MageSupportGeneral kit and base stats · version 16.19.1
P
Garden of Thorns
Seeds 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.
Passive · no active cost or cooldown
Base statistics
Mana
Health
574
Resource
418
Armor
29
Move speed
340
Attack damage
53
Attack speed
0.681
About this data
Viewing the current patch. If no sample is available yet, you can open an available historical patch.
Editorial plan reviewed for 26.15. This does not establish a review for statistics patch 16.19.
Game plan · Support
Prepare the ground before the fight exists
Plan overview
The whole-game arc: bleed the enemy duo with plant-backed poke while holding Grasping Roots as your engage answer; when the first bot tower falls, stop being a laner and become the owner of objective approaches — rotate earlier than anyone because you travel slowly, seeding the river as you go; late, fight from behind your front line with Stranglethorns kept as counter-engage for the clump that commits onto your carries. Ahead, convert pressure into deep vision and pre-seeded pits until the enemy concedes objectives without fighting. Behind, drop the risky poke, stay inside your ADC's spacing, keep the root for peel, and let the enemy walk into your garden — the one fight you still win from a deficit. Level 6 is the hinge inside the arc: once Stranglethorns is up, any landed root becomes a potential kill.
Plan by phase
Bleed the lane through plants, not cooldowns
From the first wave (0:30) until the first bot tower falls, roughly levels 1–8
Your loop: place or wait for a seed in the trade lane, strike it with Deadly Spines, and let the plant collect the trade. Poke when the enemy is committed to a last-hit and their engage tool is visibly spent; a Q with no plant is chip damage, a Q with two plants is a health-bar event. Rampant Growth cannot be learned at level 1, so your real kill threat arrives at levels 2–3, and level 6 turns any landed root into a kill window. Against engage supports, the root stays pocketed as peel — poke with Q only. Ahead: freeze the profit with seeds on their creep line under tower and early river vision. Behind: stop poking inside their threat range, seed defensively between the wave and your carry, and hold the root for your jungler's gank — it converts ganks into kills at a rate few supports can offer.
Game situations
Lane
Poke only when a plant gets free attack time
If a seed sits in the trade lane, the enemy is committed to a last-hit, and their engage tool is visibly spent, cast Deadly Spines through both seed and champion and let the plant collect the trade. If their engage is up, Grasping Roots stays pocketed as peel — opening with your only root hands them an 11-second window for the all-in. With the wave pushing toward their tower, seeds on their creep line make every last-hit cost health; with the wave frozen near yours, the window flips to picks: root from brush or fog onto whoever steps up for farm. An unspent seed still zones the enemy off minions the way a hook threat does — spending everything on cooldown for damage numbers surrenders that pressure.
With Zyra
Playing ADC next to a Zyra, lane one notch more aggressive than your default: her plants tilt long 2v2s your way, and every takedown refunds her seed charges, so fighting literally feeds her garden. Follow her root the instant it lands — at early ranks it is short, and damage that misses the root window usually never arrives.
As her jungler, build ganks around her root: her pre-6 lane converts visits into kills with a reliability few supports offer. At objectives, let her arrive first and start the contest from her garden's side of the pit. Her lane is your counter-gank insurance only while Grasping Roots is up — ask, or check the cooldown before you commit.
As her front line, fight on top of her plants, not ahead of them: dragging a skirmish back into her prepared zone flips fights that looked lost. And do not expect shield-style peel from her — she protects with ground, not with her body.
As a team, assume the enemy will hunt her first in every fight; she is the logical target of any engage. Collapsing on her diver is a winning trade if someone turns in time, because that diver dies inside the garden. Letting her die for free, though, usually hands over the whole fight.
Identity, strengths and limits
The garden keeps fighting after you walk away
Zone-control support · Patch 26.15
Zyra turns patches of ground into contested territory. Seeds — passive drops plus Rampant Growth placements — become plants when struck by Deadly Spines or Grasping Roots, and those plants attack on their own, whether she is standing there or not. She wins the fights that happen on ground she prepared and loses the ones she has to improvise: no dash, no shield, one skillshot root as her entire defense, so every plan must price in that she cannot leave. She is not an enchanter who shadows her carry, and not a front-line initiator; she is a second magic-damage source on a support budget, and she protects allies by making the ground between the diver and her carry lethal.
Strengths
Persistent space denial: seeds and plants keep threatening a zone while she is already walking somewhere else.
A real second magic-damage source on a support budget: she threatens without gold and without depending on her carry's form.
Elite objective-pit control: inside a chokepoint, her zones and her ultimate stop being dodgeable.
Long-range pick conversion: one root landed from fog becomes plants, pressure, and often a Flash or a kill.
Counter-engage without tank stats: her ultimate punishes clumped divers on its own.
Limits and risks
Stop initiating with your body: with no dash and no shield, every front-line engage is a trade you lose before it starts.
Stop facechecking and crossing dark fog while the enemy jungler is unaccounted for — no champion survives that meeting worse.
Stop spending Grasping Roots as poke while the enemy's engage is available: it is your only peel, and it opens an 11-second hole.
Stop dumping both seed charges into poke: reaching a pick or an objective with no seeds is arriving as half a champion.
Stop staying for one more plant attack after a won exchange: on an immobile mage, greed converts wins into deaths.
One idea for your next game
One idea for your next game: no spell without a seed. Before every Deadly Spines and every Grasping Roots, ask whether a seed sits where it will land; if not, place one first or hold the cast. And before every fight you can predict — every dragon, every vision contest — leave about 30 seconds before your team and seed the path the enemy must enter through. If the fights that mattered happened on your garden, you played Zyra; if they happened on bare ground, you played a worse mage.
Observed matchups
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Born in an ancient, sorcerous catastrophe, Zyra is the wrath of nature given form—an alluring hybrid of plant and human, kindling new life with every step. She views the many mortals of Valoran as little more than prey for her seeded progeny, and thinks nothing of slaying them with flurries of deadly spines. Though her true purpose has not been revealed, Zyra wanders the world, indulging her most primal urges to colonize, and strangle all other life from it.