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Syndra Build Guide by Jalesom

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 Jalesom

Syndra: Drowning the Invincible Braum

Jalesom Last updated on July 29, 2014
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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


Guide Top

The Inspiration

Once again Syndra found her abilities dampened by a Master. Paired against The Invincible Braum, her every spell began to dwindle. Dark Sphere after Dark Sphere was broken against Braum's Unbreakable sheild. When she tried to Scatter the Weak, Braum would simple command them to " Stand Behind Me" and let the flailing attacks fall to the ground. After many Concussive Blows, Syndra began to feel Winter's Bite. She felt that her power had fell into a Glacial Fissure with little hope of return. Furious, and with great Force of Will she Unleashed Power held from the fear of her previous betrayal and dashed her adversary to the cold hard ground. After all, she vowed to die rather than having her power shackled ever again. [nextcolwidth=20]


JUMP TO
Inspiration * Intro * Stats Full Build * Runes * Masteries * Items * Ability Sequence * Spells * Pros / Cons * Summary



Guide Top

Intro

EDIT: WARNING: This build is not Syndra's main focus. I would not suggest it in ranked play unless you have mastered it in normal games. And yes you can get Seraph's Embrace and Muramana in a 40 min game. /Edit

I am creating this guide for a fresh new look on how Syndra can be utilized. It came to me while facing Braum mid. We kept losing teamfight after teamfight simply because no one could shut down Braum. He seemed unbreakable throughout the game until I began to shut him down again and again.

The goal of this build is to maximize mana regen as early as possible in order to spam Q. This will charge up your Archangel's Staff-> Seraph's Embrace and Manamune-> Muramana as fast as possible.

Spoiler: Click to view


I strongly suggest checking out the build calculator at teryd.net .
It is much more in depth than other build calculators I have found online

JUMP TO
Inspiration * Intro * Stats Full Build * Runes * Masteries * Items * Ability Sequence * Spells * Pros / Cons * Summary


Guide Top

Stats Full Build

teryd.net

Full Build (with Rod of Ages). Dont forget to set your Runes, Masteries, and Buffs (masteries, and items). Play around with the build calculator and you will figure it out :)

ABILITY DAMAGE

Dark Sphere
Force of Will
Scatter the Weak
Unleashed Power
= 523
= 580
= 453
= (286 + 3% current mana [Muramana]) per orb


OFFENSIVE
Biggest Auto Attack
Auto Attack
Attack Damage
Attack Speed
Armor Penetration
Ability Power
Magic Penetration
= 629.6
= 421.2
= 209.2
= 0.838
= 8
= 426.9
= 20 + 6%


DEFENSIVE
Health
Absorb Shield
Health Regen
Armor
Magic Resistance
Tenacity
Damage Reduction
Effective Health
Physical Health
Magical Health
= 2434
= 860
= 30.63
= 149.2
= 55
= 0%
= -1.5% (negative bc of Double-Edged Sword
= 6597 (with Seraph's Embrace)
= 8087 (with Seraph's Embrace)
= 5106 (with Seraph's Embrace)


UTILITY
Maximum Mana
Mana Regeneration
Cooldown Reduction
Movement Speed
= 4300
= 47.7
= 35%
= 380.6

JUMP TO
Inspiration * Intro * Stats Full Build * Runes * Masteries * Items * Ability Sequence * Spells * Pros / Cons * Summary


Guide Top

Runes

Runes

Greater Glyph of Magic Resist
9

Greater Seal of Armor
9

Greater Mark of Precision
9

Greater Quintessence of Ability Power
3

Greater Glyph of Magic Resist is essential. Syndra can be extremely squishy to magic damage since the nerf to Athene's Unholy Grail

Greater Seal of Armor is not necessary late game but helps tremendously early game bc Syndra is so squishy. I strongly recommend armor seals, but if you play safe early, switch to what you'd like.

Greater Mark of Hybrid Penetration is essential to maximize AP and AD damage due to the Muramana build.

Greater Quintessence of Ability Power quints help to get a kill by lvl 3. Can be switch with movement speed quints due to Syndra's low mobility if you seem to get caught out a lot (avoid the void).

JUMP TOInspiration * Intro * Stats Full Build * Runes * Masteries * Items * Ability Sequence * Spells * Pros / Cons * Summary


Guide Top

Masteries

Masteries
1/5
4/1
3/5
1/1
1/5
3/5
1/1
3/1
3/
1/
3/5
3/1
1/1
1/5
1/1

Spell Weaving and Blade Weaving greatly increase damage to opponents and will always be utilized due to your constant CC that hardly ever lets enemies escape. Otherwise the 21 0 9 is pretty standard for Syndra. Strength of Spirit also gives you 14.33 HP regen per 5 sec once at full build.

JUMP TOInspiration * Intro * Stats Full Build * Runes * Masteries * Items * Ability Sequence * Spells * Pros / Cons * Summary


Guide Top

Items

Item Sequence

Athene's Unholy Grail
2250

Seraph's Embrace
3000

Zhonya's Hourglass
2900

Iceborn Gauntlet
2700

Sorcerer's Shoes
1100

Muramana
2100

Varying from the build order will most likely prevent you from reaching full build so make build order changes with extreme caution or people will think you are a Troll. Boots of speed can be built at any time but full boots should be bought anytime after Archangel's Staff.






Rushing Athene's Unholy Grail will give you great mana sustain in order to rapidly build both Tear of the Goddess. This is typically the only item you get as Syndra that has Magic Resist. Also, the cooldown reduction is essential to reach 35% later on.

