A little bit more of Zyra than she's now (REWORK IDEA)

BubblPanda·6/29/2015, 4:57:37 PM·0 votes·693 views

So the point is, I haven't seen Zyra in ages for some things that I personally would consider to be the reason, also I think she's too much of a support right now which is strange for her image as a badass killer-plant-witch :/

I think the problem is her kit at the moment and I think she is missing something right now which makes her "worthy" of a pick.

I really love playing Zyra but it feels really heavy to play against all the tanks Maokai, Sejuani etc. and high mobility champs like Ekko, Ahri, Katarina etc. as her..

One of her weakest Points is the passive which is I'm sorry "crap".. First you have to die which is similar to Karthus or Sion but so much weaker because you can't really use it effectively to make up for your death because it has got a 2 Second delay which makes it easy for enemies to just run away or predict where you want to shoot the thorn which is a bit frustrating especially because of the little true damage of 100-440 True Damage depending on level and it's only good if you hit many opponents which is nearly impossible if they are splitted in Team fights.

So I thought of a concept for a possible rework which would look like this:

I thought about taking the current passive out and placing a Stack Version Plant Part of the W in its place instead so like:

"Every Spell she hits Zyra drains a bit of Life Energy from her Victim and stores it in her Thorns after 3 Stacks her next Spell will grow a Plant based on which Plant it was also will heal her for (50+ [4*Zyras Level]."

This would give her a little Present for hitting Spells also making her a little bit more safer at Laning because of her missing escape. Her Q is fine the way it is I think, her E also.

So now to the W.. thought about making it a kind of Trap ability which let's our favorite plant in league "search" for prey.

{Zyra sets up little vines (450 RANGE) on the ground which react to enemy champions, warning them and clinging onto them after 1.5 Seconds when they walk near them.

While attached to an enemy Champion they give Vision about them, slowing them for

[16/20/23/27/30% of their movement speed for 3 seconds] [giving a debuff to them which let's Zyra hurt the victim from inside with the next spell equal to (4 + [2/2.5/3/3.5/4% of maximum enemy health] + [0.2 AP ]) magic damage over 5 seconds]

and a Buff to Zyra which gives her

[38/41/44/47/50% Movement Speed while running towards a debuffed enemy which decays over 2 seconds. ]

These Thorns last 4 Seconds on enemy champions.

(React Range is 125/150/175/200/225).

Also Zyra has to store the Vines and can have maximum 3 Charges at once.

Recharge Time( 15/13/11/9/7 seconds)

Vines last until they react to an enemy champion. When they don't cling on an enemy but reacted they will just fade away}

And finally to the Ultimate.. I think it's a bit stiff to use the way it is now and so I had this idea:

After a 2 Second Channel Zyra sends out a wave of thorns around her that are getting more sharp the further they travel, throwing back Enemies hit near her and pulling enemies further away towards her . Enemies can collide mid air which stuns them and deals extra damage.

RANGE: 700/750/800

Range near her: 0-300/0-350/0-400

Range further away: 300-550/350-600/400-650

Dmg near her: 150/200/250 + 0.6AP

Dmg further away: 250/300/375 +0.8AP

VINE SPEED: 1200/1500/1700

Knock+Pulls DURATION: 1/2/3 second

Stun DURATION: 0.5/1/1.5 seconds

Extra Dmg: 100/130/170 + 0.25 AP

Plants:

Q Plant: stays the same

W Plant: When Zyra puts down Vines she keeps them connected to herself giving them more life and making them grow and allowing her to instantly travel one time to the location.

Range: 600

E Plant: stays the same

Ult Plant: Gets you 5 Plants at once in front of you which are protecting you with their monstrous bodies these Plants block Projectiles and have a venomous Aura dealing (10/15/20 [+ 0.02AP] [+ 5% of Zyras Health current Health] as magic damage per second to nearby enemies.

Plant Health: 50% of Zyras Maximum Health + 20

Armor×Magic Resist: 10% of Zyras Armor×10% of Zyras Magic Resist

(These Plants don't fade away until they get killed)

So now that I wrote my Idea here I hope some people will read it and say their opinions or give some more ideas into this and RIOT you are welcome into this little thingy :D Zyra

2 Comments

A Miss Fortune6/30/2015, 5:33:55 AM1 votes

Zyra's kit is pretty good right now, but the thing is her plants pose almost no threat at all and honestly they can hurt the team more than help them sometimes due to them giving gold. My only changes.

-Give her plants more mid and late game damage, I want their late game to feel like "Hey Zyra has some plants up, maybe we should kill those first or they'll do too much damage" rather than "is that a minion or a plant attacking me" but I would probably say remove some of it's early game damage just so her plants don't get too out of control

-Remove .1 seconds off of her Q cast time thing, yeah .1 seconds makes a change trust me. You can dodge it still but at least it will be more fair.

-Make her passive more easy to hit, again, there's absolutely NO reason you shouldn't dodge it. After she dies you are given time to back away, and the hitbox for the ability is very small, the damage isn't that hard (ignite does as much damage I think and it's a point and click spell), and also has a fairly slow travel time for what it's worth

Zyra just needs a push in her damage overall. She has great utility because of her CC but there's also easy ways to simply avoid it, but even when she's fed she just doesn't do much damage due to her plants, being what's suppose to make her so unique, doing relatively no damage.

Red Silk6/30/2015, 8:08:26 AM1 votes

Her plants damage should scale with AP much more than they d now. She needs to be faster, and I do agree that her passiv's delay is pointless. If they do that then I would love to be able to jump into a game and say mid without someone thinking Im a supp.