13.1 My Potential is Limitless
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Dark Harvest
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order Standard
Threats & Synergies
Certainly not an easy fight as Syndra, since Ahri can poke you out with her orb of deception and kite effectively with spirit rush active. Try to poke her often using a dark sphere & scatter the weak, then only commit when her charm is down.
Akali isn't a troublesome fight in the early levels when you avoid taking damage from her shuriken flip and too much poke from five point strike. If she gets too far ahead, it's best to play it safe until your jungle can assist.
Akshan might not like a threat upfront, but when he reaches level three, be mindful of where you walk when he's nearby. He has so much engagement/disengagement with his heroic swing ability. Don't take many extended trades with him since that won't often end well.
The real issue against Anivia is that she has lots of poke at her disposal, coupled with excellent burst damage. So tread carefully when looking to push up on her.
You can poke Annie all you like in lane, but do respect her when she has her passive ready since taking a stun from either of her damaging abilities is enough to wipe out a good chunk of your health if you're not careful.
There isn't much to worry about Aurelion Sol. Just be aware of his positioning and watch out for him to expand the ring of stars orbiting him while attempting to walk up to his minions.
The big thing to pay attention to with Azir is watching where he spawns his soldiers and how he uses them. If he travels to you, shove him away with scatter the weak. Don't get too close to his turret, as he could flash and then use his ultimate to force you under, potentially killing you in the process. Farming minions in this matchup can help win you the lane if he's evading your poke.
She is a terror for you if you get out-positioned since her miasma can slow you down so much that you could end up taking a full combo and not be able to retaliate fast enough. Make sure to farm and stay outside her range as much as possible.
So much poke for such a little yordle. Corki hurts once he hits level three and can make it hard to farm lane. Freezing the minion wave is the best action against him since fighting him in open combat if you miss a skill shot could mean your demise. The best way to deal with him would be to coordinate with your jungle to ambush him if you are planning to let him shove waves.
She's a threat to you as a jungle and to you as a mid-lane. She has strong gap-closing potential once she hits you with moonlight, and you need to be mindful of her positioning and your own in this fight. You can shove her back with scatter the weak only when she's about to dash to you or if she wants to commit her ultimate on you beforehand. Tread carefully in this fight lest the moonlight will rise.
Our time bender has tricks up his sleeve that we need to respect. Therefore only trigger scatter the weak sparingly as he's got so many ways to keep up with us. His q is an effective slow/gap-closer, and if he pairs an e & w combo, you'll be stunned and potentially be killed or forced to back out of the lane. Also, be mindful of committing to an all-in fight when he has ultimate available, as it could negate your damage entirely. This matchup requires you to poke and stay away from him until your jungle can assist you in dealing with him.
The simple thing to watch for when dealing with Fizz is don't engage until his playful/trickster is down, and watch out for his ultimate. Poke often and make sure not to be out-positioned.
Galio's magic shield negates a good chuck of your burst damage, making him a difficult challenge for Syndra. A good tip would be to wait until his shield is down. It's best to do this without putting yourself in harm's way. After it's down, this helps ensure that your full combo deals the maximum damage to him.
Fighting Gangplank isn't an hard until he gets access to his barrels, then you have to be on high alert. Just attempt to poke him with dark sphere, and also shove him back with scatter the weak. Be careful when trying to fight him or your ship could sink in this matchup.
Turrets, turrets and more turrets, this man will have them all the time, so your job is to make sure you can stay safe and still poke effectively and not surrender too much to him. Play cautiously & don't overextend unless you know help's incoming.
This matchup is only problematic if Irelia gets ahead of you in the lane. Dark sphere poke is your best friend when dealing with her to ensure you have a healthy push, but do note that when she gets vampiric scepter, respect her pushing and counter when she pushes too far.
Treat Kassadin with the same concepts which apply when fighting any other champion who scales into the late game: poke him in lane often and ensure that he can't grab too much farm to deny his power spikes.
