VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Zyra

Rise of the Thorns

Zyra is a spell-focused champion who plays around range, cooldowns and controlled areas. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

SupportMostly magic damageRanged attacks
Usual roleSupport
ClassMage · Support
DifficultyMedium · 7/10
Basic attacksRangedRanged basic attacks · 575 range.
Damage profileMostly magic damageMost normal kit pressure is magic. Magic resistance may help, but control, penetration and true damage still matter.
Reference patch16.20.1

Strengths and limits

What Zyra does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Uses spells to shape space, punish predictable movement or control an approach.
  • Can create value through control, protection, setup or pressure that does not depend only on personal gold.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Important pressure falls while key spells are unavailable or miss their intended area.
  • Reduced income makes item timing and safe cooperation more important than on a solo-lane carry.

Riot ally tips

Use these while learning the champion
1

Placing a seed in your spell's path after you have cast it gives you the best chance of having a seed in the proper spot.

2

Seeds grant vision to your team.

3

Zyra is a great ambusher - look for opportunities to set a trap of seeds in brush, then lure enemies in.

Riot opponent tips

What an opponent is told to watch for
1

Zyra's seeds can be destroyed by stepping on them. If she tries to grow them as you do, dodge back at the last moment.

2

Moving closer to Zyra can be a smart move if she places plants too far away from herself.

3

Plants take fixed damage from attacks and effects, similar to wards. They also expire quickly on their own.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Zyra in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily magic pressure

Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.

Fight rhythm

Track the complete ability cycle

Do not judge the champion from one button. Watch which setup, payoff and escape tools are available before choosing a trade or commitment.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Enable allies and control access

Protection, setup and information can matter more than personal damage. Position so the next useful spell can reach the ally or target that needs it.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Do not buy a counter that has no target

Reserve anti-heal and anti-shielding for a visible problem in the full team composition; they are not default answers to every champion.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Zyra?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Mercury's Treads usually fit better

Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.

Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.
Reducible controlDisplacementSlows
MAGIC DEFENCE

Magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce the broad spell profile.

Choose a role-appropriate option only when repeated or burst magic damage is the problem.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Zyra fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Zyra is normally played Support and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
JungleSecondary

Historical reference. Recommendation review pending. Zyra has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup
MidSecondary

Historical reference. Recommendation review pending. Zyra has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup
BotUnestablished route

Historical reference. Recommendation review pending. Zyra is normally played Support and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Zyra abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Garden of Thorns

What it doesSeeds spawn around Zyra periodically, becoming faster with level. Zyra can cast Deadly Spines or Grasping Roots near seeds to grow plants, who fight for Zyra.

Practical readGarden of Thorns is the always-on rule shaping Zyra's normal trading and fight pattern. Watch its in-game state before committing.

Q
Q ability

Deadly Spines

What it doesThick vines spread through the ground and explode into spines, dealing magic damage to enemies within the area. If cast near a seed, Deadly Spines grows a Thorn Spitter plant, which fires at enemies from afar.

Practical readDeadly Spines is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown7/6.5/6/5.5/5 secCost55Listed range800 units
W
W ability

Rampant Growth

What it doesZyra plants a seed, lasting up to 60 seconds. Deadly Spines and Grasping Roots cast near seeds will turn them into plants who fight for Zyra. Zyra can store multiple seeds at once, and killing enemies reduces Rampant Growth's recharge time.

Practical readRampant Growth is part of Zyra's W pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Listed range850 units
E
E ability

Grasping Roots

What it doesZyra sends forth vines through the ground to ensnare her target, dealing damage and rooting enemies they come across. If cast near a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Move Speed.

Practical readGrasping Roots contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown11 secCost70/75/80/85/90Listed range1100 units
R
Ultimate

Stranglethorns

What it doesZyra summons a twisted thicket at her target location, dealing damage to enemies as it expands and knocking them airborne as it contracts. Plants within the thicket are enraged.

Practical readStranglethorns contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown110/100/90 secCost100Listed range700 units

Levels 1–18

Zyra · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1574 Health418 Mana
Level 3711 Health455 Mana
Level 6941 Health517 Mana
Level 111,390 Health637 Mana
Level 161,920 Health780 Mana
Level 182,155 Health843 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityDeadly Spines

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 17 secRank 26.5 secRank 36 secRank 45.5 secRank 55 sec
W
Basic abilityRampant Growth

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead current tooltip
E
Basic abilityGrasping Roots

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks11 sec
R
UltimateStranglethorns

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1110 secRank 2100 secRank 390 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1574418 ManaChoose the first basic ability
2641436 ManaAdd another basic ability or rank
3711455 ManaAdd another basic ability or rank
4785475 ManaSpend one ability point
5861495 ManaSpend one ability point
6941517 ManaFirst ultimate rank normally available
71,025539 ManaSpend one ability point
81,111562 ManaSpend one ability point
91,201587 ManaSpend one ability point
101,294612 ManaSpend one ability point
111,390637 ManaSecond ultimate rank normally available
121,490664 ManaSpend one ability point
131,592692 ManaSpend one ability point
141,698720 ManaSpend one ability point
151,808750 ManaSpend one ability point
161,920780 ManaFinal ultimate rank normally available
172,036811 ManaSpend one ability point
182,155843 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

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