How to play Zyra — Wild Rift guide, combos & tips
Zyra is a ranged Mage in Wild Rift who turns empty ground into a weapon, growing a living garden of Thorn Spitters that fight at her side while she pokes and bursts from max range. Nearly all of her damage is magical and area-based on long cooldowns rather than sustained DPS: Deadly Spines and Grasping Roots both spawn new plants and chip down health bars, Grasping Roots also roots a target in place, and Stranglethorns can hit and then knock up an entire grouped enemy team. She has essentially no mobility or defensive tools of her own, so her whole game plan is to stay at range, behind her plant wall, and never let anyone actually reach her.
Strengths
- Colossal area damage - Deadly Spines, Grasping Roots, and Stranglethorns all hit hard on their own, and Thorn Spitters keep adding free extra damage on top for the rest of the fight.
- A long-range root (Grasping Roots) that peels divers off her and sets up a guaranteed follow-up combo or a kill for her team.
- Stranglethorns is one of the best teamfight ultimates around - instant area damage plus a 2-second delayed knockup that can flip a fight at a chokepoint or over an objective.
- Snowballs a lane hard - early roots and free plant damage push opponents out of experience and gold range well before level 5.
Weaknesses
- Extremely low health with no dash, blink, or shield - any diver who closes the gap usually just kills her outright.
- Her whole kit leans on Grasping Roots landing and Stranglethorns connecting, so cleanse and tenacity effects that shrug off her root or knockup can undo an entire combo.
- Every damage source can be walked out of or juked if you're paying attention - Deadly Spines detonates in a fixed spot, Grasping Roots is a forward cast that has to actually connect, and Stranglethorns telegraphs with a visible cast plus a 2-second delay before the knockup.
- Missing Grasping Roots resets her plant uptime and lane pressure, leaving her with little to do in a trade until the cooldown comes back.
Combos
- E -> Q -> R: Root them with Grasping Roots, detonate Deadly Spines while they can't move, then drop Stranglethorns - it deals damage immediately, and if they're still there 2 seconds later, the knockup locks them down for the kill.
- R -> E: Open Stranglethorns onto a grouped enemy team for the instant damage, then land Grasping Roots on whoever survives so they're still stuck in place when the knockup goes off 2 seconds later.
- W before engaging: Cast Rampant Growth on your Thorn Spitters right before a skirmish so they get bonus health and attack speed just as the enemy walks into them, letting the garden tank and deal damage through the whole trade.
- Q into the wave: Drop Deadly Spines onto the minions to clear the wave and spawn a plant in the same motion, then back off and let the Thorn Spitter keep poking your lane opponent for free.
Skill order: Q > E > W - max Deadly Spines first for the hardest wave clear and poke damage, Grasping Roots second for a shorter root cooldown and steadier plant uptime, Rampant Growth last since one early point is already enough to buff whatever plants are out. Level Stranglethorns at every chance (5, 9, 13).
Early game
Use Q (Deadly Spines) as your main wave-clear and poke tool - it hits for solid damage and instantly spawns a Thorn Spitter that keeps chipping away at your opponent for free. Save E (Grasping Roots) for the moment they overextend or step up to trade, since landing it roots them for a guaranteed follow-up and starts growing your garden right in their face. You have zero escape, so always play from max range behind your minions and let the plants act as an early-warning wall instead of walking up yourself. Once you hit level 5, a single E into R already threatens a kill, so start looking for all-ins the moment the enemy misjudges their spacing.
Mid & late game — teamfighting
By mid-game, Zyra plays like an artillery piece: stand at the very back of the fight, out of dash range, and let your plant wall hold the frontline while you look for picks. Throw R (Stranglethorns) into the enemy's grouped core rather than their frontline - it damages everyone the instant it lands, and whoever is still standing in it 2 seconds later gets knocked up, which can single-handedly win a contest over Dragon or Baron. Use E (Grasping Roots) to shut down a diver jumping your backline or to lock down a priority target for your own carries to burst, and pop W (Rampant Growth) just before the fight so your Thorn Spitters survive the opening trade and keep adding damage. Because almost any dive kills you outright, never commit until your escape route and your crowd control are already lined up.
Pro tips
- Pre-cast Q or E into a bush, over Dragon or Baron, or at a chokepoint a few seconds before a fight so your Thorn Spitters are already alive and attacking when the enemy actually arrives.
- Save E for the enemy's engage tool - a dash, flash, or jump - instead of throwing it out on cooldown for poke damage; a root that stops an all-in is worth far more than a root that only adds damage.
- Build around the matchup: against a hard diver, pick up Zhonya's Hourglass or Banshee's Veil earlier than usual, since nothing in your own kit can save you from a bad engage.