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Syndra Build Guide by TheBlueImperial

Middle [11.11] Syndra - The Antisocial Dark Sovereign (Mid/Support)

Middle [11.11] Syndra - The Antisocial Dark Sovereign (Mid/Support)

Updated on June 2, 2021
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League of Legends Build Guide Author TheBlueImperial Build Guide By TheBlueImperial 99 3 152,935 Views 17 Comments
99 3 152,935 Views 17 Comments League of Legends Build Guide Author TheBlueImperial Syndra Build Guide By TheBlueImperial Updated on June 2, 2021
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Choose Champion Build:

  • LoL Champion: Syndra
    Syndra Mid
  • LoL Champion: Syndra
    Syndra Support

Runes: Electrocute + Sorcery

1 2 3 4 5
Domination
Electrocute
Taste of Blood
Eyeball Collection
Ravenous Hunter

Sorcery
Manaflow Band
Transcendence
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2 3 4 5
Default
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite



DISCLAIMER: The recent update to MobaFire somewhat broke my guide, so I'll be updating it soon to work with the new formatting. Thanks for understanding ♥




TheBlueImperial
"I didn't outplay you, I killed you because you scared me and I accidentally hit my keyboard"
IGN: TheBlueImperial (EUW)
Playing since: December of 2017, I joined preseason leading up to season 8
Favourite Role: Support and Mid equally.
Favourite Item: Zhonya's Hourglass so I can accidently press it walking to lane then die because I don't have it 10 seconds later.

Introduction: Hey! My name is Nathan but online I go by the name TheBlueImperial or Blue for short and I've been playing league for about two years now and haven't looked back since. I'm from the United Kingdom despite my abysmal spelling/grammar and training to get my Helicopter Licences!
PS: Thanks for checking out my Syndra guide! All advice/criticism (especially on my spelling and grammar) is welcome and greatly appreciated! ♥
Syndra - The Dark Sovereign




Why play Syndra: Syndra is a control mage that specialises in making people disappear from existence by throwing balls at them. She scales decently into the mid-late game and still has manages to perform well in the early.

Syndra is a perfect addition to any Mid (or even Support) players champion pool, she is incredibly fun and has a lot of skill expression, especially the higher elo you get with her.
The Story of Syndra: Syndra is a fearsome Ionian mage with incredible power at her command. As a child, she disturbed the village elders with her reckless and wild magic. She was sent away to be taught greater control, but eventually discovered her supposed mentor was restraining her abilities. Forming her feelings of betrayal and hurt into dark spheres of energy, Syndra has sworn to destroy all who would try to control her.
Positives
Negatives
High AP Ratios and Base Damage across all abilities
Incredible area denial/zone control
Early 100-0 potential
Amazing setup with multi-orb stun using Scatter the Weak
Tons of useful mechanics to learn/master
Strong disengage with her Scatter the Weak
Incredibly mana hungry, more so before mana item
Scatter the Weak has a long cooldown and your only self peel
Has a lot of hard counters, Fizz being the main one
Has a hard time into tanks or champions that can either negate or avoid her CC ( Master Yi Olaf)
Can be difficult to pickup, takes awhile to get used to playing her
Mid Pros and Cons breakdown: Syndra is an incredibly potent control mage with strong area denial and burst potential, she has decent scaling into the Mid/Late game and can bully many Mid champion out of lane. Where she struggles is her limited self peel that is on high cooldowns and her many hard counters.

Support Pros and Cons breakdown: While being unconventional support Syndra can be incredibly fun. You're often playing against squishy Marksman, Mages or Enchanters that you're capable of bursting down and your ability to peel for yourself or Bot laner against engage is not to be underestimated. Where she falls off in this lane is her high mana costs and reliance on abusing her early game combos to gain a lead.
Passive - Transcendent
"Upgrades your abilities once they hit max level, giving unique effects or damage buffs"
Each of Syndra's abilities gain an additional effect at maximum rank. This includes range, damage and ability area of effect increases.
Q - Dark Sphere
W - Force of Will
Dark Sphere at max rank does 25% increased damage to champions hit. Force of Will at max rank deals 20% bonus true damage.
E - Scatter the Weak
R - Unleashed Power
Scatter the Weak at max rank is 50% wider. Unleashed Power at max rank it's cast range is increased.

Q - Dark Sphere
"Does AoE damage and Produces a dark sphere that lasts for 6 seconds"
Magic Damage: 70 / 105 / 140 / 175 / 210 (+ 65% AP)
Cost: 60 / 65 / 70 / 75 / 80 Mana
Cooldown: 4 Seconds

After a short delay, Syndra conjures a Dark Sphere at the target location, dealing magic damage to all enemies hit, which then remains for 6 seconds.

Transcendent: 25% bonus damage to champions hit.
Total Damage at Max Rank: 262.5 (+ 81.25% AP)
Bonus Magic Damage: 52.5 (+ 16.25% AP)
Click for more information and tips regarding this ability

W - Force of Will
"Picks and and yeets something, applying damage and a slow to all hit"
Magic Damage: 70 / 110 / 150 / 190 / 230 (+ 70% AP)
Cost: 60 / 70 / 80 / 90 / 100 Mana
Cooldown: 12 / 11 / 10 / 9 / 8 Seconds
Slow: 25 / 30 / 35 / 40 / 45%

Syndra grabs the closest Dark Sphere, Minion, Non-epic monster or Pet to her cursor (prioritizes Dark Sphere) and hold it for 5 seconds. The ability can be recast to throw the held object damaging and slowing enemies hit.

Transcendent: 20% bonus True damage.
Total Damage at Max Rank: 230 (+ 90% AP) Mixed damage
Click for more information and tips regarding this ability

E - Scatter the Weak
"Knocks back all enemies hit and orbs, enemies hit by knocked back orbs are stunned"
Magic Damage: 85 / 130 / 175 / 220 / 265 (+ 60% AP)
Cost: 50 Mana
Cooldown: 18 / 17 / 16 / 15 / 14 Seconds

Syndra knocks back all enemies in a cone in the target direction for 400 units and up to 800 units away from her based on proximity. Dark Spheres can also be knocked back for 1000 units and up to 1300 units away from Syndra based on proximity, knocking back all enemies they collide with for 100 units, stunning and revealing them for 1.5 seconds, and dealing Scatter the Weak's damage if they were not affected by the initial cast.
Click for more information and tips regarding this ability

R - Unleashed Power
"Literally yeets as many orbs as possible to make your enemies health bar drop like a rock"
Maximum Magic Damage: 630 / 980 / 1330 (+ 140% AP)
Minmum Magic Damage: 270 / 420 / 570 (+ 60% AP)
Magic Damage per Dark Sphere: 90 / 140 / 190 (+ 20% AP)
Cost: 100 Mana
Cooldown: 120 / 100 / 80 Seconds

Syndra grabs up to 4 nearby Dark Spheres that were last spawned and the three orbiting around her and hurls them at the target enemy champion, dealing magic damage per sphere.

