Zyra Changes (Spells/Ability Ideas)

Tseison·5/2/2017, 12:29:59 PM·2 votes·1,087 views

http://imgur.com/OJU31A2 Hey Everyone! So this took me awhile to get organized and put together. But I decided to create this discussion to be the go to for a bunch of spell ideas for Zyras to have for her kit. Below I go over Zyras current abilities and then add some "Adjustments" that I think would be helpful for her kit IF she wasn't going to get any new abilities. I hope you guys like this crazy idea list and to the rest of the #ZYRAMAINS feel free to join in too! Zyra

http://imgur.com/7SyctQ0 PASSIVE – GARDEN OF THORNS

Zyra plants a Seed (occasionally 2) every 13 / 11.75 / 10.5 / 9.25 seconds in her vicinity, each of which lasts for 45 seconds and briefly grants sight of the spot Zyra planted them in.

Enemy champions can destroy Seeds planted by Garden of Thorns by stepping on them after 1 second of them having been planted.

Zyra can only have a total of 8 seeds planted at any given time and destroys the oldest one.

NEW CHANGES:

  • If Zyras skills kill a minion(s), epic/non-epic monster or a champion, they spawn a Thorn Spitter but can only have a maximum of 4/8 plants in the world.

  • Zyra Plants 2 seeds every 13/11.75/10.5/9.25s in Zyras vicinity. Enemies that step on these seeds inflict: True Sight for 4 seconds OR take true damage.

  • Every 13 / 11.75 / 10.5 / 9.25 seconds, Zyra summons a Thorn Spitter (usually 2) within close proximity that attack whichever enemies she’s attacking. (again, Zyra can only have a total of 8 plants in the world)

http://imgur.com/ehU9bnx Q – DEADLY SPINES

ACTIVE: Zyra sprouts thorny spines at the target location that appear after a delay, dealing magic damage to all enemies they hit. GARDEN OF THORNS: If Deadly Spines hits a Seed, it sprouts into a Thorn Spitter, which remains on the battlefield 5 - 7.5 (based on level) seconds.

NEW CHANGES:

  • Zyra sprouts thorny spines at the target location that appear after a delay, dealing magic damage to all enemies they hit. This spell grows in length at levels 6/12/18.

PASSIVE Every 20/12s, your next deadly spine will stun your enemies for 1s.

http://imgur.com/jSigrFw W – RAMPANT GROWTH

PASSIVE: Zyra's Plants gain increased maximum health and she stores a Seed periodically, up to a maximum of 2 stored at once.

ACTIVE: Zyra plants a Seed at the target location, which lasts for 60 seconds and briefly grants sight of the spot Zyra planted it in.

Enemy champions can destroy Seeds planted by Rampant Growth by stepping on them after 1.5 seconds of them having been planted, but doing so grants true sight of them for 2 seconds.

NEW CHANGES:

  • Grants 4 seconds of true sight instead of 2 seconds and also deals true damage to the enemy when the seed is stepped on.

http://imgur.com/qHheNkt E – GRASPING ROOTS

ACTIVE: Zyra sends a surge of vines in the target direction, dealing magic damage to all enemies hit and rooting them for a short duration. GARDEN OF THORNS: If Grasping Roots hits a seed, it sprouts into a Vine Lasher, which remains on the battlefield for 5 - 7.5 (based on level) seconds.

NEW CHANGES:

  • No longer roots minions.
  • Roots enemy champions for 1.75/2s (at all levels).
  • If this spell comes into contact with a tower, the tower is crushed by vines for 4 seconds and dealt damage to it per second.
  • The range for this spell has been increased to 2000.

http://imgur.com/ch0dDv8 R – STRANGLETHORNS

ACTIVE: Zyra summons a monstrous thicket at the target location, dealing magic damage to all enemies in the area as it expands.

After 2 seconds, the vines snap upward, knocking up all enemies caught in the thicket for 1 second.

NEW CHANGES:

  • It expands over 3s and inflicting grounded while foes are within the thicket.

Zyra "Below is a list of spells that can be added, replaced or even be apart of a new Zyra kit. Feel free to add your ideas as well for a kit YOU think would make Zyra better and unique."

