S
September 2026 · Patch 7.2e
Mage · Support

Zyra Wild Rift — Tier, Stats & Overview

Zyra is a zone mage playable as Support or Mid Lane, a plant goddess whose summoned seeds create botanical turrets that control and hammer entire areas.

Best build Black Mist Scythe Imperial Mandate Rabadon's Deathcap Ardent Censer Cryptbloom Full build →

★ Support Tier S September 2026 · Patch 7.2e magesupportplants
DMG
UTIL
TANK
DIFF
Win 51.2% #34 · ↓3pt
Pick 4.7% #18
Ban 40.5% #6

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Win Rate (30d) 51.15%+0.38 pts
Pick Rate 4.66%
Ban Rate 40.46%
50.5%51.0%51.5%52.0%7.2d7.2e16/0830/0815/09

Zyra's win rate has climbed +0.38 pts over the last 30 days, now at 51.15%. See the full Wild Rift meta trends for more biggest movers.

§ 01 — Editorial brief

Zyra Support sits as a highly valuable control pick when the game is decided around objective setup, vision control, and gradual poke before the real engage starts.

By Updated 15 Sept 2026 Patch 7.2e

Zyra is a zone mage playable as Support or Mid Lane, a plant goddess whose summoned seeds create botanical turrets that control and hammer entire areas. Her plants transform based on which spell activates them — ranged or melee depending on the situation. Her ultimate Stranglethorns knocks up an entire zone after a brief delay. In Wild Rift, Zyra is the ideal zone-control platform in poke or teamfight compositions, transforming every teamfight into a carnivorous plant-infested battlefield.

Zyra excels in poke or zone compositions seeking to control space through plants. She benefits from allies who can keep enemies in her damage zones. Mass engage compositions benefit from her knock-up ultimate for decisive teamfights.

Zyra is exposed against assassins and dive compositions that approach before she places plants. Her near-total lack of mobility makes her highly vulnerable to sudden engagements. Zone or AoE effects quickly destroy plants, limiting impact.

With Zyra, place seeds in anticipation of abilities rather than after — plants grow where they land. Position your ultimate slightly ahead of targets so the knock-up catches them on rise. In teamfights, your plants create a continuous damage zone difficult to ignore.

§ 06 — The matchup wall · SupportZyra Wild Rift Support counters and synergies

Hard Unfav. Skill Fav. Synergy

Build enginePatch 7.2e build — computed

  1. Core 01 Black Mist Scythe Black Mist Scythe
  2. Core 02 Imperial Mandate Imperial Mandate
  3. Core 03 Rabadon's Deathcap Rabadon's Deathcap
  4. Core 04 Ardent Censer Ardent Censer
  5. Core 05 Cryptbloom Cryptbloom
  6. Boots Boots of Mana Boots of Mana
Full variants, runes & power spikes

§ 02 — Strengths & weaknesses Zyra Wild Rift strengths and weaknesses

↑ Strengths
  • She punishes teams that contest objectives without vision extremely well, because pre-placed seeds turn river entrances into damage and slow zones.
  • Rylai strongly reinforces her identity: a single active plant can slow an enemy entry and create enough time to land root or ultimate.
  • She offers real lane pressure without relying only on all-in threat, which helps secure priority before early objectives.
  • Her counter-engage remains very strong against enemies who move forward too quickly as a group, especially if her ultimate is saved to punish entry instead of being used too early.
↓ Weaknesses
  • Avoid Zyra if your team already lacks frontline and expects to play long fights with nobody able to absorb the first engage wave.
  • Avoid her against a draft that can instantly lock your position before your plants and root can meaningfully affect the fight.
  • Do not lock her if your duo wants to force constant all-ins from the first wave: Zyra prefers to control, wear enemies down, and punish bad steps.
  • She becomes risky if your team never plays around vision, because her best windows come from seeds placed before the fight begins.
02

§ 03 — Game planZyra Wild Rift game plan: early, mid and late game

I Early

Controlled push + poke; installs seeds at hot…

Lvl. 1 → 6

Controlled push + poke; installs seeds at hot spots.

II Mid

Play the corridors and force objective fights…

Lvl. 7 → 11

Play the corridors and force objective fights around 5/9/13.

III Late

Protect your backline in the zone and…

Lvl. 12+

Protect your backline in the zone and counter-engage with R when you're dived.

