
Zyra
Hardest matchups for Zyra in Support (Emerald, patch 16.20):
Rell,
Thresh,
Braum. Easiest:
Mel,
Ashe,
Camille.
Try it in a draftCountersPower curvesIn the tier listWho wins into ZyraOn the pro tier list
Zyra on patch 16.22
- Support51.3%#14 of 77A7,608 games
- Jungle52.9%#2 of 74S5,619 games
- steady since 16.21
Zyra’s main role on patch 16.22 is Support: a 51.3% win rate across 7,608 Emerald games, #14 of 77 Support champions on the tier list (grade A), picked in 3.1% of games. Zyra is also played Jungle: a 52.9% win rate across 5,619 games, #2 of 74. Since patch 16.21, Zyra Support has not moved by more than chance explains: 0.2 points across 60,934 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Support65% of its games | B | 49.3%49.2% raw ±0.7 | 20,934 | 3.0%3.0% banned | 49.8%46.9% first time |
| Jungle29% of its games | S | 52.1%52.3% raw ±1.0 | 9,236 | 1.3%3.1% banned | 51.4%49.7% first time |
| Mid3% of its games | B | 50.1%50.3% raw ±3.2 | 959 | 0.1%3.1% banned | 51.6%47.4% first time |
| Bot2% of its games | too few games | 50.1%50.3% raw ±3.8 | 684 | 0.1%3.0% banned | 51.7%47.4% first time |
| Top1% of its games | too few games | 48.5%42.0% raw ±6.5 | 224 | 0.0%3.0% banned | 50.3%46.7% first time |
Matchups
Every matchupHow to read this
Zyra’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Zyra, the part not explained by either champion’s strength.
Hardest for Zyra
Lane leads and team bans
What Zyra’s team bans
Champions a team bans more often when it has Zyra than the other team does in the same games (189,637 games). The other team banned before Zyra was picked, so the gap is the ban spent because Zyra was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Zyra is built in this lane, most common first, with the items those builds finish and how they win.
- AP sustained


51.6%16,009 games - Enchanter


52.8%531 games - AP burst


53.2%328 games - Mana stack


51.4%12 games - Tank


51.6%4 games
Runes and summoner spells
How to read this
How Zyra does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
22,383 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Heal50.4%5,388 games · 24% pick rate · same players: +0.7 pts vs the usualRecommended
Flash + Ignite49.0%13,535 games · 60% pick rate · the usual choice
Exhaust + Flash48.2%3,409 games · 15% pick rate · same players: −0.8 pts vs the usual
Keystones

Arcane Comet + Inspiration49.3%2,444 games · 11% pick rate · same players: +0.7 pts vs the usualRecommended
Arcane Comet + Domination48.7%11,439 games · 51% pick rate · the usual choice
Deathfire Touch + Domination53.0%766 games · 3.4% pick rate · same players: −0.5 pts vs the usualRare: not recommended
Arcane Comet + Precision49.7%1,947 games · 8.7% pick rate · same players: −0.8 pts vs the usualRare: not recommended
Minor runes with Arcane Comet
Manaflow Band48.9%97% take it
Transcendence49.1%95% take it
Absolute Focus46.6%3.4% take it
Celerity48.5%2.1% take it
Scorch49.0%97% take it
Gathering Storm49.0%2.9% take it
Cosmic Insight49.1%92% take it
Magical Footwear50.1%17% take it
Biscuit Delivery48.3%81% take it
Cash Back53.2%6.1% take it
- Adaptive Force49.0%89% take it
- Ability Haste50.9%9.0% take it
- Adaptive Force49.3%91% take it
- Move Speed48.1%7.5% take it
- Health50.0%18% take it
- Health Scaling49.0%79% take it
- Tenacity and Slow Resist48.8%3.3% take it
These numbers describe, they do not prove. Each rate is Zyra’s record when its player chose that option, pulled toward Zyra’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Zyra does when built that way.
The learning curve
Champion pool
On a first game Zyra wins 48.4%; in the hands of players with the most mastery on it, 51.7%. That gap ranks it 142 of 173 for how much practice pays. It crosses 50% at about 12K mastery points.
Pro play
On the pro tier list
Zyra in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Jungle | 49.1%6W 12L | 1%2% in any lane | 72% counter | +280 gold | — |
| Support | 49.2%1W 6L | 0%2% in any lane | 100% counter | −89 gold | — |
| Mid | 49.7%0W 2L | 0%2% in any lane | 100% counter | −916 gold | — |
How much knowing Zyra pays
Players on their Mastery band win 3.3 points more on Zyra than first-timers do: #142 of 173 champions for how much mastery pays.
At 300k+ mastery points, Zyra players win 51.7%: #123 of 173 champions for where mastery ends up. The fitted curve levels off at about 51.9%, and is half-way up by ~10K points.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.