ZyraSAMPLE PASSIVES

  • True Form: Upon taking fatal damage, Zyra remains active for 12 seconds, reverting to her true plant form and rendering herself unable to move, basic attack and use item actives/passives. She’s still vulnerable to damage but is able to use abilities at no cost.

  • Deadly Growth: Zyras spells and/or basic attacks apply deadly growth to her targets for 4s, stacking up to 3 times. Upon reaching 3 stacks, the target is (PICK ONE):

  • Rooted for 1s/1.25s
  • Dealt xx true damage
  • Poisoned for 4s (This effect cannot occur on the same target more than once every few seconds.)
  • Deadly Thornshot: When you CC an enemy, your next basic attack deals xx true damage.

ZyraSAMPLE - Q

(OPEN TO ADDITIONAL IDEAS)

ZyraSAMPLE - W

  • Vinemaker: PASSIVE Every 20/12s, an enemy within proximity will be rooted for 1.25/1.75s. ACTIVE: You summon a giant vine that slams down in the target direction, dealing magic damage. (If this skill kills an enemy, the spell is immediately refreshed)

  • Rushing Ivy: Send forth thorny vines in a target location that deals magic damage to enemies in a line. Holds up to 2 charges.

  • Deadly Blossom: Summons a plant of your choice at the target location that blossoms and deals an effect to enemies or benefits allies:

  • Deal magic damage in an aoe to enemies for 3s.
  • Heals nearby allies.
  • Blinds and Poisons nearby enemies for 2s.
  • Enemies in the area are charmed by the plants scent and attract to its centre for 1s. (you can choose what plant you want to bring by purchasing it at the store. Only one plant at a time can be purchased.)
  • Thorn Bark: PASSIVE: Basic attacks against you poison the enemy for 1s. ACTIVE: Your thorns burst out from you, dealing magic damage to all nearby enemies and poisoning them for 2s.

  • Fertile Uprising: Channel for 2s, poisoning the ground, dealing magic damage to enemy champions within it for 2 seconds. After a delay, Zyra summons 3 enraged Thorn Spitters in random locations. (These thorn spitters prioritize enemy champions first or whatever Zyras current target is)

  • Deadly Onslaught: Zyras next 2 basic attacks within 4 seconds deal additional magic damage. Also, the first basic attack will root the enemy for 1.25s, while the second basic attack will deal a certain percentage of her targets current health as bonus on-hit magical damage.

  • Withering Symbiosis: Plants a seed on an enemy champion, that slows their movement speed over time and drains life from them.

ZyraSAMPLE - E

  • Vine Toss: First Cast: Zyra grabs the nearest ally or enemy for 2.5s with a vine and causes them to be untargetable. Second Cast: Throws them at the target area. The ally upon hitting an enemy or reaching maximum range, deals magic damage to all nearby enemies. The enemy is dealt magic damage and slowed for 2s.

ZyraSAMPLE - R

  • Vine Trap: Zyra summons a giant plant at the target location that attacks enemies with its vine-like attacks and remains on the field for 20s. Every 4s, it sends a root deep into the ground and chases random enemy champion, dealing magic damage OR dragging them towards it. (Gains extra health based on 50% of Zyras AP, AP damage based on 30% of Zyras AP and Armor + Magic Resist based on 10% of Zyras AP)

  • Rampaging Bramble: Zyra sends out a giant vine that chases the target enemy champion, tearing through the battlefield and dealing magic damage to enemies caught in its way. When it reaches its target, they are rooted for 2s. (The vine also acts as impassable terrain for a few seconds, knocking aside and allied and enemy champions it passes through as it emerges.)

  • Monstrous Flourish: Zyra summons a giant plant that devours enemies in the area for 4/5/6s. Enemies caught inside, take magic damage per second, are untargetable and unable to take any actions.

  • Flourishing Fury: First Cast: Zyra channels for 10 seconds, giving her a much deeper connection and influence to the world around her. Allowing her to cast 4 colossal bramble in the target direction.

  • Successive Casts: Zyra sends forth a bramble dealing magic damage to enemies as it advances. The first enemy champion it collides with, is dealt magic damage and are rooted for 2.5s. (The same target cannot be rooted more than once.)

  • Deadly Alraune Zyra places down 2 large flowers at a target area. The monstrous flowers spew out a slimy adhesive in a target area, dealing magic damage and will slow all enemies within by 70% for 2.5s.

