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Very easy lane. Though she has a lot more AP skill scalling, you outrange her and so, should be able to take her down with no problems. Be carefull, though, with her post-6 combo (flash+ult-stun), that is pretty deathly to you.
Heimerdinger
Syndra's greatest lackey. His -almost- unique power source is his turrets, which Syndra can EASILY mess around with. He has no dashes and relies a lot with skill shots, so he's no worry to you.
Anivia
Syndra can get around with her, and in most of the times, stomp the lane. But be advised: Anivia's no shit to be messed with. Pre-6, she's easy because of only having one smart-cast skill. Post-6, be careful. Her slow is a problem to you when she ults, and in that, she can combo a stun from her Q and do lots of damage.
Ahri
Easy EARLY lane. Read that? EARLY. DO NOT wait for you to harass her after she got some itens, Needlessly Large Rod. Pre-6, you can dodge her Q and E with some thinking, and because of your skills range, you are (almost always) likely to be able to dodge her W. Post-6, be careful. Stay among the minions so when she ults, she can't land a combo on you.
Akali
What to say? Akali is Akali... Pre-6 is OK, because you bully her so much, but Post-6... just sit and cry. She has multiple stacks of her ult, so when she jumps on you, sending her away with your E is useless. Plus, if she's a good Akali, she'll throw her W to prevent you from ulting her while her cooldowns are down. So, ask for early ganks and be aware. Plus, she tends to roam a lot, so buy some wards.
Azir
He can be a bully to you if he knows how to land and position his soldiers. As they are untargetable, you can't do anything to them besides take damage. Try to predict and dodge where he spawns/sends his soldiers to, and you should be fine.
Brand
Easy lane, as Brand is relies very much to hitting you with an ability and after, stunning you with his Q. That combo is very hard, given you can dodge his skills and dodge his Q even more easily. Try, though, not to be around allied champions or minions when he ults, as the fireball will prioritize you to jump back onto.
Cho'Gath
Most seen on top/jungle these days, it can appear every once in a while. If it ever does, you should stomp him easily too. He's a meele champion, so point to you. His Q is somewhat easy to dodge (when efficiently predicting) and one of his skills is passive. Just be carefull because this shit gets REALLY tanky. He'll have to either ult you for damage or ult a minion for extra health. Rushing Deathfire Grasp would be very good.
Cassiopeia
Her skills are not difficult to avoid, but her spell that expands over time can be annoying if she casts it correctly. Plus, after her rework, her fangs are hurting more. All in all, you can burst her first with your stun, but be sure to do so, or she will go after you.
Diana
Pretty similar to Akali all in all. Pre-6 game is easy, as she (should) is able to only harass you with her Q. Post-6, she becomes a trouble. Her Q-R combo hurts, and Diana players either tend to rush Abyssal Scepter or Deathfire Grasp, which makes them hurt even more. Good thing is: you CAN stop her ult on you while she's on the way with your E, though it has to be perfectly timed and cast, which is hard even for some pro players.
Ezreal
Not much seen, but can happen. AP Ezreal is tricky. Try to dodge his skillshots, and be careful with his ult, which will hurt A LOT MORE than if he goes AD. Try to stun him when you know his dash is down.
Fizz
Hardest Syndra counter. This little **** here is a problem pre and post-6. He can easily dodge your Q and get close to you (doing damage) at the same time, not to mention how he can (not so easily, but yet) completely counter your ult with his Trickster/Playfull. So, one of the few things left to do: cry. Other than that, farm safely and ask your jungle for massive and insane ganks.
Galio
Difficult lane. Galio's skills are easier to land than yours (I find so) because one of it goes through minions and has a longer range. Plus, he has a shield and slow, and the famous ult. Not someone you wanna mess around. You can trade with some care, but ask for ganks and keep it warded. If he ults you with his jungle near, 99% probability rate of death for you.
