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Spells:
Flash
Ignite
Ability Order
Transcendent (PASSIVE)
Syndra Passive Ability
Introduction

Welcome folks! My name is CheeseLuvas and this is my



Syndra is a ranged AP carry with a wide array of unique mechanics such as being able to throw minions with





Syndra is a high skill-cap champion, in order to play





Overall,


spaaace |
Pros
+Long range +Proficient farmer +Ultimate deals extreme damage at the right condition +Mobile, most skills can be casted while moving +Has a knockback, stun, and slow +One of the best late-games |
space |
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Cons
-High skillcap -Squishy (Like most carries) -Mana hungry -No passive until level 9 -Requires good positioning and timing -Iffy early game -Skills such as ![]() |



Offense











Utility







Greater Quintessence of Movement Speed: Positioning is key, especially with
Syndra. Movement quints help Syndra get into position quicker and synergizes with her luxury of being able to cast skills while moving. Movement quints are definitely a solid choice for Syndra.
Greater Quintessence of Ability Power: Choose these quints if you want as much damage early-game as possible. I won't say that they're the wisest choice but these Quints are still a decent option. Simply put, they give Syndra a very nice AP boost that helps most early game, where she's most weak at.
Greater Glyph of Magic Resist: Since you're going mid lane, you'll almost always be fighting an AP carry during the laning phase. So what exactly do you do? Build MR of course! There's always going to be a chance that the enemy has MR penetration himself, however, you can at least reduce his or her incoming damage.
Greater Glyph of Ability Power: Like Syndra's AP Quintessences, these Glyphs also provide AP. Not the best option but if you feel like you don't need MR than this is the next best choice.
Greater Mark of Magic Penetration: There's not many other useful AP marks, so we go for the next best thing: Magic penetration! Magic penetration ignores the enemy's defenses and you won't have to worry as much if the enemy builds MR. Additionally, these marks go quite nicely together with a pair of
Sorcerer's Shoes.
- Greater Seal of Replenishment: Like rune marks, there's not really any other useful AP seals. So what should we do? Why we give Syndra needed mana regen. If you have been reading this guide then you should already know that Syndra is mana-reliant.
Greater Seal of Scaling Mana Regeneration: You can choose these as an alternative to Replenishment seals. Like Replenishment, Clarity runes supply mana regen to Syndra except they become stronger as the game progresses rather than having a set value.

What I Take









Other Viable Choices










Ehh....












Don't Bother

When starting a game, you should always level






Skill Importance
Like any champion, you should always prioritize on maxing your ultimate,











- When a skill obtains the Transcendent bonus, it obtains new red particle effects.
- Always try to focus on maxing one skill at a time, don't try to spread out levels.
- Her ultimate does not have a Transcendent bonus.




- Although the cooldown and cost is tempting, try not to spam this skill during the laning phase. You will go oom (Out of mana) quickly. I mainly use it to farm group minions that are about to die.
- If a sphere is about to expire, its outline will have a sort of blue "shimmer".
- When aiming with dark sphere, try to place the sphere slighty behind the enemy if they're farming. Most players, when seeing the incoming animation panic and go backwards, which is what you want them to do. Avoid aiming the skill directly in the middle of the enemy champion, it won't work.
- When aiming spheres at a running opponent, try to predict their pathway.
- Despite what many people think, dark spheres do NOT grant vision.






- Just because you can grab minions doesn't always mean you should. Dark spheres are much more important as they can actually be manipulated more easily. I only grab minions if I'm running from an enemy and don't have time to summon a sphere.
- You can also grab jungle monsters. There's even a neat effect of grabbing blue and red buff. Grabbing and throwing blue will refund Syndra 10 mana and reduce
Force of Will's cooldown by one second. Throwing red will apply the debuff to the enemy.
- With the new Shadow Isles patch, Riot has improved Force of Will's speed and fixed a bug on it. The skill is now a lot smoother and more convinient to use!
- In addition to jungle monsters,
Force of Will can grab these following:
Annie's Tibbers!
Elise's Spiderlings!
Heimerdinger's Turrets!
Malzahar's Voidlings!
Shaco's Jack in the Box!
Yorick's Ghouls!
Zyra's Plants!







Unleashed Power uses all of Syndra's lying spheres (And 3 from herself) and launch it all at a single target. After that, all used spheres lie on the ground waiting for a perfect launch with
Scatter the Weak (Seriously, there's a reason Riot made it so you can still use the spheres after). You'll almost never miss and I use this technique most in teamfights (Ult carry/squishiest enemy, follow with Scatter the Weak).
- Aiming a dark sphere proficiently with Scatter the Weak can take some practice. You have to take a moment to know where the sphere is going to and even I still have trouble trying to hit an enemy with it long-range. Therefore I tend to use this skill when I have multiple spheres out on the field to secure a hit or if the enemy isn't that far from me. More spheres = Easier hit.
- When using
Scatter the Weak to escape, I've noticed many Syndra players simply use the skill on the enemy and expect a "Get out of Jail for Free" card. Avoid doing this as chances are your enemy can still catch up if he's someone like
Lee Sin or
Nocturne. If you think you have enough time, then I recommend to summon a
Dark Sphere and then launch it back to the enemy. If your opponent is that close to be hit with Scatter the Weak, then anyone half-decent can easily land a stun.
- The new Shadow Isles update fixed the Scatter the Weak so that it stuns and knocks back.
- Keep in mind that you can interrupt and cancel out channeled skills like
Karthus's
Requiem or
Nunu & Willump's
Absolute Zero when stunning them with your E. Use it to save a teamfight!