Transcendent: 75 increased range on Unleashed Power.
Click for more information and tips regarding this ability
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q W E Q Q R Q W Q W R W W E E R E E
Priority #1
Why do I max this first? Due to the raw amount of value each rank of the ability gives. It increases the damage by a considerable amount and lowers the cooldown. Transcendent increases the range of this ability to 750 from 675
Priority #2
Why do I max this second? This ability is Syndra's bread and butter, it's your main damage source and the Transcendent passive on this ability increases damage to champions with the ability by 25% bringing the AP ratio up to 81.25%
Priority #3
Why do I max this third? The main reason you max this ability next is to reduce the cooldown of the ability, since it is Syndras only real self peel. The upgrade from Transcendent increases the area of affect of the ability by 50%
Priority #4
Why do I max this last? The scaling on the ability is mediocre and the ability itself can be quite clunky. It's Transcendent upgrade is great but out classed by its other ability upgrades
Flash: Pretty much a must take summoner for the majority of the champions in League, it's useable both aggressively to secure kills that would otherwise be out of your reach or defensively to escape certain death such as an incoming Chum the Waters or Enchanted Crystal Arrow. Take this every game... and put it on the F button, F is for flash!
Ignite: This summoner provides a lot of extra kill pressure in lane and will likely increase your chances of snowballing. It also helps significantly with any matchups that have healing in their kit. Take against winning or heal heavy matchups.
Good Against
Teleport: Essentially you want to take Teleport whenever you're against a lane opponent you know you're unlikely to be able to kill. Teleport means you're able to get a safe back without missing CS or following a roam you'd be unable to follow otherwise.
Good Against
Barrier: If you don't ban Fizz and end up against him, take Barrier alongside the Anti-Fizz runes. He hard counters your kit and unless he misplays you're unable to beat him, taking barrier just denies him any snowball from killing you.
Take Against
Cleanse: Cleanse is mainly a counter to Zoe and her Sleepy Trouble Bubble as if you're hit by it you're often going to either going to die or lose a lot of health. You can also take it against other champs that rely on hitting a death sentence ability.
Take Against
Exhaust: Less common but if you're against a lot of assassins and really need something to help keep you alive then I recommend going Exhaust, it'll significantly cut down their burst potential to the point they have to run or wait it out.
Good Against
Phase Rush + Secondary Runes
When do I take these Runes: When you know you'll be against a hard lane matchup that you probably can't win you'll want to take this rune page. It makes the laning phase much safer by allowing you to speed away from engages or ganks and scales incredibly well into the late game.
Phase Rush: Incredibly strong against difficult matchups or dangerous lanes, allows you to zoom away from danger like it never existed. It scales incredibly well into the late game so you can reposition in teamfights quickly after engaging or getting engaged on.
Sorcery: Row One Options
Manaflow Band: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
Nullifying Orb: A very useful rune against AP assassins that helps "nullify" some of their burst damage. If you take this I recommend going Presence of Mind for the mana sustain since you're giving up Manaflow Band.
Sorcery: Row Two Options
Transcendence: Since Syndra is incredibly cooldown reliant, more ability haste is always welcome. The new passive that refunds 20% of remaining cooldown upon takedown is also incredibly satisfying and game changing.
Sorcery: Row Three Options
Gathering Storm: The longer the duration of the game the stronger you become, an infinitely scaling rune that grants AP every 10 minutes. If you think you'll be unable to do much early and want a stronger late game take this.
Scorch: Helps poke your lane opponent out of lane and strengthens the hit and run playstyle that Phase Rush enables, it might not seem like a lot of damage but it certain adds up and has a short cooldown.
Inspiration Secondary Runes
Biscuit Delivery: Free sustain is free sustain, it helps a lot in difficult matchups especially poke ones. It also gives permanent mana cap increase by 50 per Biscuit (Up to a maximum of 150).
Time Warp Tonic: This rune converts 50% of a potions regeneration effect as an upfront heal (or immediate mana grant). It'll save your life regularly because of the burst heal or giving enough mana to cast an ability.
Precision Secondary Runes
Presence of Mind: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
Legend: Tenacity: If you find yourself against a team with large amounts of reducible CC I highly recommend taking this rune, it is often the difference between escaping and being killed in a stun.
Sorcery + Secondary Runes

Electrocute + Secondary Runes
When do I take these Runes: Often if you're in winnable lanes that you know you're capable of bullying consistently you take Electrocute, it increases your trade damage and your 100-0 capability against your opponent so they either have to die or leave lane.
Electrocute: Electrocute works incredibly well with Syndras kit, Syndra often wants to be taking quite short trades where the opposition rarely gets to get any hits back in, electrocute bolsters this trade damage significantly. Syndra also has insane 100-0 capabilities that are only further strengthened by this Keystone.
Domination: Row One Options
Taste of Blood: Further strengths your trades by helping revert some of the damage received by your opponent in a trade, leaving you in a much stronger position over the enemy laner.
Cheap Shot: Increases your trade or full combo damage slightly to help secure some extra kills, easily proc'd in all-ins since you're often required to hit your Scatter the Weak stun.
Domination: Row Two Options
Eyeball Collection: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways. Eyeball Collection will grant the AP upon takedowns. Take based on preference.
Zombie Ward: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways. Zombie Ward will grant the AP upon killing wards. Take based on preference.
Ghost Poro: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways. Ghost Poro will grant the AP upon placing Ghost Poro and it spotting enemies. Take based on preference.
Domination: Row Three Options
Ultimate Hunter: This will reduce the cooldown of your ultimate ability (and it alone) per stack which are obtained by getting takedowns on unique champions. Take if you want more uptime on your ultimate for more kill pressure.
Ravenous Hunter: This rune provides some much needed Omnivamp for healing off damage to sustain in fights or heal off minions. The heal increases per stack which are obtained by getting takedowns on unique champions.
Sorcery Secondary Runes
Manaflow Band: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
Transcendence: Since Syndra is incredibly cooldown reliant, more ability haste is always welcome. The new passive that refunds 20% of remaining cooldown upon takedown is also incredibly satisfying and game changing.
Precision Secondary Runes
Presence of Mind: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
Void Staff: If you find yourself against a team with large amounts of reducible CC I highly recommend taking this rune, it is often the difference between escaping and being killed in a stun.
Electrocute + Secondary Runes

