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Choose Champion Build:
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Syndra Mid
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Syndra Support
Recommended Items
Runes: Electrocute + Sorcery
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order
Transcendent (PASSIVE)
Syndra Passive Ability
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DISCLAIMER: The recent update to MobaFire somewhat broke my guide, so I'll be updating it soon to work with the new formatting. Thanks for understanding ♥ |
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TheBlueImperial
"I didn't outplay you, I killed you because you scared me and I accidentally hit my keyboard" |
IGN: TheBlueImperial (EUW) Playing since: December of 2017, I joined preseason leading up to season 8 Favourite Role: Support and Mid equally. Favourite Item: ![]() Introduction: Hey! My name is Nathan but online I go by the name TheBlueImperial or Blue for short and I've been playing league for about two years now and haven't looked back since. I'm from the United Kingdom despite my abysmal spelling/grammar and training to get my Helicopter Licences! | |
PS: Thanks for checking out my ![]() |
Syndra - The Dark Sovereign
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Why play ![]() Syndra is a perfect addition to any Mid (or even Support) players champion pool, she is incredibly fun and has a lot of skill expression, especially the higher elo you get with her. | ||
The Story of ![]() |
Positives
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Negatives
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Mid Pros and Cons breakdown: Syndra is an incredibly potent control mage with strong area denial and burst potential, she has decent scaling into the Mid/Late game and can bully many Mid champion out of lane. Where she struggles is her limited self peel that is on high cooldowns and her many hard counters. Support Pros and Cons breakdown: While being unconventional support Syndra can be incredibly fun. You're often playing against squishy Marksman, Mages or Enchanters that you're capable of bursting down and your ability to peel for yourself or Bot laner against engage is not to be underestimated. Where she falls off in this lane is her high mana costs and reliance on abusing her early game combos to gain a lead. |
Passive - Transcendent
"Upgrades your abilities once they hit max level, giving unique effects or damage buffs" | |||||||
Each of ![]() | |||||||
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Q - Dark Sphere
"Does AoE damage and Produces a dark sphere that lasts for 6 seconds" | |||
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Magic Damage: 70 / 105 / 140 / 175 / 210 (+ 65% AP) Cost: 60 / 65 / 70 / 75 / 80 Mana Cooldown: 4 Seconds After a short delay, ![]() ![]() ![]() Total Damage at Max Rank: 262.5 (+ 81.25% AP) Bonus Magic Damage: 52.5 (+ 16.25% AP) | ||
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W - Force of Will
"Picks and and yeets something, applying damage and a slow to all hit" | |||
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Magic Damage: 70 / 110 / 150 / 190 / 230 (+ 70% AP) Cost: 60 / 70 / 80 / 90 / 100 Mana Cooldown: 12 / 11 / 10 / 9 / 8 Seconds Slow: 25 / 30 / 35 / 40 / 45% Syndra grabs the closest ![]() ![]() ![]() Total Damage at Max Rank: 230 (+ 90% AP) Mixed damage | ||
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E - Scatter the Weak
"Knocks back all enemies hit and orbs, enemies hit by knocked back orbs are stunned" | |||
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Magic Damage: 85 / 130 / 175 / 220 / 265 (+ 60% AP) Cost: 50 Mana Cooldown: 18 / 17 / 16 / 15 / 14 Seconds ![]() ![]() ![]() | ||
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R - Unleashed Power
"Literally yeets as many orbs as possible to make your enemies health bar drop like a rock" | |||
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Maximum Magic Damage: 630 / 980 / 1330 (+ 140% AP) Minmum Magic Damage: 270 / 420 / 570 (+ 60% AP) Magic Damage per ![]() Cost: 100 Mana Cooldown: 120 / 100 / 80 Seconds ![]() ![]() ![]() ![]() | ||
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Priority #1
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Why do I max this first? Due to the raw amount of value each rank of the ability gives. It increases the damage by a considerable amount and lowers the cooldown.
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Priority #2
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Why do I max this second? This ability is Syndra's bread and butter, it's your main damage source and the
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Priority #3
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Why do I max this third? The main reason you max this ability next is to reduce the cooldown of the ability, since it is Syndras only real self peel. The upgrade from
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Priority #4
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Why do I max this last? The scaling on the ability is mediocre and the ability itself can be quite clunky. It's
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Flash: Pretty much a must take summoner for the majority of the champions in League, it's useable both aggressively to secure kills that would otherwise be out of your reach or defensively to escape certain death such as an incoming
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Ignite: This summoner provides a lot of extra kill pressure in lane and will likely increase your chances of snowballing. It also helps significantly with any matchups that have healing in their kit. Take against winning or heal heavy matchups.
