Syndra Build Guide by Sasuchi
Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Greetings Summoners of the League, let me welcome you to my very first Guide on MobaFire and on Syndra. Im playing the League now nearly for 2 years with some breaks in the Process, but im back again. Currently im owning 102 of 104 Champions, with Syndra being my newest addition to the Collection.
This is my very first advice, thats rather straight forward, even though not recognized by every Summoner. Having played every Champion more than once (underest.), you will have much Knowledge bout their Weakness and Strength. This will help you even more when a new champion gets released and you are trying out various builds.
Even though my first games with Syndra were not won, I was able to filter neccesary Information.
So long lets get started
Oh and I really really do appreciate Comments and Critics if you like/dislike something whether design or content-wise please Comment. It really encourages people like me to improve Guides and even write new ones for other Champions.
Pros / Cons
+ Good Harrassment early on
+ Early on good burst damage
+ Force of Will = Slow + Scatter the Weak = Stun (CC)
(+ Fun to play imo)
- Lacks Damage at finished Build
- Force of Will Scatter the Weak Skillshots CC (not easy)
- Rather less AoE Damage
Welcome to Summoners Rift...
... lets begin by shopping a bit, but wait.
First of all I always check the Enemy Champion Selection and their Summoner Spells...
A. The Positioning of the Enemy Team, mostly being useless since Team compositon being obvious who goes where (later more on this issue)
B. The start Equipment, normally less considerebal ranked (by habit), since people are less motivated to try new builds out when the game is important. I dont want to much in detail, since the first 475G are most likely not Game changing.
But considering A&B, i recommend waiting about 10 seconds into the Game or when Clairvoyance was used and then start buying Items and run to your Position.
Most likely a Off-Tank Champion depending on the rest of the Team focused on more Damage output or being beefy. Oh and experiences shows most likely Champion with melee Range
Exception here is e.g. the typically Teemo or Gangplank Troll.
Yea.. well a Jungler, its proven its worth to have 2 Solo lanes blablabla... no further detail
So most likely your Opponent, when you also are used to play by habit.
It will be either also an Ap Carry, very likely if its a new Champion (welcome Mirrormatch), or it will be an Mageassassin (Talon, Kassadin, etc.)
AD-Ranged Carry (yes nearly always except troll teams) and a Full Supporter or Damage/Harass Supporter
I. Boost your earlygame
Now we're against e.g. Jarvan IV, Jax, Darius(OP in my Opinion), [insert RND Toplaner]. Actually you should be able to outfarm and harass the melee type ones early on but be still cautious.
Disadvantage is obviously, that your Toplane-Char in mid will facing the same issues
II. Saver Position
The possibly Ganking routes for the top lane are obvious one path less than in mid Lane.
III. Element of surprise/Change of Lanes
Rather less of Advantage when the toplaner will stay in lane and can match you, if he cant and changes lane with your counter you win time. And in a arranged Team you can even change lanes with your mate everytime you return (+Time Time Time).
+ Keep a good Teamatmosphere
+ Its a Game have fun
+ Troll the enemys, but do not insult your opponent. Rage makes People blind and they will probably play worse.
- Flame your Team, first of all its rude and IT WILL influence the teamplay if your ignoring this as a fact well you are ignorant and a fool.
- Flame the enemy Team, even though I am trolling from times to time there are certain boundary you shouldn't cross
- Rage, a enemy escaped.. so what, you got ganked the third time ? Well everyone has a game where things wont work. A enemy trys to make you rage and your teams flame you. If you are able to sustain those mere Words you can be sure, that you wont continue to play even worse.
Syndra - Early Game
Now the Game has started and you moved to your Position (Mid or eventually Top?) or pull Blue/Wolves/Wraiths/Red for your Jungler and move on to your mid/top position.
Its time to Farm,Harrass,Deny,Gank and Avoid being ganked. I will try to focus on what Syndra excels at...
I assume you all are familiar with the principal of Last hitting only, since it generates safety (since your most likely bound to the very middle of the map or even your own tower)
Hint, last hits at the Tower:
Melee Minions with 100% Life will always survive 2 Towershots(after the 3rd they are gone for good) so when you see full live melee minions dont hit them until the tower hit them twice.
Caster Minions with 100% Life can take only 1 Tower shot and then still are not last hittable with one Attack. The progress pattern is Attack->Tower Shot->Attack, timing here is crucial.
Tank Minions with 100% Life can take... i seriously dont know but i guess somewhere between 6-8 Towershots. Calculate your allied minions in consideration to last hit them. Dont forget those are the chunky ones with the most gold however 2 Caster Minions > 1 Tank Minion.
