potential. Save R for moments where 3+ enemies are grouped or use it specifically as the knock-up within the E root chain on the primary carry.
  • Ignoring the plant enrage window: Many Zyra players activate R but have no plants active within the thicket radius — wasting the enrage mechanic entirely. The enrage doubles plant attack rate and refreshes duration. Deploying Q Thorn Spitter and E Vine Lasher immediately before R means both plants are enraged by the thicket explosion, dramatically amplifying sustained damage output throughout the fight.

⚙️ Recommended Build and Itemization

Core Items

  • Imperial Mandate: Zyra’s E root and R knock-up both apply Imperial Mandate’s empowered damage mark. After Zyra lands E to root a target and an ally follows up, Imperial Mandate’s bonus damage fires — the mark proc is accessible on any rooted target, creating a consistent ally-synergy damage buff every 11 seconds. The ability haste reduces E and R cooldowns, tightening the CC chain rotation.
  • Shadowflame: AP and magic penetration that amplifies the plant attack damage and ability scaling simultaneously. Zyra’s plants inherit her AP scaling values — Shadowflame’s flat magic penetration applies to every Thorn Spitter and Vine Lasher auto-attack hit in addition to Q and E ability damage. Against shielded carries, the bonus magic pen against shielded targets amplifies value during the R knock-up window when enemies use defensive shields reactively.
  • Rylai’s Crystal Scepter: Every Zyra ability and plant hit applies a slow through Rylai’s. Q poke, E root, R knock-up, and both plants all independently apply the slow. In combination with the Vine Lasher’s built-in slow, Rylai’s converts every plant interaction into a persistent movement debuff — creating near-permanent 20% slow saturation in any area with 2+ active plants.

Situational Items

  • Liandry’s Torment: Percent-health burn damage that stacks on every ability and plant hit. Against tanky frontlines that would otherwise absorb Zyra’s burst, Liandry’s persistent burn on every plant auto-attack creates sustained damage even when the CC chain has expired. In teamfights with 2 enraged plants attacking at double rate, the Liandry’s burn fires independently on each hit.
  • Zhonya’s Hourglass: After deploying the full plant setup, Zyra can press R and then enter Zhonya’s stasis during the 2-second knock-up delay. Enemies cannot target the stasised Zyra while the thicket expands — the knock-up fires regardless of Zyra’s state. This makes Zhonya’s the ideal item for diving into the enemy team to R from close range while the stasis covers the vulnerability window.
  • Chemtech Putrifier: Grievous Wounds applied through every ability hit and plant attack. Against healing-heavy compositions, Zyra’s sustained plant damage provides more consistent Grievous Wounds application than most supports — Thorn Spitters and Vine Lashers apply the debuff on every independent auto-attack over their 8-second duration.

⚔️ Counter Picks & Matchups

✅ Zyra Counters

1. Sona

Sona has minimal mobility and no tool to reliably dodge Zyra’s Grasping Roots at 1100 range. Her low HP makes the root → R knock-up combo a kill threat at every level from 6 onward. Zyra’s plant zone saturation in lane forces Sona to engage from positions where the Vine Lasher slow prevents her from following up Crescendo setups safely. Additionally, Zyra’s 29 base armor is sufficient to weather Sona’s limited physical damage outputs in extended trades.

2. Nami

Nami’s Aqua Prison is a single-target skillshot with a slow travel speed. Zyra’s 575 attack range and seed placement pressure forces Nami to stay at a distance where her ability to support her ADC is constrained. The root → knock-up CC chain directly counters Nami’s desire to stand still and channel Tidecaller’s Blessing aura on her ADC during trades.

3. Lux Support

Lux’s Light Binding root is her only engage tool, and Zyra out-ranges it with Grasping Roots at 1100 units. Once Lux uses Binding for a setup, Zyra can land an immediate E counter-root that chains her CC window into R knock-up. Lux’s paper-thin durability at 21 base armor means the full plant combo + R during the chained CC kills her without any follow-up needed from the ADC.

❌ Zyra is Countered By

1. Thresh

Thresh’s Death Sentence hook range at 1100 matches Zyra’s E range — he can punish her every time she steps forward to place W Seeds or position for E. His Flay displacement prevents Zyra from landing E precisely and disrupts the pre-planted seed zone. Dark Passage’s lantern removes the kill threat from the R knock-up by providing an instant escape for the ADC during the 2-second thicket delay.

2. Blitzcrank

Rocket Grab punishes Zyra’s aggressive seed placement at 29 base armor — a grabbed Zyra rarely survives the follow-up combo. Every time Zyra approaches to place a W Seed in lane, she enters Blitzcrank’s grab range. Power Fist’s knock-up disrupts the E aim timing, and Static Field’s silence prevents R follow-up during the knock-up window. Zyra cannot effectively establish plant zones when forced to play at full-safety range against Blitzcrank.

3. Morgana

Black Shield completely negates Grasping Roots — the single CC ability that sets up Zyra’s R knock-up. Without E landing, the 2-second R delay is practically undodgeable only through natural movement, not through reactionary effort. Morgana’s own Tormented Shadow ground zone also destroys seeds placed in the targeted area, denying the seed-zone saturation that Zyra relies on for pre-fight plant deployment.

FAQ

Q: How many Seeds can Zyra have at once?

A: Maximum 8 Seeds total at any time. Seeds from Rampant Growth (W) take priority over passive Garden of Thorns Seeds when the cap is reached — meaning W Seeds are preserved and passive Seeds are removed first when new ones spawn above the cap. Enemies can destroy any Seed by walking over it after the 1–1.5 second arm delay.

Q: Do Zyra’s plants deal significant damage?

A: Yes — both Thorn Spitters and Vine Lashers deal independent magic damage that scales with Zyra’s AP. In a standard 8-second plant lifespan with the enrage bonus from R, an enraged Vine Lasher attacking at double shot rate deals significant sustained damage on top of Zyra’s abilities. Late game with 500+ AP, a single enraged plant dealing 8 seconds of double-rate attacks can account for 20–30% of total fight damage output.

Q: Can Zyra cast R while in Zhonya’s stasis?

A: No — Zhonya’s stasis must be activated after R is cast, not before. The correct sequence is: fire R → immediately activate Zhonya’s within the first half-second. The thicket continues to expand and the knock-up fires at the 2-second mark regardless of Zhonya’s state, while Zyra is untargetable during the 2.5-second stasis window.

Q: What’s the difference between Thorn Spitter and Vine Lasher?

A: Thorn Spitter (spawned by Q hitting a Seed) deals ranged magic damage without a slow — it’s a pure DPS plant. Vine Lasher (spawned by E hitting a Seed) deals ranged magic damage AND slows its target on each hit. The Vine Lasher’s persistent slow makes it the higher-priority plant for CC chain extension — it keeps rooted targets from repositioning after the root expires.

Q: Is Zyra beginner-friendly?A: Zyra has a moderate skill floor. The core mechanics — E root, plant deployment through Seed placement, and the 2-second R delay — are learnable relatively quickly. However, maximizing her potential requires deliberate pre-fight seed positioning, understanding the Seed priority system, predictive E aiming at 1150 speed, and the precise E → R timing window for guaranteed knock-up landings. She is more accessible than high-mobility supports but rewards significant investment in preparation habits.

Champions

Hodnocení čtenářů

Zatím bez hodnocení
Ohodnoťte tento obsah:

Vaše emailová adresa nebude zveřejněna.