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Syndra Build Guide by Suns Star

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 Suns Star

Syndra Of Orbyness

Suns Star Last updated on September 14, 2012

Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
3/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


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Overview

Runes

Greater Glyph of Ability Power
9

Greater Mark of Magic Penetration
9

Greater Quintessence of Scaling Ability Power
3

Greater Seal of Armor
9
Masteries
4/4
4/3
1/1
1/1
3/3
1/3
3/1
4/3
3/1
1/3
1/1
3/2
1/1


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Introduction

Hello everyone. This is my first guide, and yes its on Syndra. Syndra tends to be squishy and have mana problems but if you counter those you have a champion that has low cooldowns, high damage, and great ways of controlling the battlefield. One thing i feel i have to mention. This build shows her AP end at 339. Ive left quite a few items off the build because at a certain point you need to evaluate the field and decide the best item for the situation. Please don't take my guide as law. Be flexible and you will have some of the best scores on teams. NOW, Lets take a look shall we.


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Runes

Runes

Greater Glyph of Ability Power
9

Greater Mark of Magic Penetration
9

Greater Quintessence of Scaling Ability Power
3

Greater Seal of Armor
9
Let's analyze this. We take the long game Quints. Ultimately they are more beneficial to Syndra than the extra at level 1. We are taking Seals of Resilience for survivability. We can build into magic resist easier than armor with an AP champ so this saves us sacrificing much needed items for armor. We are also taking Marks of Insight because what AP mage doesn't like Magic Penetration. Finally, we are taking Glyphs of Potency to make kill shots and managing your lane early a little easier.


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Masteries

Masteries
4/4
4/3
1/1
1/1
3/3
1/3
3/1
4/3
3/1
1/3
1/1
3/2
1/1
Masteries for Syndra are more utility oriented then anything. She has issues with mana and survivability. So we want to counter that without sacrificing a ton of damage. This way we maintain a decent level of defense and allow ourselves to build items that benefit her damage.


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Items

>>> 3x >>> >>> >>> >>> >>> >>> >>> >>> This is pretty self explanatory but let's go over it anyway. Syndra is a AP champ. Unlike some she is ALL AP. Let me reiterate. She cares about AP, AP and more AP. So we build our items to suit her purposes and problems. We always go for boots and health pots, who doesn't? Then we have a choice. We can hold off and go straight to Tear of the Goddess , which is what i do when I'm mid, or port back for a Doran's Ring. The reason i prefer the tear is it starts to fix our mana problem. We like to spam spells as much as possible so tear gives us alot of mana, FAST!.

Now we need to focus on maximizing our damage output. So Rabadon's Deathcap is the logical step. First along that path is Needlessly Large Rod which gives us a nice boost to AP and furthering our goal to the cap. I usually stick it out after the rod till i can buy Rabadon's Deathcap without buying the Blasting Wand. By now the enemy champs have either fed you at which point you can take Ionian Boots of Lucidity instead of Mercury's Treads or they are causing you issues at which point you should take either Ninja Tabi or Mercury's Treads.

Finishing the build is Hextech Revolver Archangel's Staff and Guardian Angel. These you get based on your need. If you find you are taking some damage and just need health to keep your sustained grab Hextech Revolver first. If your getting hammered and need defense go for your Guardian Angel. If your owning and can afford to wait for a little AP grab Archangel's Staff and continue spamming spells. From here you should be picking items based on the situation so ill leave it to your judgment from here.


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Skill Sequence

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

Now the reason for this sequence is we want all our abilities avaliable but we get an awsome bonus for maxing them. So we max out Q Dark Sphere first because it does loads of damage, is our lowest cooldown, and is our primary spell. Our ultimate uses the orbs from this spell so being able to dish out a ton of damage with our ults component is always a good thing.O, almost forgot the best part, this spell is an AoE.

Now our second spell is by far my favorite in the game. Force of Will allows us to grab a sphere or minion and fling it wherever we want doing a decent amount of damage and slowing everything in its radius. Slow and a medium damage AoE. Yes please!!!!

Scatter the Weak is both easy and hard to use. It is a knockback that, if your can aim your Dark Sphere's will stun anything your sphere's hit. I find the best way to use it is approaching a champion with this sequence: Dark Sphere then Force of Will tossing it onto the champion.Now Scatter the Weak to hopefully get the stun. Now your Dark Sphere is ready aswell as Force of Will. On average that should kill or maim most non tank champs and even make a tank think twice about sticking around.

Now we get to the best part. Unleashed Power this takes the 3 spheres floating around you and any Dark Sphere's still on the field and flings them at target enemy champion. I have had this kill champs outright in a teamfight. Take our above scenario.

Dark Sphere > Force of Will > Scatter the Weak > Dark Sphere (totaling 5 spheres for the ult) Force of Will (make sure to get the oldest sphere) and finally Unleashed Power If anything survives this and isn't a tank ill be surprised.


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Summoner Spells

Yes we took escape spells. Flash and Ghost are essential because yes we have a knock back that can stun but we don't have much for escape so these are essential. If i need to explain more let me know.

There is one note though. I have been successful exchanging Ghost for Ignite or Clarity. Ignite is great for the early game kill and the bonus AP. Clarity helps with staying in your lane early.


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Playing Syndra

Syndra is a very aggressive champion but works well defensively to. I find that in most pvp matches (of which i primarily do 3v3 but have tested this build in 5v5) the sheer damage output she can dish out after level 3 makes most players turn tail and run. If you have a choice in 3v3 do not lane solo. The easiest way to die is get caught by two champs who are not on top of each other. In 5v5 i prefer solo mid or solo top. You can clear waves of minions faster then %90 of the champs in the game. By level 6 i was clearing with 1 Dark Sphere and the Force of Willing it back onto them . Best part is its hard to harass Syndra due to the long range of Force of Will. If you are getting pushed back cast your sphere close to you and then Force of Will it into the minions instead.

Ability rotation is something you've probably already picked up from the guide already. Dark Sphere is your opener, does great damage and gets %15 bonus damage against champs once it's maxed. Force of Will is your 2nd because it does another ton of damage and slows anything it hits. Scatter the Weak is both an panic button and a closer. It does ok damage, knocks back anything it hits, and knocks your spheres around , which if your good, stuns the enemy champs to give you time for the final kill.

Please feel free to give me some feedback and let me know how to make this guide better for you all.


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Special Thanks

Special thanks to jhoijhoi for the line dividers/separators and the guide he and others helped put together about making guides.


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Tips , Courtesy of Mista117

Syndra Only Tips

Did you know that Syndra can throw the Ancient Golum and get 10 mana back from it and get a 1 second cooldown reduction?

Did you also know that if Annie uses Summon: Tibbers on you, you can actually pick up tibbers and throw it right back in her face? no? then go do it! its hella fun!

Thanks for the tips. these are amazingly funny


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