Anti-Fizz Runes
When do I take these Runes: If you're mad enough not to ban Fizz because you hate another champ more and you find yourself against the bane of Syndra then you take these runes. Yes, there is a rune page to deal specifically with him because he is a huge pain. I hate him, screw you Fizz.
Summon Aery: Realistically the only way to poke him consistently poke him because his kit has multiple ways to avoid your abilities and combos, so having consistent poke damage outside of your abilities is important. Make sure you're constantly autoing him, especially before he hits level 6, just make sure you don't aggro big minion waves.
Nullifying Orb: In combination with Barrier it will be incredibly difficult for Fizz to kill you, which is the goal of the anti-Fizz runes and summoners. Denying Fizz any form of snowball will help deny him an easy win against you.
Transcendence: Since Syndra is incredibly cooldown reliant, more ability haste is always welcome. The new passive that refunds 20% of remaining cooldown upon takedown is also incredibly satisfying and game changing.
Scorch: Helps poke your Fizz out of lane and strengthens the poke focused damage that Summon Aery enables, it might not seem like a lot of damage but it certain adds up and has a short cooldown.
Precision Secondary Runes
Presence of Mind: Since you have to take Nullifying Orb against Fizz you have to take Presence of Mind for the mana sustain, Syndra is incredibly mana hungery and the lack of a mana rune is noticeable.
Precision: Secondary Options
Legend: Tenacity: If you find yourself against a team with large amounts of reducible CC I highly recommend taking this rune, it is often the difference between escaping and being killed in a stun.
Coup De Grace: If they don't have a large enough amount of reducible CC to justify Legend: Tenacity then this rune is a good second choice as it increases your damage against lower health targets.
Anti-Fizz Runes
Luden's Tempest: This will be the Mythic you take majority of the games, it provides AP, Mana, Ability haste, magic pen and a burst/poke focused passive which is everything Syndra wants. Try to space out trades to make full use of the passive for the best possible outcome when fighting. The passive also allows you to oneshot caster minions which is incredibly useful.
Liandry's Anguish: When you're against teams with multiple tanks and/or champions with high health pools Liandry's is the better option. Your abilities will apply a flat damage and % max health burn for 4 seconds while shredding their magic resistance to you over the duration. This allows you to actually dent some of the tankier champions in the game.
Void Staff: I honestly cannot think of a game where I haven't had this item at full build, it's incredibly power, stupidly cost efficient and 40% magic pen just sky rockets your burst damage to anyone with MR. You'll often build this 3rd item (excluding boots) but you can delay it to either your 4th or last item depending on how if the enemy has built much MR yet.
Sorcerer's Shoes: You'll often be taking boots second item, the movement speed is incredibly useful since you're an immobile mage. The main reason you choose these boots over other items is because it provides 18 magic pen which is incredibly strong on mages with strong 100-0 potential. Since you're regularly going Ludens you end up with a combined magic pen at full build of 44.
Everfrost: A Mythic that is a counter to Assassins and high mobility carries that are incredibly hard to lock down. You can use it to followup your E or guarantee your E will land, whichever way seems most appropriate in the situation.
Good Against
Zhonya's Hourglass: Essentially takes you out of combat for 2.5 seconds, making you immune to all sources of damage. It's incredibly strong because of it's ability to negate big sources of long cooldown abilities, it's also quite cheap.
Good Against
Banshee's Veil: It's best to take this item when against heavy AP damage enemy teams while only slightly denting your damage output. Incredibly strong against long cooldown engage abilities like Rocket Grab and Chum the Waters.
Good Against
Morellonomicon: Provides a decent amount of Ability Power and Health but the sole reason you take this item is to reduce the healing of enemy champions significantly, it's a must pick against drain-tanks and heal focused champs like Vladimir.
Good Against
Mejai's Soulstealer: An incredibly cheap item that allows you to snowball incredibly heavily. However, it comes at the risk of being dependent on the amount of stacks you have which you lose 10 of upon death. If you feel like you're winning the lane hard and want to snowball significantly harder I'd recommend picking up this item.
Cosmic Drive: Provides a huge amount of Ability Haste which is hard to come by in the Mage itemisation compared to previous patches. Also when you have 180 AP (Which isn't hard to get) you get a permanent movement speed increase.
Horizon Focus: Provides a lot of Ability Power and a passive that marks enemies you hit with either CC or 750+ distance away, making said targets take 10% increased damage from all your abilities. It's essentially the budget version of Rabadon's Deathcap in my opinion but still a great item none the less.
Rabadon's Deathcap: Damage, more damage and even more damage. The soul purpose of this item is to bolster your damage to insane proportions, the downside is it's incredibly expensive, even the components themselves are incredibly expensive. It's a huge powerspike you should definitely aim for if you're not behind.
Seraph's Embrace: Syndra is incredibly mana hungry, she burns through mana in fights like it's nothing, this is a result of her low cooldown Dark Sphere costing 80 mana per cast. This item essentially solves this problem and provides a ton of mana and raw Ability Power, the downside is it takes awhile to come online and has an awkward build path.
Mercury's Treads: If you're against an incredibly AP heavy team with lots of reducible CC then I'd highly recommend picking up these boots, the loss of magic pen is justified for the increase in survivability.
Good Against
Plated Steelcaps: If you're against an incredibly AD heavy team with lots of auto attacked focused damage then I'd highly recommend picking up these boots, the loss of magic pen is justified for the increase in survivability.
Good Against
Standard Build
When do I use this build? This is often the standard build that is coming more into popularity. However, often you'll replace Archangel's Staff for a Zhonya's Hourglass because of the added survivability.

Anti-Tank
When do I use this build? Essentially building to combat enemy teams with multiple tanks such as Zac and/or high HP champions like Sylas and Galio.

Against Heavy AP
When do I use this build? A build to help combat enemy teams with tons of magic damage and engage abilities like Rocket Grab because of the spellshield from the item. Don't take Mercury's Treads if they don't have reducible CC with tenacity.

Against Heavy AD
When do I use this build? If they've got an AD heavy team (especially if they're auto attack focused) I highly recommend building something along the lines of this.
Early Game: The Laning Phase
Electrocute (Winning Lane)
If you're running Electrocute (and often combined with Ignite), it means you're probably in a lane you're capable of winning/bullying. Your main goal in this case is to apply lots of pressure against your opponent, keep looking for trades and poking them every time they walk up to CS.

