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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Zyra Support · Normal Draft

Zyra has an established low-income Support plan with useful lane pressure, protection, engage or team utility.

Primary roleStandard Summoner's Rift preparation
Champion overview
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Support

Evidence-supported Zyra Support

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

World Atlas

400 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

1
First item

Zaz'Zak's Realmspike

400 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

2
Boots

Liandry's Torment

3,000 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

3
Core

Sorcerer's Shoes

1,100 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

4
Late

Rylai's Crystal Scepter

2,600 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Flexible

Zhonya's Hourglass

3,250 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

6
Final option

Cryptbloom

3,000 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingApply anti-heal only when repeated healing is materially changing fights.View full route

Best when: Apply anti-heal only when repeated healing is materially changing fights.

  1. First itemZaz'Zak's Realmspike
  2. BootsLiandry's Torment
  3. CoreSorcerer's Shoes
  4. Morellonomicon
  5. FlexibleZhonya's Hourglass
  6. Final optionCryptbloom
AlternativeCrowd controlMikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.View full route

Best when: Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.

  1. First itemZaz'Zak's Realmspike
  2. BootsLiandry's Torment
  3. CoreSorcerer's Shoes
  4. Mikael's Blessing
  5. FlexibleZhonya's Hourglass
  6. Final optionCryptbloom
AlternativeTeam gets burstLocket gives nearby allies an immediate shield when enemy burst lands together.View full route

Best when: Locket gives nearby allies an immediate shield when enemy burst lands together.

  1. First itemZaz'Zak's Realmspike
  2. BootsLiandry's Torment
  3. Locket of the Iron Solari
  4. LateRylai's Crystal Scepter
  5. FlexibleZhonya's Hourglass
  6. Final optionCryptbloom
AlternativeCannot start fightsShurelya's movement speed helps the team engage or disengage when positioning is the problem.View full route

Best when: Shurelya's movement speed helps the team engage or disengage when positioning is the problem.

  1. First itemZaz'Zak's Realmspike
  2. BootsLiandry's Torment
  3. CoreSorcerer's Shoes
  4. Shurelya's Battlesong
  5. FlexibleZhonya's Hourglass
  6. Final optionCryptbloom

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingApply anti-heal only when repeated healing is materially changing fights.View full route

Best when: Apply anti-heal only when repeated healing is materially changing fights.

  1. First itemZaz'Zak's Realmspike
  2. BootsLiandry's Torment
  3. CoreSorcerer's Shoes
  4. Morellonomicon
  5. FlexibleZhonya's Hourglass
  6. Final optionCryptbloom
AlternativeCrowd controlMikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.View full route

Best when: Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.

  1. First itemZaz'Zak's Realmspike
  2. BootsLiandry's Torment
  3. CoreSorcerer's Shoes
  4. Mikael's Blessing
  5. FlexibleZhonya's Hourglass
  6. Final optionCryptbloom
AlternativeTeam gets burstLocket gives nearby allies an immediate shield when enemy burst lands together.View full route

Best when: Locket gives nearby allies an immediate shield when enemy burst lands together.

  1. First itemZaz'Zak's Realmspike
  2. BootsLiandry's Torment
  3. Locket of the Iron Solari
  4. LateRylai's Crystal Scepter
  5. FlexibleZhonya's Hourglass
  6. Final optionCryptbloom
AlternativeCannot start fightsShurelya's movement speed helps the team engage or disengage when positioning is the problem.View full route

Best when: Shurelya's movement speed helps the team engage or disengage when positioning is the problem.

  1. First itemZaz'Zak's Realmspike
  2. BootsLiandry's Torment
  3. CoreSorcerer's Shoes
  4. Shurelya's Battlesong
  5. FlexibleZhonya's Hourglass
  6. Final optionCryptbloom

Recommendation review pending

Runes and summoner spells

Runes and summoner spellsZyraSupport

Use controlled poke and preserve the cooldown that makes the next catch safe.

Normal Draft
Primary tree

Sorcery

Arcane CometManaflow BandTranscendenceScorch
Secondary tree

Inspiration

Biscuit DeliveryCosmic Insight
Summoner spells
FlashIgnite
Coordinate the Bot pair

Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.

Match the lane threat

Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Crowd control

Mikael's Blessing

Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.

Team gets burst

Locket of the Iron Solari

Locket gives nearby allies an immediate shield when enemy burst lands together.

Cannot start fights

Shurelya's Battlesong

Shurelya's movement speed helps the team engage or disengage when positioning is the problem.

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

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Balance lane pressure with protection for the carry

1
Lane

Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.

2
Map play

Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection for the enemy's most likely engage.

Pings, movement and objectives

Zyra Support map plan

Use range to earn space, then keep enough mana and cooldowns for the objective entrance.

Ahead

Make the lead open the map

Ping
Use On My Way before changing angle, then Assist Me on Dragon after Bot is safe to move. Use Danger if the carry starts following through an unsafe route.
Map movement
Roam after a pushed wave, shared recall or when the carry can collect safely. Deep wards still require the Jungler or another nearby ally.
Objective
Arrive early, clear the enemy entrance and hold the key engage or peel spell. Do not chase away from Dragon and hand the opponent a free route back in.
Even

Create one clear numbers advantage

Ping
Use On My Way before an engage or roam, Enemy Missing as soon as a lane opponent disappears, and Danger when your carry cannot follow.
Map movement
Leave only on a safe wave or recall timing. If the carry would lose a full wave or face a dive, stay Bot and communicate that you are not moving.
Objective
Help Bot finish the wave, then enter river with the Jungler. Set vision before starting and avoid turning an even objective into an unseen gamble.
Behind

Stop the next loss before seeking a play

Ping
Use Retreat or Danger before an ally enters darkness, Enemy Missing immediately, and Assist Me when you need company to restore defensive vision.
Map movement
Do not abandon a crashing wave or vulnerable carry. Move after the wave is stable and use the nearest safe ward line rather than forcing deep vision.
Objective
If your team cannot enter river safely, ping Retreat and trade for farm, vision or another map resource. Contest only after creating a safe route together.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the move

    Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Enter together

    Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.

  3. 3
    Before starting

    Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.

  4. 4
    During the contest

    Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.

Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.

Use the guide

Put Zyra into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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