Ideas For Zyra's Kit
Alright, had to cut the first 30% of the post out because so far it's obvious that people either:
A: Can't Read B: Have an attention span the size of my non-existant wang C: Both D: Platypus
- Passive: Deep Roots
Zyra gains health/mana regeneration and movement speed when within a certain range of her plants.
- W: A Real Garden
Every couple of seed casts Zyra will instantly gain access to a carnivorous seed (does not interfere with her normal seed count), that when activated turns into a more durable, longer lasting plant with different abilities. W: Zyra can now store 3 seeds when W is rank 5.
When activated by Q, a Nepenthes (pitcher plant) will spawn that lasts for 60 seconds. When an enemy is within range the nepenthes will trigger after .3 seconds, swallowing and stunning the first two enemies in range for 1 second. After which it will explode, releasing acid and damaging enemies in it's radius. (increased damage on swallowed targets. 50% to extra targets) If the plant is activated but misses, it's timer will revert to that of a regular plant and look for another target.
When activated by E, will turn into a Venus Flytrap that snaps hungrily at enemy champions, damaging in a frontal cone and siphoning life for Zyra. Lasts for 60 seconds. Once it has begun attacking, the timer will revert to that of a regular plant.
Both carnivorous plants have increased health in comparison to regular plants. Nepenthes will ignore minions, but not jungle monsters or pets.
For people who can't or refuse to read properly: No, these don't just sit there hitting things for 60 seconds. These sit idly as traps until an enemy runs into them. After which they will quickly deteriorate as Zyra's other plants do. Like a SHACO box without the invisibility.
- R: They be trippin'
Plants inside of
's ultimate also become mobile and have their timers reset. Gaining movement speed for themselves and for Zyra (up to double her passive bonus) the closer they are to her. Inactive seeds become active and turn into a random mobile plant based on seed type. Zyra's ultimate no longer performs a knock up and instead applies a heavy, decaying slow. Radius and duration of circle are increased.
Starting power of the slow depends on where they're standing when they get hit. Eg. 99/66/33% from the center outward respectively.
- If the enemy chooses to remain inside the ultimate, the slow will refresh to a step below it's starting point (eg, 99% refreshes to 66%, 66% to 33%. 33% would just refresh back to 33.) after running it's course. And decays quicker with each refresh.
Essentially creating a 'tripping' effect if they don't gtfo.
Summary:
I think Zyra would benefit both game play wise and thematically from these any of these additions and changes. The longer lasting carnivorous plants allow her to set up traps and really own the brush, especially if she's roaming. (Jangle Zyra heyoooo)
The removal of the knock up, and general escape reliability from her ultimate allows for some extra, more interesting power to the rest of her abilities. The addition of a longer lasting spell field with a steady flow of of mobile plants spawning inside of it along with a reoccurring slow will still make people think twice about running through it.
The third seed charge at max W, along with the bonus carnivore seeds will help her more consistently toss out plants as she's being chased. More consistent plant spawns mixed with bonus movement speed around her plants would help her maneuver around fights, instead of just laying down all her spells and turning the other way.
Obviously these would require number changes on her existing kit. For example, moving some of her instant damage to her plants.
But I think it would be neat if implemented properly.
's ultimate also become mobile and have their timers reset. Gaining movement speed for themselves and for Zyra (up to double her passive bonus) the closer they are to her. Inactive seeds become active and turn into a random mobile plant based on seed type. Zyra's ultimate no longer performs a knock up and instead applies a heavy, decaying slow. Radius and duration of circle are increased.