Just because this is a winning matchup does not mean you can't lose it, be aware that since you're not running Phase Rush you cannot speed away after a trade or if you spot their Jungler, nor can you Teleport back if you die so you'll end up missing a lot of Gold and Experience.

Once you're level 6 you want to start looking for all ins, since your Unleashed Power has insane amounts of early burst potential when combined with Ignite and Electrocute. You'll often want to get them to about 60% HP depending on the target to secure the kill will be achieved, as if they survive after you burn that many cooldowns you'll be worse off than them.
Phase Rush (Safe Lane)
You'll usually be running Phase Rush (and often combined with Teleport) when you're going into hard matchups or against laners who'll refuse to fight/get in range. The goal of this lane is to play safe, avoid getting killed and scaling into the Mid/Late game without giving your opponent a lead of any kind.

This playstyle is incredibly effective against champions that either counter you early or need to get a lead early on to be effective in the Mid/Late game. Since you're taking Teleport it also means you're capable of roaming early on and potentially securing some kills or getting back into lane quickly to avoid missing any Gold or Experience after being poked out.

Since you're not running Electrocute and usually Ignite your early game damage will be weaker, especially your trading power in the early levels. Since you're usually aiming to just survive this isn't much of an issue but please be aware of this, especially if you overestimate your damage without Ignite or Electrocute and burn cooldowns and they survive, leaving you worse off than them.
How to guarantee poke in lane
Poking your enemy laner is an incredibly important part of playing Syndra, it allows you to get in free hits between trades and make the enemy often give up CS to avoid getting poked out of lane by you.

The best way to guarantee you'll hit someone with your Dark Sphere is to aim it under them as they walk up to last hit a minion. As you can see in the video to your left, the enemy would be walking up to last hit a minion so their focus isn't entirely on you at the moment. You get to use this time to place a Dark Sphere under them as they'll be locked into an auto animation.
DON'T USE YOUR ABILITIES TO FARM!
I honestly cannot stress this enough, DO NOT SPAM YOUR ABILITIES TO FARM. It is a huge mistake many people new to the game or to Syndra make, your mana is an incredibly valuable resource that leaves you defenceless without it. The reason for this is that Syndra's mana costs are incredibly costly and she cannot afford to spam this abilities onto the wave, you'll find yourself running out of mana quickly and either being forced to back or getting killed.

You might be a mage but you still need to auto to last hit, if you're struggling with this I highly recommend booting up into the practice tool and just perfect the art of last hitting there. Overtime you'll get better and better at last hitting with your autos. Another reason last hitting is so effective with autos is because it's free mana regen off of Doran's Ring, which refunds 6 mana per minion killed. More mana means more opportunities to hit your opponent with real heavy hitting abilities.
Having your Scatter the Weak up is just as strong as using it
A huge mistake many players make when playing Syndra is using your Scatter the Weak unnecessarily, often leading to your demise shortly after. It's an incredibly powerful ability that allows you to setup trades, setup ganks and even peel for yourself again melee champions.

But what if I told you that Scatter the Weak is just as effective off-cooldown as it is using it? You'd think I'm joking but I'm not, the threat that ability provides to your opponents is enough for them to respect you and keep their distance from you. That one ability is the difference between them jumping on you and getting killed or killing you.
Know when to play safe and when to play aggressive
When to play aggressive: When you have cooldowns up such as Ignite, Flash, Unleashed Power and so on you're more likely to play aggressively, there is no point walking up to your enemy and taking unnecessary damage if you don't have the means to return it. You'll also want to abuse their cooldowns, if you know they've just recently burnt a super important abilities like Wind Wall, now is your time to strike and make use of that window of opportunity.

When to play safe: Essentially the opposite of when to play aggressive, if you have important cooldowns down such as Flash, Zhonya's Hourglass, Unleashed Power and so on you should stay back and wait for them to come up. There is no point walking up with your abilities on cooldown against enemies that can potentially jump on you at enemy moment and kill you, you're just asking for disaster.

An extra Tip: If you've been playing aggressively in lane and suddenly the enemy starts running towards you, they either have cooldowns up and they believe they can kill you OR their Jungler is ganking you and you should start moving towards your tower or your own Jungler.
You might be a Midlaner but you still need to ward!
You're not the support sure, but you're still just as responsible for vision control as any other member on the team. Make sure you're regularly warding key spots with Stealth Ward's as shown in the warding section of the guide Here or you're using your Oracle Lens to clear key areas of vision before objectives/ganks.

When do I take Stealth Ward: Early parts of the game, usually laning phase to help keep track of the enemy Jungler and spot ganks early before it's too late.

When do I take Oracle Lens: Normally pick this up once you hit the Mid/Late game to help with the clearing of vision and to potentially set up some sneaky bush strats knowing no one can see you. Always take against stealth like Evelynn to spot her early and against trap champs like Teemo.

When do I take Farsight Alteration: Usually never for Syndra in my opinion but if you prefer it and no one else has taken it, feel free as they're incredibly strong objective checkers.
Help your Jungler out everyonce in a while
They can be incredibly annoying, make silly plays and contest things for absolutely no reason, but still keep an eye out for them when they're getting invaded or contesting objectives/scuttles. You'll potentially both get a kill out of it and maybe an objectibe.

The best time for you to look to roam and help your Jungler is when your wave is either pushed into their tower or you're waiting for the next minion wave to arrive. Don't leave if you're being shoved under tower by a huge minion wave, it wont be worth it.

Mid/Late Game: The Madness Begins!
Where do I go once laning phase ends?
What lane you go to after laning phase is entirely dependent on the current state of your other laners. It also is entirely dependent on whether or not you're running Teleport and if objectives are coming up or not, which you'll figure out over time.

One thing worth mentioning is no game will ever be the same when it comes to what lane you go to, it's completely dependent on how your fellow laners are doing and whether or not your teamamtes actually want to swap lane at all. Also, please keep an eye out for objectives, especially Baron and Drake as they're incredibly important.
Top Lane (A): You'll often head Top Lane if your Top laner struggling against their laner and you're fed enough to beat them. You do not want to go Top if Drake is coming up soon and you don't have Teleport. You'll also want to head Top if your Top laner had to teleport to another lane/objective and there is a large wave about to hit it.

Mid Lane (B): If the enemy Bot Lane come mid and swap with their Jungler and your Bot lane isn't doing well enough to defend, you should stay Mid and defend and let your Bot Lane duo against a single person, hopefully increasing their chances of survival and getting back into the game.