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Good Against
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Teleport: Essentially you want to take Teleport whenever you're against a lane opponent you know you're unlikely to be able to kill. Teleport means you're able to get a safe back without missing CS or following a roam you'd be unable to follow otherwise.
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Good Against
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Barrier: If you don't ban Fizz and end up against him, take Barrier alongside the Anti-Fizz runes. He hard counters your kit and unless he misplays you're unable to beat him, taking barrier just denies him any snowball from killing you.
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Take Against
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Cleanse: Cleanse is mainly a counter to
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Take Against
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Exhaust: Less common but if you're against a lot of assassins and really need something to help keep you alive then I recommend going Exhaust, it'll significantly cut down their burst potential to the point they have to run or wait it out.
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Good Against
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Phase Rush + Secondary Runes
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When do I take these Runes: When you know you'll be against a hard lane matchup that you probably can't win you'll want to take this rune page. It makes the laning phase much safer by allowing you to speed away from engages or ganks and scales incredibly well into the late game. | ||||||||||||||
Phase Rush: Incredibly strong against difficult matchups or dangerous lanes, allows you to zoom away from danger like it never existed. It scales incredibly well into the late game so you can reposition in teamfights quickly after engaging or getting engaged on.
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Sorcery: Row One Options
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Manaflow Band: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
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Nullifying Orb: A very useful rune against AP assassins that helps "nullify" some of their burst damage. If you take this I recommend going
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Sorcery: Row Two Options
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Transcendence: Since Syndra is incredibly cooldown reliant, more ability haste is always welcome. The new passive that refunds 20% of remaining cooldown upon takedown is also incredibly satisfying and game changing.
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Sorcery: Row Three Options
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Gathering Storm: The longer the duration of the game the stronger you become, an infinitely scaling rune that grants AP every 10 minutes. If you think you'll be unable to do much early and want a stronger late game take this.
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Scorch: Helps poke your lane opponent out of lane and strengthens the hit and run playstyle that Phase Rush enables, it might not seem like a lot of damage but it certain adds up and has a short cooldown.
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Inspiration Secondary Runes
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Biscuit Delivery: Free sustain is free sustain, it helps a lot in difficult matchups especially poke ones. It also gives permanent mana cap increase by 50 per Biscuit (Up to a maximum of 150).
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Time Warp Tonic: This rune converts 50% of a potions regeneration effect as an upfront heal (or immediate mana grant). It'll save your life regularly because of the burst heal or giving enough mana to cast an ability.
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Precision Secondary Runes
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Presence of Mind: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
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Legend: Tenacity: If you find yourself against a team with large amounts of reducible CC I highly recommend taking this rune, it is often the difference between escaping and being killed in a stun.
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Sorcery + Secondary Runes
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Electrocute + Secondary Runes
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When do I take these Runes: Often if you're in winnable lanes that you know you're capable of bullying consistently you take Electrocute, it increases your trade damage and your 100-0 capability against your opponent so they either have to die or leave lane. | ||||||||||||||
Electrocute: Electrocute works incredibly well with Syndras kit, Syndra often wants to be taking quite short trades where the opposition rarely gets to get any hits back in, electrocute bolsters this trade damage significantly. Syndra also has insane 100-0 capabilities that are only further strengthened by this Keystone.
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Domination: Row One Options
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Taste of Blood: Further strengths your trades by helping revert some of the damage received by your opponent in a trade, leaving you in a much stronger position over the enemy laner.
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Cheap Shot: Increases your trade or full combo damage slightly to help secure some extra kills, easily proc'd in all-ins since you're often required to hit your
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Domination: Row Two Options
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Eyeball Collection: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways.
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Zombie Ward: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways.
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Ghost Poro: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways.
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Domination: Row Three Options
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Ultimate Hunter: This will reduce the cooldown of your ultimate ability (and it alone) per stack which are obtained by getting takedowns on unique champions. Take if you want more uptime on your ultimate for more kill pressure.
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Ravenous Hunter: This rune provides some much needed Omnivamp for healing off damage to sustain in fights or heal off minions. The heal increases per stack which are obtained by getting takedowns on unique champions.
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Sorcery Secondary Runes
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Manaflow Band: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
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Transcendence: Since Syndra is incredibly cooldown reliant, more ability haste is always welcome. The new passive that refunds 20% of remaining cooldown upon takedown is also incredibly satisfying and game changing.
