Syndra General Guide by BURSTyoubaby
Not Updated For Current Season
A full offense Syndra Build.
Not Updated For Current Season
Hi everyone. This is my first ever guide in mobafire, so please don't rate me like some kind of pro, or some loser, :D
I've been playing Syndra for some time now. At first, I was really annoyed because it was hard to land her skill shots(ESPECIALLY THE "Scatter the Weak"). But now I play her to near perfection(in my own point of view) dishing out damage, without even getting any counter attacks from the opposing team. This guide is not intended to educate you on how a real Syndra player plays. This guide was made just to inform you how I play syndra. :)
Pros and Cons
- Q ability is basically spammable. And is her main damaging spell.
- Very Strong Laner and pusher.
- You can move will casting her spells, basically you can still crush your opponnents while running away from them. XD
- POWERFUL burst upon reaching level 6.
-Combo based (Miss one ability, the whole combo's broken)
- (I THINK) has the hardest cc to land in WHOOOOLE game :(
- if you crushed early game, you're crushed all game long.
- her W and E's cooldowns are not very proportional to her Q's cooldown. Say what?! :O
- Even my friends ask me, "Why not choose ignite?". My main reason is you can have more lane presence if you have this instead of ignite. You wont need to go back to base often. And besides, I don't build Syndra with mana reg. that much.
- And yes, it was nerfed. (From a certain amount which restores almost all of my mana at any level, it only restores 40% now. T__T) Deeeym!
Flash -- Self Explanatory XD
Syndra conjures a dark sphere at a target location, dealing 70 / 110 / 150 / 190 / 230 (+60% of ability power) magic damage in an area. The sphere remains for 6 seconds and can be manipulated by Syndra's other abilities.
Once at max rank, it deals 265 (+69% of ability power) magic damage when used against enemy champions.
Force of Will
First Cast: Grabs a target dark sphere, enemy minion, or neutral monster.
Second Cast: Throw a grasped dark sphere or enemy at a target area. Enemies struck by the projectile take 80 / 120 / 160 / 200 / 240 (+70% of ability power) magic damage and are slowed by 25 / 30 / 35 / 40 / 45 % for 1.5 seconds.
Once at max rank, the slow duration will increase to 2 seconds.
Scatter the Weak
Deals 70 / 115 / 160 / 205 / 250 (+40% of ability power) magic damage in a cone and knocks enemies away based on how close they are to Syndra. Dark spheres within the area-of-effect are also knocked back, dealing magic damage and stunning enemies in their path for 1.5 seconds.
Draws upon Syndra's full cataclysmic power, harnessing all dark spheres to deal 90 / 135 / 180 (+20% of ability power) magic damage per sphere to an enemy champion. This spell will cause the three spheres floating about Syndra to become active, dealing a minimum of 270 / 405 / 540 (+60% of ability power) magic damage.
Early game, you will want to harass your enemy mid champ, to show them who's dominant, because if you are feared early on, you wont have much problems later on. A simple Q --> W --> Q combo should scare them off already.
I consider a game early game if I still have less than 200ap, that's my early game. In this build we are totally disregarding Syndra's defensive aspect, since we assume that you'll be staying behind the fight all the times.
And yes, I dont start with boots, because if you check my masteries, I did get the Movement speed thingy, I think it compensates enough for the lack of boots. Plus, to add to everyone's questions on why I take Ionian boots of lucidity over Sorcerer's shoes, is mainly, the fact that you would want to be able to spam your spells more than a 20 magic pen. :)))
MID to LATE game
By now you should have been building my suggested build. Your main goal now is to ensure you win the game by shutting down any champions who were fed in the different lanes.
I myself would consider Syndra an anti-tank champion, given her q has a low cd. So you can spam this to wear your opponents off eventually.
And I also would like to clarify why I would prefer Enchantment: Homeguard for my boots. It makes roaming and defending your base more easy, plus early and mid game, it allows you to go back in fights more faster.
My "Advanced" Tips XD
-- Scatter the Weak will be easier to land if your target is running directly towards or away from you.
-- Your Q will, most of the time, initiate your entire combo. If you didn't land it, and you're not sure if the rest will fall into place. Better not continue the entire combo, than risk losing your mobility, and/ wasting your mana.
-- Using your W and E will extend the life of your spheres. Here is a simple combo to land a 6-sphere Ultimate. PLUS, considering the first tip(a direct target relation) * Q - Use W on that sphere landing it directly where or before the target - Q - then scatter the weak directly forward you - wait for 1 to two seconds then Q again - Ult*
-- When you are being chased, place a dark sphere directly before you, not after your wake. This will ensure you a stun.
-- do you know you can use Scatter the weak to push pursuers behind thin walls? :))) (accidental discovery) ie; the baron and dragon wall.
-- To clear creep waves, W a melee minion and drop it at the ranged minions, follow up with a dark sphere. ;)