Final Build Example
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.
Threats to Syndra with this build
About the Author
Hey guys! My name is Gray (InstaGray), and I am currently a 4.0 full-time honors Biochemistry student at the University of Arkansas. As this is one my many guides, please leave me a rating or a comment to let me know how I did or to suggest a change. I try to stay updated to the pro scene, and currently constantly play in platinum elo. I hope my guides help you in any way possible and I hope to share my experiences (and pains) in-game to help you avoid mistakes in climbing.
Like all other champions, Syndra has her counters. (I'm looking at you Fizz, and Talon). However, unlike some other champions, Syndra is versatile enough to adapt to any situation. Her long range farm with her Q combo ensures your CS into the late game, even if you are up against a tough lane. In addition, her stun prevents most ganks when used at the right time, her poke from her Q is long range and safe, and her all in burst is one of the strongest in the game.
Pros / Cons
+ Great laning phase, easy to farm
+ Can cast most spells while moving
+ Good CC (slow and AOE stun)
+ Very High Burst (Single target)
+ Flexible item build
+ Always room for Outplays
- Has no escape (vulnerable to sticky targets)
- Most abilities are skillshots
- Hard to master different combos
- Requires awareness of ball placement and timing
Typical AP Carry Masteries. Some flexibility depending on the matchup, but
is a MUST for Syndra. After experimenting with
scales much better into the late game, and contains the surprise burst factor to an opponent.
You can swap out a point of Double Edged Sword for Feast if you need the early game health.
You can swap out 5 points in Precision for Intelligence .
Scaling into the late game is always a good choice.
Better vs AD mids
My personal choice, the best stats for the early game.
Another viable choice, stronger late game.
Flat AP to increase your laning potential.
An okay alternative to Ignite if vs a heavy burster like Fizz.
If you feel Ignite isn't necessary (farming lane), nice for all lane pressure
Basic Stun combo to peel or pick someone off
-> -> -> ->
Your basic lane kill combo, which 100-0's most targets.
The full combo and knowing ball placement takes some time to learn, but is easily masterable. You may skip Force of Will (or the second q) if your laner is low enough for a 5+ ball ultimate.
One's success with Syndra directly scales on ball-mastery and placement, as well as positioning.
One of the most important factors in order to maximize damage is to cast a first sphere, grabbing it with Force of Will right before it expires, and throwing it down (which will reset the sphere's timer as you weave Dark Sphere inbetween, and finally casting Unleashed Power for a 6+ ball ultimate.
Being able to pull this off is the full potential of Syndra, however, do not overstress it: it can be interrupted, and Syndra's damage output without the extra ball is still above par.
Have fun, and Good Luck in Dyanmic Que!
To the Windoooooooooow... To the Wall