I've been playing Zyra for years now as a mid/jungle pick. Hundreds of games, because I genuinely love her thematic fantasy of being a plant mage. But compared to newer champs and reworks, it's clear that Zyra needs a complete modernization, not just number tweaks.
- Her Passive is useless ( the biggest offender )
Garden of Thorns periodically spawns seeds in a radius around you with a random placement. In practice, you have no control over where they appear, and they often spawn in spots you don't have use for (in bushes, too far forward, behind you in lane,behind your own tower etc).
Compare this to literally any modern passive and it's embarrassing. This mechanic would never make it past design review in 2026.
At least her old passive was waaay better than this one. At least you could snipe your killer and get a revenge on them. This one is just straight up useless. It's too random and most of the time, you don't have Q and E up to use it on, because you already combo'd them with your W. By the time your Q and E up, you use it again with your W anyway. The only time this passive is actually useful is in Zyra jungle first few clears, but I assume that's just a mere coincidence and not the intended design because Zyra was not a jungle champ when they gave her this passive.
Compare this to any modern champion passive and the difference is stark. Current design gives passives that actively enhance your gameplay moment-to-moment.
• 2. Her W Functions as a Tax, Not an Ability
Here's the big issue with this ability: Zyra's W doesn't do much independently and leveling it up, wastes point on it.
Which means that from levels 13-18, while every other champion is getting meaningful power spikes from ranking up their third ability getting maxed (more damage, lower cooldowns, better utility), Zyra is putting points into an ability for almost nothing, it only reduces its cooldown which is useless because it charges up quickly when she kills a monster or minion anyway and from items cd reductions.
Rampant Growth plants a seed. That's it. It deals no damage, provides no meaningful utility, and has no rewarding effect until you cast Q or E on it. It's a mandatory setup step for her actual abilities to reach full power. The vision it gives is simply a bonus effect, in the same fashion Mao'kai saplings do. Zyra functionally plays with 3 abilities instead of 4.
Compare this to modern champions with setup or toggle abilities:
Aurelion Sol's flight (W) is a toggle, BUT he also has a full passive (Stardust) that generates stacks
Aphelios swaps weapons, BUT each weapon has unique passive stats and effects
Let's compare Zyra's W with Gangplank's barrels.
Gangplank has a two-step setup: he places a barrel and has to shoot it to trigger it. The barrels do nothing on their own. But the payoff is legendary, properly timed barrels ignore armor, slow enemies, and deal massive, game-winning AoE crit damage. On top of that, the rest of Gangplank's kit is already at full power; his Q and Ultimate aren't severely penalized or watered down just to make up for the barrel's existence. Also Gangplank barrels slow and damage ramps with each level.
Zyra, on the other hand, is hit with a double penalty. She has to pull off her two-step setup (W + Q/E) just to spawn a fragile plant that gets instantly cleared, and Riot intentionally reduced her raw Q and E AP ratios just to balance them around the mere assumption that she has plants active. She pays a mechanical tax on her setup and a damage tax on her actual spells
• 3. Her true role is Mid lane.
Zyra was originally designed and released (2012) as a mid lane mage. She was even played mid in competitive initially. But as the game evolved she struggled there and gradually shifted to support, where she's stayed there since - not because her kit was designed for it, but because her kit was so weak in the midlane and ppl started using her as a support just to take advantage of her poke and cc.
She's been a "support" for over a decade now, but her kit isn't really a support kit, just a castout mid laner
• 4. Her Visuals are outdated
Base Zyra's model and rig are from 2012. For a champion whose fantasy is "deadly plant sorceress," there's room for her visuals to better match that theme.
• 5. Her Plants Feel Unrewarding at times
Zyra's plants die to 2-6 basic attacks from ranged champions and 1-3 from melee champions (scaling with her level). Some abilities like Irelia Q one shot them completely. Any champion with an auto-attack reset or attack speed can clear them almost instantly. Any AOE ability deletes multiple plants at once before they do their full damage potential.
Compare the durability and threat level to:
• Yorick's Ghouls: More HP, leap to targets, body-block skillshots
• Heimerdinger's Turrets: Significantly more durable, can tank multiple hits and abilities
You invest mana, seed charges, and ability cooldowns to spawn plants that often die before contributing meaningful damage. It feels bad.
Even the enraged plants, melts so quickly in teamfights mid to late game.
• What She Needs:
Keep the plant mage identity - that core fantasy is great. But she needs:
A passive that actively improves your gameplay, not random seed RNG which needs another ability to work which you never have it up because you already combo'd them with your W.
Her W either integrated baseline or reworked to do something independently
Plants that feel more durable/impactful relative to their cost and stays useful even in the lategame.
Clear role identity - return her to being a mid laner as the champion designer intended.
New character design update