Bot Lane (C): Normally your Bot Lane will want to go Mid and take the turret since, especially if they're ahead because they'll want to snowball their lead as hard as possible. You'll also want to be down Bot Lane farming if no one else is there to catch a large wave.
I don't have Teleport (Or it's on cooldown)
If you don't have Teleport or it's on cooldown then don't run Top lane when Drake is coming up or Bot lane when Baron is coming up unless you know it wont be contested (such as the enemy team all being dead).

The reasoning for this is because you're a huge source of damage and setup with Scatter the Weak for your team and if you're on the opposite side of the map and a teamfight breaks out, you'll most likely see your team die and lose the objective. Play in the lanes closer to the objectives that are coming up to make sure you're near enough to get to them quickly.
I have Teleport up and ready to use!
Awesome, having Teleport up is an incredibly useful summoner that allows you to relocate yourself to anywhere on the map as long as there is a ward, allied minion/pet or ability (such as Dark Passage, yes you can teleport onto it). It also gives you a large % movement speed buff for a short duration.

What makes this so incredibly strong is that you can be applying pressure on the opposite side of the map from the objective and force one of the enemy team to match you and if a fight breaks out you can be there in a matter of seconds by using Teleport. If the enemy matching you doesn't have it or it's on cooldown then it turns a teamfight into a 5v4 in your favour.
Objectives, where games are thrown
Objectives are insanely important in League, they can often be the difference between winning and losing the game. Make sure you're working as a team to obtain as many as possible.

Rift Herald: Honestly the least important objective in the game, they're great at securing some extra plates in the early game but they take a long time to kill and don't grant team power.
Elemental Drakes: They're pretty important, they all providing varying % stat buffs and grant a strong amount of team wide power.
Baron Nashor: Incredibly important, turns your minion waves that you're next to into powerful siege machines that the enemy have to answer to lose their base to. Also provides stat boosts to all allies effected by the Baron Buff.
Elder Dragon: The most important objective of all in my opinion, games rarely go on long enough to see it and if the team that is ahead gets it, they basically secure the win.
What on Earth do I do in Teamfights?
It honestly varies from game to game, depending on how fed/behind you are and who is fed on the enemy team. You'll slowly but surely after each game grasp what you should be doing in teamfights depending on the game but to help get started here are some examples of what you should be doing in different scenarios.

I'm fed and the enemy has a fed carry such as Vayne: In this scenario you'll be looking to catch Vayne out whenever she engages on your team during a teamfight. She'll usually have her own front line protecting her so you're waiting for them to either be occupied with someone else, burn important cooldowns or the fed carry such as Vayne walks up too far. Your aim then is to burst her down and take her out of the fight as quickly as possible, limiting the damage she can do back to your team.

I'm doing fine and they have multiple carries such as Cassiopeia and Jinx: Here you're looking to focus down whichever carry is pushing up too aggressively or missteps ever so slightly for you to catch them out. Since you're not fed you're possibly not their prime target and you might be able to make some sneakier players such as playing to the side of the fight out of vision.

I'm behind but I have a fed carry such as Caitlyn: In this scenario your best option is to play safe and shadow your carry to protect them from threats like Elise with your Scatter the Weak, preventing them from bursting down and killing your carry. You should also be looking to setup teamfights or catch out enemy carries with your Scatter the Weak stun, if you manage to hit a multi-stun you could easily setup a game winning fight.

There are so many situations, but you should always be playing to your teams strength, whether that be yourself on Syndra or another member of your team. Sometimes the best plays happen because you prioritised protecting another carry rather than burning your cooldowns on a useless Soraka.
Always be busy, never sit AFK!
Always keep busy, if you're standing around doing nothing you're wasting valuable time. There is always something to do, whether it be catching a wave in the side lanes, placing/clearing vision around objectives, walking up with your support/jungler to place vision or simply just backing to use the gold you've been sitting on. Keep busy and you'll find yourself missing out on less.
DISCLAIMER: The matchups section is a part of the guide that usually takes the longest to do (especially with the code I'm using), so expect this to slowly grow overtime.

