Syndra Build Guide by sinisterjoe

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.

League of Legends Build Guide Author sinisterjoe

(S4) Syndra- Beat Them with your Balls

sinisterjoe Last updated on December 2, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Legendary Guardian

Defense: 0


Utility: 9

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One of the strongest mid Champs. With the right build and lead you can easily carry and support accordingly in team fights and in lane.

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Runes and Masteries

these runes will and masteries will keep you fast and provide you with the base essentials ( armor, Mr, magic pen) you could Sub the quints for Ap or magic pen, but i perfer speed because of the build. super mobile helps escape and pursue.

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The Items listed help with survivability and damage outbut. I am a firm believer that the "Glass Cannon" is an old school of thought that no longer has a place in the latter seasons. with most mid Champs you need a little taste of everything with your build ( CDR, health mana, damage, speed, CC) to stay versatile.

One important Thing to remember is, after building the lich bane let syndra Auto Attack between abilities or after stun to proc the lich bane to maximize damage.

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Skill Sequence

Dark sphere always gets maxed first, then your force of will. you need these in lane to get max damage and set up a stun early game. scatter the weak will be maxed lastly.

combos ive used ( ill just cover all of them just so you know) vary based on whether im just harassing or going balls deep.

1.) Q, W, E(stun), auto attack, Q
2.) W(with minion), Q, E(stun)


1.) fleeing enemy Q, W, E(stun), Q, R/ignite.
2.) aggressive enemy (basicly kahzix, zed, malp,) Q/E (stun) ,W ,Q ,R ,AA

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The spells flash and ignite are a must have, it carves out my early game. i can stay in lane and harass or farm with out worrying about being dived early.

Teleport- I have been taking this more, it helps being able to pop up on a ward shroom, or even Jarvans Standard, to help in team fights and defend towers.

Exhaust- this is good if your jungle doesnt have hard CC, it also can save your *** if you get dived. during laning phase.

never Sub out Flash, you need the utility. flash ulti has gotten me many kills.

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Pros / Cons

Amazing range. Its just ridiculous how far she can auto attack and cast spells, great against anti- casters and stun champs like annie or xerath.

scales strong: your abilities increase dramaticly at higher ranks and then have a max level bonus. this makes her hard to fight once shes ahead. also makes her hard to tower dive. Your AP scaling is great to,

Utility: Not only do you have Crazy damage, when you ulti in team fights your scatter the weak can stun a team if done correctly.


She's a turtle. I mean she is really F***ing slow Pre-boots.

mostly single target damage output. using your abilities on multiple enemies instead of focusing down one target, ( its great if you are trying to CC for your team, bad if your getting ganked)

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Team Work

in team fights if you have a good build going you can follow in behind the initiator and then easily burst down whom ever they target.

if you are getting focused move in after the fight kicks off and then spawn a few balls and ulti the weakest or highest target ( depending on their health and MR) the scatter your balls into the faces of the enemy team for a nice team stun. this can turn the tides of a fight so remember this strategy.

if you have no tank you are now the initiator. your job is to make sure the team is ready explain your plan then focus the ADC or bruiser with the most damage, unload on that person the scatter for a team stun this should do some damage to everyone and allow your team to pick off some scrubs.

best case scenario you are the second person in the fight. the heavy damage dump with your combo is key. if the ADC on their team is a 100 health it is a terrable choice to ulti them. half health and below targets only for maximum effect ( remember your masteries increase damage to players below 40%)

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Your over all Power through out game is good, you never fall off. but with out your team you can be easily picked off and your Immense damage isn't there to help your team ( Dont get caught out, dont throw games), Always save your scatter the Weak for team fights and blowing up single targets, early game is can save your life in lane, so dont use it to farm unless you are saving a tower.

Final thought- Your OP and trolly, abuse that trait. make laning hell for your lane partner and change the tides of team fights with your stun.