Syndra Build Guide by malgod
Champion Build: Syndra
| Health | 3014 |
| Health Regen | 16.8 |
| Mana | 1900 |
| Mana Regen | 21.4 |
| Armor | 127.5 |
| Magic Resist | 30 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 105 |
| Attack Speed | 0.838 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 553.29 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Syndra is your standard Ability Power (AP Nuke) Champion and therefore it is highly recommended that she takes the middle lane. It may require a bit of time before you get familiar with her due to her different play style and therefore it is not recommended for beginners to choose her as their first AP mid. Like
Orianna, Syndra cetralises her play style around her orbs.
This guide mainly focuses on making her a sustainable as well as a destructive force to be reckoned with. In here, we also take a different approach to Syndra and instead focus more on
Force of Will and
Scatter the Weak
Summoner Spells
Ignite and Flash are the standard summoner spells for majority of AP Nukes thus it is highly recommended that it should be picked for Syndra. Ignite is chosen as it does sufficient damage via DoT [Damage over Time] or in other words it's another source of damage that would help kill the enemy champions faster. Flash is chosen as it a brilliant summoner spell. It can be used for both offensive (engage an enemy abruptly and surprise them with all your spells) and defensive (a great escape mechanism as it distances you from the enemy) purposes.
However, if necessary, Ignite may be traded for other summoner spells such as:
Teleport - Advised if you are struggling in lane or wish to go back to base whenever yet keep/ maintain your lane or even protect or surprise gank other lanes.
Cleanse - Works very well against a team of CC's and perfect with flash if you ever get caught and need to distant yourself from enemy champions.
Ghost - If you really want to be more agile and have a tendency to gank a lot then this may be the spell for you.
Note - We do not replace Flash with any of the spells as you will always need some form of escape as an AP Nuke because you are likely to be one of the first targets in a group battle and there is no better escape mechanism than flash.
Runes and Masteries
Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Scaling Ability Power 9 |
Greater Glyph of Scaling Ability Power 9 |
Greater Quintessence of Ability Power 9 |
||||||||||||
Masteries
Standard AP masteries are used here with 21 if offense focusing the AP aspect of that tree and 9 on utility, focusing on the mana aspect of the utility tree.Skill Sequence
Here we will go in depth as to why we level
Force of Will and
Scatter the Weak over
Dark Sphere.
Force of Will is a great source of damage but it has been overshadowed by
Dark Sphere. This is because if we calculated, overall,
Dark Sphere does more damage but that is if we were to use it every time the cool down refreshes. Realistically it is very hard to do this and that is why many people who max
Dark Sphere get
Chalice of Harmony and then build it to
Athene's Unholy Grail. They play her like
Karthus spamming his
Lay Waste.
We are aiming to play Syndra as an AP Nuke where she drops everything with a bang. Therefore we focus on leveling
Force of Will as it does the most damage in comparison to the other two skills. We get
Scatter the Weak next as it is second in damage output and lastly
Dark Sphere (Don't forget to get your ultimate
Unleashed Power!!)
Items
We are building Syndra somewhat tanky (in terms of health) and not glass cannon. The good thing here is that she won't get 2-3 shot or die so fast in team battles and still maintain sustainable damage to kill enemy champions.
An alternative to
Doran's Ring is
Boots of Speed and 3x
Health Potion; it really depends on your style of play. Personally I get the ring because it gives me health, ap and mana regen. That's the whole package! But I guess the downfall would be: if you get harassed by the enemy champions too much or an enemy jungler comes you may be in deep trouble.
Rod of Ages is a great item for Syndra as it gives health, mana and ability power to her improving her overall performance. We get
Rabadon's Deathcap to pump up your AP and
Rylai's Crystal Scepter which improves her health and AP and as a bonus her skills now slow! The second last item would be
Void Staff to penetrate those annoying tanks and semi-tanks who have built up their Magic Resist (MR).
The last item is pretty much up to you but I recommend
Zhonya's Hourglass as it give you AP and the ability to go invulnerable for a few seconds, increasing your chances of survival.
Guardian Angel would be recommended for long games (60+ minutes) as a death can decide a win or loss during those times.
Abyssal Scepter is also another item of choice as it further improves your damamge.
Summary/Conclusion
Syndra is different from other champions and requires a bit of clicking and understanding before you can get use to her. She is fun but may be a bit complex for beginners and is therefore not recommended if you have minimal or scarce experience in playing AP mid champions. And don't forget - It's all about practice! Everybody needs practice. After all, practice makes perfect!
Oh and remember to be flexible, if you see one section not working for you feel free to change and adapt to whatever circumstances, don't let the guide chain you down, after all it's just a guide not a rule book!
And that's about it! This is my first guide and I hope that it was helpful for you guys! Let me know if I made a mistake or if there was anything I could improve on.
Cheers
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