You can do some decent damage to her pre-level three. Afterwards, you need to pay attention to her movements since she has more mobility when compared to Syndra. Extra important because trying to escape her after missing a skill shot or being out-positioned could mean death.
Leblanc is all about being mobile until she reaches level 2. Once that happens she will look to constantly all in you and make it hard to stay in lane with her. Just use scatter the weak if she gets too close and be prepared to fight back if she missteps.
Lissandra's tools might be shorter in range than Syndra, though no less of a threat. She can dash behind you with her glacial path dodging a skill shot if she's quick and hitting you from behind with her root (Ring of Frost) while your animations are up. She can also use her mini zhonya's with her ultimate (Frozen Tomb) becoming untargetable, so bait this out before you try to all in her.
With a root/slow and powerful ultimate at her disposal, Lux can make your life hard in the lane if you don't respect her skills. While she's not difficult to fight against, you must be mindful of her cooldowns and be sure to move around often.
Dot damage heavy champion who can eat away at your minions fast, so make sure to poke safely against him and don't get too close to dying minions to avoid malefic visions damage from hitting you. Also, be watchful for his suppression ultimate that will immobilize you and prevent you from doing anything in the fight with him.
Neeko is a shifty opponent to deal with and can clone out on the fly and attempt to confuse you. Her kit has access to a root & stun that can lead to your demise. Make sure to avoid combat with Neeko until she has exhausted all her options.
He's a pest to deal with when playing Syndra in the lane, and if he immobilizes you, it could be your demise. If you think he is getting ready to jump on you with his w stun, have scatter the weak available to interrupt it.
There is no reason to be behind in this matchup unless you begin to underestimate Orianna. She does have some deceptive abilities to watch out for, though you have enough range to where you should be able to kite everything she throws at you. The only thing to be concerned about when fighting her is when her jungle assists her in taking you down.
Qiyana is a strong assassin in the mid-lane and can prove very difficult for Syndra to deal with if she gets too far ahead. Poke her and avoid open combat unless she makes a mistake and gives you a window to strike.
Like Syndra, Ryze prefers the range game, but he does possess formidable strength and can be trouble for Syndra if left unchecked. Avoid getting rooted by him to avoid being trapped and ambushed by the jungle or himself. Thankfully you can poke him at a minimum safe distance and apply nearly the same or more pressure as he can.
I say this is an even fight, but it could get out of hand if you try to get too close to Sylas. The rough part about this matchup is he will want to force fights, and if that occurs, make sure to shove him away with scatter the weak. Be sure to farm effectively since that is the safest way to deal with Sylas and stay relevant.
Talon has so much mobility and burst that trying to duel him is extremely hard for Syndra unless you can get a window to punish him. The only option is to surrender the push to him and wait for the jungle to help or someone else who can assist you.
The big issue you need to watch out for with Twisted Fate is his gold card, since the stun can potentially lead to you being hit by a full combo string and dying. Poke often and pay attention to his movements.
He is the scaling machine in the mid-lane. Veigar is only a big problem for you if he's having a blast farming minions. You can harass him with dark sphere and scatter the weak early on, though if left unchecked, as I stated in my previous statement, don't try to all in him unless he doesn't have ult.
So much poke at his disposal that you'd want to pull your hair out (no joke). He is just a nuisance if he lands his abilities. The best course of action is to let him push and farm under the turret and hope you get some assistance from the jungle or another lane. You can beat him, though not without some help if he's on the ball.
You should be ahead in this matchup in most games, but the tipping point is all the crowd control that Vex's possesses. Dealing the extra damage to her target happens when she has max doom and gloom stacks.
Viktor has heavy burst damage in his kit, so trying to punish him can be rough in the early lane phase. Playing this lane safely and coordinating with the jungle will make it easier for you in the long run.
Engaging Vladimir is tough when he can use his blood pool to dodge any ability you throw at him. Wait until he has used this ability in combat. Ensures that you hit him with your full combo and secure the kill.
