Syndra Build Guide by Suns Star
Champion Build: Syndra
| Health | 2284 |
| Health Regen | 16.8 |
| Mana | 2404 |
| Mana Regen | 35.4 |
| Armor | 140.19 |
| Magic Resist | 60 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 105 |
| Attack Speed | 0.838 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 494.02 |
| Life Steal | 0% |
| Spell Vamp | 32 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 15% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
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 |
||||||||||||

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.
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.
Masteries
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.
Items
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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.
Skill Sequence

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
Now our second spell is by far my favorite in the game.
Now we get to the best part.
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.
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.
Special Thanks
Special thanks to jhoijhoi for the line dividers/separators and the guide he and others helped put together about making guides.
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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