Zyra Mid Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
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.
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

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

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

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

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

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.

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.

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

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.
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.

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.

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.

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

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

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

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

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

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

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.

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

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

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
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
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
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.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

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.
Zyra Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

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.
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.