Since Yasuo's skills are easy to predict, you should have no issue dodging his steel tempest. Make sure to poke him in the lane, and watch out for his sweeping blade ability if he's got his gathering storm stacks up (from steel tempest) and could be followed up by him using his ultimate last breath to finish you off.
The big thing to watch out for is not letting him get too close or hit you with mortal steel (part three) or his ultimate, which will make the lane harder since you may have to back after taking that hit. Damaging him with your dark sphere and scatter the weak often will help. Anti-heal is necessary for fighting Yone.
An annoying matchup for Syndra. He makes your life a living hell with all his poke damage. You can mitigate this by getting boots early to assist in dodging his skill shots. If you play safe and wait for your jungle, it will make it easier for you to scale into the late game.
A Slippery matchup for Syndra. Just poke Zed often, and when he hits level six, don't take too many fights with him unless you can safely attack him with a dark sphere or shove him away using scatter the weak.
Name of the game versus Ziggs is to poke him down often and make sure to zone him off minions. Just don't take too much damage doing so.
A game of patience is needed with Zoe. Getting hit by her bubble and going to sleep 90% of the time will be the end of you. Avoid this ability as much as you can.
Nunu & Willump
Nunu & Willump
Champion Build Guide
Hi, my name is Demonsedge, and I've been enjoying my time on league of legends. I can't say enough about this game.
When looking to make a splash in the mid lane I pick Syndra, since I have plenty of knowledge of how this champion feels and works. Concerning Syndra's team setup and itemization, I will provide a more in-depth look at all this information below as you read this guide.
I hope you enjoy this guide and follow my suggestions to understand how Syndra works optimally.
So let's kick things off in style with my guide on Syndra - The Dark Sovereign.
Specialties: Damage, Range, Crowd Control
Why choose Syndra?:
- Has potent burst damage for fights and skirmshes.
- Very impactful in lane and when getting objectives such as turrets / dragons or baron nashor .
- While not the easiest champion to learn, but once mastered brings lots to the table in terms of damage and carry potential.
I always enjoy taking her on the rift when playing league, and I hope you will too.
Syndra collects splinters of wrath over time, enhancing each of her abilities and granting them new effects.
She gains splinters of wrath from the following:
- Dealing two instances of damage dealt by abilities to an enemy champion within 4 seconds grants splinters. It cannot occur on the same target more than once every 8 seconds.
- Ranking up abilities beyond level 1 grants up to a max of 85 splinters.
- Killing a large minion grants 1 splinter.
Collecting a splinter of wrath from an enemy restores mana.
At 120 splinters of wrath, Syndra achieves Transcendence, gaining increased ability power.
| Effect Radius: 210 | Target Range: 800 | Recharge: 7 | Static Cooldown: 1.25 | Cast Time: - | Cooldown: 6 | Cost: 40 / 45 / 50 / 55 / 60 Mana |
Syndra conjures a Dark Sphere at the target location that appears after a 0.6-second delay, dealing magic damage to nearby enemies. Then remains on the ground for 6 seconds.
This ability is your primary source of poke for Syndra. It's very effective for farming minions that you might otherwise miss with your auto attacks, but be mindful that this ability has an increased mana cost per rank. Instead, save it when looking to damage the enemy in short bursts.
Dark Sphere will cast at max range if activated beyond its cast range and can be used while moving.
Transcendent Bonus: Collecting 40 splinters of wrath upgrades Dark Sphere to periodically stock charges, up to a maximum of 2 (charge uptime reduced by ability haste).
| Effect Radius: 225 | Target Range: 925 (grab)/ 950 (throw)/ 500 (nearest target)| Cast Time: - | Cooldown: 12 / 11 / 10 / 9 / 8 | Cost: 60 / 70 / 80 / 90 / 100 Mana |
Syndra grabs the nearest Dark Sphere, enemy minion or non-epic monster, holding the target for 5 seconds. If grabbing a Dark Sphere, the duration refreshes, but if you select a minion or monster, it enters stasis until tossed.
