Wild Rift Guides

Zyra Support Wild Rift Guide

Zyra support counters include Alistar, Leona, and Galio. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

How to play

  • Poke without taking your teammate's farm Use your 1st and 3rd abilities to grow plants near enemy champions. Aim away from low-health minions so your teammate can finish them.
  • Use your root to protect or catch Your 3rd ability roots enemies it passes through. Use it to stop someone approaching your damage dealer or to catch a target your teammate can reach.
  • Strengthen your plants during a fight Use your second ability after plants appear, then place your ultimate where enemies are grouped.

Strengths

  • Elite lane poke and zone control, since plants spawned by landed abilities keep chipping after the initial cast.
  • A fight-defining ultimate that knocks a whole clustered team into the air for your side to clean up.
  • Strong objective denial, because ability-spawned plants around the dragon or Herald pit make the contest miserable for melee engage.

Weaknesses

  • Squishy and immobile with no shield, heal, or escape, so any hook or dive that reaches her kills her.
  • All her power sits on a couple of cooldowns, and once the root and ult are down she is a passenger.
  • Her plants depend on landing the right abilities, so a fast all-in before she establishes them catches her with limited damage and peel.

Build Snapshot

Rune Setup

Summoner Spells

Zyra Support Counters

Who counters Zyra Support in Wild Rift (WR)? These champions beat Zyra in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Alistar: His headbutt (2nd) into Pulverize (1st) arrives whether or not your plants are placed, he can flash into your backline regardless of spacing, and one knockup chain on your immobile frame kills you.
  • Leona: Leona walks through your poke with her shield up and stuns you out of casting before your plants come online, and once she reaches your squishy, immobile frame there is no escape from the lockdown.
  • Galio: Your damage is all magic and he stacks magic resist against it: the plant chip barely hurts him, his shield absorbs the root trade, and his counter-taunt flips your picks into brawls his bulk wins.
  • Nami: Nami heals back your plant damage, her bounce wins short trades, and her bubble punishes the predictable position Zyra uses to line up Grasping Roots (3rd). Even trades slowly compound her way.
  • Soraka: Every plant trade you win against Soraka comes back as healing, and her silence zone lands on the exact ground you cast from. You cannot out-chip a healer who restores more than you deal.

Champions Zyra Is Strong Against

Zyra's best matchups in Wild Rift. Zyra holds an edge against these picks in the support role, so look to press the advantage and contest objectives.

  • Seraphine: This mage mirror comes down to lockdown: your root and plant burst out-trade her slow poke, and her casting path is predictable enough to give you angles, though she can still sidestep or Flash the snare. Her ultimate in clustered fights is her only real threat.
  • Karma: Karma pokes too, but her damage is front-loaded while a Thorn Spitter keeps attacking after your cast, so fighting from behind established plants can outlast her lane trades.
  • Lulu: Lulu is a pure enchanter with no engage and no poke to answer yours, so she spends the lane shielding while your plants chip her duo. The early game belongs to the one doing the punishing.
  • Morgana: You throw five threats for every answer she owns: plants chip her constantly, your root trades even with her binding, and Black Shield (3rd) blocks one spell out of a rotation that never stops coming.
  • Veigar: Veigar has to stand still to stack and your plants punish standing still, chipping him off every Q (1st) he steps up for. Your root line also out-ranges his cage setup.

Zyra Support Synergies

The best duo partners for Zyra in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.

  • Jhin: Your root chains into his and a fourth shot punishes whoever it catches. Stranglethorns (Ult) does not pull enemies together, but its delayed area knockup can hold several targets still for Jhin's long-range follow-up.
  • Miss Fortune: Stranglethorns (Ult) holds the clump inside Bullet Time (Ult) for a two-button teamfight wipe, and your poke lane is miserable to face from level one.
  • Varus: His Chain of Corruption (Ult) spreads through the targets your plants hold, and both of you turn one landed root into a chain of kills.

Early Game

Play from behind the range where your spawned plants will fire. Land Deadly Spines (1st) on a champion for its plant, then fire Grasping Roots (3rd) through the wave so it catches the enemy carry and creates another Thorn Spitter under the first champion hit. Your poke out-damages many Dragon lane duos, but keep Grasping Roots (3rd) available when a dive is coming and ward the river so the enemy jungler never finds your immobile frame unseen.

Mid Game

Your roam threat is real now, because a rooted target a lane over is a dead target. Use Grasping Roots (3rd) and Deadly Spines (1st) to establish plants around mid or river before objectives. Around dragon and Herald, control the entrances and hold Stranglethorns (Ult) for the moment both teams clump at the contest; it spawns and enrages plants while threatening the delayed knockup.

Late Game

One ultimate can decide the game, and one bad position can decide it the other way. Late game, cast into chokes to establish Thorn Spitters on the ground the enemy must cross, and wait for their team to stack up before Stranglethorns (Ult) launches them. Stand at the edge of the fight and treat Grasping Roots (3rd) as both opener and self-defense.

Teamfights

You are the area-denial support, so fight from the back and let the plants do the frontline work. Establish Thorn Spitters by landing Deadly Spines (1st) or Grasping Roots (3rd) before bodies collide, then use Rampant Growth (2nd) to enrage the plants already present. When their team stacks to dive or contest an objective, cast Stranglethorns (Ult) across the clump so its delayed knockup lands during your team's follow-up. Keep the root as peel if a diver slips through, because it is the only thing that can save you or your carry.

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