Zyra Support 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
Heal
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.
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
- 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.
Zyra Support Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Zyra Support, including items, runes, summoner spells, and skill order.
STARTING ITEM

Support income for a mage who spends the lane growing plants rather than farming.
BOOTS

Magic penetration keeps a support-budget plant army threatening the enemy duo.
CORE BUILD

Zyra's plants complete the quest through repeated chip damage, turning one landed spell and its spawned Thorn Spitter into support gold and the wards that protect her zones.

The max health burn rides on every spine, root and plant attack, so her chip hurts tanks and not just carries.

Her damaging spells and Thorn Spitter attacks apply the item's slow, turning repeated plant fire into peel. Rampant Growth (2nd) only empowers plants and deals no damage, so it does not apply Rylai's itself.

Cuts the magic resist that blunts her burns. The healing on takedown also helps the duo who followed her root in. 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.

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

Her plants keep the burn applied constantly, so the stacking bonus stays near its cap in every extended trade.

The raw penetration alternative to Cryptbloom. Build it when a magic resist frontline is what stops her burns. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.
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 engage supports who dive her on sight, since her plants 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, since her plants cannot protect the gardener.
RUNES
KEYSTONE

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

Her plants keep her fighting from a fixed position with the enemy duo coming to her, which is when this pays out.

Her immobile frame is what the enemy support engages on, so reducing three instances of a committed all-in keeps her alive.

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.
SECONDARY

Ability haste means more plants on the ground, which is how much space her duo gets to fight in.
SITUATIONAL RUNES

Take this into long poke lanes where frequent plant-spawning casts will strain Zyra's mana pool.

Take this when the lane is decided by chip damage, since her spines hit the enemy duo every cooldown.

Take this when the enemy duo stacks health, since her burns alone will not finish a health-heavy frontline.

Take this over Transcendence 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 has no escape at all and sometimes plays forward to place plant-spawning abilities, so Flash is what gets her out.

Heal
Her plants provide the damage, so the spell slot is better spent keeping her carry alive through the dive she cannot peel.
SITUATIONAL SPELLS

Ignite
Take this over Heal when your lane is set up to kill early rather than survive, since kills there snowball your carry. The Grievous Wounds also makes it strong into champions with a lot of healing.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
Zyra Support Wild Rift matchups and counters
Wild Rift matchup guide for Zyra Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

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

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.
Synergies
The Dragon lane is a 2v2, so the carry you queue with matters as much as the matchup. These carries make the most of what this support provides.

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

