My thoughts on possible changes for Zyra
Hello everyone!
I am a Zyra enthusiast, and honestly, I don't think she's all that weak currently. However, I do think Zyra lacks a bit of a niche. Currently, she is like a worse hybrid of Azir and Heimerdinger plant-wise with spells that are kind of unique, but not necessarily making her worth picking over the competition. I do love her ult though, I think that really does fill a unique niche not seen on many other champions.
What would be my preferred niche for Zyra to fill? The niche she currently already kind of fills: zone control. Furthermore, I'd love to push her into a bit more of a DPS-mage style, by making her plants better as the game goes on.
My proposed changes:
Passive: Her current passive, but a bit different. When she dies, she returns to her old form and gains the ability to shoot a spike after a delay. When she manages to hit something, she will revive, having x% of her maximum health + y% of the damage dealt to enemies. Has a cooldown of a seconds (possibly: that goes down by b seconds on levels c/d/e/f/g/whatever).
- What does this accomplish? This basically makes Zyra's passive a lot more interesting. Currently, one of the major complaints is that Zyra's passive is hardly rewarding. You die, you shoot it after a delay, you'll likely miss it because the delay is rather long so people can run like hell when they kill you, and then... You're still dead. Best you can hope for is a kill trade. I believe the semi-revive will make Zyra less of a tasty vegetable everyone wants to eat and will make people a bit more wary of jumping on her when she has it up. The ease with which you can jump on her is one of the reasons she's kind of weak currently.
W: Her plants take 50% less damage from AoE abilities (like how monster autos only deal half a chunk hp thingy per hit).
- What does this accomplish? Currently it's a bit too easy to just AoE down her plants, making them virtually useless for no real investment from the enemy team.
R:
Added passive: Zyra's plants gain 1/2/3 extra health chunk thingies. Scales with ult rank.
- What does this accomplish? Zyra's plants are pretty useless at times, as they are so easily killed. This addition gives her better lategame DPS thanks to more plant survivability and overall helps her out as the league's major plant mage.
Active: Plants hit by the ult will have their lifespan extended for 5 seconds.
- What does this accomplish? Again, makes her plants more useful.
The accomplishments of these changes
- She'll have 3 passives, worthy of a CertainlyT champion.
- Her lategame will improve as a DPS mage.
- She'll actually have a proper innate passive instead of ''lol i died and my post-mortem form is kinda useless''.
Changes that might be needed
- Current Zyra might be a bit too bursty for a ''DPS mage'', perhaps her damage on skills should be tuned down and tuned up on plants. Not sure how this will affect her support role.
I'd love to hear your opinion on these changes. I've just brainstormed a bit and decided to post my ideas to see if they are interesting and whether or not people think they'll adress her key issues.