FIZZ
THE TIDAL TRICKSTER
Difficulty
Matchup Introduction: Pain, pain is all this champion is to Syndra. If you don't ban him and you end up against him, I wish you luck. His kit counters yours incredibly hard.
Extreme
Click here for more information on matchup
Flash: Pretty much a must take summoner for the majority of the champions in League, it's useable both aggressively to secure kills that would otherwise be out of your reach or defensively to escape certain death such as an incoming Death Sentence or Enchanted Crystal Arrow. Take this every game... and put it on the F button, F is for flash!
Ignite: The best Summoner outside of Flash for Support Syndra, it strengthens your early game kill pressure and it is incredibly effective against lanes with heal focused ADC/APCs and/or Supports.
Good Against
Exhaust: If you're against a lot of assassins or ADCs with high amounts of burst damage then Exhaust is a super useful summoner. It'll significantly cut down their burst potential to the point they have to run or wait it out.
Good Against
Heal: While rare, if you're with an ADC/APC that doesn't take heal because they take Teleport, Exhaust or Barrier you're more than welcome to take Heal yourself. However, you will be giving up some kill pressure from the loss of Ignite.
Electrocute + Secondary Runes
When do I take these Runes: As Support Syndra you're looking to provide the best damage possible in trades or all ins on the enemy Botlane, Electrocute bolsters that damage significantly and realistically for Support Syndra there aren't any other decent Keystones.
Electrocute: Electrocute works incredibly well with Syndras kit, Syndra often wants to be taking quite short trades where the opposition rarely gets to get any hits back in, electrocute bolsters this trade damage significantly. It also helps with doing all ins with your ADC/APC.
Domination: Row One Options
Taste of Blood: Further strengths your trades by helping revert some of the damage received by your opponent in a trade, leaving you in a much stronger position over the enemy laner.
Cheap Shot: Increases your trade or full combo damage slightly to help secure some extra kills, easily proc'd in all-ins since you're often required to hit your Scatter the Weak stun.
Domination: Row Two Options
Eyeball Collection: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways. Eyeball Collection will grant the AP upon takedowns. Take based on preference.
Zombie Ward: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways. Zombie Ward will grant the AP upon killing wards. Take based on preference.
Ghost Poro: Each rune in this row provide up to 30 AP upon completion but are obtained in various ways. Ghost Poro will grant the AP upon placing Ghost Poro and it spotting enemies. Take based on preference.
Domination: Row Three Options
Ultimate Hunter: This will reduce the cooldown of your ultimate ability (and it alone) per stack which are obtained by getting takedowns on unique champions. Take if you want more uptime on your ultimate for more kill pressure.
Ingenious Hunter: Incredibly useful for Support Syndra as it reduces the cooldown of the active items you take and also reduces the cooldown of your trinkets allowing you to clear even more vision with Oracle Lens.
Sorcery Secondary Runes
Manaflow Band: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
Transcendence: Since Syndra is incredibly cooldown reliant, more ability haste is always welcome. The new passive that refunds 20% of remaining cooldown upon takedown is also incredibly satisfying and game changing.
Precision Secondary Runes
Presence of Mind: Syndra is incredibly mana hungry, especially early on in the game. Having a mana sustain rune helps relieve this burden slightly which allows her to take longer fights and back less often.
Void Staff: If you find yourself against a team with large amounts of reducible CC I highly recommend taking this rune, it is often the difference between escaping and being killed in a stun.
Electrocute + Secondary Runes
Spellthief's Edge: Since Syndra is an ability focused magic scaling mage, this support item is really the only good option for her. It provides Ability Power, Mana regen, Health and some extra gold per second since you're not able to farm.
Liandry's Anguish: As Support Syndra you're focused on peeling and applying debuffs like Morellonomicons grevious wounds passive for a much longer duration. The other main reason you want this is because of the Mythic Passive, the more Ability Haste you have the more you can peel for your teammates with Scatter the Weak.
Sorcerer's Shoes: I put this as the core boots for Support Syndra because she's still a mage with 100-0 potential, even on a support budget. The magic pen just makes this burst potential even more potent earlier on. But as Support you're best off taking the boots that fit the situation best.
Zhonya's Hourglass: Essentially takes you out of combat for 2.5 seconds, making you immune to all sources of damage. It's incredibly strong because of it's ability to negate big sources of long cooldown abilities, it's also quite cheap.
Good Against
Everfrost: A Mythic that is a counter to Assassins and high mobility carries that are incredibly hard to lock down. You can use it to followup your E or guarantee your E will land, whichever way seems most appropriate in the situation.
Good Against
Luden's Tempest: There are some scenarios where you favour Ludens over Liandry's as a support. If you're finding yourself incredibly fed in lane and want to snowball that lead even harder then Luden's will be your best option. It is risky though as if you get shutdown and the enemy catchup, you'll fall behind very quickly.
Banshee's Veil: It's best to take this item when against heavy AP damage enemy teams while only slightly denting your damage output. Incredibly strong against long cooldown engage abilities like Rocket Grab and Chum the Waters.
Good Against
Morellonomicon: Provides a decent amount of Ability Power and Health but the sole reason you take this item is to reduce the healing of enemy champions significantly, it's a must pick in lanes against champions like Soraka
Good Against
Mejai's Soulstealer: It's risky, especially as a support but because of its insanely good cost efficiency it can be incredibly useful in a lot of games. It also gives you a stack of your Mythic Passive for only a cheap cost of 1600 gold. The extra movement speed is also great for roaming around and getting to objectives faster.
Void Staff: Incredibly useful and quite a cheap item in the mage itemisation group. I would almost say it's a core item because you're a Support you'll often favour more utility over extra damage to tankier targets. It's completely down to how many tanky people they have and whether or not you need to prioritise some utility item like Morellonomicon or Vigilant Wardstone.
Vigilant Wardstone: I honestly love this item, 10% movement speed and 40 Ability Haste?! that alone is amazing, especially for Support Syndra. What makes it better is that it increases how many control wards you can carry and increases the cap on how many wards and control wards you can place by 1. The only issue is that you need to be level 13 to get this item and have 20 stealth wards placed.
Mercury's Treads: If you're against an incredibly AP heavy team with lots of reducible CC then I'd highly recommend picking up these boots, the loss of magic pen is justified for the increase in survivability.
Good Against
Plated Steelcaps: If you're against an incredibly AD heavy team with lots of auto attacked focused damage then I'd highly recommend picking up these boots, the loss of magic pen is justified for the increase in survivability.
Good Against
Standard Build
When do I use this build? The standard build, super cheap for a mage build (since Morellonomicon, Zhonya's Hourglass and Void Staff are all only 2500 Gold)

Anti-AP/CC Build
When do I use this build? A build to help combat enemy teams with tons of magic damage and engage abilities like Rocket Grab because of the spellshield from the item. Don't take Mercury's Treads if they don't have reducible CC with tenacity.

Utility Build
When do I use this build? A more utility focused build for Support Syndra, it's cheaper and provides more utility but at the loss of a lot of damage.

Snowball Build
When do I use this build? If you're hard winning the lane and want to snowball it I recommend this build, it's still cheap but allows you to do significantly more burst damage to help snowball a winning lane.
Early Game: The Laning Phase
With Early Game ADC
Support Syndra excels at provides early game setup and burst damage, so she naturally excels in lane with an ADC such as Lucian who wants to make use of his early game power. You should be looking to stun the enemy support or ADC using Scatter the Weak very early on to allow both you and your ADC to get a large amount of damage off or potentially killing them.

Since you're regularly using Electrocute you should be aiming to proc it as often as possible on the enemy opponents and once they're low enough going all in on them by stunning them with Scatter the Weak and following it up with your full rotation and Ignite to secure the kill. Once you're level 6 and obtain Unleashed Power your all in power becomes extremely potent, even without your ADC there and mana supports wont expect the amount of damage you can do and play overly aggressive, make use of that and punish them for doubting your damage.

Do remember, despite being in a lane favoured to your and your ADC, you're still capable of losing whether it be from missing your abilities, getting ganked or most commonly running out of mana. Remember not to spam your abilities unnecessarily, Syndra is incredibly mana hungry and that doesn't change even with the extra mana regen from Spellthief's Edge.
Without Early Game ADC
While Support Syndra favours an early game focused ADC to make use of her early game potential she is still more than viable with a more passive ADC with a weaker early game. You'll have less kill pressure but you're still Syndra and you're more than capable of dishing out damage yourself.

Since you're playing with an early game ADC the enemy laners should probably be trying to abuse this by attempting to force fights and engage onto you or your ADC. However, Syndra excels are peeling for her ADC with Scatter the Weak as she is herself. You're capable of cancelling mana abilities and disengaging both enemy ADCs and Supports alike.

If you happen to find yourself under tower because your ADC has frozen the wave there and the enemy isn't trying to break it or dive you consider roaming to help your Jungler take objectives and invade or to head mid lane and potentially help secure a kill for your Midlaner. It's especially strong with champions that have really good setup like Twisted Fate and Lissandra.
How to guarantee poke in lane
Poking your enemy laner is an incredibly important part of playing Syndra, especially as Support since its how you generate gold with Spellthief's Edge. It allows you to get in free hits between trades and make the enemy often give up CS to avoid getting poked out of lane by you.