Syndra throws the grabbed target towards the target location, granting sight of the surroundings and then dealing magic damage to all nearby enemies. All targets hit are slowed upon contact.
Force of Will's added slow effect is potent when looking to chain a Dark Sphere on the slow-down opponent. Very useful when looking to secure the cannon minions needed while farming splinters to evolve your skills and scale into the late game.
- Nearby Dark Spheres will take priority when Force of Will selects its target before minions and monsters .
- Force of Will can be recast while the target is being held and activated while moving.
Transcendent Bonus: Collecting 60 splinters of wrath enhances Force of Will to deal bonus true damage.
| Speed: 2,500 / 2,000 | Angle: 56° / (84° transcendent bonus) | Width: 120 / 200 | Collision Radius: 70 | Target Range: 700 / 800 / 1,300 | Cast Time: 0.25 | Cost: 50 Mana | Cooldown: 17 |
Syndra propels a wave of force in a cone in the target direction that deals magic damage to enemies hit and knocks them away from Syndra, though not through any terrain.
When one or more Dark Spheres in conjunction with this skill hit targets, they are stunned for 1.25 seconds. They are also revealed and are dealt Scatter the Weak's damage if not damaged by the initial cast.
Using Scatter the Weak is very effective when knocking back enemies who get too close or on enemies who have to channel abilities ( Galio Shield of Durand, Samira Inferno Trigger, Katarina Death Lotus, Miss Fortune Bullet Time). Being your only form of disengage, I would strongly avoid using it to attack minions and save it for incoming dives or to save you from near-death situations.
Transcendent Bonus: Collecting 80 splinters of wrath enhances Scatter the Weak to have an increased scatter angle and slows enemies hit.
| Effect Radius: 3,000 | Target Range: 675 | Cast Time: - | Cooldown: 113.21 / 94.34 / 75.47 | Cost: 100 Mana |
Passive: Dark Sphere gains ability haste.
With Unleashed Power, Syndra conjures three Dark Spheres and grabs up to four nearby Dark Spheres. Afterwards, the collected Dark Spheres thrown at the enemy champion deal magic damage per sphere hit.
The Dark Spheres will then remain on the ground for a short time after the initial cast for you to manipulate with your other abilities.
Unleashed Power is the only point-click ability in Syndra's kit, so you shouldn't have an issue missing this in fights (unless the enemy breaks vision with you). An excellent finisher option when looking to secure a kill or weaken an enemy for an ally to finish off.
Transcendent Bonus: Collecting 100 Splinters of Wrath enhances Unleashed Power to execute the target if they are below 15% of their maximum health.
In this section, I will share some of the effective combos for Syndra that are simple to understand and that you can apply while playing summoners rift (draft and ranked) games.
Playing As Syndra:
- To maximize Unleashed Powers damage use it when there are many Dark Spheres on the battlefield.
- After you hit an enemy champion with Force of Will follow up with Dark Sphere, they'll be slowed and have a hard time avoiding it.
- Get one of your spells to rank 5 as quickly as possible, they gain powerful bonus effects at max rank.
Playing Against Syndra:
- Get Boots early when playing against Syndra, they'll help you avoid many of her spells.
- Attack Syndra after she's used Scatter the Weak, it has a long cooldown so she'll be vulnerable.
- At max rank Syndra's spells gain bonus effects and change in appearance.
Flash: The most integral summoner spell for Syndra that you pick 100% of the time for your games. It's necessary because if you get caught or stuck in a rough situation, you can Flash to safety while dodging a crucial ability.
Teleport: This spell is excellent for Syndra when looking for quick returns to lane, gaining tempo against your lane opponent, reaching objectives faster/performing dives, or going to the enemy base for a cheeky back door play.