Gangplank
Not usually picked, but... His heal will be ridiculously high, and his Q tends to hurt. Plus, his ult will slow you to death if cast correctly. What makes him "killable" is the fact he has no escape or dash, being very vulnerable to your stun. Whenever you manage to do so, harass him. Do not ult him if you know he has his heal up, because it will most likely make your ult deal less damage.
Jarvan IV
I've played against Jarvans sometimes, and it's complicated. His Q hurts so f****** much, has a low cooldown and costs little mana. So, Jarvan-mid players tend to harass you as much as they can with that, and whenever you're low enough, dash to you and kill you mercilessly. Be aware of that by saving your E. You do not stop his ult with your E, though, so having flash or Zhonya is good. Ask for ganks.
Jayce
Same thing as Jarvan. You stop his dash to you, though, but his Q range is ridiculous, so be careful. He is a lot squishier, so if you feel confident for trading with him, go for it, but be advised that if you don't (nearly) instakill him, he'll kill you.
Karma
Dodging her Qs is your main job. Without them, she shouldn't be hard to take out. Problem is, as they deal AoE damage (though small) when they come into contact with monsters or champions, she will tend to try to land you by this way (if not directly). Also, be careful if she shields herself and runs toward you: when that happens, she will most likely W you, wait for you to be sneared and then Q-ulted you. That HURTS. Plus, try to ult her when her shield is down.
Karthus
You outrange him, and has more CC than him. Therefore, this should not be a problem. Try to avoid being caught without minions near by his Q, because it will deal double damage and hurt more.
Kassadin
Akali style, but he has a magic shield and sucessive dashes (if with mana enough), so be careful. Pre-6 is his weaker part of the game as he doesn't have his ult to escape, so it's the best time for you to try to kill him with your jungler. Ask for ganks and be careful.
Katarina
Katarina is Katarina... you can outbully her, but that's not a big problem for her, and her damage is higher (with ult). Pre-6 try to kill her to snowball, otherwise it you get complicated to you. Post-6, save your E to stop her ult. Rush a Deathfire Grasp, because she can easily get out of your range with her Shunpo, so assuring she will die regardless of distance is good.
Kayle
Tricky lane. It can be either easy or hard. The only thing you need to pay attention is to her ult when she gets it. When you drop her health low enough, do not you. She will most likely ult herself to prevent damage. Wait and try to ult immediately after with ignite. Also, pay attention to her heal and do not let her harass you with her slow and ranged attacks.
LeBlanc
Hard lane. Although she doesn't have a way to deny your ult, she can melt you down easily before you do so. Try not to be in her Q-W combo range, because it often takes 20-40% of your health at once! If predicted, you can stop her dash (W) to you with your E, but that's hard. Plus, wait for it (W) to be down to try to stun her, as she will most likely dash close to you when you attempt to do so.
Lissandra
Tricky lane. Really depends of how Lissandra plays. She has a higher mana-sustain then you, but you outrange her skill kit. She can escape with her E easily, and completely ignore your ult and possibly deal damage at the same time. Be careful and ask for ganks as it's never bad to do it.
Lux
Easy lane. The only thing that outranges you is her E, but dodging that is kinda easy if you always go toward her when she casts. Stun her, do your combo and kill is guaranteed.
Malzahar
Tense lane. If you get too close, his skills will jump onto you and the damage is HIGH! Plus, they tend to rush Rod of Ages and Zhonyas, which make them hard to kill. Ask for early ganks and try no to mess around. If he ults you, you're most likely dead.
Mordekaiser
Hard lane. His passive completely annoys Syndra damage, because it is exclusively for magic damage. Plus, he has sustain. His weakness is lack of escape, so ask for ganks and stay clear of taking his skillshots.
Morgana
Same thing of Mordekaiser. Her Q damage is ridiculous and after 6, if she does land it to you, you're pretty much dead with her ult combo. Her shield prevents her from being stunned or slowed by you, and covers a lot of (your) magic damage. Ask for ganks and be wise.
Nidalee
If you dodge her Q spear, you should be fine. Be careful with the traps harass, and don't let her heal for free. Be sure to one-hit her if you can, because her jump is pretty annoying to your range.
