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Syndra Build Guide by cyberskull

AP Carry [S3] Syndra - Infinite Potential

AP Carry [S3] Syndra - Infinite Potential

Updated on May 29, 2013
7.3
7
Votes
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League of Legends Build Guide Author cyberskull Build Guide By cyberskull 7 2 31,218 Views 19 Comments
7 2 31,218 Views 19 Comments League of Legends Build Guide Author cyberskull Syndra Build Guide By cyberskull Updated on May 29, 2013
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1
dolunay | August 4, 2013 8:12am
Voted +1
Good
1
AtheistGuy | May 29, 2013 4:09pm
Voted -1
-1
1
brkl789 (21) | April 21, 2013 1:16pm
Voted +1
Guide looks really nice. However, I think Muramana is not very good now when its active deals physical damage instead of magic, as you won't have any armor penetration in you build. It is now easily countered by armor. Plus, you will have less AP and your abilities will be weaker besides your ultimate, and relying on damage from ultimate is not very smart, especially during team fights, when you should be spamming abilities as much as you can.

Athene/Chalice on other hand, is much better choice and I would take it over Tear almost always. Stats Athene's Unholy Grail gives you are perfect for Syndra. Early Chalice helps a lot in lane, especially if you are laning against AP champion. You will always have enough mana regeneration to use abilities, and bonus AP and CDR will increase your damage output and allow you to spam abilities more often.

This was my opinion on these two items, but the rest of your guide is very nice. Good job.
1
Werepirelord (65) | April 16, 2013 7:04am
Hey, support Syndra is perfectly viable!

Especially with AD Malzahar.
1
Summonauta | March 2, 2013 11:45am
Voted +1
=D
1
cyberskull (65) | February 3, 2013 12:53pm
StaticFX wrote:



Yes, and I read it. My point still remains. Why not have more than 43? Why 40?


I just explained why. If you want more than 43 go ahead but I prefer having some extra AP later on instead of more magic resist.
1
StaticFX (23) | February 3, 2013 6:27am
cyberskull wrote:

I think I already explained that in the guide itself but the 5 MR Glyphs combined with masteries give you about 40-43 Magic Resist. So grabbing just a bit more extra AP for later is an okay idea. You could run Flat AP Gylphs if you want more AP in the early stages of the game but I find that even without that much AP Early on Syndra does a good amount of damage so I take the scaling ones. They won't make that much of a difference but free AP is free AP regardless of how much it costs and how much it takes you to get it.


Yes, and I read it. My point still remains. Why not have more than 43? Why 40?
1
cyberskull (65) | February 2, 2013 5:26am
StaticFX wrote:

Very pretty and informative guide.

Man, everyone's guides are better than mine. Dx

But I really don't like the 5Mr Glyphs and 3Scaling AP.

Those three AP Glyphs won't make ANY difference, and only taking 5Mr Glyphs is just a lot less than 9. And the whole point of them was to give you some more defense against ap mids, right? So why not go the whole NINE yards and take 9Mr Glyphs?


I think I already explained that in the guide itself but the 5 MR Glyphs combined with masteries give you about 40-43 Magic Resist. So grabbing just a bit more extra AP for later is an okay idea. You could run Flat AP Gylphs if you want more AP in the early stages of the game but I find that even without that much AP Early on Syndra does a good amount of damage so I take the scaling ones. They won't make that much of a difference but free AP is free AP regardless of how much it costs and how much it takes you to get it.
1
StaticFX (23) | February 1, 2013 6:05pm
Voted +1
Very pretty and informative guide.

Man, everyone's guides are better than mine. Dx

But I really don't like the 5Mr Glyphs and 3Scaling AP.

Those three AP Glyphs won't make ANY difference, and only taking 5Mr Glyphs is just a lot less than 9. And the whole point of them was to give you some more defense against ap mids, right? So why not go the whole NINE yards and take 9Mr Glyphs?
1
cyberskull (65) | January 27, 2013 8:42am

Oh, MR Shadow_Light, you are mistaken.
The damage procs for every single Sphere.
Every.
Single.
****ing.
Sphere.
Now let's say she got about 2000 mana in the end, after some spells.
6% times 5 spheres, that's a bit less than 30% we take from the 2000 because we take some mana too.
So let's say 25%, at least. That's 500 dmg.
Yeah, she doesn't benefit from it, I see.


I think he just meant that even without Muramana she still does a lot of burst so he doesn't like going for even more burst. I like it though so that's why I added it to the build.
1
Werepirelord (65) | January 26, 2013 10:22am
Oh, MR Shadow_Light, you are mistaken.
The damage procs for every single Sphere.
Every.
Single.
****ing.
Sphere.
Now let's say she got about 2000 mana in the end, after some spells.
6% times 5 spheres, that's a bit less than 30% we take from the 2000 because we take some mana too.
So let's say 25%, at least. That's 500 dmg.
Yeah, she doesn't benefit from it, I see.
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