x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: Safe/Your team stacked DMG
1
2

Inspiration
Domination
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Standard 95%

Flash
Ignite
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Caitlyn
A cait that knows to trap a stunned enemy will make you love this lane.
Synergies
Ideal
Strong
Ok
Low
None

Caitlyn
A cait that knows to trap a stunned enemy will make you love this lane.
Champion Build Guide
Who am I?
You don't care.
Build
Everfrost if your team has enough damage and needs pick facilitation or utility/peel, build
Luden's Tempest if you are sole AP or if you team needs more AP damage, then focus on completing items with Luden's for pen passive or choosing antiheal/CDR/hourglass with everfrost.
HOLD your ****ing E until the opportune moment, if you miss it (especially after these cooldown nerfs) your usefulness drops HARD. You can solo win any even 2v2 if you use this ability correctly, use your midwit brain cells.
TL;DR
|
|
|
Build
HOLD your ****ing E until the opportune moment, if you miss it (especially after these cooldown nerfs) your usefulness drops HARD. You can solo win any even 2v2 if you use this ability correctly, use your midwit brain cells.
Why are you picking Syndra support in my ranked games?
|
+ Insane pick potential + Most consistent, very long range stun on a mage + E displacement is amazing peel + High damage and amazing at 2v2's + Late game your team gets another carry + Versatile kit molds to your team composition |
- Falls behind hard - Target for flame if team is losing - Missing stun is horrible - Low range for combo - Poor positioning and mechanics are punished hard |
This ability is not only skill-expressive and fun to use, but extremely powerful and can be the strongest pick tool available to a support in many situations. Thanks to her ult, this stun can also be near guaranteed to hit multiple people. Her kit isn't extremely versatile when her main job is to one-hit people, but as a support the jobs of engage/peel/poke can be readily filled by her kit better than other champions traditionally slotted for the support role.
Hover
THE MOST IMPORTANT PART OF THIS GUIDE
THE MOST IMPORTANT PARTS OF SYNDRA SUPPORT WILL BE IN PURPLE FOR SKIMMERS
IN ORDER OF IMPORTANCE
1. HIT THE STUN
2. DON'T DIE
3. ITEMIZE CORRECTLY
4. DON'T AUTOPILOT Q-E
5. STACKS MATTER A LOT, DONT LAG BEHIND IN XP
The BEST way you can help your team as a Syndra support is to hit your stuns while NOT dying for fights. On many supports it can be easy to fall into a cycle of dying over and over for engages, while convincing yourself it's fine because you're the support anyway. "Worth, Worth, Worth," over and over again. On Syndra, these deaths do matter. If you fall behind you will become unable to zone/engage for your team due to being a non-threat and as a result become less useful than other supports in your situation.
NEVER SAY WORTH, IT'S NOT.
The enemy must always be wary of 1. Getting stunned and 2. Getting >=50% of their health deleted. If either of these elements are not present your usefullness starts to drop. Your job is NOT to try and catch their ADC alone and 100-0 them, your job (in an even, fair game) is to SUPPORT your team by delivering safe and cozy kills spoon fed to them while getting fat off the
IF AHEAD, YOUR TOP PRIORITY IS TO NEVER DIE. DO NOT COIN FLIP FIGHTS WHEN AHEAD.
Hitting

IDENTIFY WHAT YOUR E WILL BE USED FOR IN THE MATCHUP. DO NOT WASTE SUCH A POWERFUL ABILITY ON A SINGLE TARGET 1.25 SECOND STUN IN EVERY FIGHT.
Your priority for itemization should be hitting your Mythic spike as fast as possible. We take some gold focused runes to help facilitate this like

In terms of item/rune synergy it goes
1. Luden's/First Strike = Everfrost/Glacial
2. Luden's/Glacial = Everfrost/First Strike
Luden's/Glacial is still very good! Identify what keystone you should take based upon your personal playstyle and what goals you need to achieve for your team. Everfrost/First Strike is a powerful hybrid supportive build with burst damage, gold income and CC.
RULE OF THUMB: BUILD
Everfrost/
Glacial Augment WHEN YOUR TEAM NEEDS LOTS OF LOCKDOWN/SETUP, BUILD
Luden's Tempest/
First Strike IF YOUR TEAM COMP LOSES TEAMFIGHTS, YOU ARE SOLE AP, OR YOUR TEAM LACKS DAMAGE.
IF YOU ARE SOLE AP, ALWAYS BUILD
Luden's Tempest/
Mejai's Soulstealer, AND YOU CAN CHOOSE KEYSTONE BASED ON TEAM COMPOSITION.