Archangel's Staff reinforces your Q spamming with mana regen and +max mana (fuels your Murumana later) and will provide you with extra momentary defense mid-late game. Archangel's Staff's [[Insight] Passive will also allow you to scale your AP throughout the whole game instead of only when you buy or level up. The passive gives you AP equal to 3% of your maximum mana. 4300 end game x 0.03 = 129 bonus AP + 60 AP = 189 AP.

Rod of Ages allows you to add even further to your maximum mana (spamming, Insight, Muramana later) and gives you HP and AP (scales with time) to boot. Because you will be mostly leveled by the time you get this item most of the time, it may prove to be inefficient. Therefore, it can be replaced with Zhonya's Hourglass as a viable alternative.

Zhonya's Hourglass will give you the stasis active which can turn the tides of a battle while giving you 120 AP and 50 Armor. If the enemy team is AD heavy or has gap closers, I strongly recommend this item in place of Rod of Ages.

Iceborn Gauntlet gives you another crowd control and AP/CDR to boot. With the extra CC you can keep your enemies from running away while constantly pounding on them. Obviously you need to Auto Attack for this to proc. Slow -> AA -> Stun -> AA and so on and so forth. This items also gives you extra wave clear with the Area of Affect from Auto Attacks. This can be extremely effective against Super Minions (use Force of Will to Group the Super Minions to maximize your AoE damage).

The magic penetration greatly increases spell damage, and the movement speed is essential due to Syndra's low mobility. I recommend Enchantment: Homegaurd for the quick Health/Mana Recharge speed and the ability to ambush enemies when defending.

And finally, Muramana gives you massive AD for your Auto Attacks and Iceborn Gauntlet Procs and your Ult as Syndra. The only down side is that is that even though you have 4300 maximum mana, you will start to unbelievably burn through it if autoattacking minions a lot. I suggest toggling it off if you are simply farming and not against champions.

JUMP TO
Inspiration * Intro * Stats Full Build * Runes * Masteries * Items * Ability Sequence * Spells * Pros / Cons * Summary


Guide Top

Ability Sequence

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

Other guides have excellent "tutorials" on how to chain Syndra's abilites that are not touched on in this guide.
Eg. 2 sphere stun, 3 sphere stun, 6-7 sphere stun, killing sequence, maximizing ult orbs, etc., etc.
After sufficient mana regen is obtained:
* Spam Dark Spheres
* Get Blue Buff and Blue Elixers

After getting Iceborn Gauntlet:
* Auto Attack after each stun or slow to proc

After Manamune -> Muramana
* Toggle Muramana on
* Auto Attack after each stun or slow to proc
* Use Dark Sphere to proc Iceborn Gauntlet to take down towers

Spoiler: Click to view


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Inspiration * Intro * Stats Full Build * Runes * Masteries * Items * Ability Sequence * Spells * Pros / Cons * Summary


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Spells

Teleport will allow you to be very versatile throughout the game and get places faster. It makes Syndra more viable and less prone to getting caught out when changing lanes. In laning phase, it will allow you to assert lane dominance and gank top and bot lane by teleporting to a ward in the enemies tri-bush. It is also great when roaming. After you roam to gank bot lane, you can tp and subsequently gank top as well. This completely catches the opposing team off guard by traversing the map so quickly. Or you can roam, gank, recall, and then quickly return to your own lane so as not to miss minions. If you are a static mid player and never seem to leave your lane, you will not be a great help to your team.

Flash is essential for positioning and surviving your lane. If you do not take flash, the enemy jungler with come to gank you all day. Syndra's low mobility means that if you are out of position for a split second, you or your ally will most likely die. Flash allows you to reposition and also surprise your enemies.

Flash can also be used very aggressively. If you want to get a kill but the enemy champ keeps backing off on every approach, get just out of range, then flash right to him and delete him with your ult. If you are getting ganked and both of you are low health but the enemy has the advantage, you can drastically surprise them at your tower. Either when the just are out of range of your tower, or right after they flash into your tower for the tower dive, flash out of your tower towards and behind them. Then punish them with Scatter the Weak. This will push them and stun them under the tower. Then you can follow with a slow if necessary keeping them under the tower longer.

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Inspiration * Intro * Stats Full Build * Runes * Masteries * Items * Ability Sequence * Spells * Pros / Cons * Summary


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Pros / Cons

Pros:
+ ->Infinite Mana
+ Spam Abilities
+ 35% Cool Down Reduction
+ Armor, tanky mid/late game
+ Crowd Control
+ AP/AD damage
+ AoE damage
+ Crowd Control to escape
+ Difficult to build against
+ Teleport and Crowd Control to set up Ganks

Cons:
- Very low mobility early game
- Not as much Damage against champs early -> mid game.
- Syndra will always be Squishy bc of her high burst.
- High difficulty cap
- Punished when out of position
- less bursty mid game

JUMP TO
Inspiration * Intro * Stats Full Build * Runes * Masteries * Items * Ability Sequence * Spells * Pros / Cons * Summary


Guide Top

Summary


Give the build a try on a Custom Game to get a feel for it. Then try it out on a Normal Game (Bot Game prob won't go long enough). Afterwards feel free to leave comments, and positive criticism.



JUMP TOInspiration * Intro * Stats Full Build * Runes * Masteries * Items * Ability Sequence * Spells * Pros / Cons * Summary