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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order
Transcendent (PASSIVE)
Syndra Passive Ability
Hi, I'm Vapora Dark, a veteran player that's been playing since season 1. During that time I've hit Master tier as a mid lane main in season 5, as an ADC main in season 7, again as a jungle main in season 8, and once more in season 9 playing a mix of all those roles including mid and Fizz. I can play every role to a very high level and have a very good understanding of the general aspects of the game on top of that. |
I've been writing guides on MOBAFire since 2011, among which my achievements include winning the MOBAFire guide contest multiple times, achieving the highest score on the site multiple times with multiple guides, achieving the most comments on a single guide of all time by a very large amount which hasn't come even close to being surpassed in the 3 years that it's been archived, and having the most collective guide views on the site by a very hefty amount. I've also written some champion guides for Riot Games on the Lolesports site.
Electrocute: The large amount of burst this keystone offers makes it the best choice for Syndra. It's easy to proc thanks to how you burst someone down and the damage is second to none for the early-mid game which is where Syndra shines. |
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Taste of Blood: Syndra has a fairly dominant lane but has 0 self sustain. Being able to get some health back before stacking Ravenous Hunter in poke trades is incredibly valuable. |
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Eyeball Collection: This option is the most consistent way to gain extra AP. The other 2 options are situationally good but you're looking for consistency. |
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Ravenous Hunter: As Syndra has 0 sustain, being able to heal from fights and minion waves is super useful. It also has full effect on your ultimate Unleashed Power. |
Manaflow Band: Syndra has fairly decent mana costs with low cooldowns, so being able to get extra base mana and eventually missing mana regen helps massivley. Especially if you can't get blue buff from your jungle. Transcendence: As with most mages, Syndra likes CDR. Usually you only get 30% from items, and sometimes you don't get Zhonya's Hourglass until later meaning you only sit on 20%. This rune means that together with a blue buff you can hit 40% with just your Luden's Tempest. It also means that if you have 30% CDR in items and get a blue buff, you'll overcap and get some extra AP making this rune have 2 benefits. |
|| | FLASH | || | This is the best summoner spell in the game, almost every champion takes it and it's completely irreplaceable. It's the best defensive summoner and the best offensive summoner all at once. The fact that you see all 10 players take this in 99% of games just goes to show how strong it is. Syndra has no mobility and no easy way of defending herself aside from Scatter the Weak, so this is absolutely essential on her. | || |
|| | IGNITE | || | This is the second best summoner spell for Syndra, in my opinion. It'll add even more kill potential to her pre-6 and post-6, and increase the strength of her burst in team-fights. | || |
The next best alternative to Ignite. Sometimes you'll be laning against assassin champions who can one shot you very easily if you don't have a way to dodge or outplay it. Syndra has 0 mobility and her CC can be dodged easily if the enemy is looking for it. Barrier offers a large shield that can help against these champions, at least until you get a Zhonya's Hourglass. It's also fantastic for baiting people as the cooldown is very short. |
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Transcendent
- Dark Sphere: The spheres simply do 15% more damage to champions - Force of Will: Now deals an additional 20% true damage. All this means is that your Force of Will will do extra damage once you max it, and this damage will be unaffected by MR or damage reduction. - Scatter the Weak: Cone width is increased by 50%. This means it's very easy to kite and stun champions. - Unleashed Power: The simplest of them all. Cast range is increased by 75, from 675 to 750. Basically, you can cast it from further away, which can sometimes come in handy for when you'd otherwise not be able to get close enough to cast it. |
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Dark Sphere
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Force of Will
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Scatter the Weak
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Unleashed Power
However, it's generally important that you pre-prepare a sphere or two before casting Unleashed Power to maximize its damage. With blue buff this is easy, since you can spam Dark Sphere 24/7, but otherwise it'll take specific preparation right before you know you'll get a chance to hit someone with Unleashed Power. It's worth noting that with Force of Will you can extend the lifespan of a sphere for a few seconds. |
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Doran's Ring |
Luden's Echo |
Sorcerer's Shoes |
Morellonomicon |
Zhonya's Hourglass |
Rabadon's Deathcap |
Void Staff |
Mejai's Soulstealer |
At level 1 you'll be taking Dark Sphere to begin shoving in your enemy and bullying them as they go for CS. The best time to cast this is when your enemy is going for a last-hit, as they'll have to stand still as they do it and will have to choose between getting the CS or dodging the skill.
