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If I can kill the laner because they have almost no defensive values, I'll just rush all the AP components of Morello's.
runes:
scaling ap seals leaves you super squishy mid game and hardly any benefits later on
items:
in your main build lost chapter into archangel delays your damage for so long until you actually stack up archangel and basically finish another item, not to mention that your stacked archangel is going to be super delayed because you buy it after you finish a whole item. even if you do end up buying it early you invest way too much into cheap component items which also delays your build. Syndra's main power spikes are mainly early ~ mid game where she can bully enemy laners and transition that into high mid pressure w/ heavy burst.
in your anti-ad lane there's literally no reason to run void staff second. even if enemies buy hex / maw you're losing out on so much damage on literally every single other champion in the game and not even getting that much substantial extra damage output vs your enemy laner. you're better off just playing the minions right and going standard NLR items second, not to mention that RoA isn't even that good on her since again you're not playing to syndra's power spikes as a champ early ~ mid game.
Syndra's item choices have been stagnant basically since her release. You go mana regen item first (morello in this meta), big AP item second (most cases dcap or zhonya), another big ap item third or void staff third depending on enemy aegis / other MR, and finish up with more damage, buying early MR / seekers vs harder lane matchups.
masteries:
Not sure about new
Ap Caps is also nic
Will of the Ancients has been removed, what will be replacing it?
This guide will be receiving a fundamental overhaul when the 6.9 mage update is released.
In general I would expect the new build to be a 'Tear->Morello's/VoidStaff->VoidStaff/Archangel's->VoidStaff' style build.
Build path suggestion: Start 3 dorans. Not even joking.
This gives 45AP 180hp and most importantly, 150% mana regen and 12 mana per minion kill for just 1200g.
Pros: near infinite mana, pretty decent AP and HP for cost.
I see in your guide about syndra's early game mana problem, and after experimenting, this works so well that you can shove your lane HARD (W1 melee minion, QW2 caster minions, Q melee minions with autos to secure ones who die early) and still have enough mana for a skirmish or roam after a few waves. You basically have a net decrease of ~70 mana per wave(30 seconds). You will have a huge early game presence from the sheer stats it provides that you can dominate lane AND roam more often than not, and if somehow behind, not be a easy kill (hp) and still present a threat(Never OOM+45AP)
Cons: You will have full inventory soon. Prohibits pots/wards after you start your next item. Wastes some money as you will sell one midgame. CDR item's mana regen wasted if rushed immediately after.
Pots are unnecessary as you will win trades by so much that opponent will never engage, and settle for less damage taken while not retaliating in the least. If not, free kill and back.
Wards, you'll still be able to buy them if you don't fill up the 6th slot until you have enough money for a full 2nd "big" item, or you can simply pray that your earlier pink ward lasts longer.
Build into sorcerer's boots and then void staff or needlessly large rod item, or just a fiendish codex as you have the sustain you need. Build sequence change. End game build doesn't change as you'll eventually sell the dorans.
I say this as an ex-syndra main back when meta was more burst-mage-friendly. Works especially well for those confident in your ability to snowball hard early game, as you will fight more, and so use the early power spike more to your advantage even if you don't snowball. This utilizes syndra's lvl 6~13 power spike(power mountain? its so huge and wide) as she can snipe-stun/peel, burst and do AOE damage while not interrupting movement, making her one of the best early-mid skirmisher.
ok so ive tried the 3 dorans rings in 2 games, and yes it gives you earlier power at the expense of mid. I dont think ill be doing this again.
This gives 45AP 180hp and most importantly, 150% mana regen and 12 mana per minion kill for just 1200g.
Pros: near infinite mana, pretty decent AP and HP for cost.
I see in your guide about syndra's early game mana problem, and after experimenting, this works so well that you can shove your lane HARD (W1 melee minion, QW2 caster minions, Q melee minions with autos to secure ones who die early) and still have enough mana for a skirmish or roam after a few waves. You basically have a net decrease of ~70 mana per wave(30 seconds). You will have a huge early game presence from the sheer stats it provides that you can dominate lane AND roam more often than not, and if somehow behind, not be a easy kill (hp) and still present a threat(Never OOM+45AP)
Cons: You will have full inventory soon. Prohibits pots/wards after you start your next item. Wastes some money as you will sell one midgame. CDR item's mana regen wasted if rushed immediately after.
