Zyra Wild Rift champion guide - Support

Support · Wild Rift Guide

Zyra Support

Zyra Support Guide

Updated for Patch 7.3E
A Tier

Zyra Support Wild Rift overview and best build snapshot

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.
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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

Spectral Sickle

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

BOOTS

Spellslinger's Shoes

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

CORE BUILD

Black Mist Scythe

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.

Liandry's Torment

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

Rylai's Crystal Scepter

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.

Cryptbloom

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.

Rabadon's Deathcap

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

SITUATIONAL ITEMS

Blackfire Torch

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

Void Staff

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.

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 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.

Banshee's Veil

Build this when the enemy has a hook or point-and-click stun, since her plants cannot protect the gardener.

RUNES

KEYSTONE

Arcane Comet

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

PRIMARY

Unshakeable

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

Bone Plating

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

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.

SECONDARY

Transcendence

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

SITUATIONAL RUNES

Manaflow Band

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

Scorch

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

Cut Down

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

Legend: Haste

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

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

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

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

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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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.

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.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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. 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

5v5 Combat
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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