Syndra Build Guide by enzo2529
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Damage and Utility Syndra
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.
- Got all the standard Ability Power masteries.
- Chose Mastermind over Expanded Mind.
Lowered cooldown on Flash > +180 Mana.
Ignite - Tired of enemies escaping having health below 20? Does this happen to you often, or even, a bit too often? Well, this is the spell for you. Burn them to hell with Ignite! + there are bonus stats on which "Summoner's Wrath" provides when Ignite is on cooldown.
Flash - This spell could get you out of sticky situations.
- Have you seen UnholyWish's "Pro Play Montage" series videos?
- And just like flash, it's quite handy and has a variety of uses, like escaping and ganking.
Here's the Pro Play Montage Playlist!!
Pros / Cons
<< Poor Syndra.
Most people see her as a bad champion because she's hard to use.
People get frustrated because they can't effectively and efficiently use her kit and they just badmouth the poor thing.
Everything takes time and effort to master.
Tons of AOE damage
An array of crowd control abilities
Great at clearing lanes
Extremely fun to toy with
She has limitless potential
Takes time to get used to
Gobbles up her mana like there's no tomorrow
Her Unleashed Power (R) innately has 675 range (+ 75 at max rank)
Her basic attacks have a great feel to it and is quite responsive, unlike Morgana's.
And by level 10 you could just (W) a melee minion and throw it at the caster minions and press (Q). Quick wave clear.
Boots and Potions start
4HP potions, 3HP/1MP potions, 1HP/3MP potions or 2HP/2MP potions. Up to you!
You could also start with a Doran's Ring and some pots.
Why Athene's Unholy Grail?
Now, I know people have been talking about this item's viability ever since it's nerf, so here are my insights on this item on how it's still useful, specifically on Syndra:
Mana Regen & Mana Font - She could spam more skills and missing her (Q)s and (W)s are made more forgiving.
20% Cooldown Reduction - I find that one of Syndra's strengths is that she could provide CC. The lower the cooldown of her skills, the more she could do for her team. And her (R) also scales with the number of (Q)s summoned; more spheres = more damage!
Magic Resistance and it's other Unique Passive - BONUS!!
Rylai's Crystal Scepter
- useful for kiting and makes landing skills easier.
- can save your life.
- for that awesome active + more cooldown reduction.
- Magic Resistance + Aura
- NOTE: this item's range 700, and Syndra's Dark Sphere (Q)'s range is 800, Force of Will (W)'s range is 950, Scatter the Weak (E)'s range is 650 and Unleashed Power (R)'s range is 675.
- a strong item for any AP caster.
- % Magic Pen! Another strong AP item.
Alacrity - I know... but it's quite useful since Syndra's really great at kiting.
Homeguard - Instant HP / MP restoration + that temporary speed boost.
(Deathfire +) Q > E > W > Q > R
Q > E > W
Q > W > E > Q
I always prefer to start with (Q) though so that I could land an extra sphere after the stun (E) and if I choose to utilize my (R) then it would deal a + 2 extra sphere damage (compared to a + 1).
And (Q) > (E) combos is safer than (Q) > (W) combos in my opinion.
Use your stun to save others or to set-up a teamfight.
Your (R) can be used defensively.
E.g. if you're caught in a 1 v 5, use your ultimate then (E) to stun most, if not, all of the enemies. Just make sure to calculate the risk/reward ratio first.
Note that (W) briefly grants vision on where you throw the object.
You could (W) super minions to the fountain to kill them quickly and steal neutral monsters from anyone.