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Syndra Build Guide by nissse21

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 nissse21

Syndra take you!!!

nissse21 Last updated on September 15, 2012
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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
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Table of Contents
Guide Top

Chapter 1

Born with immense magical potential, Syndra loves nothing more than exercising the incredible power at her command. With each passing day, her mastery of magical force grows more potent and devastating. Refusing any notion of balance or restraint, Syndra wants only to retain control of her power, even if it means annihilating the authorities that seek to stop her.

Throughout her youth in Ionia, Syndra's reckless use of magic terrified the elders of her village. They took her to a remote temple, leaving her in the care of an old mage. To Syndra's delight, the mage explained that the temple was a school - a place where she could develop her talents under his guidance. Though she learned much during her time there, Syndra no longer felt her power growing as it had in her youth. Her frustration grew, and she finally confronted her mentor, demanding an explanation. He revealed that he had dampened Syndra's magic, hoping to help her learn control and restraint. Accusing him of betrayal, she advanced on the mage, commanding him to lift the spell that was holding her back. He backed away, telling her that if she couldn't control herself, he would be forced to nullify Syndra's magic completely. Furious, she summoned her power and dashed the old man against the walls. With her mentor dead, Syndra felt the rush of her unbounded potential for the first time in years. Though she had won her freedom, she refused to return to the society that had tried to steal her gift. Instead, Syndra decided to claim her former prison as a stronghold. Pushing the boundaries of her magic, she tore the structure from its foundations and raised it into the sky. Free to delve further into her art, Syndra now aims to grow powerful enough to destroy the weak, foolish leaders of Ionia - and anyone else who would dare to shackle her greatness.

"Power belongs to those who can wield it.''
-- Syndra


Guide Top

Chapter 2

Ability Description Leveling up

Dark Sphere (Active): Conjures a Dark Sphere at a target location, dealing magic damage. The sphere lasts for up to 6 seconds and can be manipulated by Syndra's other abilities.
Transcendent Bonus: Deals 15% bonus damage against Champions.
Cooldown: 4 seconds

Cost: 50 / 60 / 70 / 80 / 90 mana
Magic Damage: 60 / 100 / 140 / 180 / 220 (+0.5 per ability power)
Magic Damage to Champions (Rank 5): 253 (+0.575 per ability power)



Force of Will (Active): Grabs a dark sphere, enemy minion or neutral monster for 5 seconds. If a dark sphere is grabbed, its duration is refreshed. Dragon and Baron Nashor cannot be grabbed by this ability.
Cost: 60 / 70 / 80 / 90 / 100 mana
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
(Active): Throws the grasped Dark Sphere or enemy at a target area. Enemies struck take magic damage and are slowed for 1.5 second.
Transcendent Bonus: Increases the slowing duration to 2 seconds.

Magic Damage: 80 / 120 / 160 / 200 / 240 (+0.7 per ability power)
Slow: 25 / 30 / 35 / 40 / 45 %


Scatter the Weak (Active): Knocks enemies and Dark Spheres back, dealing magic damage to them and any enemies they collide with. The distance of the knockback increases depending on how close the affected units are to Syndra upon cast. Dark Spheres that are knocked back also stun all enemies in their path for 1.5 seconds.

Transcendent Bonus: Spell width increased by 50%.
Cost: 50 mana

Cooldown: 18 / 17 / 16 / 15 / 14 seconds
Magic Damage: 70 / 115 / 160 / 205 / 250 (+0.4 per ability power)


Unleashed Power (Active): Draws upon Syndra's full cataclysmic power, harnessing all Dark Spheres to deal magic damage to her target per sphere. Unleashed Power will use the three spheres that orbit Syndra, ensuring a minimum damage.
All Dark Spheres remain on the ground for 6 seconds after Unleashed Power is used.

Cost: 100 mana

Cooldown: 100 / 90 / 80 seconds
Damage per Sphere: 90 / 135 / 180 (+0.15 per ability power)
Minimum Damage (3 spheres): 270 / 405 / 540 (+0.45 per ability power)
Damage with 7 spheres: 630 / 975 / 1260 (+1.05 per ability power)


Guide Top

Chapter 3