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Syndra Build Guide by Itsyaboyorchid

Middle Syndra Guide (Patch 9.2) (Updated)

Middle Syndra Guide (Patch 9.2) (Updated)

Updated on January 31, 2019
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League of Legends Build Guide Author Itsyaboyorchid Build Guide By Itsyaboyorchid 8 2 19,622 Views 0 Comments
8 2 19,622 Views 0 Comments League of Legends Build Guide Author Itsyaboyorchid Syndra Build Guide By Itsyaboyorchid Updated on January 31, 2019
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Runes: Meta Runes (Highest Winrate)

1 2
Domination
Electrocute
Taste of Blood
Eyeball Collection
Ravenous Hunter

Sorcery
Manaflow Band
Absolute Focus
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Typical Spells
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Syndra Guide (Patch 9.2) (Updated)

By Itsyaboyorchid
Introduction
Hello, I'm Orchid. I'm a 19 year old dweeb from small town Iowa. I'm currently Gold 1 due to decay, and lack of time this last season for Solo Queue. I'm a Diamond 4 peak, typically holding Platinum 1-3 mmr. I've played in 2 small tournaments with a group of my friends, we placed 5th out of 20 teams in the first tournament, and placed 3rd out of 32 teams in the second. I played on my collegiate team (Iowa State University) last season for about 4 months, in which we were 5 wins / 0 losses. Last summer I was invited to attend a League of Legends camp held by a subordinate of an NA LCS team. I'm a mid lane main, typically fill secondary. Enjoy & feel free to comment any criticisms or praises & don't forget to vote accordingly!
About Syndra
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:

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

Quick Lane Shove Combo

: (Q) - (E) - (W) - (Q)

Hard Engage Combo

: (Q) - (E) - (W) - (Q) - (R) + Ignite if possible.

Sneaky Engage Combo

: (Q) - (W) - (E) - (Q) - (R) + Ignite if possible.
My Runes

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.
Adaptive runes just add to your early game pressure, and you can swap out magic resistance runes / armor runes as needed.
Early Game / Laning Phase

Lane Type:

Here you are, you've finally made it through selecting your champion, Summoner Spells, Runes, and maybe getting borderline flamed in lobby by an angry Yasuo one trick. You've finally made it to the game. To start off, decide whether it's a farm lane, a kill lane, or a safe lane. A farm lane, is a lane where neither you nor your opponent has kill pressure. So you just decide to farm it up. Some examples of a farm lane are: Azir, Galio, Xerath, or Lux. A kill lane is a lane in which you have the pressure. You could ideally walk up, combo them, and get a kill pretty easily. Some examples of a kill lane are: Ryze, Aatrox, Zoe, or Twisted Fate. Finally, a safe lane is a lane in which the opponent has a lot of pressure, so you're just trying to survive laning phase. Examples of this are: Talon, LeBlanc, Pyke, Fizz, or Zed. Of course, there is outliers to this foundation of "lane types" I've made. A few examples of this are Ahri, Cassiopeia, and Yasuo. These few champs, and others, are lanes that could very easily go either way. You could have all the pressure and dominate lane, or they could. There's also a good chance they could be quiet farm lanes. Just be aware of how they're pressuring you, and how often their Jungler is ganking.

Lane Start/First Items:

Once you've decided what type of lane you're in, you can buy your first items before heading to lane. If it's a kill lane, I'll typically take Dark Seal. With Dark Seal, you can have a high probability of snowballing faster. In kill lanes I look for my first kill around level 4. So Dark Seal is a good pick up early in this situation.
In a farm lane, I tend to take the typical Doran's Ring, for the damage to minions, mana, and ap. It's pretty standard, and can also be taken in kill lanes.
In a safe lane, you'll probably be poked a lot, or somehow damaged, in this scenario, I take Corrupting Potion. It helps sustain through the poke, so you don't have to recall too many times or die.

Priority Items / Rush

As Syndra, you use your Q a lot. To poke, to farm, to engage, etc. Rushing Lost Chapter allows you to stay in lane much longer with the mana & passive. The ap helps a lot as well. After rushing Lost Chapter, you need to go straight for Sorcerer's Shoes. This is your first major power spike, and will allow you to openly engage more often. After getting Lost Chapter & Sorcerer's Shoes, you'll typically build your Lost chapter into Luden's Tempest. This is your second power spike, but much bigger than your boots. Then, you follow your build according to the situation.

Vision:

The green areas mark good places to ward, due to Jungler traffic, and area of resource. Areas marked in yellow are okay to ward because there is decent traffic, but not as much as the green areas. Lastly, there is red areas, avoid warding there. They're either always filled with Control Ward's or give you limited vision.
Conclusion

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I'm open to any sort of critism or discussions so feel free to comment and vote accordingly! I hope you learned something, thank you for viewing!
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League of Legends Build Guide Author Itsyaboyorchid
Itsyaboyorchid Syndra Guide
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Syndra Guide (Patch 9.2) (Updated)

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