Orianna
Orianna's gamestyle is tricky. If she does know how to position her ball, it'll be hard for you. Your range and hers are alike, so try your best to dodge her Q-W combo that is like Leblanc's: hurts A LOT. Other than that, also rush a Deathfire Grasp (after Athene's) to make sure she dies at sight, because her shield makes it difficult in early levels.
Riven
Hard lane. Though you can stop her from coming close to you with your stun, she has a skill kit that has infinite dashes and shield and low cooldown. So, ask for ganks and do not let her come close to you at any cost, because if she does, you're most likely dead.
Syndra
Depends. You know (or will if practing haha) how to play Syndra, so it's up to who can land more skills.
Talon
Hard lane. His blade harass is hard and sometimes difficult to dodge (when, for example, you're inside the minions wave and can't run straight back). When he jumps onto you, it's nearly dead. If it doesn't happen, he still has his ult hehe. Ask for early ganks and play safe.
Twisted Fate
No escape at all besides his stun, which you also has one so you guys are even. You can easily kill him pre and post 6, so use and abuse of your power! Also, something very useful to your team is that you can stop his teleport from his ult with your knock-back/stun.
Veigar
Tricky one. His stun is quite annoying, so be careful with it. Apart this, you outrange him and has more burst potential. Asking for ganks is a good option if you're not handling him yourself.
Vel'Koz
Not the hardest, but not the easiest. Though it's hard for him to land his Q, it's not to land his W and E as well as his ult. So, try not to take free harass. He doesn't have an efficient escape, so use that to your advantage and ask for ganks (you should be able to kill him alone, though).
Viktor
Similar to Vel'koz difficult. The problem is his stun, which is annoying as it slows you before stunning you (making it easier to stun you, so). Do not take free harass and you're good to go.
Xerath
His Q range is very high, so he can hit you when you can't do shit to him. Be aware of that and try to dodge, though doing so is difficult. Ask for ganks as he doesn't have escapes and landing his stun is a little difficult.
Yasuo
Akali-level of difficult. He can dodge your Qs easily, as well as anything else, and still block your ult with his wind wall. Good point to you is his wind wall doesn't stop your Qs or Ws. Use that to your advantage, don't take free harass and play safe. Call for ganks.
Zed
Very difficult lane. Early levels, you can get by with him, but after he has some itens and/or his ult, you're in trouble. He can deny your ult by using his, so be careful. Ask for ganks and try to roam.
Ziggs
Not very much seen after Season 3, but not a hard lane. Dodge his Qs and you're good to go. Do not understimate, though, as he can snowball better than you due to his ult-range.
Zyra
Be careful with her. Her mechanics are similar to yours, so be aware. Do not engage a fight close to her, as her plants will deal damage to you. Also, if you kill her and survive with low health, pay attention to her passive.
Ekko
Not really hard. Dodge his Q and you should be fine. His field takes a long time to set up, so take that in advantage and outplay him. Be careful not to waste your whole combo (ult + ignite) on him if he has his ult up, as it'll deny all your spheres. Try to make him use it before.
Vladimir
Not really hard. You get to wreck him in early game. Your only concern is if he starts building MR (usually banshee) early, because it'll give him all he needs because of his passive: health, MR and AP. Ask for some ganks, get some kills and you'll do well.
Why do you have only one item on the actual Table of Content? LOL
Well, I got too tired to remake everything as only one chapter after I found out how to get rid of the Table of Content, so here it is LMAO.
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Hi! My (real) name is Luís, and I play in the brazilian server for almost 2 years. I'm no high elo (in fact, my account used to be Gold 4. I've reached Gold 2, but never past. Now it's banned so I've been playing in another. Old one's nick: DraSyndra), but I've been playing Syndra since I was level 5 or so. Therefore, I can say I know some tricks with her. xD
"People fear what they cannot understand." Syndra
Syndra is a mage with thirst for power. From Ionia, she grew up on a temple where an old man, who became her master, taught her about her power. Though once enchanted by learning, she felt her powers were not growing any stronger after a while, and demanded that her master explained her why. He told her that he had contained her powers in order for her to learn how to control it. Feeling betrayed, she confronted her master asking him to remove it. As he denied and told her it was for her best, she killed him. After doing so, she felt her power growing within her vains again.
