My ideas for Zyra buffs or changes

PopCorn Chick3n·10/27/2017, 8:50:17 PM·1 votes·260 views

Hi everyone, I have main Zyra since season 4 with mastery lvl 7 on her but after the Mage Update rework and ardent censor meta, I rarely pick her up. I play Zyra mostly in support role rather than mid because she just have easier time in bot lane since all other Mage Mid laners like Syndra, Orianna, and Lux just have everything Zyra have but better since they have more reliable cc, farther range/reliable damage, and instant burst. If it's not mages, it has to be other super mobile assassins like Fizz, Zed, Talon, Leblanc and so on that can delete Zyra way too fast before she can even do anything. I almost feel like Zyra doesn't have any good match up in Mid lane.

One of my most concern about the mage rework is that they changed Zyra's deadly bloom into deadly spine which increased the Horizontal length but also have smaller vertical length that make it a lot harder for me to poke the enemy since the vertical hitbox is so smaller. It's kinda funny because her Q was changed to be able to summon more plants easier but without being able to land the ability on the enemy means plants don't target them.

My next point is her passive. I am very neutral on this because I find it most useful at lvl 1 which is getting 3-4 seeds out to leash the jungler and maybe flanking Baron with 6-7 plants at late game which required a lot of waiting time and vision control and hoping that the enemy won't come to Baron or else all the waiting for the seeds to come out is for nothing.

So what changes do I want to make?

  • Increase Zyra's Q maximum range by 50-75 units so Zyra can compete with other mages and have an easier time poking them down just a bit further away. This might sound strong but if you think about it, Zyra has harder time to land it compared to Syndra Q or Brand W because her Q's vertical hitbox is smaller compared to the circle one that she used to have.

  • Give Zyra's Q a slow whenever she lands it. Maybe 20/25/30/35/40% slow for 1.5s. This way Zyra can follow up with her E (a very slow projectile). I mean it is a spiky spine afterall. Whoever step or got hit by the spiky spines should walk/run slower unless you are xerath or Syndra who can just float away i guess lol.

  • Remove the slow from her melee plants but give it a GROUND effect instead maybe only 1s and reapply the effect whenever the melee plants hit the enemies. This will help Zyra bursting the enemies down and also give her plants some extra second to attack them when they get caught by her root.

  • If the melee plants Ground effect is too overpower, we can just give the Ground effect to Zyra's ultimate instead, so whoever is inside Zyra's ultimate would be grounded, that way enemies can't flash out or use any mobility ability to get out of her knock up easily.

I don't have any input on her wave clear yet but I do know she's suffering from it since I played against a swain last time and it was painful to see all my mana are gone just keep up with his pushing while he gets his mana back from his passive.

I understand this is a long post and English is not my first language. So please have some mercy on me :D

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