Meta, tier list & top-player builds from the China server · live
婕拉 · 荆棘之兴 Mage S+
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 15 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Zyra: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Zyra players, captured in-game.
📖 How to play ZyraCounted on 17 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
15 of the top 30 players have a public match history; the others keep theirs private.




























































The toughest lane matchups for Zyra on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Milio counters Zyra: His cleanse removes your root and the heals dry out your damage over time: the gardener versus the sprinkler.
How to play Zyra into Milio: Root the SECOND target, after the cleanse is spent. Plants cannot be cleansed: sow first, bloom later.
→ MilioWhy Leona counters Zyra: If the train finds you, the flowers wilt fast: you are paper under all that metal.
How to play Zyra into Leona: Plant walls between you and her, always. Root her mid-E and R when she lands: the garden eats stationary trains.
→ LeonaWhy Braum counters Zyra: The wall blocks your Q but not the plants: the goalkeeper who saves only half the shots.
How to play Zyra into Braum: Sow to the SIDE of the wall and let the vines wrap around it. Root Braum himself: standing still, he intercepts nothing.
→ BraumWhy Sona counters Zyra: A fragile poke duel: her notes heal, your plants insist. Whoever lands the first CC wins the exchange.
How to play Zyra into Sona: Root the steps she takes for the power chord. Two plants per trade: the garden's arithmetic drowns her.
→ SonaWhy Alistar counters Zyra: The W-Q combo on your flower vase: the bull in the china shop, and the china is you.
How to play Zyra into Alistar: Plants between you and his Flash angle. INSTANT root on his entry: a rooted bull is just furniture.
→ AlistarThe champions Zyra works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
The flaw in Stranglethorns (R) is the two-second delay everyone uses to walk out of the zone, and Unstoppable Force (R) takes those two seconds away from them. He is also a real frontline, which your plants only pretend to be.
Brittle from Bellows Breath (W) adds 30% to the crowd control that follows, and yours is Grasping Roots (E): a longer root means your plants keep firing at the same target for longer. Call of the Forge God (R) piles up the rest.
Stand United (R) reaches your lane from anywhere on the map and shields you, and no champion has fewer defences than you. Shadow Dash (E) taunts the diver, and on a taunted target Grasping Roots (E) simply cannot miss.
All Out (R) rips the enemy carry away from her team and roots her far from anyone who could help: your plants and Deadly Spines (Q) grind her down on their own. Footwork (E) dashes to you and shares his shield, the only one you get.
Worth it when he stops pushing a side lane and plays with the team, which is rare: Mega Adhesive (W) holds the group inside the Stranglethorns (R) delay, and Fling (E) hauls away the diver who would otherwise just kill you.
Curse of the Sad Mummy (R) stuns the whole group for 1.5 seconds, so the two-second Stranglethorns (R) delay stops being the flaw it is, and Cursed Touch (P) adds true damage to every magic hit, your plants included.
Cataclysm (R) throws a wall around whoever is inside: they cannot scatter and cannot leave before Stranglethorns (R) goes off. It is the same arena where Deadly Spines (Q) and your plants never miss a hit.
Frenzying Taunt (E) nails a target in place while your plants shoot someone who cannot even turn around, and with Rampant Growth (W) up that taunt is worth double. Soaring Slam (R) leaves a slow zone to drop Deadly Spines (Q) into.
Crescent Guard (R) knocks back everyone but his marked target: it is the anti-dive answer your kit does not have, because Grasping Roots (E) has to be cast first and the one who jumps you always arrives after.
The order matters, otherwise you are the one waking them up: Lilting Lullaby (R) puts damaged enemies to sleep, and on a sleeping group Stranglethorns (R) is undodgeable. Get the sequence wrong and you have wasted two ultimates.
Hero's Entrance (R) arrives from across the map, knocks up everyone around you and shields you, which is the best answer there is to the dive that deletes you, while the Shield of Durand (W) taunt holds them inside Stranglethorns (R).
Command: Shockwave (R) gathers them all into a single spot, the pile where Stranglethorns (R) goes off before anyone has time to leave, and Command: Protect (E) shields you, which is more protection than your own kit ever offers.
Vision of Empire (W) deals 50% more damage to anything already locked down, and you root from range with Grasping Roots (E): you arm his big hit every rotation, and Nevermove (E) drags back inside whoever tries to walk out of your garden.
The Stranglethorns (R) knock-up is the window Last Breath (R) waits for all game, and you open it on several targets at once. In exchange Wind Wall (W) stops the projectiles aimed at you, and you own no defences at all.
Event Horizon (E) is a cage: anyone trying to leave while Stranglethorns (R) ripens eats the stun and stays put. The catch is that he sits under 46% win rate on the CN server, so you are taking the cage, not the champion.
Deadly Flourish (W) roots anyone an ally has just damaged, and between Deadly Spines (Q) and plants firing on their own you keep it armed the whole game. On a rooted target the Stranglethorns (R) delay stops mattering.
Bullet Time (R) is a channel that needs enemies grouped and still: Grasping Roots (E) and the Stranglethorns (R) knock-up hand them over twice in a row, and Make It Rain (E) slows anyone trying to leave your zone.
Frost Shot (P) slows on every hit, and everything you throw is dodged by walking: Deadly Spines (Q), the root and the Stranglethorns (R) delay all turn into problems that can no longer be solved on foot.
Caustic Spittle (Q) shreds magic resist, which amplifies everything you do and everything your plants do, and in exchange Grasping Roots (E) is the peel a marksman with no dash needs just to stay alive.
Chain of Corruption (R) roots a group and chains outward to whoever stands close: two ultimates asking for the same thing, and his holds the pile still for exactly the two seconds Stranglethorns (R) has to wait.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | S+ | 52.51% | 5.05% | 43.35% | #1 / 34 |
| Mid | S | 51.71% | 2.89% | 43.35% | #4 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | S+ | 52.32% | 5.01% | 44.72% | #1 / 34 |
| Mid | S | 51.62% | 2.91% | 44.72% | #4 / 38 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | S | 51.69% | 4.69% | 40.04% | #5 / 33 |
| Mid | S | 51.33% | 2.79% | 40.04% | #7 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | A | 50.89% | 4.92% | 26.83% | #9 / 33 |
| Mid | B | 50.17% | 2.5% | 26.83% | #19 / 41 |
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.
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).
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.
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.