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Precision Secondary Runes
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Presence of Mind: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
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Void Staff: If you find yourself against a team with large amounts of reducible CC I highly recommend taking this rune, it is often the difference between escaping and being killed in a stun.
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Electrocute + Secondary Runes
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Anti-Fizz Runes
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When do I take these Runes: If you're mad enough not to ban ![]() | ||||||||||||||
Summon Aery: Realistically the only way to poke him consistently poke him because his kit has multiple ways to avoid your abilities and combos, so having consistent poke damage outside of your abilities is important. Make sure you're constantly autoing him, especially before he hits level 6, just make sure you don't aggro big minion waves.
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Nullifying Orb: In combination with
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Transcendence: Since Syndra is incredibly cooldown reliant, more ability haste is always welcome. The new passive that refunds 20% of remaining cooldown upon takedown is also incredibly satisfying and game changing.
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Scorch: Helps poke your Fizz out of lane and strengthens the poke focused damage that Summon Aery enables, it might not seem like a lot of damage but it certain adds up and has a short cooldown.
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Precision Secondary Runes
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Presence of Mind: Since you have to take
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Precision: Secondary Options
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Legend: Tenacity: If you find yourself against a team with large amounts of reducible CC I highly recommend taking this rune, it is often the difference between escaping and being killed in a stun.
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Coup De Grace: If they don't have a large enough amount of reducible CC to justify
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Anti-Fizz Runes
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Luden's Tempest: This will be the Mythic you take majority of the games, it provides AP, Mana, Ability haste, magic pen and a burst/poke focused passive which is everything Syndra wants. Try to space out trades to make full use of the passive for the best possible outcome when fighting. The passive also allows you to oneshot caster minions which is incredibly useful.
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Liandry's Anguish: When you're against teams with multiple tanks and/or champions with high health pools Liandry's is the better option. Your abilities will apply a flat damage and % max health burn for 4 seconds while shredding their magic resistance to you over the duration. This allows you to actually dent some of the tankier champions in the game.
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Void Staff: I honestly cannot think of a game where I haven't had this item at full build, it's incredibly power, stupidly cost efficient and 40% magic pen just sky rockets your burst damage to anyone with MR. You'll often build this 3rd item (excluding boots) but you can delay it to either your 4th or last item depending on how if the enemy has built much MR yet.
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Sorcerer's Shoes: You'll often be taking boots second item, the movement speed is incredibly useful since you're an immobile mage. The main reason you choose these boots over other items is because it provides 18 magic pen which is incredibly strong on mages with strong 100-0 potential. Since you're regularly going Ludens you end up with a combined magic pen at full build of 44.
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Everfrost: A Mythic that is a counter to Assassins and high mobility carries that are incredibly hard to lock down. You can use it to followup your E or guarantee your E will land, whichever way seems most appropriate in the situation.
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Good Against
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Zhonya's Hourglass: Essentially takes you out of combat for 2.5 seconds, making you immune to all sources of damage. It's incredibly strong because of it's ability to negate big sources of long cooldown abilities, it's also quite cheap.
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Good Against
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Banshee's Veil: It's best to take this item when against heavy AP damage enemy teams while only slightly denting your damage output. Incredibly strong against long cooldown engage abilities like
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Good Against
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Morellonomicon: Provides a decent amount of Ability Power and Health but the sole reason you take this item is to reduce the healing of enemy champions significantly, it's a must pick against drain-tanks and heal focused champs like
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Good Against
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Mejai's Soulstealer: An incredibly cheap item that allows you to snowball incredibly heavily. However, it comes at the risk of being dependent on the amount of stacks you have which you lose 10 of upon death. If you feel like you're winning the lane hard and want to snowball significantly harder I'd recommend picking up this item.
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Cosmic Drive: Provides a huge amount of Ability Haste which is hard to come by in the Mage itemisation compared to previous patches. Also when you have 180 AP (Which isn't hard to get) you get a permanent movement speed increase.
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Horizon Focus: Provides a lot of Ability Power and a passive that marks enemies you hit with either CC or 750+ distance away, making said targets take 10% increased damage from all your abilities. It's essentially the budget version of
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Rabadon's Deathcap: Damage, more damage and even more damage. The soul purpose of this item is to bolster your damage to insane proportions, the downside is it's incredibly expensive, even the components themselves are incredibly expensive. It's a huge powerspike you should definitely aim for if you're not behind.
