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Syndra Build Guide by Manext

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.


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League of Legends Build Guide Author Manext

Limitless Potential - How to: Syndra [Patch 5.3]

Manext Last updated on January 28, 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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9


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Introduction

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Hey Guys and welcome to my Syndra Guide!
If you are interested in Champs with a strong laning phase and high 1v1 Damage output you'll have much fun with Syndra
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Syndra is an AP Carry on Middle Lane with high burst and poke, she can harras her enemys with Dark Sphere. Syndras Abylities are based on Dark Sphere. She can use these Spheres to knock back and stun enemys in combination with Scatter the Weak or do extra damage while grabbing an already used sphere with Force of Will
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Personally , for me Syndra is one of the strongest Mid Champs and nice to play with.


Quoted:
However, she is hard to master but easy to play.
- C9 Hai


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Pros / Cons

Pros

+ Strong laning-phase
+ High single target damage
+ AOE and CC (slow and stun-knockback)
+ consistent damage (from early til late game)
Syndras highest argument is her strong laning phase. She harrasses her enemys with Dark Sphere and can easily catch them with a combination out of Dark Sphere and Scatter the Weak. Her strong single target dmg makes her one of the strongest midlaners for solo queue.
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Cons

+ Weak against high mobility
+ No real escape
+ Hard teamfight positioning
As the first point on the list says enemy champions with a high mobility e.g Fizz or LeBlanc can easily snowball Syndra. If she gets cought out by ,let's say, two enemys in jungle, she got no real escape. If Scatter the Weak is dodged or simply doesn't stun your follower you can assume that you'll be dead in a few moments later.
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And don't forget to mention her look. She just looks damn good ;)


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Masteries

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Offense:21
This is the Masterie I've chosen for Syndra. It's a typical masterie for an AP based Champion on Mid-lane. I wouldn't recommend Butcher on Syndra.The 2 dmg your autoattacks would do isn't that massive. Arcane Blade 's effect is in comparison more effective than Butcher .
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Utility:9
I've chosen Phasewalker to get a slight advantage.. It's very little but if you add together every single backport you'll get a massive time save. The Utility Tree is also pretty standart and just focused on gettin Runic Affinity


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Runes

Runes

Greater Quintessence of Ability Power
3

Greater Mark of Magic Penetration
9

Greater Seal of Mana Regeneration
9

Greater Glyph of Magic Resist
9

NOTE: If you are facing an AD based champ on middle lane, think of chosing Greater Glyph of Armor instead of Greater Glyph of Magic Resist


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Spell Explanation


Transcendent
// Each of Syndra's normal abilities gain an extra effect at max rank.
// In combination with your Skill Sequence you recieve a massive power jump for your Dark Sphere.


Dark Sphere
// Syndra conjures a dark sphere at a target location (AoE dmg)
// Dark Sphere is your main (harras) skill while laning. All other abilitys are based on this. With Force of Will you can move these Sphere and position it for Scatter the Weak. But be carefull: If you overdo your use , it will result in a pushed lane and a loss of your mana.
Passive Bonus: 15% increased dmg against Champions.

Force of Will
// First Cast: Grabs a target dark sphere, enemy minion, or neutral monster.
Second Cast: Throw a grasped dark sphere or enemy at a target area.

// Force of Will is used to setup a good position for Scatter the Weak. If you hit an enemy with Force of Will the enemy is slowed for 1.5 seconds which can help you while chasing or running away (like a Teemo ;)). Force of Will can grab Dark Sphere, any minion or non-baron/dragon/vilemaw monster, ancient golem , lizard elder , Summon: Tibbers, Jack In The Box, Summon Voidling,spiderling, H-28G Evolution Turret and Yorick Ghouls.
Passive Bonus: Increases the slowing duration by 33%

Scatter the Weak
// Deals dmg in a cone knocking back the enemys. Dark Spheres hit by Scatter the Weak are hit back -> hitting an enemy will stun them.
// First to say is the long cooldown on the skill but it is your main skill to survive ganks and setup lane kills in combination with Dark Sphere. The knockback depends on how close the enemys were to Syndra upon cast. Scatter the Weak is a good skill to farm your wave fast and effectiv.
Passive Bonus: Cone width increased by 50%