Optionally you can instead opt to take Force of Will at level 1 and just harass your opponent with their own minions. The reason for this is that despite having a much longer cooldown, it has a much bigger hitbox that's extremely hard to dodge, so it's almost a guaranteed hit, whereas Dark Sphere is easily dodgeable by cancelling your auto-attack and side-stepping it. This is especially good against enemies with high CD level 1 spells, who won't be able to abuse your Force of Will downtime by forcing trades with their more spammable spells.
At level 2 you take Force of Will (or Dark Sphere if you started the former) for higher pressure. At this point you can throw Force of Will for an easy hit because of it's huge hitbox, and then once the enemy is slowed by Force of Will you can also land an easy Dark Sphere as they're too slow to dodge it. If possible, one more auto-attack will proc Electrocute.
At level 3 you'll want to put a point in Scatter the Weak for a few different reasons: It'll help you aid ganks, it'll help you escape ganks, and it'll give you kill pressure on low HP enemies.
After level 6 is when you're at your most dangerous, as you gain access to Unleashed Power, which can do a max of 630 (+140% of AP) damage at rank 1.
When you're going for a kill combo, it's best if you can stun your enemy with Scatter the Weak with a pre-existing orb rather than using the Dark Sphere -> Scatter the Weak combo, as this way you get to use the Dark Sphere right on top of the enemy for Dark Sphere's damage on top of getting to use it as an extra orb for Unleashed Power. As you begin to have a lot of points in Dark Sphere you'll have a lot of pushing power, so it'll become easy to shove the wave and look for roams if you think a lane looks gankable. Roaming is especially good when you're ahead. The most common lane you'll want to gank is bot lane, since both enemy bot laners will be 1-2 levels below you at all times, making them easy pray. However, never discard top lane if the enemy top laner is over-extended and a champion that isn't too hard to kill; top lane tends to have far less wards than bot lane since it doesn't have a support with an eye item to ward constantly. During ganks it may seem logical to open up with Dark Sphere -> Scatter the Weak; don't fall for that bait. You only open up with this combo if they have no dashes (mainly goes for the ADC), and you know for a fact that they have no Flashes. If they do have Flash up, or you think they might, you'll want to Dark Sphere on top of them and if they have Flash up, they'll usually burn it here. Whether they do or don't, you'll then pick up your orb with Force of Will, then go for a Force of Will -> Scatter the Weak combo, and this far more likely to succeed in stunning them than by opening up with Scatter the Weak. |
Outside of laning phase, you'll just simply want to group with your team. As Syndra you'll want to constantly try and create picks with Scatter the Weak stuns, and using Unleashed Power on any squishy champion unfortunate enough to get stunned by you. Even if you don't kill them (most likely because you didn't have enough orbs up, since you can't spam them 24/7 due to mana restraints), you'll at the very least probably force them to back, most likely netting your team a free objective or a won team-fight.
In team-fights you'll want to disrupt the enemy team with Scatter the Weak stuns; the more orbs you push at once, the more enemies you're likely to stun. If you have a high number of spheres up you can even consider using Flash -> Dark Sphere -> Unleashed Power onto the enemy ADC if you can immediately reach them after the Flash; it's recommended for you to have Zhonya's Hourglass if you want to do this, since while it's very likely to kill the enemy ADC, it's also going to leave you in the middle of the enemy team, where you're easy to focus. Going into Zhonya's Hourglass right after your combo will also leave you unable to be Exhausted, making it an aggressive move as well.
Remember you don't always have to go for the ADC though. Any semi-squishy enemy that you can get your hands on is a prime target to unleash your load on. Riven, Irelia, Elise (when Rappel is down), etc. You won't one-shot targets like these usually, but single handedly chunking them out for 60-70% of their HP any time they try to get near a team-fight can make them absolutely useless. And here's the cool part; Unleashed Power leaves 3-7 orbs at the feet of whoever you ult. If you're ulting a frontline, you can then Scatter the Weak these orbs for a massive stun onto all nearby enemies, turning your burst combo into a massive AoE disruption combo as well.
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