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Seraph's Embrace: Syndra is incredibly mana hungry, she burns through mana in fights like it's nothing, this is a result of her low cooldown
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Mercury's Treads: If you're against an incredibly AP heavy team with lots of reducible CC then I'd highly recommend picking up these boots, the loss of magic pen is justified for the increase in survivability.
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Good Against
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Plated Steelcaps: If you're against an incredibly AD heavy team with lots of auto attacked focused damage then I'd highly recommend picking up these boots, the loss of magic pen is justified for the increase in survivability.
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Good Against
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Standard Build
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When do I use this build? This is often the standard build that is coming more into popularity. However, often you'll replace ![]() ![]() |
Anti-Tank
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When do I use this build? Essentially building to combat enemy teams with multiple tanks such as ![]() ![]() ![]() |
Against Heavy AP
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When do I use this build? A build to help combat enemy teams with tons of magic damage and engage abilities like ![]() ![]() |
Against Heavy AD
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When do I use this build? If they've got an AD heavy team (especially if they're auto attack focused) I highly recommend building something along the lines of this. |
Early Game: The Laning Phase
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If you're running Electrocute (and often combined with ![]() Just because this is a winning matchup does not mean you can't lose it, be aware that since you're not running ![]() ![]() Once you're level 6 you want to start looking for all ins, since your ![]() ![]() ![]() | |||||||||||||||
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You'll usually be running Phase Rush (and often combined with ![]() This playstyle is incredibly effective against champions that either counter you early or need to get a lead early on to be effective in the Mid/Late game. Since you're taking ![]() Since you're not running ![]() ![]() ![]() ![]() | |||||||||||||||
How to guarantee poke in lane
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Poking your enemy laner is an incredibly important part of playing
![]() The best way to guarantee you'll hit someone with your ![]() ![]() | ||||||||||||||
DON'T USE YOUR ABILITIES TO FARM!
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I honestly cannot stress this enough, DO NOT SPAM YOUR ABILITIES TO FARM. It is a huge mistake many people new to the game or to
![]() ![]() You might be a mage but you still need to auto to last hit, if you're struggling with this I highly recommend booting up into the practice tool and just perfect the art of last hitting there. Overtime you'll get better and better at last hitting with your autos. Another reason last hitting is so effective with autos is because it's free mana regen off of ![]() | |||||||||||||||
Having your
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A huge mistake many players make when playing
![]() ![]() But what if I told you that ![]() |
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Know when to play safe and when to play aggressive
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When to play aggressive: When you have cooldowns up such as
![]() ![]() ![]() ![]() When to play safe: Essentially the opposite of when to play aggressive, if you have important cooldowns down such as ![]() ![]() ![]() An extra Tip: If you've been playing aggressively in lane and suddenly the enemy starts running towards you, they either have cooldowns up and they believe they can kill you OR their Jungler is ganking you and you should start moving towards your tower or your own Jungler. | |||||||||||||||
You might be a Midlaner but you still need to ward!
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You're not the support sure, but you're still just as responsible for vision control as any other member on the team. Make sure you're regularly warding key spots with
![]() ![]() When do I take ![]() When do I take ![]() ![]() ![]() When do I take ![]() ![]() | ||||||||||||||
Help your Jungler out everyonce in a while
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They can be incredibly annoying, make silly plays and contest things for absolutely no reason, but still keep an eye out for them when they're getting invaded or contesting objectives/scuttles. You'll potentially both get a kill out of it and maybe an objectibe.
The best time for you to look to roam and help your Jungler is when your wave is either pushed into their tower or you're waiting for the next minion wave to arrive. Don't leave if you're being shoved under tower by a huge minion wave, it wont be worth it. |
Mid/Late Game: The Madness Begins!
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Where do I go once laning phase ends?
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What lane you go to after laning phase is entirely dependent on the current state of your other laners. It also is entirely dependent on whether or not you're running
![]() One thing worth mentioning is no game will ever be the same when it comes to what lane you go to, it's completely dependent on how your fellow laners are doing and whether or not your teamamtes actually want to swap lane at all. Also, please keep an eye out for objectives, especially Baron and Drake as they're incredibly important. | ||||||||||||||
Top Lane (A): You'll often head Top Lane if your Top laner struggling against their laner and you're fed enough to beat them. You do not want to go Top if Drake is coming up soon and you don't have
![]() Mid Lane (B): If the enemy Bot Lane come mid and swap with their Jungler and your Bot lane isn't doing well enough to defend, you should stay Mid and defend and let your Bot Lane duo against a single person, hopefully increasing their chances of survival and getting back into the game. Bot Lane (C): Normally your Bot Lane will want to go Mid and take the turret since, especially if they're ahead because they'll want to snowball their lead as hard as possible. You'll also want to be down Bot Lane farming if no one else is there to catch a large wave. | |||||||||||||||
I don't have Teleport (Or it's on cooldown)
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If you don't have
![]() The reasoning for this is because you're a huge source of damage and setup with ![]() | |||||||||||||||
I have Teleport up and ready to use!
