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.
Threats to Syndra with this build
Syndra was my top played champion in S4 ranked and my favourite League champion. Although her early game has been nerfed, played properly she still poses the same threats as she did before. Syndra offers strong poke, crowd control, burst, and fits into almost any team composition.
I started playing league in season 3 and have been diamond for S4-5. Although my tier may not be as high as some other guides on Mobafire, I have thoroughly analyzed this champion a great deal. Now I still have a lot to learn and Syndra's skill cap is so high that I feel like I have yet to touch upon her full potential. If you have any questions, suggestions, or general feedback, please leave a comment or message me! ^_^
For runes I always take magic penetration marks.
I take flat armor seals if against AD threats or swap them for scaling hp yellows.
Reversely, I take scaling ap glyphs instead of MR if there is no AP threat.
For quints, flat AP is the standard.
Biggest lane bully WORLD
Fits into any team comp
Stupidly strong poke
Strong AOE cc i cri erey tiem
Single target nuke= baieeeee Felicia
Great at kiting
Great at catching people out= baieeeeeee Felicia baieeeeeeeeeeee
No real escape mechanism= Vi makes u cri
Jack of all trades= not really exceptional at one thing (i.e. utility, assassination)
Squishy as fuq
Snails move faster, like for real there are few champs sans ms steroid slower than you
High skill cap
Miss skillshots= dead
Falls off a bit late
Transcendent: Syndra's passive. This passive does't come into effect until at least lv9.
Each of Syndra's normal abilities gain an extra effect at max rank.
Dark Sphere: Deals 15% bonus damage against enemy Champions
Force of Will: Increases the slowing duration by 33%
Scatter the Weak: Cone width increased by 50%
Unleashed Power: Increases range by 75
Q: 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.
Syndra's bread and butter skill. This summons a sphere after a short delay that does AOE damage. It synchronizes with your W, E, and R to give additional effects. The long CD, high damage with passive, and decent mana costs allow Syndra to bully most lane opponents with constant poking.
W: 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.
Syndra grabs any spheres, neutral monsters or enemy pets including Tibbers, Zyra's plants, and Heimerdinger's turrets and throws them as a skill shot after a short delay. W also refreshes the duration of spheres already on the map. You can use this skill to reposition spheres already places on the map.
E: 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.
This skill makes Syndra extremely strong. Alone, it acts as a knock back against all enemy and neutral targets. Combined with Q, it has an extremely long AOE stun range and fast projectile speed. Although hard to land, it is also extremely hard to dodge. Note that you can E after you ult to create a huge AOE stun effect with all the spheres out on the map.
R: 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.
This is a targeted nuke. Syndra launches the 3 spheres floating around her at a target enemy champion. This skill does MASSIVE single target damage and deletes squishes (RIP. DFG never forget). The damage is increased with every additional sphere already on the map. Due to this, you generally want to have placed at least one or two extra spheres down along with the three floating around her.
Note that this skill leaves the three spheres that originally float around her lying around the target enemy champion after cast. Using E after your ultimate can create an Amumu/Sejuani- like AOE stun effect.
Syndra has an incredible kit. While most AP casters fit into low-burst utility mages (i.e. Lissandra, Orianna, Zyra) or single target assassins (i.e. LeBlanc, Fizz) Syndra has a kit that contains both. I see this as the aspect that makes her so powerful.
In lane you generally want to poke with your Q and AA's when you can.
Your standard harass is
Be careful however, as W drains mana very quickly. My preferred harass is a Q and before the sphere disappears, you E it to stun followed by another Q. This takes some practice and proper positioning.
Another highlight to Syndra's kit is that her Q and W have no cast time which makes her excellent at juking skill shots and kiting.
Once you're lv 6 your kill potential is extremely high. If the opponent is <70% a QEWQR + ignite rotation will kill them 99% of the time.
You generally don't have to harass too much with your E unless you know the follow up will cause significant damage. E has a long CD at early lvs and is really the only skill that is going to save you from a gank.
Important note: When landing against champions such as LeBlanc, Akali, Fizz, Diana or anyone with a dash gap closer, you can knock them back with your E before they reach you if your reaction speed is fast enough.
As support Syndra, you counter all the adcs. Your range allows you to harass the likes of Caitlyn even. The only down side is that if you get caught by engage, you're practically dead like Sona or Soraka. Syndra also doesn't have sustain.
In lane I constantly harass with Q but be careful of pushing minion waves accidentally. Syndra sets up ganks fantastically with long range QEW and pretty much guarantees kills. Enemy lanes also underestimate her huge burst damage even without AP items on her ultimate.
In team fights you want to focus on the priority targets on the enemy team (i.e. their AP and AD carries). However, remember that you're squishy so don't go into the front line just to take out their carries unless you know you can survive (i.e. Zhonya, Flash).
Syndra is also an amazing peeler with her W and E. When a fight starts I generally spam Q in the back line while trying to CC the priority targets or peel them off me and the ADC. Sometimes it's better to save your e for (i.e. Talon, Kha'Zix, Rengar,)engages. Since it also has such a long range and passes through targets, try to stun through to the ENEMY BACK LINE. This is an important technique. Ulting and then e for AOE stun could also be beneficial in the right situations, use your own judgement. I tend to ult whichever enemy champion is the biggest threat that needs to be taken out right away. Sometimes that burst on the tank or bruiser is more necessary than saving your ult for their squishes (aka: 1/9/2 Ashe).