  • Deadly Overgrowth: Zyra empowers herself for 15 seconds, gaining bonus health and giving her spells a charge, allowing her spells to be cast twice before going on cooldown.

5 Comments

SarykSocio5/5/2017, 5:23:44 PM2 votes

Okay. As a Zyra main for the past four seasons I think? I feel like your heads in the right place, but not necessarily going the right direction with this because the majority of ideas here would make her HEINOUSLY overpowered and back to a monster like her release iteration. I feel like she definitely could use some more tweaks and things, but not a full rework. Seeing as she's so hard to balance without being too strong in the support role and weaker in mid it'd be hard to mess around with her using the majority of the ideas listed above, without making things too complicated and overloaded. I believe that since she was created for mid, as a zoning, potential burst mage that locks down her area if played right, then she should be skewed more towards a primary mage/secondary support. That's my bias.

Passive- Garden of Thorns: An idea for this ability could be that the seeds generated randomly, if stepped on by a player, will burst into a small cloud of spores, similar to a Teemo shroom, but far weaker and without the initial impact damage that comes with detonating it. This way, stepping on those random seeds will have a little bit of punishment to squishier champs. How many times has a seed randomly blasted out and ended up way back behind the enemy when youre not even that close? Too many times in my experience. The great amount of passive seeds she creates are potentially wasted because it's so easy to break them and the enemy has no repercussion because Zyra is too far away, or too slow moving to run and grow that seed that flew out of her range before it breaks. If that happens she is left out of position and vulnerable. One more thing that can be a little too strong if she's used in bottom lane as a support though. It would need to be balanced and implemented very carefully.

Q- Deadly Spines: Despite popular opinion I think her q is fine with the rectangular shape. It's definitely harder to hit, but that weeds out some of the weaker Zyra players from the crowd and will force them to practice with it. the shape now, actually gives more coverage to grow seeds without having to throw it down on top of the seed itself. To use it now you really have to position yourself better than the circular Q. However, it could benefit from a slight cast range buff because getting too close to the enemy warrants more unnecessary danger for a squishy champ who's all about zoning, or even the Q addition mentioned above where the length increases with specific levelling, something like Anivia's wall. Again, a buff like this if done wrong or heavy handed can lead to her support game being too strong.

W- Rampant Growth: For her W I think is somewhat okay now, maybe adding something that plays off of the passive as well, where the seeds, if stepped on, not only grant vision of that player, but release a small cloud of spores that will do damage over time. These seeds planted with W in the location she wants, could even have a minor slowing effect, or inflict blindness. Something that would have to be done very carefully because of the risk of making her a support monster.

E- Grasping Roots: Seems pretty A-Okay to me. Not much should be needed here in my opinion.

R- Stranglethorns: I like the idea of her Ulti being able to ground people whenever theyre in the radius, but on the flip side that makes it near impossible to escape her ult if youre smack in the middle of it and have no escape ability. That makes for unfair gameplay and her supporting role would be even harder to fight against especially, seeing as many ADC champs have little to no mobility. This could also mean that the enemy will have to play a little more safe and bait out that ult, or chase her away from the radius before getting caught in it so she cant root or Q them as easily.

Overall her kit, albeit hard to balance, isn't really in need of a full rework in my opinion. It's flawed, not broken. Zyra

Molotov Party5/23/2017, 10:12:04 PM2 votes

I like the idea on the Vine Toss, But it should be an ultimate rather than a regular spell in my opinion (because simply too op). or it would be a regullar spell if it'd have a short cast like 400 in game units or something like that. but I'm not sure how this would synergies with the plants.

I like this idea on the W which Grants 4 seconds of true sight and does true damage to the enemy when the seed is stepped on, kind of like a caitlyn's trap, which control the ennemy's positioning (which is her role as a zoning mage),

For the passive, well yeah the old one from her Pre-rework is nice, and if I had to choose one option from deadly growth I'd pick the poisoned status, the other options are too broken.

for the R I think that the Grounded status would be too powerful, especially since it has huge AoE, maybe some bleeding effect could be good or some kind of slow could work, the other options, I don't know they wouldn't really make her as a midlaner, except the one with the 15sec buff which makes her as old ryze, but again this wouldn't really make her a support.

Tseison5/4/2017, 4:36:17 PM1 votes

Bumping for feedback :3