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Awesome, having
![]() ![]() What makes this so incredibly strong is that you can be applying pressure on the opposite side of the map from the objective and force one of the enemy team to match you and if a fight breaks out you can be there in a matter of seconds by using ![]() |
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Objectives, where games are thrown
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Objectives are insanely important in League, they can often be the difference between winning and losing the game. Make sure you're working as a team to obtain as many as possible.
Rift Herald: Honestly the least important objective in the game, they're great at securing some extra plates in the early game but they take a long time to kill and don't grant team power. Elemental Drakes: They're pretty important, they all providing varying % stat buffs and grant a strong amount of team wide power. Baron Nashor: Incredibly important, turns your minion waves that you're next to into powerful siege machines that the enemy have to answer to lose their base to. Also provides stat boosts to all allies effected by the Baron Buff. Elder Dragon: The most important objective of all in my opinion, games rarely go on long enough to see it and if the team that is ahead gets it, they basically secure the win. | ||||||||||||||
What on Earth do I do in Teamfights?
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It honestly varies from game to game, depending on how fed/behind you are and who is fed on the enemy team. You'll slowly but surely after each game grasp what you should be doing in teamfights depending on the game but to help get started here are some examples of what you should be doing in different scenarios.
I'm fed and the enemy has a fed carry such as ![]() ![]() I'm doing fine and they have multiple carries such as ![]() ![]() I'm behind but I have a fed carry such as ![]() ![]() ![]() ![]() There are so many situations, but you should always be playing to your teams strength, whether that be yourself on ![]() ![]() | |||||||||||||||
Always be busy, never sit AFK!
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Always keep busy, if you're standing around doing nothing you're wasting valuable time. There is always something to do, whether it be catching a wave in the side lanes, placing/clearing vision around objectives, walking up with your support/jungler to place vision or simply just backing to use the gold you've been sitting on. Keep busy and you'll find yourself missing out on less.
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DISCLAIMER: The matchups section is a part of the guide that usually takes the longest to do (especially with the code I'm using), so expect this to slowly grow overtime. |
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FIZZ
THE TIDAL TRICKSTER |
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Difficulty
| Matchup Introduction: Pain, pain is all this champion is to Syndra. If you don't ban him and you end up against him, I wish you luck. His kit counters yours incredibly hard. | ||||||||||||||||
Extreme
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Flash: Pretty much a must take summoner for the majority of the champions in League, it's useable both aggressively to secure kills that would otherwise be out of your reach or defensively to escape certain death such as an incoming
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Ignite: The best Summoner outside of
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Good Against
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Exhaust: If you're against a lot of assassins or ADCs with high amounts of burst damage then
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Good Against
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Electrocute + Secondary Runes
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When do I take these Runes: As Support Syndra you're looking to provide the best damage possible in trades or all ins on the enemy Botlane, Electrocute bolsters that damage significantly and realistically for Support Syndra there aren't any other decent Keystones. | ||||||||||||||
Electrocute: Electrocute works incredibly well with Syndras kit, Syndra often wants to be taking quite short trades where the opposition rarely gets to get any hits back in, electrocute bolsters this trade damage significantly. It also helps with doing all ins with your ADC/APC.
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Domination: Row One Options
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Taste of Blood: Further strengths your trades by helping revert some of the damage received by your opponent in a trade, leaving you in a much stronger position over the enemy laner.
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Cheap Shot: Increases your trade or full combo damage slightly to help secure some extra kills, easily proc'd in all-ins since you're often required to hit your
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Domination: Row Two Options
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Eyeball Collection: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways.
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Zombie Ward: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways.
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Ghost Poro: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways.
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Domination: Row Three Options
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Ultimate Hunter: This will reduce the cooldown of your ultimate ability (and it alone) per stack which are obtained by getting takedowns on unique champions. Take if you want more uptime on your ultimate for more kill pressure.