IF GOING
Everfrost/
Glacial Augment, YOU CAN ELECT TO SKIP
Mejai's Soulstealer AS LONG AS YOUR TEAM HAS ENOUGH DAMAGE, THOUGH YOU WILL NOT BE A THREAT.
Runes
TL;DR
|
|
|
|
First Strike - DOUBLE NERFED AS OF 13.21 WHILE GLACIAL STAYED UNCHANGED.This rune just gels with Syndra's kit, and if you take it will be a good source of midgame income and can help you shave a minute off your Mythic. This rune is very valuable for a support as gold is comparatively rare, and Syndra can use it well. Unload your combo on someone midgame and get a free 150g for your troubles. Items are the ultimate form of scaling, and this rune should be taken if you scaling into midgame is a genuine win condition for your team. DON'T take this if your damage will not be a win condition for your team. If you have champs like a |
|
Electrocute - Evil lane rune you take when you need to stomp the enemy lane. First Strike gives you gentler scaling runes and some gold for mid game, but if your team's win condition will be snowballing before their kassadin kayle vayne can do anything this is the keystone you should go. Electrocute and ignite with cheap shot will make you far more deadly in lane, helping you snowball the game away. When you take this rune you say this game is in my hands, so go |
|
Perfect Timing - This rune is pretty much even with |
|
Cosmic Insight - This is the only really useful one in the third slot besides ?maybe? approach velocity (not really), but this will give you far more value in the average game. Makes trading flashes that much more worth it, puts ignite on a very short CD and synergizes with Ionian boots if you build them. Also puts |
|
Cheap Shot - Don't take secondary. Free damage in lane. Procs on E and W. Helps you win lane through burst damage. Surprisingly strong. |
|
Taste of Blood - Don't take secondary. This rune can help in lanes where you need to snowball but there will be unavoidable damage, perhaps a |
|
Ghost Poro - Fun fact, this has been one of the highest winrate runes in the game for a long time. Skewed farther into the early game, this rune is amazing for even lanes botside. The ghost poro often doubles the value of your early wards, and midgame can help you maintain a wide spread of vision across the map. The AP stacks much faster than |
|
Treasure Hunter - This rune allows you to get that early Mythic and can help snowball the game out of control. Again, gold income is very limited on support so anything to increase your GPM can help you win more games. Only take if sole AP and you'll be building |
|
Relentless Hunter - A strong choice for any support, also one of the highest winrate runes in the game, this rune will never let you down in its utility. Out of combat movementspeed is one of the best stats in the game for a support, as your job involves long stretches of running around the entire map helping your team and securing vision. As |
|
Normal Shards - 8 CDR is far more important to a support Syndra than 9 AP. Obviously change defensive shard if you're against some AP botlane or something. Depending on your build CDR can actually be pretty scarce, just remember to try and use your Q on cd as much as possible in fights to get value from this rune early.Taking double adaptive force used to be more viable when |
|
Scaling/Mixed Shards - Fun fact, HP runes match in gold value at level 5, then get better from there on. Take if you know the lane will be insanely boring. Also remember to only take into even phys/magic comps. Increasing your max health by a certain % is only comparable to armor/mr if your team has low healing and your champ doesn't heal or have high hp regen, as armor/mr makes every individual point of HP more valuable, so healing 100 hp is worth 10% more into physical damage if you have 10 more armor. This is why taking defensive runes and |
Items
Your itemization will decide what role you play for your team and will be decided by your team compositions and win conditions. You should know when you need to be a pick and CC support with secondary damage, or be a more typical Syndra with kill pressure on squishy enemies.
Mythic
|
Luden's - This is Syndra's best flat damage mythic. If you are sole AP you can abuse this item as well as its Mythic passive. It is also an amazing poking tool, and if you identify that role will be filled by you for your team then it is worth considering. Remember that Everfrost deals equivalent damage in a single all-in combo, so consider Luden's when you'll be able to freely poke the enemy to maximize its potential and not pick it when champions like Support item counts as a Legendary item for Mythic, so you can quickly build Ludens > Mejais > Sorc shoes using the gold boosting runes like Treasure Hunter, Magical Footwear and Future's Market to stack Luden's passive and get a ton of flat penetration, making you a nasty midgame damage threat. |
Boots & Mejai's
|
Sorcerer's Shoes - Take in 90% of games. Best in slot if teamfights end in less than 8 seconds, as you won't be able to get a second E off regardless. Great into squishy teams and if you are sole AP. Insane early damage spike if you manage to get them, either by not taking |
Legendary Options
You get ONE (1) Legendary item choice alongside Mejai's and Wardstone.