Unleashed Power
// All Spheres conjured plus the Spheres around Syndra are shooted on an enemy champion.
// Unleashed Power is a high dmg skill. To get the full effect of it, try to conjure some spheres with Dark Sphere first. The Spheres laying around after the Cast can be used to get a massive multi stun with Scatter the Weak. Yasou's Windwall can block all spheres which will result in no dmg!
Passive Bonus: Increases range by 75


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Skill Sequence

Ability Sequence Order


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >
It's pretty standart that you lvl up your Ultimate asap. Dark Sphere should be maxed first. Not only becuase your Passive Bonus gives you a massive power jump at lvl 9 also because Dark Sphere is your main skill for harrasing while laning and in Teamfights. Scatter the Weak has got a high cooldown. By maxing it second, you make sure you redcuce the cooldown to the minimum so you got your "escape" quite often. The last skill to max is Force of Will


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Items

Standart Starting
This remains a standart start for Season 5. The Doran's Ring gives you harrasment power and lane presence.
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Alternate Start versus AD
The title stands for itself, if your opponent got a high dmg in early think of using this start.
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First Recall
The early Chalice of Harmony gives you the mana you need in lane. You can now harras your opponent even more without risking to get out of mana. Note: If you are facing AD , think of buying Seeker's Armguard and Doran's Ring as next item to get some more armor.
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Mid and Late Game
After you got some money it's time to buy Athene's Unholy Grail to give you some Magic Resist against AP Mid Champs (Take Morellonomicon versus AD!). Important changes came up in Patch 5.3! Earlyer you would have bought Deathfire Gasp, but with it's removal you got to take another route. You can now choose to buy Rabadon's Deathcap first to improve your magic damage or you going to buy a Will of the Ancients. The Will of the Ancients will give you a boost in Cool Down Reduction and grants access to some Spell Vamp of 20%. You will now have the opportunity to stay out longer with your now achieved healing. The CDR will now lead you to a maximum of 40% in combination with Athene's Unholy Grail. Void Staff remains uneffected and is a solid buy to increase magic penetration.
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Defensive Options
With Banshee's Veil you'll be able to block engages like Rocket Grab or other skillshots without taking dmg. Rylai's Crystal Scepter gives you a slow due to his passive and a massive ammount of AP plus Health! If the enemy comp isn't one with high mobility it's a good and decent pick for Syndra. Guardian Angel is always a good option to survive longer. But check their team comp: If they are able too kill you instantly, a revive isn't that good. If you think they can "delete" you in a moment try to build Banshee's Veil.


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Laning

I've nearly mentioned it 100 times.. Syndra is a strong laner. The range of Syndras spells is quite big which allows us to harras the enemy to hell and back! Always keep an eye on your mana.

As if Syndra reches lvl 6 her dmg increases massively. Her ultimate is a strong one and you are now able to take your opponent down. The next dmg peak is lvl 9. You then maxed your Dark Sphere and deal 15% more dmg to Champions due to your passive Transcend. With the help of your now bought Chalice of Harmony you have a lot of extra mana to harras your enemy some more than you already did.

Remember the Skill Explanation. Your E ( Scatter the Weak is your only skill to survive when you get ganked. Save it until you really need it!

As a Midlaner you can and you can say you need to roam a lot. If you go to , let's say botlane, you can take Dark Sphere and Scatter the Weak to stun and maybe get the enemys down.


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Teamfights

Some time in the game you start to fight as team and not on lane. Keep in mind that you can't jump away, so keep yourself in the backround. Wait for your team to pull one out or initiate for your own with an Dark Sphere and Scatter the Weak combination.

Of course it's your goal to get the carry out of life. But if he isn't available , think of how to stun and poke your enemys so that your team can finish some off. It's a question of positioning and timing to find out when it's time to Unleashed Power someone.

Dark Sphere does AoE dmg. Use it as advantage. If everybody is side by side, hit as many of your Spheres on them , if you got like 2 or some take your ultimate and finish the lowest target down.

If someone is gettin you out e.g Zed with ultimate, try to dodge it with a nice Zhonya's Hourglass so you don't get dmg or at least low dmg.


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Conclusion

First of all:: Thank you for reading my guide. It's my first guide i've ever written in my entire life and i hope that some of you can use my tipps and advices!

A Massive thank you goes out to jhoijhoi's Making a Guide guide! I've learned some interesting stuff there which might can help you if you want to make your own guide too!

Thanks for reading,

Greets
Manext <3