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Ingenious Hunter: Incredibly useful for Support Syndra as it reduces the cooldown of the active items you take and also reduces the cooldown of your trinkets allowing you to clear even more vision with
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Sorcery Secondary Runes
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Manaflow Band: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
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Transcendence: Since Syndra is incredibly cooldown reliant, more ability haste is always welcome. The new passive that refunds 20% of remaining cooldown upon takedown is also incredibly satisfying and game changing.
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Precision Secondary Runes
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Presence of Mind: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
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Void Staff: If you find yourself against a team with large amounts of reducible CC I highly recommend taking this rune, it is often the difference between escaping and being killed in a stun.
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Electrocute + Secondary Runes
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Spellthief's Edge: Since Syndra is an ability focused magic scaling mage, this support item is really the only good option for her. It provides Ability Power, Mana regen, Health and some extra gold per second since you're not able to farm.
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Liandry's Anguish: As Support Syndra you're focused on peeling and applying debuffs like
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Sorcerer's Shoes: I put this as the core boots for Support Syndra because she's still a mage with 100-0 potential, even on a support budget. The magic pen just makes this burst potential even more potent earlier on. But as Support you're best off taking the boots that fit the situation best.
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Zhonya's Hourglass: Essentially takes you out of combat for 2.5 seconds, making you immune to all sources of damage. It's incredibly strong because of it's ability to negate big sources of long cooldown abilities, it's also quite cheap.
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Good Against
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Everfrost: A Mythic that is a counter to Assassins and high mobility carries that are incredibly hard to lock down. You can use it to followup your E or guarantee your E will land, whichever way seems most appropriate in the situation.
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Good Against
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Luden's Tempest: There are some scenarios where you favour Ludens over Liandry's as a support. If you're finding yourself incredibly fed in lane and want to snowball that lead even harder then Luden's will be your best option. It is risky though as if you get shutdown and the enemy catchup, you'll fall behind very quickly.
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Banshee's Veil: It's best to take this item when against heavy AP damage enemy teams while only slightly denting your damage output. Incredibly strong against long cooldown engage abilities like
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Good Against
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Morellonomicon: Provides a decent amount of Ability Power and Health but the sole reason you take this item is to reduce the healing of enemy champions significantly, it's a must pick in lanes against champions like
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Good Against
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Mejai's Soulstealer: It's risky, especially as a support but because of its insanely good cost efficiency it can be incredibly useful in a lot of games. It also gives you a stack of your Mythic Passive for only a cheap cost of 1600 gold. The extra movement speed is also great for roaming around and getting to objectives faster.
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Void Staff: Incredibly useful and quite a cheap item in the mage itemisation group. I would almost say it's a core item because you're a Support you'll often favour more utility over extra damage to tankier targets. It's completely down to how many tanky people they have and whether or not you need to prioritise some utility item like
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Vigilant Wardstone: I honestly love this item, 10% movement speed and 40 Ability Haste?! that alone is amazing, especially for Support Syndra. What makes it better is that it increases how many control wards you can carry and increases the cap on how many wards and control wards you can place by 1. The only issue is that you need to be level 13 to get this item and have 20 stealth wards placed.
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Mercury's Treads: If you're against an incredibly AP heavy team with lots of reducible CC then I'd highly recommend picking up these boots, the loss of magic pen is justified for the increase in survivability.
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Good Against
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Plated Steelcaps: If you're against an incredibly AD heavy team with lots of auto attacked focused damage then I'd highly recommend picking up these boots, the loss of magic pen is justified for the increase in survivability.