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PROS
+ Extremely High Burst
+ Great 1v1 Duelist
+ Sexy Dark Art and Voice
+ Mobility on Casting Spells
+ Extremely Rewarding Once Mastered
CONS
- Super Squishy
- Hard to Learn
- Can Miss Skills
- Mana Hungry
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Runes
Precision
Fleet Footwork
Phase Rush
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This is the common page I've used and felt fits more Syndra. Let's go through each one for details, shall we? Easter egg!
Standard pick here. Most of people run Magic Penetration on marks, and though I've seen people using Greater Mark of Ability Power, I don't think it's worth since early Magic Penetration is always welcome.
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The reason why I use these runes is because having mana on Syndra is really important. On early levels, you may run out of mana while poking and zoning your opponent out, so I like using these. On season 5, some people have been using Greater Seal of Health, which I've tried and didn't feel fit to her. If you are more comfortable with having more HP instead of mana, go for it though.
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Having defense is good and necessary, so here it is. If you feel confident about dodging skills, go for Greater Glyph of Ability Power.
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Needless to say, having +15 AP in the beginning is good. Some people sometimes go for Greater Quintessence of Movement Speed and justify that having mobility to dodge skillshots can mean surviving more. I don't believe it so much, but it's up to you.
Most picked Summoner Spells. Flash provides you the escapes (or engages) that you need, and Ignite helps you finishing the combos that you can't get the kill out of it. I personally do not recommend using other Summoner Spells, because they are not worth losing one of the two aforementioned. Exhaust is really not good on Syndra, as you have stun and slow. Teleport might be useful for ganking, but you become a lot less threatening for the other team as they know you won't be able to burn ( Ignite) them down. Heal or Barrier might be good against high burst champions as well, like LeBlanc or Veigar, but I still prefer taking Ignite and positioning myself better.
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Nothing much different from the things seen out there. Some explanations: Easter egg!
1st. The reason I don't put points in the Defense page is because Syndra is no tanky champion. Of course, having health, armor, magic resist, tenacity and etc is good, but it's not worth to have it while throwing mana regen and mobility away.
2nd. Some people like to put points in the left side to the Offense page, such as Double-Edged Sword , Expose Weakness and etc. Let's go through each one and I'll explain my point of view why I believe it's not worth.
Double-Edged Sword - Syndra doesn't need to take any more damage than she is already vulnerable to, not even if it'll increase het output damage by 1.5%. Expose Weakness - Not very usefull for early game, and generally you kill people before your team can help with that. If you can't melt them down, it's probably because they're not supposed to be your focus. Spell Weaving - Increasing your spell damage, in the best chance, by 3% means when your Q deals 300 damage, it'll be increased by 9. Not really worth. Blade Weaving - Increasing your basic attack might not be what you're looking for... Frenzy - Increasing your critical attack, really?
3rd. Feel free to go nuts while trying new Utility page combinations, but be sure to get Runic Affinity as you are a blue-lover.
Whenever you have enough gold to afford a Forbidden Idol, do it. Mana regen is essential for Syndra, so don't wait to get that. Sometimes you've killed so many mere mortals during your roaming and etc that you're able to go for Morellonomicon at once. Depending on the gold you have, buy an Amplifying Tome, Fiendish Codexand if there's enough gold left, pick up some Boots.
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First Item
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Your first item should be Morellonomicon. Cool discussion: Morellonomicon or Athene's Unholy Grail? Well, this only you'll be able to define. I've used both, and both of them fit Syndra really well. Easter egg!
