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Syndra Build Guide by Trisend3

Middle Challenger Season 16 Trisend3 Syndra Guide

Middle Challenger Season 16 Trisend3 Syndra Guide

Updated on January 24, 2026
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League of Legends Build Guide Author Trisend3 Build Guide By Trisend3 18 4 51,110 Views 4 Comments
18 4 51,110 Views 4 Comments League of Legends Build Guide Author Trisend3 Syndra Build Guide By Trisend3 Updated on January 24, 2026
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Runes: Default

1 2 3
Sorcery
Phase Rush
Manaflow Band
Transcendence
Scorch

Precision
Legend: Haste
Cut Down
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

Go every Game
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Challenger Season 16 Trisend3 Syndra Guide

By Trisend3
Introduction

Welcome to the Challenger Syndra Guide.
I hope this Guide helps you dominate mid lane with Syndra!



I have a full in-depth Syndra guide on YouTube!
**▶ CLICK HERE FOR THE VIDEO GUIDE**



I also stream very often on Twitch!
**▶ CLICK HERE FOR THE STREAM**





1. Introduction
All about Syndra
2. Pros and Cons
Champion strengths & weaknesses
3. Runes and Summoner Spells
Runes

4. Builds
Item build Guide
5. Laning Phase
Laning tips
6. Advanced Tips
Lesser known techniques
Pros and Cons



PROS

+ Very strong blind pick with very few bad matchups
+ Extremely good pick potential with E (Scatter the Weak)
+ Can make game-winning plays with well-timed E stuns
+ Great peel and hard to catch with E and W
+ Very long range, safe laning with Q
+ High skill cap — lots of outplay potential with Q → E

Syndra is a powerful control mage with strong lane safety, amazing pick potential, and extremely high carry potential with proper E usage. Very consistent as a blind pick due to few losing lanes.
CONS

- Very easy to camp when E is on cooldown
- Hard to play when focused heavily in fights
- Struggles against multi-angle engages — can only Q → E one target
- Weak at roaming — often stuck mid
- Not strong early; needs splinters & time to scale

Syndra can struggle vs heavy gank pressure, coordinated dives, and chaotic fights from multiple directions. She needs time to scale with Splinters and positioning becomes critical in mid-late teamfights.
Abilities
Syndra, the Dark Sovereign

PASSIVE ABILITY

Transcendent
Syndra gains Splinters of Wrath by damaging champions and absorbing spheres. Abilities become stronger at Splinter thresholds, giving bonus effects like increased range, extra damage, or multi-sphere casts.






Q

Dark Sphere

Range: 800
Cooldown: 4
Cost: 40–60


Active: Syndra conjures a dark sphere dealing magic damage. The sphere remains on the ground and can be manipulated by her other abilities.

How to Use

Always try to have multiple spheres on the ground before fights.
Q is your main poke and setup tool for E stuns.
Q → E is your bread-and-butter pick combo.
In lane, use Q off cooldown to stack Splinters safely.




W

Force of Will

Range: 950
Cooldown: 12 / 11.5 / 11 / 10.5 / 10
Cost: 60–80


Active: Syndra grabs a sphere or minion, throwing it to a target location, dealing damage and slowing enemies hit.

How to Use

Use W slow to kite divers and peel for yourself.
Throw W to slow > Followed by Q to get splinters
You can use W to check brushes for vision




E

Scatter the Weak

Range: 800+ (sphere displacement)
Cooldown: 15 / 14 / 13 / 12 / 11
Cost: 50


Active: Syndra knocks back enemies and spheres, stunning all targets hit by spheres in their path.

How to Use

Q → E is your main stun combo.
Use E to peel divers instantly.
Throw W → E for long-range stuns from unexpected angles.




R

Unleashed Power

Cooldown: 120 / 100 / 80
Cost: 100


Active: Syndra hurls all her spheres at a target enemy champion, dealing massive single-target burst damage based on the number of spheres available.

How to Use

Always try to ult with 2-3 spheres on ground for max burst.
Use after landing a stun for guaranteed kill pressure.
Great for deleting enemy carries instantly.
Runes
PRIMARY RUNE
-

SORCERY

Phase Rush: Best keystone on Syndra. Lets you escape dives, kite bruisers, and reposition after using your full combo. Vital for surviving ganks and extended trades.


Manaflow Band: Must-take on Syndra. Helps with early mana issues and makes your Q poke sustainable.


Transcendence: Best choice. Ability haste gives more Q spam, more stun windows, and faster burst setups.
Celerity: Great vs skillshot mids. Helps dodge abilities and reposition quickly.


Scorch: Best for early lane pressure and Q poke.
Gathering Storm: Take when scaling or vs tanky comps.



SECONDARY RUNE
-


PRECISION

Legend: Haste: Great on Syndra for more Q spam and stun uptime.


Cut Down: Very strong lets you get more poke out and win lane easier



ALTERNATE SECONDARY (RESOLVE)
-

RESOLVE

Bone Plating: Best vs melee all-ins (Irelia, Sylas, Akali).
Second Wind: Best vs long-range poke mids.


Overgrowth: Extra HP scaling for more survivability in mid-late teamfights.