|
Wardstone - Wardstone should only ever be purchased after |
|
Cosmic Drive - If you are a good Syndra, this item will make you untouchable. Take into heavy skillshot teams or extended fights, you will be unstoppable with the CDR and movespeed. Build after |
|
Rabadon's Deathcap - Horrible build path for a support, expensive as all hell, but sometimes it's exactly what the doctor ordered. If you need one last spike to win the game, this item is it. Take if you're carrying the game, as it will be a huge shift in your power level. Never purchase while behind, unless you suck up a huge enemy shutdown, in which case you definitely SHOULD build it. The simple fact is that |
|
Imperial Mandate - I haven't been able to play with this item a whole lot, since I took a break since patch 3.10 when it was changed to a legendary item, but it seems perfectly usable on a |
|
Zhonya's Hourglass - This item is best built if you have some Mejai's stacks or if it thematically answers the enemy's win condition. Can give you some needed safety on the Luden's build. If you are in danger of getting dove it is usually a good option as many times without it you will end up as the sole casualty of a teamfight. Plus perfect timing is a fun rune. This has singlehandedly won me games against champions like |
|
Shadowflame - PLEASE NEVER BUILD THIS OVER COSMIC. THIS ITEM IS DESIGNED FOR MIDLANERS, NOT A SUPPORT'S THIRD ITEM. IT IS GOOD ON SYNDRA MID, HORRIBLE ON SUPPORT. |
Warding Spots
Note:
Some useful but more complex wards that are used in the bottom side of the map. The dragon ward into the red buff bush across the wall is easy, the gromp/bluebuff ward is actually pretty precise (VERY easy to get only blue OR gromp in vision), the over-the-wall into redside tribush is difficult to learn but consistent when learned, and the tree ward into blueside tribush is dead ****ing easy, wood division could get it. These spots are again enhanced by
Ability Tips
P - Transcendent - Farming passive stacks will allow you to gain powerful ability upgredes for midgame skirmishes. Seeing as you can't farm cannon minions, you should try and make use of the fact that you have double the amount of champions to farm splinters from in the bot lane. As long as you get your Q upgrade at level 7 you are doing fine in passive stacks, things beyond this are luxury snowballing advantages for Syndra support. You should be aware that
Scatter the Weak gains a slow after 80 stacks, increasing your pick and peel potential further. But in general, passive stacks will come to you through time and hitting Q-W's in the bot lane. The more the better obviously, but do not fall into the trap of using Q-E over and over to farm them in lane as you will be punished for greeding that CD for a passive stack. FARM THESE IN LANE UNTIL 40, THEN PLAY NORMALLY.
Q - Dark Sphere - Bread and butter baby. Massively updraded at ~level 7 when you get two of them. Hit Q's to win games, but before 7 be careful as the CD is decently long and if you don't have Glacial your E will be useless for 7 seconds whenever you use it. If you cycle your abilities on cooldown you will be hitting Q-E, waiting 7 seconds, Q, then in 7 seconds your QE is back. You are vulnerable when Q-E is down so make sure you don't overextend for Q poke in a way that will get you killed without the Q-E stun.
W - Force Of Will - This ability used to be a ball repositioner and chip damage, but now it is a great damage skill usable to apply slows to gurantee Q-E. The damage and range is insane, and when you hit 60 splinters you'll be able to damage people you catch out with Q-E from a very long range. Old Syndra players must get used to actually using this ability, lmao.Also you definitely CANNOT steal scuttle crab and wedge it into the midlane towers, making it untouchable by the enemy jungle. You definitely CANNOT put bottom crab behind redside tower, top crab bekind blueside tower, and all crabs into redbuff pit where it will run into the wall for 30 seconds straight.
E - Scatter The Weak - This ability is your main ability on Syndra support. The proper usage of this ability will decide whether you hard carry or feed so hard you get reported. You used to max it first when the CD scaled down, but now it's a one point wonder. One thing about this ability is that you will SOLO LOSE ANY FIGHT BY ****ING IT UP! In case you didn't hear me, YOU WILL SOLO LOSE ANY FIGHT FOR ****ING IT UP. But you can also solo win any fight by not ****ing it up. HOLD it as long as you possibly can, wait for the perfect moment and you'll win 2v2's like crazy.Early game beware of hitting max range E's if your jungle isn't ganking that very second. Since you no longer max E the damage is low, the cooldown is long, the stun is kinda short and without Glacial they can just re-engage or walk away when it's over. You max Q, so hitting max range E's before level 7 is you starting a fight with your MAIN ABILITY DOWN. If you want to start a 2v2 you actually intend on winning, either hit a quick Q-E or simply hold your E for the oppurtune moment and fight using your Q and W instead.
