- When creating plants, it's possible (and I would say optimal) to cast Deadly Bloom (Q) or Grasping Roots (E) first, and use Rampant Growth (W) once or twice during the cast animation. E -> W is much harder to dodge than W -> E.
- Rampant Growth has much longer cast range (825) than wards (600).
- When enemies are missing, checking a bush with Rampant Growth before warding it could save your life. Use W and take a step back. If there are enemies in the bush, keep running. If it's empty, you're probably safe to ward it.
- Rampant Growth can reach into spots over walls that wards can't; most notably the purple side bot tribush, the dragon camper's bush, and the red bush without revealing yourself.
- Zyra's plants can block enemy skillshots.
- When recalling at low health, place a plant next to yourself to stay safe from Nidalee spears and such.
- Placing a plant between yourself and an unwarded bush can let you ward it or walk past it without getting Death Sentenced by the enemy Thresh.
- Attacks from Zyra's plants pop spell shields.
- During a siege, a quick Q+W in the sidelines can pop enemy Banshee's Veils and keep them on cooldown.
- When laning against Sivir, make sure the benefits from creating plants near her outweigh the potential free mana she can get from them. Either take advantage of the spellshield cooldown or keep your plants in your pants.
- Creating a plant on top of a Teemo mushroom or Nidalee trap will spring the trap. This does reveal the plant and a small area around it to the enemy team, however.
- The Shard of True Ice active can be used on Zyra's plants and seeds. Growing the seed into a plant cancels the effect.
Bonus support tip #1: When playing against Leona, Exhausting her marksman also reduces the damage from Leona's passive, as it counts as the other player's damage.
Bonus support tip #2: When playing against Lulu, having two points in the mastery "Unyielding" (defense, tier 3) causes her passive to deal 0 damage to you until she's level 3. Pix's bolts deal 3 damage each at levels 1 and 2, which gets reduced to 2 damage by your base magic resist, and then to 0 damage by the mastery. At level 3, the bolts' base damage increases to 7 and you'll take some damage from them, but the mastery will keep reducing the total damage you're taking by 6 (plus 2 from the autoattack).
Guide by: Filth_
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