Teamfighting

Flanking is Bad

Being Flanked is Bad

Straight Lines are Good

Altar FoW Vision

Because Teamfighting in TT will more often than not occur in the jungle, your Teamfighting skill is intimately connected to your understanding of the map itself. However, I think it deserves its own session explaining some of the mechanisms behind positioning and crowd control in a 3v3 Teamfighting.Since Zyra is fragile, you basically need to setup yourself into situations that are risk-free. Your nemesis are champions who can ignore that or manipulate positioning in such a way that you're exposed. Still, you do need to minimize your risks and think of the routes very carefully. Remember that because of your seeds and your trinket you don't need to take as many risks when moving through the map, so use that to plan your route and your teamfights in advance.Most of the time you will want Teamfights wherein you have your tank in front of you and you can go back to kite your enemies if necessary. This means that being flanked is bad, but it also means that flanking can be very bad for you if the enemy team decides to focus on you aggressively. Depending on who you're fighting, you can be eliminated before the teamfight even begins.This is especially true if you're doing a defensive flanking, and doubly true if you're on a losing position. While a board situation like this is clearly suicidal -It's important to grasp that a board like this:is not that great. The enemy team in this situation has the following outs:1) They can keep going top. The top Laner will have to retreat. If they have good sieging potential they can destroy the tower and do a 3v1 siege will most likely result in you losing the inhibitor as you're in a weak defending position and missed the opportunity to do a 3v3 under the tower, even if you don't take any champion losses in this event you still most likely lost the game from losing the comeback opportunity from being in a 3v3+Tower defending position.If the flanking players push you'll be Teamfighting outside of your tower while right next to your tower, which is a waste - The Top Laner will most likely be well under the tower and a few seconds away from the teamfight. If the enemy team takes the initiative you'll be fighting a VERY unfavorable 2v3 which will likely result in you Zyra dying almost instantaneously.2) They can immediately turn bottom and force a 2v3. If the Top Laner is close and decides to engage in melee range they can switch to him and explode him. If he's not that close then you'll be fighting an unfavorable 2v3 which, again, will most likely result in you dying very fast as your Jungler won't be able to peel three players off you.Of course there are many situations in which it's advantageous to force a teamfight from a flanking position, but be very careful - there's always the risk that they'll react fast and switch to you, so you need to be always prepared to run and kite.This may be unsurprising, but depending on the situation and comp, being flanked as Zyra can in itself be a great bait against melee-heavy compositions as Zyra has many anti-diving resources and can punish attackers heavily. However, consider for example this 2v2 positioning:It should be clear that it is much more advantageous than this positioning:So let's analyze Scenario A:Say, if your Jungler is a, you're setting the enemies for a very favorable teamfight as he initiates with an R+W to tank the two and you E-Q-W-R for massive AoE burst while being in an extremely advantageous positioning that is 100% risk-free for you.Still it's important to understand that these events are situational. If your Jungler gets caught then you might lose him without having time to fight back if your enemies have high moveblock. However if your Jungler is bating the enemies inwards to your jungle without the intention of fighting back, you can keep poking them from afar until their health is low enough to allow him to engage in melee range. These situations are very delicate - if the enemies gain the advantage they'll be granted access to your jungle, so you need to be able to reduce their HP enough so that the follow-up -- becomes favorable. If your HP differential is favorable you're mostly safe even though you're flanking, because you can E them to escape (since they'll have to follow you in a straight line) or kite them. If you do not have the tankyness to survive an all-in against high moveblock enemies, then you'll have to do this -- which can take more time, is less favorable and gives them an out, but can be used as a bait because enemies perceive this board state as less threatening. I've seen many enemy teams losing a teamfight in this situation when they could have simply abandoned the altar and ran away.If you do flank them, you need to be ready for the Top Laner. There are three outcomes.This makes harder for your team to all-in because whoever engage first is going to be focused very hard, and most of all this is also dangerous to you. There's a chance that the Top laner will go for you instead of joining them in the altar. If that is the case you need to poke him and kite him until he decides to reunite with them. If you can't hold your position then you're giving them an escape route.If instead he joins them in the altar you're put in a very tempting position of fully comboing them right there to deal the maximum possible damage output. You might be left vulnerable, but more often than not this kind of initiative guarantees a teamfight victory.The worst case scenario is if they decide to instead follow your Jungler and scatter through your own Jungle taking objectives. If your Top Laner has ranged attacks (like Jayce or Gangplank) you can massively punish them with poking before going in for the kill. Otherwise you might be forced to engage in a less than favorable situation to save your jungle or cut the losses and leave it to them and go back to lane to farm.This exposes you even further because if you don't all-in on the 3v2 you risk having your Top-Laner being sandwiched and destroyed before you can seize the number advantage. In my experience trying to CC the incoming enemy Top-Laner and leaving your teams to 2v2 in the Altar works poorly - the enemy team will realize this and jump down on the Jungler away from you and from your Top laner, gain the initiative and precious seconds of a 2v1 which will more often than not seal the deal.So because you all-in on a 3v2 this leaves you exposed to the enemy Top Laner, and it's very possible you die and the Top laner escapes through the enemy jungle. It's very hard to get a 3 for 0 in this scenario as a smart top laner will favor escaping, a 2 for 1 is a very good outcome.This happens - not very often, but it happens. If the invasion was planned in advance to have you flanked, you can run away if you see him coming from behind in advance, otherwise you're basically dead the moment the Top Laner arrives.If you're closer to your side of the Jungle, you can try the following. Keep in mind it's easy to miss it:Otherwise your best bet will be to do a diagonal Flash towards your Tower.Now, onto Scenario B, things are much simpler when it comes down to your options.If your jungler can win a 1v1 and you can also win a 1v1, you can use the positioning to break the looming teamfight into two different duels as well as having an advantage from your initiative.Most players who are flanking perceive themselves as having the initiative because you're going towards the enemy Jungler. If they're following you (especially if they enter the Bot Bush) you canturn towards them with a full combo and gain the initiative, for example.Scenario B is far more dangerous because if you find yourself too close to your enemy Jungler, you'll simply be flanked and bursted. If they can tower dive or hit you from afar even a diagonal Flash to your tower won't save you, and you'll be likely force to escape through the following Flash:From here you'll have to place a possibly risky root if you want to save your Jungler if he's too deep into the mid route.Unless you're playing againstor Champions with similar Ultimates, the Mid Route is your best friend because you're almost guaranteed to be able to land your E on at least two opponents. When kiting, keep in mind that and try to herd your opponents together to a nice root to escape or even a full combo.With the seeds you can open up the fog of war blocked by the altar walls, which gives you a massive vision advantage. You can see from afar if enemies are coming to interrupt you, slow them down with Rylai W-Q, and use it to locate, target and finish off targets running away trying to use the FoW as an advantage to escape.You'll usually want to check to see what's between you and the enemy base nexus wall when playing against champions like, as you can punish her really hard if she tries to tunnel or ult out of her base to the tunnel exit they usually place behind the altar.