However her Force of Will Ability although dealing more damage and having more Range yet is rather obvious.
Harrassing is often a game changing factor early on, if the enemy is out of his potions, the early gank can lead to first blood. But Syndras Abilities are especially early on pretty expensive on mana. So I recommend trying to keep you Mana about a range where you're still able to use your Scatter the Weak twice.
However if you see, that your enemy is pretty good in dodging your Skills, don't overdo in trying to waste even more mana. And even though good Harrassing will put the enemy at disadvantage, dont forget to last hit since its value is greater for you as AP-Carry.
If you and your Jungler decide to set up a Gank, try to actively push your Target into the side of your Jungler, who's probably hiding in one of the two brushes in mid lane.
But be sure really to use your Scatter the Weak when your enemy has no pullback move still up, since her basic movement speed is rather slow.
Oh well I think I still should mention that if your dieing easily (stats like 0/3/0 or 0/3/1) or seeing that your enemy can kill you pretty easy without losing more than 1-2 HP-Bars try to trade with someone else or asked your jungle to step it more often.
Syndra - Mid Game
... wow that were exciting 15-25 Minutes of farming werent it? By now there should be some dead Champions, destroyed Towers and maybe already some crybabys. But how to continue our Game?
Now in the Mid-Game we will discuss Farming, Teamfights,Pushing and Buffs.
But by now you also should have enough mana to kill a Minion group pretty easy. A Combo I use with Syndra is for the 3 Melee Minions 2 times Dark Sphere and a Force of Will Toss and for the Caster Minions just 1 Dark Sphere & Force of Will
Lets say we got about 200AP and are level 12
1. Dark Sphere[Rank 5]: 220 + 100 = 320 Damage without MRes calculation (Pardon im not to much into this O.o)
2. Dark Sphere[Rank 5]: adds another 320 makes a total 640
3. Unleashed Power[Rank 2]: (135 + 30) * 5 (Numbers of Darkspheres where you always got 3 flying around yourself) = 825
Total Damage= 1465 within about 8 seconds
However if the Enemytanks are creating an impenetratable Wall, you have to consider repositioning or poke them a bit with your Dark Sphere however dont risk an Initiation and dont waste your Ultimate for them
While your Stun is pretty useful for stunning multiply targets, be sure to use it in a Fight where more than 3 Enemys participate in (especially in narrow fields), I would recommend you to save your Slow for Target with low life which try to escape the battlefield. Nevertheless dont save it if you need the extra Damage output since its Cooldown is not quite as high as the Stun.
Elder Lizard not needed duh!
Ancient Golem meanawhile your Manareg should be sufficient, the extra Cooldown is nice to have. It will probably bring many critics up, but I recommend to give it to someone else, unless your the only Abilityfocused champion (Cpt.Obvious)
Dragon is not a Buff.. you got me there lets rename the Chapter to Buffs&Neutrals. Dragon equals a pushed tower however there are 11 Towers Dragon however respawns. So it depends on how much the enemy Team progressed if you can let another Tower fall or not. BUT you are most likely not the one that should do Dragon alone!
Baron Nashor a game-changing Factor , indeed. However its crucial to time it perfectly or it could be also that you lose Baron to the enemy team and the Game itself.. and if you have gotten yourself the Baron Buff... use it, the enemy team will anyway stay defensive.
Syndra - Late Game
... Quaaaadraaa-Kill...... so we are across the 30-40 Minute Mark? Time to settle things!
On our agenda... Farming, Teamfights and Pushing
Dont forget to buy those 150G Pots... and dont you dare running now to far of safety to get 100G.
B.The Enemyteam did great and you didnt... well let a good pusher try to splitpush somehow.. your more in Charge of defense now.
well until now I can only thank Riot for making this game and jhoijhoi for his Making a Guide guide , I really appreciate your work dude (I also would thank you for the Line seperators if I would get how to BBcode them ^^)
Hahaha.. lets see..
Writing a Guide is a lot of work and I am myself not really happy about the actual depth of my Guide. My Respect to all of those great Guideauthors out there.
However I will look how the reaction to this guide is and add Information or even write further Guides. I hope you enjoyed and more importantly learned something new here!
So now hurry out to the Field of Justice to do TONS of Damage and Pick up easy Kills with Syndra!
Balls to the Walls: a guide to teabagging your enemies
Syndra, a New Look for Season 3
[S3] Syndra - Infinite Potential
A guide to ultimate power, Syndra style.