Pots are unnecessary as you will win trades by so much that opponent will never engage, and settle for less damage taken while not retaliating in the least. If not, free kill and back.
Wards, you'll still be able to buy them if you don't fill up the 6th slot until you have enough money for a full 2nd "big" item, or you can simply pray that your earlier pink ward lasts longer.
Build into sorcerer's boots and then void staff or needlessly large rod item, or just a fiendish codex as you have the sustain you need. Build sequence change. End game build doesn't change as you'll eventually sell the dorans.
I say this as an ex-syndra main back when meta was more burst-mage-friendly. Works especially well for those confident in your ability to snowball hard early game, as you will fight more, and so use the early power spike more to your advantage even if you don't snowball. This utilizes syndra's lvl 6~13 power spike(power mountain? its so huge and wide) as she can snipe-stun/peel, burst and do AOE damage while not interrupting movement, making her one of the best early-mid skirmisher.
I did 3 dorans(try this sometimes. Its OP)->Sorcerer's boots->void staff->deathcap->WOTA
15% CDR in my runes, so I settled for just a WOTA(I get blue like 70% of the game past the 15 min mark. Ahri express delivery.)
This is my dilemma. I roam a lot. I killed ahri 2 times outside of laning phase(4 times total) and got 18 kills on other easier to pick off members. Early game I often "secure kills" for my team, because if I don't do so, enemies escape(flash after my ult started kind of kill secures). A few times of this (round 15 minutes in) and the enemy go into kite peel run mode whenever they see me regardless of numbers, so I often HAVE to burst someone down for them to die. I become the only fed one on my team, and when enemy tanks start building MR, I won't be able to kill everyone before my team die to enemy damage. So, I lose teamfights even 5V4 after I picked off someone ~30 seconds ago.
What I usually experience:
Generally, I get 1 or 2 kills early, start snowballing real hard mid game to 10~20 kills, then lose teamfights. I actually stay to take out dragon/turrets after a successful gank if my team is still alive, so it's not like I'm doing nothing except getting fed. I don't tax unless pushing towers or we decides to back. (I'm in plat so I do know some of my stuff about the game.)
My roaming priorities in past games: Countergank->straight up gank->objective
I always push minion waves immediately after backing, so I take out the outer turret ~12ish minutes in, then start to roam. My own outer turret lasts a bit longer(15~25 minutes) as I do push out the minion wave and unless going after an objective, comes back to mid. I don't give up the inner turret unless trading inner turrets/inhib.
I deny my jungler the razor camp often(like 40% of the razor spawns are mine).
My CS mostly comes from shoving lanes that are left alone after my team dies, or when my side lane backs and I got a free kill on the unsuspecting enemy laner.
In fights I go mostly ADC style positioning, (making sure I stay alive > key targets), but I'll gladly trade a flash for instagibbing a mispositioned carry(flash out after kill)
I do the following late game, which is always when we somehow lose the game.
teamfights: I peel and wittle down front lines, only take risk to burst down backline when they overextend AND I still have flash to escape, mostly focus on stunning lots of people, and only use ult to prematurely kill a bruiser or save for backline.
splitpush: stay with team, let others splitpush, focus on disengaging/picking out overexteded enemies.
It's not that my team is bad(?), but this happens only when I pick syndra, so I figured it's my problem. I simply don't know how to carry with syndra. This happens so much in S5 and S6 preseason that I simply dropped syndra altogether(she was my main in S4) Saw your guide, gave syndra another chance, and the same thing happened again. Help!! What am I doing wrong?!?!?
One thing I might stil have to ask you is some tips about how to lane against Kassadin... Met him twice this week and both of the times I was quite at a loss on what to do, hardly managing not to loose the lane completely but totally unable to get any advantage..
Thank you again for your guide!