Ignite: A situational spell when looking to reduce healing and make targets easier to kill while also dealing true damage (based on champion level). It's your goto spell to take as Syndra when you wish to snowball the lane and have more kill potential on the rift.
Exhaust: Taking this spell as Syndra is good when going against champions who could take you down quickly, such as Draven, Katarina, Master Yi or LeBlanc. Also great to use on targets for whom you want to slow down or reduce their incoming damage (includes bonus damage from Sheen-related items & abilities).
Cleanse: Grab this on Syndra into teams consisting of high crowd control with champions such as Lux, Morgana, Leona, or Ashe. Won't protect you from abilities that have suppression & airborne effects. Note that you can't trigger this spell until after theimmobilizing effect has been applied to you, not beforehand.
- Control Wards are stored in your inventory (max 2) and can be placed anywhere on the map (limit 1), revealing and disabling enemy wards within a 900-unit radius. Control Wards function similarly to the Oracle Lens trinket revealing stealth & camouflaged based champions ( Twitch, Rengar, Evelynn and Kha'Zix) that approach them.
- Stealth Ward is your main trinket in all games as Syndra, revealing units within a target location. You get two charges that refresh every 240-120 seconds (based on champion level). The max allowable Stealth Wards to place is three. Great when side laning/placing deep wards in enemy territory or getting vision on objectives ( baron nashor & dragons ).
- You should only grab Oracle Lens when dealing with stealth champions who plant traps such as Teemo, Shaco, & Nidalee. It's also good against champions who use stealth abilities as means to engage/disengage, such as Twitch, Pyke, Wukong or Shaco.
- The last trinket we can acquire is Farsight Alteration (available at level 9). A strong option for Syndra when side laning or getting vision on objectives or target locations from a safe distance. Effective when side laning (similar to the Stealth Ward), but unlike Stealth Wards, they are visible to the enemy and fragile, meaning they will die the instant they are spotted.
A good option in games where casting abilities are more efficient for Syndra. Excellent to help increase your damage potential in the lane as Syndra by allowing for more ability casts, along with additional summoner spell haste reducing the cooldown of Flash or other spells at your disposal. Always consider them to create more impact plays during the game.
This option will be a rare pick for Syndra, but I'd strongly recommend these boots for their tenacity and magic resistance. Great into teams that are magic damage heavy or have lots of impairing crowd control effects.
Note that Mercury's Treads and Plated Steelcaps aren't as widely selected on Syndra when compared to the two other choices ( Ionian Boots of Lucidity & Sorcerer's Shoes). They can still be viable if you feel the extra armor or magic resistance could benefit you in fights or skirmishes.
The best way to know which starter item is more efficient depends on how you plan to build for each game.
After examining each mythic item listed above, you need to decide which one offers the best impact in-game, compared to which mythic best suits Syndra in most of her matchups.
The following keystone & rune choices are great for Syndra and will complement her in combat. Always pay attention to the enemy team comp, plus your item builds when selecting your runes to get the most value in each game.
- Electrocute is a great short trade keystone option for Syndra in lanes where you want to poke down the opponent. This keystone has excellent scaling into the late game for Syndra's overall play style.
- Dark Harvest provides a soul stack after damaging a target under 50% health (45-second cooldown). If you score a takedown, the timer resets after 1.5 seconds you can repeat the process. Since the keystone stacking is indefinite, the potential to one-shot opponents becomes immense as you reach the late game. An excellent option on Syndra when combined with her passive.
- Taking First Strike for Syndra is a reasonable means to gain more gold and extra damage in fights and trades. Effective in getting to item purchases faster. Always try to poke the enemy while this keystone is active to get the most out of the effect.
- Standard mage keystone option for Syndra when playing mid-lane. Arcane Comet triggers when you land an ability on the enemy (the cooldown varies based on the type of ability effect used. Excellent in matchups where poke is the best form of consistent damage.