In case you happen to buy Morellonomicon in your first back (as Syndra has the killing potential to provide you that, sometimes), check your enemies. If you have tanky people, like Cho'Gath, Kassadin, Malzahar, etc, consider building Deathfire Grasp. It helps you with bursting them down, as well as gives you more CDR. RIP Deathfire Grasp :(
See what you need most (more AP, some magic pen, etc). Easter egg!
If you have squishy people like Annie, Lux, Karma, Veigar, etc, go for either Rabadon's Deathcap or Void Staff. Both of them will provide you great damage output by either enhancing your AP or giving you magic penetration.
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Core Items
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As Syndra, your main items should be Rabadon's Deathcap and Void Staff. Eventually, your enemies will start building magic resist against you and you'll need to bypass that. The AP 30%-enhance will greatly help you picking kills across the map and teamfights. Some people like to rush Zhonya's Hourglass, but I like to build it later in the game. Although the active is pretty awesome, you need more things other than armor, and you can compensate the loss of its active by positioning yourself wiser. If you're facing a AD, though, it's a good choice.
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Deffensive Items
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If you are facing too much CC from your enemies, consider picking a Banshee's Veil. It gives you health as well as magic resist, which is good versus most common midlaners, and the passive is the heaven for you. If survival is what you need, go for Rylai's Crystal Scepter. The slow helps you keeping people away from you with your stun-slow combo, and it gives you more health as well as AP.
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Situational Items
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As aforesaid, some other items can be included. If you want to provide more utility to your team, try Twin Shadows as it'll reveal people in range as well as slow them. Going for Seraph's Embrace is not one of my habits, as it takes long to stack Tear of the Goddess and meanwhile, your opponent may be buying more offensive items. You should choose this item if you're not confident with your mana management throughout the game (which shouldn't happen). Again, when fully stacked, you'll have a lot of AP as well as a shiel which can save your life eventually.
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Transcendent (passive) - Whenever a skill is maxed, it gains an additional single effect. Mouseover the icons to see details.
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Dark Sphere (Q) - Syndra's primary source of damage. Creates a massive dark sphere on target location. The sphere then remains for 6 seconds (no longer dealing damage) and being able to be manipulated by Syndra's other spells. While some think in a teamfight, her most damage comes from her ult, it's the most common mistake. In a teamfight, you should not (most of the cases) throw yourself in the middle of your 5 opponents so you can kill 1 person. It's just not worth. You're better off staying in the back line, dealing massive AoE damage with your Q. Obviously, I recommend you to max it first at level 9.
Extra Information: Dark Sphere has a 0.4 second cast time, and can be cast while moving. This means it gives you the possibility of dealing high damage to your enemies while running away from them without having to stop. Plus, after one Dark Sphere is cast, it will be created, even if Syndra dies or becomes untargetable (like Kalista's ultimate, Zhonya's Hourglass, etc).
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Prints + Passive effect
Range
Q created
Note that it has a pointer, showing where the sphere will go if it receives Scatter the Weak.
Q creation
Q creation (with passive)
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Force of Will (W) - this skill has two casts. The first cast will make you grab the nearest Dark Sphere, minion or neutral monster, making it your toy for 4 seconds. On the second cast, it throws whatever you caught on a target location, dealing damage and slowing anything it comes into touch. Out of Syndra's spells, this one has the highest AP-scalling, which makes it very good for poking (doesn't substitute Q though). I recommend maxing it last at level 18.
Extra Information: Force of Will can grab a lot of things, including Zyra's plants, Shaco's boxes, Heimerdinger's turrets, Yorick's ghosts, etc. Funny as it is, it cannot grab Teemo itself. If you do not cast again within the 4 seconds, Force of Will will enter in cooldown, the object grabbed will be left where the spell expired and will neither deal damage nor slow.
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Prints + Passive effect
Range
First cast
second cast
first cast (with passive)
second cast (with passive)
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Scatter the Weak (E) - Syndra revolves around herself, sending a wave of dark energy towards her in a cone. Enemy champions, minions, neutral monsters and Dark Spheres will be knocked back if in contact. Whatever a knocked-back dark sphere hits will be stunned by 1.5 seconds (and dealt damage as well). I recommend maxing it second at level 13 for lower cooldown and higher output damage.
