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Runes: Meta Runes (Highest Winrate)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order Typical Pathing
Transcendent (PASSIVE)
Syndra Passive Ability
Threats & Synergies
LeBlanc
Due to her mobility, and very quick, high damage combinations, she is equipped to burst you down before you're able to react. Her Q-W-E or her E-Q-W-R combination are extremely quick, and difficult to dodge. As Syndra, your best best is to burst her before she can burst you. Having to rush your combinations may lead to mistakes, which can be deadly. In early laning phase, however, farm with Q-W and save E to shut down LeBlanc's engages. After laning phase you should be able to farm up, and have a lot more wave control around the map. Be aware of LeBlanc's kill pressure.
Amumu
Amumu has very hard to miss, reliable CC and a decent amount of damage. Mix his stun based kit with Syndra's and you have more than enough time to Q-W-Q-R on your opponent and the damage WILL come through.
Amumu
Amumu has very hard to miss, reliable CC and a decent amount of damage. Mix his stun based kit with Syndra's and you have more than enough time to Q-W-Q-R on your opponent and the damage WILL come through.
Champion Build Guide
Syndra is a high damage control mage, with low mobility and very little defense. Her kit is very straight forward, and isn't very versatile. She scales off of Ability Power, and operates with a bursty damage kit. Meaning her damage has high velocity, and once she uses her kit, she's basically useless :) |
Abilities:
Transcendent - (PASSIVE) - Syndra's spells get extra effects at max rank. Dark Sphere - (Q) - Deals 15% more damage against enemy champions. Force of Will - (W) - Deals 20% more true damage. Scatter the Weak - (E) - Width increased by 50%. Unleashed Power - (R) - Range increased by 75 |
Dark Sphere - (Q) - Mana Cost: 40/50/60/70/80 - Syndra summons a sphere that deals 70/110/150/190/230 (+65% Ability Power) magic damage. The sphere remains for 6 seconds and can be manipulated by Syndra's other abilities. This spell can be cast while moving. |
Force of Will - (W) - Mana Cost: 60/70/80/90/100 - First Cast: Grabs a target Dark Sphere or enemy minion. If no target is selected, grabs nearest Dark Sphere. Second Cast: Throws the grabbed unit. Enemies hit take 70/110/150/190/230 (+70% Ability Power) magic damage and are slowed by 25/30/35/40/45% for 150 seconds. This spell can be cast while moving. |
Scatter the Weak - (E) - Mana Cost: 50 - Syndra knocks enemies and Dark Spheres back dealing 70/115/160/205/250 (+60% Ability Power) magic damage to them and any enemies they collide with. Dark Sphere's that are knocked back stun all enemies in their path for 1.5 seconds. |
Unleashed Power - (R) - Mana Cost: 100 - Syndra unleashes her full cataclysmic power, obtaining Dark Sphere's to deal magic damage to a target enemy champion. Unleashed Power picks up & throws the three Dark Spheres orbiting Syndra, and can also pick up & use up to 4 Dark Spheres previously created. Damage per sphere: 90/135/180 (+20% Ability Power) Minimum total damage: 270/405/540 (+60% Ability Power) |
Ability Order:
Primary Runes:
Why Electrocute? - It's pretty standard on Syndra because it's so easily procced. You can Q-E-W proc, Q-E-Auto proc, Q-W-Auto proc, R proc, or just full combo and it'll proc pretty easily as long as you land everything. it's a good, easy, reliable source of damage. |
Why Cheap Shot? - I take Cheap Shot because I use the Q-E-W-R combination more frequently than any other combination. With landing Scatter the Weak (E), you're impairing their movement/actions, making for a true damage shot. I personally don't like the healing of Taste of Blood on Syndra. I do think Sudden Impact is a good option as well. |
Why Ghost Poro? - I put a very high value on vision, especially in the middle lane. Free vision, near permanent vision, too good to pass up for me. Good places to Ghost Poro are the side bushes, and the dot bushes right outside of middle lane. |
Why Ultimate Hunter? - I take Ultimate Hunter because I value Syndra's ultimate ability very highly. It's your main, and most reliable source of damage. Having it off cool down more often is a very big pro, the only con to this is the need for unique takedowns. As Syndra, roaming to side lanes is easy, and relatively safe. Ingenious Hunter is also a viable option, because CDR with Syndra gives a lot of synergism. |
Secondary Runes:
Why Perfect Timing? - A lot of skirmishes in mid lane end in Ignite's or some sort of ultimate that is gonna pop you like a zit. Pretty straight forward, stop watch negates that for one opportunity, and with Syndra, one opportunity can be the difference between snowballing into an unstoppable force, or being a 1/10 dope. |
Why Future's Market? - A lot of players say it's an overall inefficient rune to run, because in the overall scheme of a 30-50 minute game, that debt you put yourself in can actually work against you. I played in Bronze-Platinum elo, meaning you can very easily get away with this. I wouldn't recommend Future's Market for any elo higher than Platinum 4-3 because that inefficiency can lose you games, but I do recommend this for Syndra in lower elo games for 2 reasons. The first reason, games last overall a shorter amount of time, if you use your Future's Market to rush items faster than your opponent, use said items to get kills, snowball, generate more team gold, and get ahead, you have a very clear passage to win the game. The second reason is low elo players won't expose these types of strategies or inefficiencies the same way a Masters player would. Obviously, there is some risk in that thought process, and there is outlier scenarios, but more often than not, this will work. If you don't feel comfortable with Future's Market, I recommend Minion Dematerializer. |
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