- When looking for a decent sustain option for Syndra, look no further than Taste of Blood. Damaging an enemy champion heals you for a small amount of health during combat with the enemy. Very effective when looking to get through the early game laning phase.
- Syndra is a scaling champion, and Eyeball Collection will do everything you need to make her more powerful. When looking for more potency in fights, consider this rune to help scale your total damage with autos and abilities, giving you more threat in team fights and skirmishes.
- With Syndra's ultimate granting an execution on its target, this rune is a fantastic option for her going forward. Grants ability haste on her ultimate, giving more chances to dominate in team fights & potentially shift the tempo of the game. Very strong when combined with mythic items or runes that offer ability haste.
- Perfect Timing option for Syndra when looking to build Zhonya's Hourglass early on. The Commencing Stopwatch is a great way to give you early dodge potential from ultimates such as Zed or Pyke for a limited time. Once it is in your inventory, you have 250 gold towards Zhonya's Hourglass's completion.
- Minion Dematerializer is reliable for dealing extra damage to minions, dealing up to 9% more damage to any of the three minion types ( melee minion , caster minion or siege minion ). Very helpful when looking to clear waves quickly and roam or to snowball your matchup much easier. Also great for Syndra when getting splinters from siege minion s.
- Cosmic Insight provides more summoner spell ( Flash, Ignite, Teleport) and item/ward trinket haste. This rune is great when paired with items like active items effects you may have in your inventory. Also very helpful for increasing your vision score.
- Triumph restores a % of your missing max health and provides additional gold per takedown. A great rune option for getting your items quicker and excellent for Syndra when looking to recover health after combat.
- Coup de Grace is fantastic for Syndra offering more damage to champions under 40% health. Strong rune option with that couplse nicely with her overall high burst play style.
- Cut Down is good against tanks/bruisers, also very efficient against targets with more health than Syndra.
- Mages love mana and Syndra is no exception. With Manaflow Band you get to increase your maximum mana pool by an additional 250 mana, then you begin to regenerate 1% of your missing maximum mana over 2 seconds.
- Transcendence provides Syndra more ability haste during fights, thus increasing your damage per second to enemies and objectives. A rune that meshes nicely for Syndra, providing more access to her abilities, thus granting more impact in fights and objective control.
- Scorch can be effective for Syndra when playing a poke-style lane. When damaging a target with an ability, you deal additional bonus magic damage. Only grab this rune for games you believe will end in the early to mid-game because if the game gets drawn out past that point, this rune won't be as effective.
- Gathering Storm is formidable for Syndra by increasing your overall damage (autos and abilities) against targets every 10 minutes and scales indefinitely. This rune works exceptionally well in unison with Syndra's splinter mechanic, meaning you'll deal large amounts of damage should you have long games.
When deciding on what rune shards (whether offensive or defensive) to pick for Syndra in each of your games, you have to factor in a few things in champion select:
- Do I need extra attack speed? This shard makes farming a little easier during the lane phase.
- Do I need additional damage? For Syndra, we always take at least one adaptive damage shard.
- Do I require any ability haste? We can take this option, but compared to other selections, we should skip it.
- Do I require more armor? We grab the shard only when dealing with physical damage opponents.
- Do I require magic resist? Your default choice for most games when playing in the mid-lane.
- Do I require more health? We tend to skip this option as Syndra, but still viable against mixed damage team comps.
Always pay attention to the team compositions you are fighting when mixing and matching the rune shards listed above, in conjunction with your Boots & items. It's a sure way to improve your overall survivability in games.
There are plenty of ways to build Syndra, but hopefully, this guide made it easier for you to understand what abilities/items and runes work well together and how to make the most of her kit.
I hope you enjoyed this guide and will refer this to your friends and fellow gamers looking for tips & tricks.
For any questions or thoughts, you wish to share, contact me in the discussion section. I'll be happy to talk things over with you and see how I can make sense of anything you need answers for to the best of my ability.