- NEVER use
Unleashed Power with only the three starting spheres. The damage is horrible and you just wasted a potentially good ult. If you want to use it right, use Syndra's ult as a way to finish a combo. You'll always have spheres lying around with a combo (You should have 2 at least) ensuring a kill or an enemy with hardly any HP left.
- Even if you die when casting
Unleashed Power, the ulti will still work, don't worry.
- The damage from your potential 7 spheres is tempting, and its possible with enough CDR. But seriously...? Do not set up spheres just to put more damage on your ulti. Its so situational and you'll be doing be much better simply transitioning it within your combos. I've seen too many Syndra players make this mistake thinking its practical in a real game.
- Be careful when using this skill on champions who have skills that can make them untargetable like
Fizz or
Vladimir. They can easily dodge your ultimate using
Playful / Trickster and
Sanguine Pool which can instantly screw you over.

One of the main things that caught my attention was how




Here I will list some of my favorite combos. Some are easy and you can get them in your first try, some are difficult and require practice. Obviously some combos will be better than others depending on difficulty. Of course, there are many more combos that aren't in this list, so try to come up with some yourself.

Q > E > ...
Place a



In the new Shadow Isles update, it's much easier to land this combo as Syndra can now shoot out the sphere before it forms. This allows your combos to be landed almost instantly without the enemy expecting it.

W > Q
My favorite combo. It's simple, easy to use, quick, and does its job right. Hold a minion using



Q > E > W > R
Only use this combo when your jungler is about to gank your lane. Stun the opponent with a





Q > W > Q > E
Use this combo if you want to kill an opponent with around half health. Land a




Q > E > W > Q > R
A kill combo that can be difficult to aim but well-worth the risk. Land a






Q > E > Q > R > W
Use this combo during teamfights. Try to find a safe spot and land a









Starting Items
Or...




Early~Mid Game







Boots!
Or...





Core Items








Other Viable Picks










Laning Phase
Your goal during the laning phase is to try and get as much farm as possible from minions to get items. Quite simple, really. Do keep in mind that you can deal heavy damage to a group of minions with your


Use your


When reaching level 9, you should've maxed your Q by now which deals a hefty 15% bonus damage with the Transcendent passive. This is when you can go aggressive on your enemy as you start to deal major damage with your combos.

Your Jungler and You
During your laning phase, when the second blue is up, ask your jungler for it (Unless they need it themselves if they're someone like


As I have already explained in the Combos section, when your jungler is about to gank, wait for your laning opponent to overextend as much as possible. Then land a quick



Matchups
In terms of matchups,


Such examples are:
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When playing against them, play safe and don't overextend. Catch minions who are about to die using

Now if your fighting long-ranged champions such as yourself, then the lane turns into a test at who's better at aiming their skillshots. Now most of these champions are squishy, meaning that bursting them down won't be difficult. Whenever the opponent is open, always try to land a stun using your


Such examples are:
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Now who does




Such examples are:
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Teamfights
Your goal in teamfights is to try and distract the enemy team as much as possible, if the AD carry is vulnerable then go for him/her. If you have read my guide thoroughly then this is achievable with summoning



Like the AD carry, you do damage but you're squishy. Therefore you should stay behind the tank when dealing damage. Remember that most champions have their own mechanics for teamfighting so don't expect to always win even if you land a successful combo.

Warding
Warding saves lives. You can have vision and protect yourself from incoming ganks for just 75 gold. Remember, EVERYONE should be getting wards. You should never rely on your Support or Jungler to be the only ones placing them.


Well that's about it! Thank you for reading my guide and I hope you learned a thing or two about

Remember, if you have any suggestions or improvements you feel that I should add to this guide, don't hesitate to ask me in-game! My IGN is: Not Enough Yaoi.
Changelog
9/30/12
Finished and published the guide.
10/2/12
Revised the Pros/Cons, adjusted the Runes section.
10/20/12
Added more skill tips, started the changelog.
10/22/12
Revamped and added much more detail to the Gameplay section.
10/27/12
Updated the guide in response to the DFG nerfs and Syndra fixes, also modified the Items section.
11/7/12
Added an early Kage's Lucky Pick, removed the AP oriented build after seeing that Syndra doesn't need one.

-Special thanks to Synonysis for making these awesome banners!
-Credits to jhoijhoi and his guide on how to make a guide!
-Credits to Mobafire's League Wiki for the source of the warding map!
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