Midgame is when hitting Syndra Q's is the hardest as you are likely in a 2v2 or 3v3 scenario and 1. Your opponents will be trying very hard to flash/dodge/CC immune it and 2. Missing it will likely get you jumped by >=2 people and get you killed, probably losing the skirmish. I cannot stress enough to you that skirmishes are quite literally always in your hands, and the way you press E on your keyboard in these fights will decide your winrate.
Lategame hitting E's either gets harder or easier, depending on your team. If you aren't the primary engage for your team then hitting E's gets way easier, as you can use it to either follow up on or disengage from certain priority targets that likely have too much happening ontheir screen to reliably dodge it. But if you are stuck with the burden of starting a fight, you almost never want to do it in a straight 5v5 midlane ARAM scenario. Waiting for pick oppurtunities will likely be your best chance if your team's primary engage is a Syndra support, kind of a comp difference at that point. You are amazing at finding picks and !disrupting! fights, you are far less competent at starting fights and 1v1ing late game carries withing your Q range.
R - Unleashed Power - This ability is usually the one-shot star of Syndra's kit but largely takes a backseat in normal support gameplay. Early game it is used to secure kills just like normal, although used early to reduce KSing. Late game this ability will be basically split in half depending on the situation. In deathball fights it will probably be more useful for its utility than its damage, essentially acting as a way to get a guaranteed stun on 1 target + a stun field that can rock a whole frontline and reach to their backline, setting them up to get engaged on, combo'd, or simply to get stunned for your team to escape. With her rework though it can be an applicable short-term Elder dragon buff against a single enemy, which can be very powerful against some low-health superstars that usually operate on the knife's edge. Ult the person diving your team when they get low and watch them get dumpstered. Obviously if you're picking off someone in the jungle or something your R is used for damage, especially if you have 100 splinters achieved. Just don't tunnelvision on using that 15% execute every time, especially the later the game goes on. 15% hp is less than a late game ADC autoattack on most targets, so only use it for damage in 1v1's or if that Irelia MUST DIE RIGHT NOW GOD OR WE LOSE.
Game Stage Tips
Early
Playing Syndra support in lane involves using
EARLY GAME GOAL: FARM ENOUGH PASSIVE STACKS TO GET Q UPGRADE AT LEVEL 7.
Midgame
During the Midgame you will mostly look to create pick oppurtunities around the map for your team to create advantages and help your ADC power farm safely. A safe rule of thumb is to leave your ADC with at least a
MIDGAME GOAL: STACK HUNTER RUNES AND ABUSE YOUR SKIRMISH POTENTIAL AROUND THE MAP.
Lategame
Lategame will be when you stop roaming to random skirmishes and instead set up full on teamfights around baron/dragon. Your kit is extremely adept at making picks using the vision control awarded to you in the support role, which can translate into objectives and unfair teamfights. The best use of your R before 100 Splinters will sometimes be on a frontliner to create a ball minefield that you can then use to make a huge stun and win the fight 70% of the time. Decide whether your win condition in the fight will be stunning the whole enemy team in an engage (usually when ahead) or using your kit to kite out a fed enemy diving your ADC (usually when behind). Peeling usually becomes better the farther the game goes along, especially with an Everfrost build! Your team has carries that aren't you! You are in the same role as a Soraka or a Braum and you should identify BEFOREHAND whether your team needs another mage or if it needs a peel support.
Before a teamfight you should assess the game state and the items/players in the match and give yourself an easily achievable goal in a teamfight. For example:
I must use my R on
I must use
I must lurk around the jungle and find a pick onto their
LATEGAME GOAL: USE VISION TO FIND PICKS AND SECURE OBJECTIVES, ACCOMPLISH YOUR TEAMFIGHTING GOALS.
Bronzegame
Everyone is full items, baron has been taken 3 times already, congragulations on unlocking Super Late Game Syndra and becoming a huge damage threat and carry. You can kill squishies with ease and actually can see a tank's hp bar move when you hit them. Have fun when these games come around, but you're still best off as a secondary damage dealer and primary support, as by this time your ADC is likely nuclear in their damage numbers so yor full combo will still only be maybe 3-4 autos depending on the champ. You can solo win a game by hiding in a bush using a Support's vision control abilities and blowing up a carry. At this stage your best bet will likely be to use your R for a teamwide stun because your team mates should have more than enough damage to win beyond that point. Ideally someone dives on your team, you use R as an Elder Dragon debuff leaving balls everywhere, then you stun the whole enemy team rushing in to follow that diver's engage and you turn around and demolish them all. Real games will likely involve making compromises on the ideal case, and you'll have to decide whether damage or stuns are more important for the upcoming fight.

























































You must be logged in to comment. Please login or register.