Wild Rift Guides
Zyra Mid Lane Wild Rift Guide
Zyra mid lane counters include Katarina, Zed, and Fizz. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Use your spells to grow plants near enemies Your 1st and 3rd abilities create plants that attack enemies. Cast from range, then let the plants keep attacking while you stay safe.
- Strengthen plants when enemies are in range Use your second ability after your plants appear so they last longer and keep dealing damage.
- Save your root when enemies can dive on you Use your 3rd ability to root someone diving you, then place your ultimate under them to knock them up after a delay.
Strengths
- Exceptional zone control: a snare into a plant patch covers a huge area in damage and crowd control.
- Stranglethorns (Ult) knocks up everyone in a wide circle and sets up her whole team's follow-up.
- Strong ranged poke and wave clear let her chip immobile laners and hold mid priority for objectives.
Weaknesses
- Extremely squishy and completely immobile, with no dash or escape once a diver reaches her.
- Her damage depends on plants that enemies can walk up and destroy, so a careless setup wastes mana.
- Mana-hungry with modest early burst, so an aggressive lane bully can drain her resources before her zoning matters.
Build Snapshot
Rune Setup
Summoner Spells
Zyra Mid Lane Counters
Who counters Zyra Mid Lane in Wild Rift (WR)? These champions beat Zyra in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Katarina: Shunpo (3rd) lets Katarina cross Zyra's plant zone by jumping to daggers, and Death Lotus (Ult) punishes her immobility if Grasping Roots (3rd) was already spent on poke. Stand away from fallen daggers, keep Roots for Katarina's landing, and layer Stranglethorns (Ult) on the channel so the knockup interrupts her reset attempt.
- Zed: His shurikens out-range your walk-up, and he presses the all-in the moment your snare is on cooldown, bursting your fragile frame faster than your plants can answer.
- Fizz: The pole-vault dodges your snare and your ultimate if he reads them, leaving him on top of you with nothing left to stop him.
- Irelia: She can target Thorn Spitters with Bladesurge (1st) and reset it if the dash kills the plant, turning a low-health plant into a route toward you. Keep Grasping Roots (3rd) for the moment she commits through the wave.
- Yasuo: Wind Wall (2nd) can block the travelling vines from Grasping Roots (3rd), but Deadly Spines (1st) and Stranglethorns (Ult) are ground-targeted areas rather than projectiles and still work through it. Yasuo can dash through minions and plants to close the gap, so hold the root until his wall or dash path is committed.
Champions Zyra Is Strong Against
Zyra's best matchups in Wild Rift. Zyra holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Veigar: A poke war between two immobile mages that you win, since your spines fire first and from a safer angle. He needs to land his cage to do anything, while your snare and plants punish every walk-up.
- Vladimir: His early game is the weakest stretch of his whole curve, and your spines out-range his drain, so a planted snare punishes him before he has the items to pool out of it.
- Aurelion Sol: He needs a quiet lane to stack his stars, and your poke and planted snares punish exactly the early game his whole plan asks you to ignore.
- Ahri: Ahri has to dash into your range and land a charm to kill you, and a root timed on her gap-close leaves a squishy frame with no mobility left standing in your plant field.
Early Game
Play the early lane around plant placement. Deadly Spines (1st) only spawns a plant when it hits a champion or large monster, while Grasping Roots (3rd) creates one under its first champion hit or at maximum range, so aim each cast with the resulting Thorn Spitter in mind. Your strongest early pattern is the root into a fresh plant: it pins them in place while the plant attacks. Watch your mana closely, because an empty Zyra is a squishy mage with no plants and nowhere to go.
Mid Game
Clear the mid wave before moving to river, then use plants and Grasping Roots (3rd) to control the entrance your team wants to hold. A root on the enemy jungler can create time to start dragon or Herald, but check lane priority and allied damage before committing to the pit. When no objective is active, move through established vision and cast from fog at an overextended side laner. If the river is dark and the enemy assassin is missing, stay with your jungler instead of checking an angle alone.
Late Game
Clear distant waves only when you can return before Baron or Elder is threatened. During setup, position behind your frontline and place plants across a choke the enemy must cross. Hold Grasping Roots (3rd) when a diver is missing, then use it to peel before layering Stranglethorns (Ult) on the committed enemies. Move with teammates while establishing vision, because Zyra cannot safely check a brush after spending her control.
Teamfights
Open with Grasping Roots (3rd) when it catches a target your team can reach, then place Stranglethorns (Ult) where the enemy must either separate or remain for the delayed knockup. Spawn plants with Deadly Spines (1st) and Roots as the fight begins, then use Rampant Growth (2nd) when several plants can attack useful targets. If an assassin is threatening the backline, keep the root and ultimate for peel instead of forcing the first cast onto the enemy frontline.