While I am at it, here is Zyra too.
Lets go.
Passive: Level 1: Plants, seeds, and roots slow for 10/15/20/25% after their duration/attack.
Level 6, Select a mutation.
Seeds sprout roots after 8 seconds. Roots last for 45 seconds.
Roots drain life from the enemy, creating a melee plant.
Level 11, Select a mutation.
Seeds are now invisible. If already mutated, roots take 20 seconds to reach the surface instead of 8.
Roots drain additional life, now creating ranged plants. Only from roots.
Level 16, Select a mutation.
Seeds come in pairs, reducing how long it take for roots to sprout by 50%.
Roots drain more life, creating a second plant.
Q: Lays down a seed, enemies that step over the seed take 20/45/70/95/120 + 30% ap. She holds two charges on a 10/9/8/7/6 second per charge cooldown. No longer grants vision. Seeds can be attacked, having only one hp bar.
W: Lays down roots, that can be seen not attacked. Enemies that step into the roots are snared for .5/.75/1/1.25/1.5 seconds. Triggered Roots alert Zyra of the location triggered at. Roots Last for 20 seconds. Damage is 60/80/100/120/140 + 35% ap. Cooldown is 24/22/20/18/16
E: Zyra summons a plant next to each root and seed within 2000 units of her, plants last for 2 seconds and are untargetable. All plants are melee attacking once per second, unless mutated. Dealing 30/60/90/120/150 + 40%. Ranged plants deal 15/30/45/60/75 + 40% but attack twice per second.
R: Zyra drains 25% of her current life to restore her plants, roots, and seeds. Refreshing their durations.
Key note, Melee plant range is 350. Range plant range is 475.
Root Mutation 5, Seed mutation 11, and root mutation 16 result in the worse combination.
Seed mutation 6, root mutation 11, and seed mutation 16 result in 4 second sprout time that create ranged plants. Situational combination.
Seeds route is great for map control.
Root route is great for damage.
The mutations give you lots of control over how you want to play the game and the map.