The Zyra Rework Idea Thread

Kingsgrave··2 votes·764 views

**tl;dr

  • Zyra W and Plants buffed but Q and E damage nerfed by a lot
  • Zyra is more about plant magey playstyles than nuking you with the plants kinda sorta being there sometimes **

Zyra Attack Range reduced to 525 from 575

Rise of the Thorns (Passive) delay reduced to .5 seconds from 2 seconds Rise of the Thorns (Passive) will also fire from any plants out at 40% damage

Plants now prioritize champions and then low health minions by default Plant base damage per level reduced to +5 per level from +6.5 per level Plant Attack Speed now .6 + 1% AS per 8 AP from .8 at all levels with no scaling Plant damage scaling increased to 45% from 20%

Deadly Bloom (Q) CD increased to 12 seconds at all ranks from 7/6.5/6/5.5/4 but new CD is reduced by 25% per seed it hits up to 50% reduction Deadly Bloom (Q) damage reduced to 70/90/110/130/150(+40% AP) from 70/105/140/175/210(+65% AP)

Rampant Growth (W) max seeds increased to 2/2/3/3/4 from 2 at all ranks Rampant Growth (W) max seeds that can be placed increased to 4/5/6/7/8 from 4 at all ranks Rampant Growth (W) increases Plant base damage to 20/25/30/35/40 from 23 at all levels Rampant Growth (W) recharge time reduced to 20/17.5/15/12.5/10 seconds from 16.7/15.4/14.1/12.9/11.7 Rampant Growth (W) mana cost increased to 30 from 0 Rampant Growth (W) no longer gives passive CDR

Grasping Roots (E) CD increased to 18 from 12 but new CD is reduced by 25% per seed it hits up to 50% reduction Grasping Roots (E) root duration adjusted to 1.25 seconds at all ranks from .75/1/1.25/1.5/1.75 Grasping Roots (E) damage reduced to 60/80/100/120/140(+35% AP) from 60/95/130/165/200(+50% AP)

Stranglethorns (R) damage reduced to 100/175/250(+50% AP) from 180/265/350(+70% AP) Stranglethorns (R) Mana cost reduced to 100 at all ranks from 100/120/140

10 Comments

the Anarchit3cht3 votes

I agree with you. Zyra is supposed to be a plant mage like Heimer is a turret mechanic or Azir is emperor of his soldiers. But she's just not. She's a mage who sometimes happens to have plants nearby. I don't know if the changes you specified will be good, but they definitely need to refocus her kit towards the use of her plants.

Cindikle1 votes

Her plans do need some more reliability in fights. But the rest of her kit is solid.

Maybe making the plants immune to damage for 1.5 seconds but reducing the HP to 2. This should keep them feeling the same in in lane and a buff to their lategame when AoE's shred them down. Also means abilities will 1 shot them after the delay.

This shift could allow some power in other places depending on how they would effect her overall.

Kingsgrave1 votes

{quoted}

Her plans do need some more reliability in fights. But the rest of her kit is solid.

Maybe making the plants immune to damage for 1.5 seconds but reducing the HP to 2. This should keep them feeling the same in in lane and a buff to their lategame when AoE's shred them down. Also means abilities will 1 shot them after the delay.

This shift could allow some power in other places depending on how they would effect her overall.

The majority of my changes were to make her more of a Plant conjurer whether in support or mid lane, rather than just CCs you with sometimes having plants there.

SmokingPuffin1 votes

Not wild about range reduction. That is how Zyra tells her plants to shoot things.

Also not wild about making R pick the plants. Would prefer the player to choose.

Kingsgrave1 votes

{quoted}

Not wild about range reduction. That is how Zyra tells her plants to shoot things.

Also not wild about making R pick the plants. Would prefer the player to choose.

With how much more plants she can summon I reduced her auto range and now the plants will target things more intuitively

The R change was to compensate for the heavily reduced base damage, I figured anything close to the center would want to be Melee and anything not would be Ranged.

SmokingPuffin1 votes

Mostly my beef is that these changes reduce player agency. There's very little difference between a first timer and a seasoned Zyra player while using the ult. Today, there is a lot of thinking to how to place and target the plants for maximum value.

I think the plant-centric gameplay is cool, just want to keep the kit fairly high skill.

Kingsgrave1 votes

{quoted}

Mostly my beef is that these changes reduce player agency. There's very little difference between a first timer and a seasoned Zyra player while using the ult. Today, there is a lot of thinking to how to place and target the plants for maximum value.

I think the plant-centric gameplay is cool, just want to keep the kit fairly high skill.

Noted. Removed that mechanic.

chaetopterus1 votes

Sry, but i think this way of reworking her would only make her burst less direkt (instead of doing damage with her abilities she would spawn a lot of plants at once and boost them with her ult while holding enemies in place with her e). People would still play her as a burst mage.

Nagma1 votes

u cant nerf her cd , and at the same time remove her passive cd , u cant make zyra a plant dependant champ , u cant nerf her r dmgs .

Bârd1 votes

Zyra is fine.

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