Zyra Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Zyra Mid Lane

Zyra Mid Lane Guide

Updated for Patch 7.3E
A Tier

Zyra Mid Lane Wild Rift overview and best build snapshot

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.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

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.
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Zyra Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Zyra Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power strengthens both Zyra's spells and the plants they create, so one cheap component improves her direct poke and the repeated attacks that follow.

BOOTS

Spellslinger's Shoes

Magic penetration keeps her plants and burn relevant once the enemy mid buys resistance.

CORE BUILD

Blackfire Torch

Her plants keep the burn applied constantly, so the stacking bonus sits near its cap whenever her garden is chewing on someone.

Liandry's Torment

The max health burn rides on every spine, root and plant attack, so tanks melt while they walk through her zone.

Rylai's Crystal Scepter

Her damaging spells and Thorn Spitter attacks apply the item's slow, so repeated plant fire makes her controlled area much harder to cross. Rampant Growth (2nd) itself targets plants and deals no damage, so it does not apply the slow.

Void Staff

Cuts the magic resist frontliners stack against her burns. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Rabadon's Deathcap

Multiplies her ability power, and with it every plant, burn and her ultimate.

SITUATIONAL ITEMS

Cryptbloom

The alternative to Void Staff. Less penetration, but the ability haste means more plants and the healing on takedown helps her team. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Morellonomicon

Build this when enemies heal through Zyra's plant and burn damage. Repeated plant attacks keep Grievous Wounds active across the whole zone fight; Oblivion Orb supplies the effect before the full item.

Oceanid's Trident

Build this when enemy shields keep absorbing Zyra's plant pressure. Repeated plant attacks refresh the reduction across a long zone fight instead of relying on one spell to catch the shield timing.

Zhonya's Hourglass

Build this against divers, since the plants and her ultimate keep fighting while she is untargetable. Buy Seeker's Armguard early for the armor and ability power.

Banshee's Veil

Build this when the enemy has a hook or point-and-click stun, which is how every dive on her starts.

RUNES

KEYSTONE

Arcane Comet

Her root holds the target in place, so Comet lands whenever she follows a root with a spine.

PRIMARY

Axiom Arcanist

Her ultimate is the cast her plants and zoning set up, and takedowns inside it bring it back sooner.

Transcendence

Ability haste means more plants on the ground, which is how much space she controls.

Scorch

Her poke is a spine and back off, and Scorch adds damage to that trade.

SECONDARY

Cut Down

Her burns grind through health bars, so bonus damage against high health targets suits the frontline walking into her garden.

SITUATIONAL RUNES

Perseverance

Take this against teams whose crowd control prevents the champion's key follow-up. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable gives Zyra time to root the diver and let her plants retaliate before an immobile support is burst down.

Bone Plating

Take this against assassins who can reach Zyra before her plants and root establish control.

Legend: Haste

Take this over Cut Down against teams that must repeatedly approach through narrow terrain. Shorter Deadly Spines (1st) and Grasping Roots (3rd) cooldowns let Zyra grow more plants and threaten another root across the path.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. She is completely immobile and her plants take time to grow, so Flash is her only answer to a dive.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Barrier

Barrier

Take this over Ignite against an assassin. Her plants keep attacking while she is alive, so surviving the dive is worth more than the extra damage.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Zyra Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Zyra Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Zyra Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Zyra Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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. 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

5v5 Combat
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.
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