FLAT STATS RUNE
-

Attack Speed: Helps with early CS.
Adaptive Force: More AP for poke + burst.
Flat Health: Best defensive option vs early jungle pressure.
Summoner Spells

SUMMONER SPELLS
-
FLASH: is mandatory. Syndra requires perfect spacing, and Flash lets you escape ganks, extend combos, and secure kills
TELEPORT: is Syndra’s default secondary spell. Gives safe recalls, wave control, and helps you return with items to keep stacking Splinters. TP is ideal for scaling lanes or when you cannot afford to fall behind early.
CLEANSE: Only take in specific matchups where one CC ability loses you the lane, such as vs Zoe or Lissandra. Also strong vs heavy CC comps (Ahri charm, Morgana bind, Rell, Nautilus). Teleport is usually better overall—but if the enemy has unavoidable CC, Cleanse can save your entire lane phase.
Builds


CORE ITEMS
-
Blackfire Torch: Syndra’s best item. Amazing burn damage, %HP shred, and long-fight value. Works perfectly with her Q spam and splinter scaling. Core every game.
Ionian Boots of Lucidity: Best default boots. Ability haste + Flash/TP haste gives Syndra the lowest cooldowns possible on Q/W/E/R.
Cosmic Drive: A top-tier item on Syndra. Tons of ability haste + bonus MS after spellcasts. Lets you kite, chase, and find E angles easily.
Liandry's Torment: Great vs tanks/bruisers. Pairs well with Syndra’s long fights and Q poke.
Zhonya's Hourglass: Required vs assassins and heavy dive. Enables Flash→E→Stun→Zhonya outplays.
Banshee's Veil: Best vs heavy CC or AP poke (Ahri, Zoe, Veigar). Lets Syndra safely walk up for Q poke and E picks.
Cryptbloom: High AP + magic pen + teamwide healing after takedowns. Crazy strong for 5v5 teamfights.




OPTIONAL ITEMS / ALT BUILDS
-

ALT BUILD – Burst One-Shot (Luden’s): Use this for maximum burst and fast snowball potential. Luden’s → Sorc Shoes → Shadowflame → Void Staff → Zhonya/Banshee
Shadowflame: Huge flat magic pen spike. Makes Syndra Q/W chunks hit massively harder.
Void Staff: Mandatory once enemies build MR. Massive damage boost.
Zhonya's Hourglass: Standard defensive option for burst or engage heavy comps.
Banshee's Veil: Great into CC / AP threats or high pick comps.




BOOTS
-

Ionian Boots: Best default. Haste + lower Flash/TP CD = strongest overall value.
Sorcerer’s Shoes: Best for burst. Pair with Luden’s/Shadowflame for insane magic penetration.
Mercury’s Treads: Best vs heavy CC teams and AP burst. Strong survivability option.
Boots of Swiftness: Niche pick vs heavy slows. Helps with spacing + dodging skillshots.
Laning Phase
✦ You're generally going to play the laning phase in two different ways depending on the champion

Against all-in champions such as Irelia Akshan Fizz Yasuo and other melee dive threats, you should avoid touching the wave early. Only last-hit with your Q , and try to keep the wave frozen just outside your tower. This forces them to overextend and makes their all-ins much harder to execute.

Against easier ranged matchups, shove the first wave to get early prio. Reaching level 2 first lets you place an early ward at raptors or river entrance, protecting you from early ganks.

W → Q and QW splinter stacking is extremely important.* Your early goal is reaching 40 splinters as fast as possible. Look for W → Q trades or QW hits to build stacks safely while preserving your mana.

Save your E. Do not waste Scatter the Weak unless you need peel. Syndra *must* hold E vs important enemy abilities such as Akshan’s E, Irelia’s Q chains, or Fizz’s engage. If your E is down, you are extremely easy to gank or all-in.

Syndra outscales nearly all mid laners. You do not need to force risky trades early. Stability and stacking Splinters is always more important than coin-flip all-ins.

After your first recall, once you have a bit more CDR and AP, you can start using E more aggressively for lane control

Once you unlock R , don’t be afraid to use it for early kills or tempo. A single R can break open a losing lane or secure control of mid-wave. Syndra’s level-6 spike is one of the strongest in the game.

Be extremely mindful of jungle ganks. Syndra is very easy to punish if her E is down. Track the enemy jungler and do not play aggressively without vision, especially against champions with reliable gap-closers.
Advanced Tips
✦ Advanced Syndra Mechanics & Hidden Techniques

Using your R → E is extremely reliable and makes it almost impossible to miss your stun. Casting R first guarantees more spheres on the ground, giving your E a much wider hitbox.

Always place multiple orbs with Q before using your ultimate. More spheres = higher burst + stronger stun potential when you follow up with E.

Before any important fight, place a Q on the ground and instantly pick it up with W . This preps your empowered combo and gives you instant access to burst without setup time.

Use your W to check brushes. Throwing your W grants vision just like a mini-ward, letting you safely scout dangerous areas without face-checking.

Never pick up W while standing inside a brush. Enemies can briefly see your model when you do this, exposing your position.

Generally avoid using your E unless it’s necessary. The moment your E is down, enemies will look to gank or all-in you. Holding E threatens stun at all times and prevents aggressive dives.
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