§ 07b — Advanced MechanicsZyra: combos & tips Wild Rift

CC plant combo
1 E E
2 W W
3 Q Q

Root first to immobilise, plant the seed whilst rooted, activate the seed with 1 to spawn a plant that slows

Teamfight combo
1 W W
2 E E
3 Q Q
4 R R

Set up the seeds in advance, root for CC, activate the seeds, then use the ultimate for the AoE knock-up after the root

Poke lane combo
1 Q Q
2 AA
3 E E

Activate the passive seeds with ability 1 to spawn Thorn Spitters that poke from a distance, auto-attack for bonus damage, use ability 3 if the enemy engages

Mechanical Tips

  • Garden of Thorns (passive): seeds spawn automatically around Zyra — abilities cast NEAR the seeds transform them into plants: 1 → Thorn Spitter (ranged DPS), 3 → Vine Lasher (slow)
  • Rampant Growth (2) manual placement: ability 2 plants a seed at a targeted location — pre-place seeds in bushes or at the jungle entrance before an engage so that combos are instantaneous as soon as the enemy arrives
  • Stranglethorns (Ult) timing: the ultimate has a delay before the knock-up — activate it during a root (Grasping Roots) so that the knock-up occurs immediately after the root, keeping enemies CC’d in succession
  • Plant aggression: Zyra’s plants attack the nearest enemy she targets — auto-attack an enemy to redirect the plants towards them

Common Mistakes

  • Deadly Spines (seedless): the seedless 1 nearby deals little damage and spawns nothing — always pre-position using the passive or 2 before casting 1
  • Stranglethorns out of CC: the ultimate on its own can be easily dodged (0.5s cast time) — cast it whilst Grasping Roots is active so that enemies cannot flash or dash out of the area
  • Grasping Roots whilst attacking: Ability 3 is a line-of-sight skill shot — do not spam it for harassment; save it for confirmed CC or when the enemy is stationary (casting an ability)

Notable Interactions

  • Stranglethorns’ knock-up activates nearby seeds upon impact — combine this with pre-planted seeds for a massive burst of plants
  • Zyra can spawn plants via seeds whilst dying (approximately 2 seconds of passive plant resurrection [to be confirmed in WR])
  • Vine Lashers (level 3 plants) slow enemies — useful for taking down assassins who dive the carry
Go deeper Mechanics & Tips — Zyra Every combo, the advanced tips, the common mistakes and the full game plan. Open the section

§ 08 — DialoguesZyra Wild Rift FAQ

Q.01 Is Zyra Support a good blind pick? +

Zyra can be blind picked if your team already has some frontline or peel, but she is not automatically safe. She struggles a lot against direct engage and hooks that force her to play under pressure. If you blind pick Zyra, you must play vision more carefully, keep a defensive seed, and avoid wasting root for poke without follow-up.

Q.02 When does Zyra become truly strong in a game? +

Zyra becomes truly strong once she can prepare an objective before the enemy. Level 5 gives her counter-engage threat, then Rylai makes her plants very hard to walk through. Her best window is not necessarily a lane duel: it is the moment dragon or Herald forces the enemy to enter a zone already filled with seeds, slows, and root threat.

Q.03 Should Zyra use her ultimate to engage? +

Sometimes yes, but only if the target is already slowed, rooted, or forced to stay in the zone. In many games, Zyra’s ultimate is worth more as counter-engage: you let the enemy walk forward, set your plants, then punish their entry. Casting R too early can simply make the enemy back away and leave your team without an answer to the real engage.

Q.04 Should Zyra play aggressively in lane? +

Yes, but her aggression must stay controlled. Zyra can poke through the wave, punish supports who step up poorly, and create priority, but she must not confuse pressure with overexposure. The simple rule is this: poke when your root or a defensive seed can still protect you. If you spend everything for a bit of damage, the next hook or engage becomes much more dangerous.

Data — Stats per levelZyra Wild Rift base stats per level (1-15)

Movement speed 360Attack range 575Bonus attack speed / lvl +0%
Show stats per level
LvlHPADArmorMRManaHP regenRes. regen
1600543736420614
272057.541.537.54706.614.8
38406146395207.215.6
496064.550.540.55707.816.4
51,0806855426208.417.2
61,20071.559.543.5670918
71,3207564457209.618.8
81,44078.568.546.577010.219.6
91,56082734882010.820.4
101,68085.577.549.587011.421.2
111,8008982519201222
121,92092.586.552.597012.622.8
132,0409691541,02013.223.6
142,16099.595.555.51,07013.824.4
152,280103100571,12014.425.2

Base data : wiki.leagueoflegends.com (CC BY-SA 4.0) · 2026-07-09

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