The best way to guarantee you'll hit someone with your Dark Sphere is to aim it under them as they walk up to last hit a minion. As you can see in the video to your left, the enemy would be walking up to last hit a minion so their focus isn't entirely on you at the moment. You get to use this time to place a Dark Sphere under them as they'll be locked into an auto animation.
Having your Scatter the Weak up is just as strong as using it
A huge mistake many players make when playing Syndra is using your Scatter the Weak unnecessarily, often leading to your demise shortly after. It's an incredibly powerful ability that allows you to setup trades, setup ganks and even peel for yourself again melee champions.

But what if I told you that Scatter the Weak is just as effective off-cooldown as it is using it? You'd think I'm joking but I'm not, the threat that ability provides to your opponents is enough for them to respect you and keep their distance from you. That one ability is the difference between them jumping on you and getting killed or killing you.
Know when to play safe and when to play aggressive
When to play aggressive: When you have cooldowns up such as Ignite, Flash, Unleashed Power and so on you're more likely to play aggressively, there is no point walking up to your enemy and taking unnecessary damage if you don't have the means to return it. You'll also want to abuse their cooldowns, if you know they've just recently burnt a super important abilities like Rocket Grab, now is your time to strike and make use of that window of opportunity.

When to play safe: Essentially the opposite of when to play aggressive, if you have important cooldowns down such as Flash, Zhonya's Hourglass, Unleashed Power and so on you should stay back and wait for them to come up. There is no point walking up with your abilities on cooldown against enemies that can potentially jump on you at enemy moment and kill you, you're just asking for disaster.

An extra Tip: If you've been playing aggressively in lane and suddenly the enemy starts running towards you, they either have cooldowns up and they believe they can kill you OR their Jungler is ganking you and you should start moving towards your tower or your own Jungler.

Support Focused Information: Knowing when to play aggressive and when to play safe is almost entirely the same as Mid Syndra except with one key difference, you're not the only one in your lane anymore. You need to be matching your ADC with how aggressive you want to play and how safe you want to play, do not play aggressively if you know your ADC wont follow up or doesn't have the cooldowns to do so.
How to align yourself with your ADC
Another important Support related tip regarding how aggressive or safe to play is to know when to stand in front of your ADC, when to stand beside them and when to stand slightly behind them. When I say "slightly behind" I do mean only slightly, don't be under tower while they'll in the middle of the lane.

Stand infront of ADC: They're not strong early and can't punish you for walking up and poking them OR they've just wasted their cooldowns and have nothing to retaliate with at the moment.
Stand next to ADC: When you're on equal levels of strength and poke, walking up with your ADC to poke/trade at the same time and walking back with them to avoid getting hit/focused. This way the damage taken is normally split between you both and one doesn't end up being forced to back super early.
Stand behind ADC: They have a champion such as Leona or Nautilus, if your ADC gets hit you're more than capable of using Scatter the Weak to quickly disengage the enemy before they can follow up with more CC, if you get hit you're more than likely going to die.
Warding is incredibly important
You're the support and while vision control is just as important to anyone else on the team, it is one of your main jobs and what you as a support excel at since you're carrying 4 wards and an Oracle Lens by the time you leave laning phase. For more information regarding warding and warding spots click Here.

When do I take Stealth Ward: Early parts of the game, usually laning phase to help keep track of the enemy Jungler and spot ganks early before it's too late.

When do I take Oracle Lens: Once your Spellthief's Edge upgrades into Frostfang you want to replace your Stealth Ward for an Oracle Lens, allows you to both provide vision and deny vision.

When do I buy Control Ward's: Every single time you back, get as many as you possibly can because they're amazing. They provide vision, they deny vision and they're used to reveal and destroy wards which grants you some gold back. They're insanely important, keep buying them!

Mid/Late Game: The Madness Begins!
Where do I go once laning phase ends?
What lane you go to after laning phase is entirely dependent on the current state of your other laners. It's also dependent on whether or not you and your ADC won lane and want to snowball it or lost lane and need to play safe.

One thing worth mentioning is no game will ever be the same when it comes to what lane you go to, it's completely dependent on how your fellow laners are doing and whether or not your teamamtes actually want to swap lane at all. Also, please keep an eye out for objectives, especially Baron and Drake as they're incredibly important and as the support you're often responsible for clearing, placing and denying vision around them.
Top Lane (A): You'll often head Top Lane if your Top laner struggling against their laner and you're fed enough to beat them. You do not want to go Top if Drake is coming up soon because both you and your ADC are important for objective control, especially you because of your vision control.

Mid Lane (B): You'll normally end up swapping with your Mid laner to take down the Mid turret as quickly as possible since that tower provides a lot of map control and safety for the enemy team between objectives. Getting it down next is incredibly impactful.

Bot Lane (C): If neither Top or Mid want to swap because they're doing extremely well and are more than capable of taking the towers themselves and you're not fed, you'll often stay Bot lane or at least your ADC will, you're more than welcome to roam between lanes and provide support to tower sieges.
Objectives, where games are thrown
Objectives are insanely important in League, they can often be the difference between winning and losing the game. Make sure you're working as a team to obtain as many as possible.

Rift Herald: Honestly the least important objective in the game, they're great at securing some extra plates in the early game but they take a long time to kill and don't grant team power.
Elemental Drakes: They're pretty important, they all providing varying % stat buffs and grant a strong amount of team wide power.
Baron Nashor: Incredibly important, turns your minion waves that you're next to into powerful siege machines that the enemy have to answer to lose their base to. Also provides stat boosts to all allies effected by the Baron Buff.
Elder Dragon: The most important objective of all in my opinion, games rarely go on long enough to see it and if the team that is ahead gets it, they basically secure the win.
What on Earth do I do in Teamfights?
I considered rewriting this entire section for Support Syndra but honestly your goals in teamfights are usually the same Support as they are Mid. You're still a control mage with insane burst potential, even with a support budget you'll still delete squishy champions like any other Mage Supports.

The key difference here is if you're going a more utility focused Syndra build then you'll pretty much just be prioritising peeling for your ADC or whoever is the carry for your team that game as you'll be lacking the damage to do much damage yourself.
It honestly varies from game to game, depending on how fed/behind you are and who is fed on the enemy team. You'll slowly but surely after each game grasp what you should be doing in teamfights depending on the game but to help get started here are some examples of what you should be doing in different scenarios.

