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Zyra
Zyra (Support, Jungler)
2,643 matches ( Last 2 days )
3.4%
Popularity
48.3%
Winrate
2.5%
Ban Rate

Skill Orders

Deadly Spines
Q
Grasping Roots
E
Rampant Growth
W
Garden of Thorns
Deadly Spines
Q Q Q Q Q
Rampant Growth
W W W W W
Grasping Roots
E E E E E
Stranglethorns
R R R
Popularity: 44.0% - Winrate: 46.8%

Starting Build

Stealth Ward
World Atlas
Health Potionx2
Popularity: 44.5%
Winrate: 48.4%

Core Build

Fated Ashes
Liandry's Torment
Shadowflame
Zhonya's Hourglass
Popularity: 14.9%
Winrate: 52.8%

Boots

Sorcerer's Shoes
Popularity: 73.0%
Winrate: 50.1%

Final Item Options

Rabadon's Deathcap
Morellonomicon
Void Staff

Counters...

Is countered by...

Recent changes

Patch 16.8
Zyra
Since the dawn of time Zyra’s have been accidentally putting a point into W and effectively doing nothing level 1. Well no more! We’re adding a small QoL change so Zyra can no longer put her first skill point into W to prevent this type of situation from being a thorn in your side and mental blooming.
Patch 15.16
Zyra
E cooldown decreased. R damage increased.
Zyra is wilting a bit at the moment, falling below her historically healthy power levels. To help her out we’re looking to water her with buffs that are geared around her high moment roots into Stranglethorns to ensure she still provides the teamfighting prowess she’s known for. The late game focused R buff is meant to be a small nudge toward Zyra mid but we know there’s more work to be done there before she feels like she can put down roots there.
Patch 14.14
Zyra
Passive plant damage adjusted, bonus damage to monsters decreased early.
Zyra is currently outperforming her competition in both jungle and support, so we're weed whacking her plant damage with some nerfs. We're compensating a bit of AP ratio in order to move her toward AP-centric items like Deathcap and to bridge the rather large gap between Liandry's and Blackfire.
Patch 14.4
Zyra
Passive plant damage decreased, bonus damage to non-epic monsters increased.
Zyra is currently overperforming as a support, but at the same time, as a plant champion, we want her to feel at home in the jungle. Just like Ivern and Maokai and Lillia. These buffs should help her find her roots in the jungle without giving her too much early power to take into the bot lane.
Patch 14.3
Zyra
Base mana regeneration decreased, growth increased. Q mana cost decreased. W seed charge on minion/monster takedown increased.
Zyra Support doesn’t need much mana due to how much regeneration she gets from her support item, so when Liandry’s Torment lost Ability Haste (which doesn’t affect her passive) and mana (which she doesn’t need as a support), she was more than happy to simply get more damage and health in return. Mid Zyra, on the other hand, liked both of those things. This patch, we’d like to close the gap on Support versus Mid and Jungle power levels. We’re happy with her primarily being a support, but we’d like to let Zyra enthusiasts feel viable in more than just one role. By shifting her mana pool around to promote casting more Qs and partially making up for the lost Ability Haste as a laner, she should be able to use her primary spells more often and keep up with other mid laners.
Patch 13.21
Zyra
Base attack speed increased. Plant damage adjusted. Q damage increased. E damage adjusted.
Zyra has been a strong support for a very long time, but back in my day, she used to be a strong mid laner as well. While we expect Zyra to primarily be a support (which was where players have picked her ever since her release), we're attempting to buff up Zyra mid and jungle as strong alternate roles. Attack speed should help a last-hitting laner do a better job of sieging turrets when left alone in lane (primarily a mid lane phenomenon), while putting power into what mid Zyra maxes first should give her more lane control and better wave clear. Shifting some of her power from level scaling to AP ratios should also help buff her in a way that strengthens her jungle.
Patch 13.14
Zyra
Several QoL updates to Zyra's abilities.
Zyra remains a popular and very deep champion with her roots sunken into her devoted fanbase, so while she may not be the perfect queen of plants, we believe she’s clearly a character players love as she is. With these changes we’re looking to help polish her up and ensure that playing her is enjoyable and that her gameplay doesn’t feel like it’s fighting against you. These changes should make her feel more responsive and function more in line with what her players would expect. We’re also making her jungle mod make sense as an additional change. We don't expect that to be her primary or even secondary role, but we want to make sure it's at least a little viable for the players who are excited to play her there. Meanwhile, we also want to retain some parity for ranged AoE users who are intentionally damaging down these units with auto attacks.
Patch 12.16
Zyra
E adjusted.
We’re making an adjustment to Zyra’s animation lock after she casts her E so it’s now more consistent when used. This should result in a small buff for more skilled Zyra players.
Patch 11.10
Zyra
Passive Vine Lasher slow increased. W cooldown decreased.
Feeding Zyra’s plants more power and uptime so she gets more bang for her... bud.

Runes

Electrocute
Dark Harvest
Hail of Blades
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand
+9 Adaptive Force
+10% Attack Speed
+8 Ability Haste
+9 Adaptive Force
+2.5% Move Speed
+10-180 Health (based on level)
+65 Health
+15% Tenacity and Slow Resist
+10-180 Health (based on level)
Popularity: 34.1% - Winrate: 55.2%