Unleashed Power (R) - Syndra's ultimate. Syndra commands all of her orbiting spheres (as well as the ones in the field) to fly onto the target and deal massive damage. The spheres then remain on the ground for the duration of her Q. As always, max whenever possible (at level 16).
Extra Information: this spell will use all of the 3 orbiting spheres Syndra has, plus the ones around on the field. ALL OF THEM. It means that even if you ult immediately after casting your Q (in other words, even if the Q sphere has been cast, but not created), the sphere will still be used by Unleashed Power to deal damage. This is a very important note when doing your combo to kill. When ulting, pay attention to abilities that make your enemy become untargetable (as Vladimir's Sanguine Pool, Lissandra's Frozen Tomb, etc) because it will cause your ult to happen but deal merely no damage and still enter in cooldown. Another point is that when you ult, if at least one of all the spheres hits the target, the spell will enter in cooldown. As I've witnessed, if you ult but your target dies before the first sphere hits him, it will not enter in cooldown.
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prints + passive effect
range (with passive)
Transcendent adds only 75 range to the skill, so it's nearly impossible to realize that. I forgot to take a screeshot with the range before the effect, sorry. haha
Balls around Syndra before Transcendent effect on Unleashed power
Balls around Syndra after Transcendent effect on Unleashed power
Note that before, the balls revolve around her normally. After, the balls leave a trail of energy.
Thanks to Kaynan Souza, my friend, for letting me use his account (as seen on the photos)!
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That said, the order I like to max my skills is the following. Easter egg!
Ability Sequence
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
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Maxing E first means you'll have more disengage and a wider range of possible stuns. Maxing W first means you'll do more damage and increase your slow duration. It's up to you which one max first, though I like and most people do max E first.
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When farming, be careful: Syndra does have a disengage (E) but it costs mana and has cooldown. So, pay attention to your positioning. Easter egg!
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In early levels, do not use your Q to farm. Though it's tempting, it's AoE damage and all, you'll run out of mana in 3 or 4 waves. Of course, eventually, using it once or twice does not hurt.
Once you have your Forbidden Idol or Morellonomicon, you're good to go! Farming will be a lot faster and easier. There are several possibilities to do so: Easter egg!
1st. - While the wave is still coming (thus in a line), create a dark sphere and use your E over it so it stuns nearly all the minions. After the stun is over, they'll tend to form the two lines (front and back), so use your W to get a front-line minion and throw it on the back-line, finishing up with a dark sphere on the back line. That should get the back line and the front-line-thrown minion killed. Then, wait for your minions to damage the left minions enough so you can Q-kill them. Combo: Easter egg! 2nd. - The rest is just combinations of the order you cast those skills. Find the one you like most and be happy (and rich)!
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As well-known by everybody, we have our famous 3 game phases. Early, mid and late game. Keep that in your mind: SYNDRA IS AN EARLY GAME CHAMPION!. If you fall behind your opponent, catching up is difficult and requires a lot of roaming and farming. Try your best to win your lane (as Syndra helps you so much in order of doing so). Easter egg!
EARLY GAME
Syndra's decisive part of the game. Do not die under any circustances, because it means allowing your enemy to get stronger, and you don't want that. Farm safely and evaluate your enemy: does he outrange you? Is he better than you? Can you handle the lane by yourself? Do you need ganks? What item should you rush first? These questions should be made to you by you. Easter egg! Easter egg!
MID GAME
In this part of the game, you are in a position where you can roam with certain ease to pick up some kills. Heading base and going straight to bot/top is the best way, so try to do that. Ward constantly so you have vision to land your skills perfectly (as you trully rely on them). Easter egg! Easter egg!
LATE GAME
If you're playing this far, you're probably a bursting machine. Your objective here is, whenever a teamfight collapses, stay in the back line and DO NOT GET CAUGHT under any circumstances. Syndra is very squishy, so unless you have a combo like Zhonya's Hourglass + Flash + Scatter the Weak, you're likely dead. Wait for the right oppotunity to melt down the enemy's AD carry or AP carry.