I'm fed and the enemy has a fed carry such as Vayne: In this scenario you'll be looking to catch Vayne out whenever she engages on your team during a teamfight. She'll usually have her own front line protecting her so you're waiting for them to either be occupied with someone else, burn important cooldowns or the fed carry such as Vayne walks up too far. Your aim then is to burst her down and take her out of the fight as quickly as possible, limiting the damage she can do back to your team.

I'm doing fine and they have multiple carries such as Cassiopeia and Jinx: Here you're looking to focus down whichever carry is pushing up too aggressively or missteps ever so slightly for you to catch them out. Since you're not fed you're possibly not their prime target and you might be able to make some sneakier players such as playing to the side of the fight out of vision.

I'm behind but I have a fed carry such as Caitlyn: In this scenario your best option is to play safe and shadow your carry to protect them from threats like Elise with your Scatter the Weak, preventing them from bursting down and killing your carry. You should also be looking to setup teamfights or catch out enemy carries with your Scatter the Weak stun, if you manage to hit a multi-stun you could easily setup a game winning fight.

There are so many situations, but you should always be playing to your teams strength, whether that be yourself on Syndra or another member of your team. Sometimes the best plays happen because you prioritised protecting another carry rather than burning your cooldowns on a useless Soraka.
Don't sell your support item, please
I know it is incredibly tempting to sell that Support Item, especially when you have enough gold to replace it with an item such as Rabadon's Deathcap but please do not do it. Selling your support item means you're losing all of your vision placement which means you're providing little to no information for your team during objectives and teamfights.

If you really want to replace an item and you have Vigilant Wardstone then replace your Boots, since you should stay at a similar movement speed because of the 10% movement speed buff from Vigilant Wardstone. Just please do not sell your support item!
Always be busy, never sit AFK!
You're a support, you always have something to do. You should be actively supporting your teammates, placing vision with your Shard of True Ice in preparation for objectives, clearing vision around the map with Oracle Lens/ Control Ward's and denying vision from important locations with Oracle Lens/ Control Ward's. Never sit still because all you're doing is wasting valuable time that you could be spending providing valuable information, damage or utility to your team.

If push comes to shove and no one is catching a wave that is about to siege one of your turrets any of the lanes, feel free to take it. Don't feel bad for taking CS to get some extra gold and experience if would otherwise had been unclaimed by anyone else.
DISCLAIMER: The matchups section is a part of the guide that usually takes the longest to do (especially with the code I'm using), so expect this to slowly grow overtime.

BLITZCRANK
THE GREAT STEAM GOLEM
Difficulty
Matchup Introduction: A huge counter to Syndra support and to most squishy supports in general, getting hit by Rocket Grab is often a death sentence for Syndra.
Extreme
Click here for more information on matchup
High Velocity Angry Ball Bonk
Dark Sphere + Scatter the Weak
When do you use this combo? This is just the basic run of the mill combo for Syndra, it's the combination of her Dark Sphere and Scatter the Weak to stun enemies.

Some say this combo is... shocking!
Dark Sphere + Scatter the Weak + AUTO
When do you use this combo? This will be your main source of damage in lane, you'll initiate most trades like this, it costs less mana than using your Force of Will and still procs your electrocute.

Lemme just poke you from over here...
Dark Sphere + Scatter the Weak + Force of Will
When do you use this combo? Similar to the previous combo, you're aiming to trigger electrocute quickly in a trade. I recommend using Force of Will as a follow up ability to your Dark Sphere + Scatter the Weak combo, you can use a minion for Force of Will instead of a Dark Sphere.

Oops, you appear to have lost your health bar!
Dark Sphere + Dark Sphere + Scatter the Weak + Force of Will + Unleashed Power
When do you use this combo? Similar to the previous combo, you're aiming to trigger electrocute quickly in a trade. I recommend using Force of Will as a follow up ability to your Dark Sphere + Scatter the Weak combo, you can use a minion for Force of Will instead of a Dark Sphere.

And they say I lacked balanced... (200 years riot)
Dark Sphere + Dark Sphere + Scatter the Weak + Force of Will + Dark Sphere + Unleashed Power
When do you use this combo? The 6 Dark Sphere combo should honestly kill most people, most of the time it'll kill squishes from full health. The only issue is that it takes a little bit of setup and enough ability haste to do effectively.

Did I mean to do that?
Scatter the Weak + Dark Sphere
When do you use this combo? It's an extremely niche combo but sometimes useful (and accidental but just pretend you did it on purpose).
Warding? How important is it? Warding is incredibly important in League for every single role in the game, especially Support. It's all about providing vision for your team to safely move around the map and potentially spot and catch out lone enemies, vision denial is all about removing this advantage from the enemy team by clearing their wards with Control Wards and Oracle Lens.

Where is the warding guide? I've not gotten around to making my own guide regarding vision control and warding. However, I've provided links below to some useful sources of information until I myself produce a guide for it.
Jovy's Warding Guide: Here is a great warding guide made by Jovy that talks about vision control in general and great warding spots for specific parts of the map. Click Here to view.
Mobachampions Warding Guide: A useful guide regarding vision control in general and warding spots, useful for new comers to vision control. Click Here to view.
Thank you for reading! Greatly appreciate you having a read of my Syndra Mid and Support guide for season 11, I've had a lot of fun with the champ and making this guide, I'll be continuing to upgrade and update this guide for the foreseeable future.

Feedback? If you have any feedback regarding my guide I'd be happy to hear it, especially if its concerning my abysmal spelling! If you have any queries regarding why I build certain things or recommend particular items/runes over others I'd be happy to answer.
Sometimes when guiding others you need some guidance yourself!
Incredibly thankful for the super helpful community of Mobafire for helping me with the production of this guide, from coding to design and all round advice.
Katasandra
A huge thank you to Katasandra for the help with tables and all things guide related, forgive me for the abominations of code I've given you to check over. Thanks for being brave enough to lane with me, even with my peculiar support picks :P

Check out Katasandra's guides: Here
Jovy
Incredibly grateful for the banners that Jovy made for this guide, they look amazing and fit the theme of the guide perfectly.

Check out Jovy's guides: Here
Syndra Guide Changelog: Version 1
Update 1.7: League Patch 11.5 (03/03/2021)
Update 1.6: League Patch 11.4 (19/02/2021)
Update 1.5: League Patch 11.3 (03/02/2021)
Update 1.4: League Patch 11.2 (22/01/2021)
Update 1.3: League Patch 11.1 (19/01/2021)
Update 1.2: League Patch 11.1 (17/01/2021)
Update 1.1: League Patch 11.1 (09/01/2021)
Initial Release: League Patch 11.1 (9/01/2021)
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