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Good Against
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Standard Build
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When do I use this build? The standard build, super cheap for a mage build (since ![]() ![]() ![]() |
Anti-AP/CC Build
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When do I use this build? A build to help combat enemy teams with tons of magic damage and engage abilities like ![]() ![]() |
Utility Build
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When do I use this build? A more utility focused build for Support Syndra, it's cheaper and provides more utility but at the loss of a lot of damage. |
Snowball Build
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When do I use this build? If you're hard winning the lane and want to snowball it I recommend this build, it's still cheap but allows you to do significantly more burst damage to help snowball a winning lane. |
Early Game: The Laning Phase
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With Early Game ADC
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Support ![]() ![]() ![]() Since you're regularly using ![]() ![]() ![]() ![]() Do remember, despite being in a lane favoured to your and your ADC, you're still capable of losing whether it be from missing your abilities, getting ganked or most commonly running out of mana. Remember not to spam your abilities unnecessarily, Syndra is incredibly mana hungry and that doesn't change even with the extra mana regen from ![]() | |||||||||||||||
Without Early Game ADC
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While Support ![]() ![]() Since you're playing with an early game ADC the enemy laners should probably be trying to abuse this by attempting to force fights and engage onto you or your ADC. However, ![]() ![]() If you happen to find yourself under tower because your ADC has frozen the wave there and the enemy isn't trying to break it or dive you consider roaming to help your Jungler take objectives and invade or to head mid lane and potentially help secure a kill for your Midlaner. It's especially strong with champions that have really good setup like ![]() ![]() | |||||||||||||||
How to guarantee poke in lane
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Poking your enemy laner is an incredibly important part of playing
![]() ![]() The best way to guarantee you'll hit someone with your ![]() ![]() | ||||||||||||||
Having your
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A huge mistake many players make when playing
![]() ![]() But what if I told you that ![]() |
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Know when to play safe and when to play aggressive
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When to play aggressive: When you have cooldowns up such as
![]() ![]() ![]() ![]() When to play safe: Essentially the opposite of when to play aggressive, if you have important cooldowns down such as ![]() ![]() ![]() An extra Tip: If you've been playing aggressively in lane and suddenly the enemy starts running towards you, they either have cooldowns up and they believe they can kill you OR their Jungler is ganking you and you should start moving towards your tower or your own Jungler. Support Focused Information: Knowing when to play aggressive and when to play safe is almost entirely the same as Mid Syndra except with one key difference, you're not the only one in your lane anymore. You need to be matching your ADC with how aggressive you want to play and how safe you want to play, do not play aggressively if you know your ADC wont follow up or doesn't have the cooldowns to do so. | |||||||||||||||
How to align yourself with your ADC
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Another important Support related tip regarding how aggressive or safe to play is to know when to stand in front of your ADC, when to stand beside them and when to stand slightly behind them. When I say "slightly behind" I do mean only slightly, don't be under tower while they'll in the middle of the lane.
Stand infront of ADC: They're not strong early and can't punish you for walking up and poking them OR they've just wasted their cooldowns and have nothing to retaliate with at the moment. Stand next to ADC: When you're on equal levels of strength and poke, walking up with your ADC to poke/trade at the same time and walking back with them to avoid getting hit/focused. This way the damage taken is normally split between you both and one doesn't end up being forced to back super early. Stand behind ADC: They have a champion such as ![]() ![]() ![]() | |||||||||||||||
Warding is incredibly important
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You're the support and while vision control is just as important to anyone else on the team, it is one of your main jobs and what you as a support excel at since you're carrying 4 wards and an
![]() When do I take ![]() When do I take ![]() ![]() ![]() ![]() ![]() When do I buy ![]() |
Mid/Late Game: The Madness Begins!
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Where do I go once laning phase ends?
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What lane you go to after laning phase is entirely dependent on the current state of your other laners. It's also dependent on whether or not you and your ADC won lane and want to snowball it or lost lane and need to play safe.
One thing worth mentioning is no game will ever be the same when it comes to what lane you go to, it's completely dependent on how your fellow laners are doing and whether or not your teamamtes actually want to swap lane at all. Also, please keep an eye out for objectives, especially Baron and Drake as they're incredibly important and as the support you're often responsible for clearing, placing and denying vision around them. | ||||||||||||||
Top Lane (A): You'll often head Top Lane if your Top laner struggling against their laner and you're fed enough to beat them. You do not want to go Top if Drake is coming up soon because both you and your ADC are important for objective control, especially you because of your vision control.
Mid Lane (B): You'll normally end up swapping with your Mid laner to take down the Mid turret as quickly as possible since that tower provides a lot of map control and safety for the enemy team between objectives. Getting it down next is incredibly impactful. Bot Lane (C): If neither Top or Mid want to swap because they're doing extremely well and are more than capable of taking the towers themselves and you're not fed, you'll often stay Bot lane or at least your ADC will, you're more than welcome to roam between lanes and provide support to tower sieges. | |||||||||||||||
Objectives, where games are thrown
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Objectives are insanely important in League, they can often be the difference between winning and losing the game. Make sure you're working as a team to obtain as many as possible.
