Zyra Re-Imagined Ability Kit

Stacona··3 votes·440 views

DISCLAIMER: Not a rework of any kind, nor anything official by Riot Games! This is a fan project done for fun that changes Zyra's ability kit to something she is not now, vengeful plant concept will remain and is my attempt of creating something that fits this better and be healthier for the game.

If you like to improve the post then give precise and exact feedback of exactly what you like and dislike, and suggestions of your own ideas to give more ideas to expand the creative cycle.


Basic Attack Range: 575 units Movement: 340 units per second

NOTE: Plants cannot be killed.


Garden of Destruction (Passive): Cooldown (Affected by CDR): 30 - 4 seconds; Vision Radius: 500 units If Zyra stands still for 1.5 seconds she will plant a seed at her location for the next 90 seconds granting vision around it, if an enemy champion steps on a seed then it is destroyed, revealing the target for 4 seconds.

If Zyra strikes a seed with one of her basic abilities then it will grow into a plant for 3 seconds. Plant attacks deal 30 - 90 (+45%AP) magic damage, multiple plants against the same target deal 33% damage beyond the first.

A different type of plant will grow based on the ability struck against the seed: Thorn Spitter: Grows from Deadly Bloom. Attack range of 600 units and gains bonus attack speed. Toxic Ivy: Grows from Suffering Vines. Attack range of 500 units and poisons its target for 4 seconds. Vine Lasher: Grows from Grasping Roots. Attack range of 400 units and slows its target for 2 seconds.

Deadly Bloom (Q): Cooldown: 7/6/5/4/3 seconds; Cost: 40/50/60/70/80 mana; Range: 850 / 150 units Zyra blooms a large flower at the target location after 0.5 second, knocking up struck enemies for 0.25 second and dealing 70/90/110/130/150(+30%AP) magic damage. Afterwards a seed is left at the target location for 3 seconds.

Passive: Thorn Spitter's bonus attack speed is 20/40/60/80/100%.

Suffering Vines (W): Cooldown: 14/12.5/11/9.5/8 seconds; Cost: 80/90/100/110/120 mana; Range: 2000 / 500 units Zyra unleashes suffocating vines from the target seed for 2 seconds, grounding and disarming enemies while they are in the vines and dealing 25/30/35/40/45(+10%AP) magic damage per 0.5 second. Afterwards a seed is left at the target location for 3 seconds.

Passive: Toxic Ivy's poison damage is 3/6/9/12/15(+5%AP) magic damage per 0.5 second.

Grasping Roots (E): Cooldown: 16/15/14/13/12 seconds; Cost: 85 mana Zyra unleashes roots that constantly move towards the mouse cursor, remaining in play for 3.5 seconds. Enemies struck or move into the roots are dealt 80/110/140/170/200(+50%AP) magic damage and root the target in place for 1.5 seconds one time, enemies that attempt to dash or jump past these roots are stopped, damaged, and rooted for 3 seconds. Roots can travel a maximum of 1400/1500/1600/1700/1800 units and cannot take sharp turns.

Afterwards two seeds are created once the roots stop traveling, one where the roots began and one where the roots ended, for 3 seconds.

Passive: Vine Lasher's slow is 25/30/35/40/45%.

Stranglethorns (R): Cooldown: 140/120/100 seconds; Cost: 100 mana; Range: 700 / 700 units Zyra creates a monstrous thicket for 1.5 seconds, afterwards it will snap upwards dealing 100/140/180(+40%AP) magic damage and knocking up struck enemies for 1.5 seconds. Plants struck by the thicket are buffed up, lasting for 6 seconds and dealing 5/6/7%(+1% per 100AP) of their target's max health as bonus magic damage.

All plants that were buffed up by Stranglethorns become seeds for 90 seconds afterwards.


UPDATE NOTES:

Suffering Vines: Changed from an area silence to an area ground and disarm. Disarming is disabling the use of basic attacks.

(This makes a little more sense than a silence since the vines will grab on to your arms and prevent quick movement preventing mobility spells and basic attacks, rather than preventing one from casting magic. Double anti-mobility is fine, really emphasizes Zyra's role a lot better and says that she is a control mage that keeps you in her garden of torment no matter what type of champion you are!)


