It seems like Riot thought you should place a sphere on the enmey, hit him with sphere+cone and then hit him with a 2nd sphere and force+sphere?
Pretty hard to do, and since the spheres have hardly any zoning ability... well, why not play another direct cast burster like LeBlanc or Brand instead?
Pretty hard to do, and since the spheres have hardly any zoning ability... well, why not play another direct cast burster like LeBlanc or Brand instead?
Jpikachu1999 wrote:
I usually go Boots > 2x Doran's > Chalice > Revolver, seems to solve most mana problems early on, even more so if you get blue, plus it gives you nice sustain.
Please don't do this. You are setting yourself so behind early game by getting all these items...you either do double dorans and chalice, double dorans and revolver, chalice and revolver, but not all 3.............
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For the cool downs she has her damage feels somewhat lacking.
Her base damages are really high (if I took a look at them correctly) but her ratios are ****.
Additionally her passive requires you to get to level 9 before any of them kick in. Her mid game strength is quite impressive (I think) but she does fall off.
Her base damages are really high (if I took a look at them correctly) but her ratios are ****.
Additionally her passive requires you to get to level 9 before any of them kick in. Her mid game strength is quite impressive (I think) but she does fall off.
Pheyniex wrote:
is the sphere duration (6seconds) enough for anything?
You can setup 3 for the ulti. The duration itself allows for W'ing with a sphere and setting another, if they run you can get a shot at hitting them with another sphere via E. The question about Syndra is that her combo is waaaaay too long and, on the other hand, her utility isn't that great.

FalseoGod wrote:
You can setup 3 for the ulti. The duration itself allows for W'ing with a sphere and setting another, if they run you can get a shot at hitting them with another sphere via E. The question about Syndra is that her combo is waaaaay too long and, on the other hand, her utility isn't that great.
i was thinking you have to permanently carry around something so you can quicken your combo, but still seems a hard setup.
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I think the most "sure" way to do that (although flash or cc can easily couter it) is sphere for W in advance, use W for slow, sphere for E (not on their faces), sphere for damage, R
Multiple hits with E should do extra damage indeed, since it's dumb hard to do it. Also, I think hitting the spheres while they're stationary should do a tiny amount of damage (it allows hardzoning, sure, but she still wastes mana like ****, so if it was just a little bit of damage it'd not be K to just put spheres to hope people will pass them)