Rift Herald: Honestly the least important objective in the game, they're great at securing some extra plates in the early game but they take a long time to kill and don't grant team power. Elemental Drakes: They're pretty important, they all providing varying % stat buffs and grant a strong amount of team wide power. Baron Nashor: Incredibly important, turns your minion waves that you're next to into powerful siege machines that the enemy have to answer to lose their base to. Also provides stat boosts to all allies effected by the Baron Buff. Elder Dragon: The most important objective of all in my opinion, games rarely go on long enough to see it and if the team that is ahead gets it, they basically secure the win. | ||||||||||||||
What on Earth do I do in Teamfights?
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I considered rewriting this entire section for Support
![]() The key difference here is if you're going a more utility focused ![]() | |||||||||||||||
It honestly varies from game to game, depending on how fed/behind you are and who is fed on the enemy team. You'll slowly but surely after each game grasp what you should be doing in teamfights depending on the game but to help get started here are some examples of what you should be doing in different scenarios.
I'm fed and the enemy has a fed carry such as ![]() ![]() I'm doing fine and they have multiple carries such as ![]() ![]() I'm behind but I have a fed carry such as ![]() ![]() ![]() ![]() There are so many situations, but you should always be playing to your teams strength, whether that be yourself on ![]() ![]() | |||||||||||||||
Don't sell your support item, please
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I know it is incredibly tempting to sell that Support Item, especially when you have enough gold to replace it with an item such as
![]() If you really want to replace an item and you have ![]() ![]() ![]() |
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Always be busy, never sit AFK!
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You're a support, you always have something to do. You should be actively supporting your teammates, placing vision with your
![]() ![]() ![]() ![]() ![]() If push comes to shove and no one is catching a wave that is about to siege one of your turrets any of the lanes, feel free to take it. Don't feel bad for taking CS to get some extra gold and experience if would otherwise had been unclaimed by anyone else. |
DISCLAIMER: The matchups section is a part of the guide that usually takes the longest to do (especially with the code I'm using), so expect this to slowly grow overtime. |
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BLITZCRANK
THE GREAT STEAM GOLEM |
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Difficulty
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Matchup Introduction: A huge counter to Syndra support and to most squishy supports in general, getting hit by ![]() | ||||||||||||||||
Extreme
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When do you use this combo? This is just the basic run of the mill combo for Syndra, it's the combination of her
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When do you use this combo? This will be your main source of damage in lane, you'll initiate most trades like this, it costs less mana than using your
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When do you use this combo? Similar to the previous combo, you're aiming to trigger electrocute quickly in a trade. I recommend using
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Oops, you appear to have lost your health bar!
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When do you use this combo? Similar to the previous combo, you're aiming to trigger electrocute quickly in a trade. I recommend using
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And they say I lacked balanced... (200 years riot)
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When do you use this combo? The 6
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When do you use this combo? It's an extremely niche combo but sometimes useful (and accidental but just pretend you did it on purpose).
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Warding? How important is it? Warding is incredibly important in League for every single role in the game, especially Support. It's all about providing vision for your team to safely move around the map and potentially spot and catch out lone enemies, vision denial is all about removing this advantage from the enemy team by clearing their wards with ![]() ![]() Where is the warding guide? I've not gotten around to making my own guide regarding vision control and warding. However, I've provided links below to some useful sources of information until I myself produce a guide for it. | ||||||||||||||
Jovy's Warding Guide: Here is a great warding guide made by Jovy that talks about vision control in general and great warding spots for specific parts of the map. Click Here to view.
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Mobachampions Warding Guide: A useful guide regarding vision control in general and warding spots, useful for new comers to vision control. Click Here to view.
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Thank you for reading! Greatly appreciate you having a read of my Syndra Mid and Support guide for season 11, I've had a lot of fun with the champ and making this guide, I'll be continuing to upgrade and update this guide for the foreseeable future. Feedback? If you have any feedback regarding my guide I'd be happy to hear it, especially if its concerning my abysmal spelling! If you have any queries regarding why I build certain things or recommend particular items/runes over others I'd be happy to answer. |
Sometimes when guiding others you need some guidance yourself! Incredibly thankful for the super helpful community of Mobafire for helping me with the production of this guide, from coding to design and all round advice. | |||||||||
Katasandra
A huge thank you to Katasandra for the help with tables and all things guide related, forgive me for the abominations of code I've given you to check over. Thanks for being brave enough to lane with me, even with my peculiar support picks :P Check out Katasandra's guides: Here | |||||||||
Jovy
Incredibly grateful for the banners that Jovy made for this guide, they look amazing and fit the theme of the guide perfectly. Check out Jovy's guides: Here |
Syndra Guide Changelog: Version 1
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