8 Comments

swanington1 votes

I love the idea of the popup flower and your idea to place seeds is interesting. But I'm standing still for 1.5s in lane is leaving yourself wide open. Definitely going to get you some punishment.

Also I dislike the idea of the cursor guided vines. But I also dislike playing sion.

Stacona1 votes

I think the "painter" ability with vines moving with the cursor is a cool idea and brings her cinematic version in the game that way too with the vines being able to curve around your target and cut off their escape route, and then be tormented by the plants, not to mention be more fun to use than a boring line skill in my opinion. I do like how Sion's ultimate works, but since the range is significantly shorter and more localized area the roots have a little more flex in their ability to turn, by max rank the idea is allowing Zyra to create a true chock point of cutting off one side and the back when fully completed, so it more-so bends in the direction of the side the mouse cursor is on, making it where the ability is not to aim at the champion directly, but to go past them and around a little bit to cut them off since it will move just as slow or slightly slower.

So the long duration seeds are standing still for 1.5 seconds to place it at 0 range, but your abilities also spawn a seed (two for E), for 3 seconds allowing to chain your abilities together to creating a chain of short duration plants (that cannot be attacked or block skill shots, meaning they cannot be killed at all). Your ultimate will also turn buff plants into seeds when they die, also moving ultimate damage into stronger plant damage instead and dealing the nuke damage so the nuke and knock-up happen at the same time (damage then knock-up always felt wrong to me, lacked clarity, and offered no real counter play).

The idea of having short duration, invincible plants vs medium duration, health-bar plants is in the hope of making the plants more of an active function rather than a passive one that gains eternal control of the lane, also reducing Q plant range for some more damage with faster attacks will help too with dominance.


In terms of seeds, the passive and long duration seeds are for vision control and for setting up an area ahead of time, and when you do that you gain ultimate control of that area with many plants ready to grow up and destroy anyone that dares to walk in Zyra's garden of doom! And for the abilities they are tiny duration seeds, still give vision since their duration is so short, while E's two seeds come in once the roots have come to a complete stop. So Q's utility comes into play with spawning in seeds for your other abilities to make use of them in the heat of battle, W can only be cast around an active seed which your W+E are the tools used to keep enemies within a set area until your ultimate's knock-up.

So your passive is for setting up a garden of plants since those seeds last a long time. Your ability seeds are used for in-combat fighting for a lot more active style of gameplay and rotating out plants with constant seed spawning, your abilities grant utility to help your plants deal damage or in Q's case is the ability spawning in new seeds with a way to interrupt certain abilities with good timing, rather than deal a bunch of damage directly.


Also W has a long cast range so that, in theory, you can go out to ward as support Zyra and you will leave a seed behind when you do, so if you need to you can spout it into a toxic ivy and silence enemies to protect your damage dealer (even though Zyra will still deal a bunch of damage as a support). For middle lane Zyra, I don't know if this makes her better or worse as I made sure Q does low direct damage and have the damage more-so focused on the plant, same with W damage being mostly focused on the plant as well, E being your utility spell with controlling an area with the wall of roots that root those that make contact with them (heavier punish for mobility effects) and plants that slow. I doubled down on Zyra being an area control mage, especially if she puts in the effort of planting passive seeds everywhere.

5050BS1 votes

I would rather have it that the passive has s CD that the next seed planted, plants two seeds.

5050BS1 votes

For Suffering Vines instead if Silencing I would have it apply grounding.

Stacona1 votes

That is what the roots do already since they have a stop to them. I was actually think in terms of support Zyra of what is more useful to protect your backline with, and a root and silence combined is almost the same power as a stun, even though the area silence makes you want to move out of the vines and the wall of roots removes options of where to go.

A ground does have a lot of the same functions needed here however in terms of Zyra's offense, and deciding between silence and ground does grant more options of balancing Zyra out in the future. That is an important thing to keep track of is "how easy is this kit able to be tuned for future balancing" because as long as the majour ground work is done for easy number tweaking and small changes then the champion is in a good spot overall.

But yea, I was thinking of something for support Zyra to have for better protecting capabilities with a silence rather than mobility silence (ground).

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