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This is the most standard combo. First, create a Dark Sphere and use Scatter the Weak to make it stun your target*. Then, you Force of Will to grab that sphere and throw it back on the target for extra damage. By then, your Q should be back up, so cast another Dark Sphere. To finish up, use your Unleashed Power to destroy that merely mortal Total spheres: 5.
* try to both cast Dark Sphere and Scatter the Weak on the target, so he'll they damage from both the spells. If the sphere only hits him when it travels due to Scatter the Weak, the damage from creating the sphere (Q) won't apply.
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For this combo, first create a Dark Sphere. If possible, do it on the target. Then, grab it with Force of Will and throw on your enemy, following with Scatter the Weak (if possible on the target) for the stun. Meanwhile, your cooldown from Dark Sphere should be up, so create another one (on the target) and pick up the kill by using Unleashed Power. Total spheres: 5
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So, this combo is basically the same as the previous, except for the extra Dark Sphere. Create a sphere before the set and it's the same thing. Total spheres: 6
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Ok, so with this combo, you'll kill nearly anyone at sight, one shot. Create a Dark Sphere, then another, then use Force of Will to pick up the oldest one, then wait for Dark Sphere cooldown to be up, create one, throw your dark sphere, create another and ult. How to do it? Here's how: Easter egg!
Total Total spheres: 7
Easter egg! WARNING:You'll most likely not have time for doing this in a team fight and even in lane. This combo is beautiful, lethal but not very used. It's more of getting to understand how the ult works rather than reproducing.
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I've personally played Syndra in all the other roles, so I'm sharing my experience to you on how you can do it. Easter egg!
TOP
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Syndra as a top laner can be pretty funny and OP if you're facing Ryze. I did run into this situation few times, and the lane is EXTREMELY easy. Early levels, he doesn't have how to gap close to you, and you bully him to hell. After 6, you're just a death machine to him. If you feel like trying something new and see a Ryze on the other team, definetely try this! In case you see Lissandra, it's also possible.
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SUPPORT
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Support Syndra is good if you know extremely well how to manage your mana. You can't poke all the time as you won't have gold enough to buy an early Morellonomicon or Mikael's Blessing, so pay attention. Plus, I recommend maxing Scatter the Weak first, as the cooldown will be very low and Dark Sphere already has a low cooldown. As you're a support and damage shouldn't (usually) be your priority, losing the bonus damage Q from the passive is OK.
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JUNGLE
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When jungling with Syndra, ask for a very efficient leash for your teammates. You're squishy and if you choose to jungle, you should never build tank. As jungle, build offensive AP. I suggest rushing a Rylai's Crystal Scepter as it is good when ganking because of the slow. In this case, if you feel like maxing your Force of Will first to have a massive long slow, go for it.
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AD carry
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Well... I tried it once and it sucks xD. Syndra doesn't have any AD scalling ability nor a high auto attack range. So I don't see reasons to playing as AD carry. If you're looking for fun, though, of course it's always OK.
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Syndra and Karma share one quote: "By force of will."
As Transcendent takes action when Syndra maxes her skills, she says some phrases.
Maxing Dark Sphere: "Barriers exist to be broken." / "Power without limit."
Maxing Force of Will: "I love to watch them fly." / "I will not hold back."
Maxing Scatter the Weak: "They won't even come close." / "I am untouchable."
Maxing Unleashed Power: My potential is limitless!" / "I will not be restrained."
Xerath features a special taunt towards enemy Syndra: "You chase power, Syndra... I am power!".
If you grab Blue buff with Force of Will, you'll be refunded 10 mana and its cooldown will be decreased by 1 second when you throw it. If you grab Red buff, you'll trigger the debuff to enemies you throw the Lizzard at.
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Thanks for taking your time and interesting to read my guide! I hope you learned something! If you have any questions, feel free to look for me and ask! Easter egg!
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