- เทียร์
- T1
- อันดับ
- #17
- อัตราชนะ
- 53.30%
- อัตราเลือก
- 0.91%
Malzahar ถูกจัดอยู่ในระดับ T1 ตามข้อมูล ARAM Mayhem ปัจจุบัน ดูไกด์แชมเปี้ยน

Zyra ถูกจัดอยู่ในระดับ T1 ตามข้อมูล ARAM Mayhem ปัจจุบัน
Zyra Rise of the Thorns
Yes, Zyra is strong when your team can fight around space she already controls. Pick her when you want poke, zone control, and follow-up crowd control instead of a pure burst mage. The tradeoff is that she is fragile, so bad positioning gets punished fast if enemies can dive past your plants.
Your job is to make the enemy walk through bad ground before they can hit your carries. Place seeds and plants where enemies must pass, then punish anyone who steps forward with root or burst. If you chase too far, you lose your setup advantage and become an easy target.
Play aggressively when your team has poke, engage backup, or a frontline holding the bridge. Play defensively when assassins, divers, or Snowball users are looking for you. Zyra wins by forcing enemies into her area, not by face-checking for a single spell.
Use plants to control the path enemies want to take, not just to pad damage on the nearest target. Put them near minion waves, choke points, and retreat lines so enemies must either clear them or take damage while moving. The tradeoff is that careless plant placement can get cleared for free before the real fight starts.
Look for root when an enemy is slowed, walking through minions, dodging your plants, or following up on their own engage. If you throw it at full range with no setup, good players will sidestep and punish you while it is unavailable. Hold it when assassins are missing, because it is often your best answer to a dive.
Use it when enemies are already committed, grouped, or trying to run through your plants. It is strongest as a fight-turning zone, not as a random poke tool. If you cast it too early, enemies can back away and re-engage after your biggest threat is gone.
Stand slightly behind your frontline and save root for the champion who actually reaches your backline. Pre-place plants around your carries so divers take damage while they commit. The tradeoff is lower poke uptime, but staying alive matters more than squeezing one extra spell before the engage lands.
Use minion waves and plant pressure to make their poke angles uncomfortable. Do not stand still trying to trade every spell; move after casting and force them to choose between clearing plants or hitting champions. If your team lacks sustain, wait for a clean root or ally engage instead of bleeding health in slow trades.
Snowball can work as a follow-up tool, but it is risky as a primary engage because Zyra does not like landing in the middle of the enemy team. Take the second dash only when the target is isolated, already controlled, or your team is ready to collapse. If the enemy has strong burst or displacement, use Snowball more for marking and pressure than diving.
Zyra usually likes augments that reward repeated spell casting, zone control, poke, or safer follow-up damage. Defensive or mobility-focused options become more valuable when the enemy team has reliable dive. Avoid choosing only greedy damage if you are already dying before your plants and crowd control can matter.
Full damage is good when your team protects you and enemies cannot easily reach you. If the enemy has divers, burst, or heavy healing, adjust toward survivability, utility, or anti-sustain options when available. The tradeoff is less one-combo threat, but a living Zyra often deals more damage across the whole fight.
Do not walk ahead of your plants, minion wave, or frontline just to place one seed. Keep a control spell available when enemy engage tools are ready, and move sideways after casting instead of backing up in a straight line. If you get forced low, give ground and rebuild your zone rather than trying to win a desperate trade.
Zyra pairs well with champions who can start fights, hold enemies in place, or punish targets stuck in her zones. Tanks and bruisers buy her time to plant and cast, while poke allies make enemies choose between dodging spells and clearing plants. She struggles more when her whole team is fragile and nobody can stop divers from reaching her.
The biggest mistake is spending every spell for poke and having nothing ready when the real fight starts. Zyra is scary because enemies must respect her control space; if your root and ultimate are down, they can walk at you much more freely. Use poke to set up the fight, but keep enough threat to punish the engage.
When your team is ahead, place plants around the next wave, tower approach, or retreat path so enemies cannot contest cleanly. Do not dive past your setup unless a target is already controlled and your team can finish them. Zyra closes games by trapping enemies under pressure, not by starting low-odds chases into open space.