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Syndra Build Guide by luuis1912

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League of Legends Build Guide Author luuis1912

[5.15] Syndra - The Burst Queen

luuis1912 Last updated on December 4, 2015
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
5/
Piercing Thoughts
 
 
 
 

Ferocity: 18

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 12

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Syndra with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Annie 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.
1
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.
Table of Contents
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Table of Content

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Why do you have only one item on the actual Table of Content? LOL


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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


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"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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vs. AP

Runes

Greater Glyph of Magic Resist
9

Greater Seal of Mana Regeneration
9

Greater Mark of Magic Penetration
9

Greater Quintessence of Ability Power
3
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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?
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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.
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vs. AD
Runes

Greater Mark of Magic Penetration
9

Greater Seal of Mana Regeneration
4

Greater Seal of Armor
5

Greater Glyph of Armor
2

Greater Glyph of Ability Power
7

Greater Quintessence of Ability Power
3
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When facing AD champions like Zed, Talon, Riven, etc, I feel like Syndra needs more AP to kill them faster, as they pose a big threat to her with sustain by life steal and mobility. So, instead of having Greater Glyph of Magic Resist, I run Greater Glyph of Ability Power that provides that. Of course, you can't fight with protection, so missing some Greater Seal of Mana Regeneration and Greater Glyph of Ability Power for Greater Seal of Armor and Greater Glyph of Armor is my choice. You are free to mix them as you want, but keep in mind that you'll have to split the runes as you'll want both armor and more AP.


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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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Masteries
4/1
1/1
3/5
1/5
3/5
3/1
1/
3/
1/
1/
3/5
3/1
2/1
1/1
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Nothing much different from the things seen out there. Some explanations:
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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.


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Start with


Starting with Doran's Ring and two Health Potions is the most standard start mana champions go for. Of course, we have people like Ryze that will prefer Sapphire Crystal over it. Some people, as Syndra, start with Crystalline Flask Health Potion or Boots of Speed Health Potion, but I really prefer the ring, even against ADs. You will use your skills a lot (though wisely), so you need the mana regen, and the extra health is good.
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First Back


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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 of Speed.
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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.
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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).
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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

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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

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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.
Extra Information: Scatter the Weak can stop most of the dashes of the game, as Shyvana's Dragon's Descent, Diana's Lunar Rush, Leona's Zenith Blade and etc. Remember that and try to use it to save your life.
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Prints + Passive effect

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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
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.
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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.
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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:
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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:
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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).
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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.
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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).
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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:
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Total
Total spheres: 7
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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.
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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 Crucible, 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!
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Facebook: Luís Eduardo
Current Account (BR Server): V0lC0Mz