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Spells:
Flash
Ignite
Ability Order
Transcendent (PASSIVE)
Syndra Passive Ability
introduction!
pros
- she is a fantastic laner, with plenty of harass and range on her spells
- she has a pretty amazing burst
- her ult is deadly in team fights
- she walks on orbs.... ya
- she has boobs
-great disrupter
Cons
-VERY MANA DEPENDANT!!!!! (pink cause its important)
-she requires plenty of positioning
-will not be that useful if she cant stay out of range of enemies to manipulate
- she is a fantastic laner, with plenty of harass and range on her spells
- she has a pretty amazing burst
- her ult is deadly in team fights
- she walks on orbs.... ya
- she has boobs
-great disrupter
Cons
-VERY MANA DEPENDANT!!!!! (pink cause its important)
-she requires plenty of positioning
-will not be that useful if she cant stay out of range of enemies to manipulate
in my opinion, these are the best runes to run on syndra.
MARKS
-i chose insight for more damage and more magic pen never hurts.
SEALS
- I chose flat mana regen because syndra is VERY mana dependent, and the problem sort of falls off after your rod, make sure your still getting blue late game. I suppose mana regen per lvl or flat mana could work as seals, but i would suggest just using flat mana regen.
GLYPHS
- try to suit your glyphs to your personal preference. I honestly think you shouldn't necessary need the magic resist per lvl and so i prefer the AP per lvl (it actually makes quite a difference to your build late game), but I think this honestly depends on who you are lanning against, their team comp, and who is fed on there team. If you know you are gonna lose a lane (ranked only ) choose magic resist (flat resist works well), otherwise, you should stay back well enough to not get bursted by their AP, but its your choice.
Quints
- I haven't played much with movement speed quints on syndra, but in theory it should work well, but its your choice.
MARKS
-i chose insight for more damage and more magic pen never hurts.
SEALS
- I chose flat mana regen because syndra is VERY mana dependent, and the problem sort of falls off after your rod, make sure your still getting blue late game. I suppose mana regen per lvl or flat mana could work as seals, but i would suggest just using flat mana regen.
GLYPHS
- try to suit your glyphs to your personal preference. I honestly think you shouldn't necessary need the magic resist per lvl and so i prefer the AP per lvl (it actually makes quite a difference to your build late game), but I think this honestly depends on who you are lanning against, their team comp, and who is fed on there team. If you know you are gonna lose a lane (ranked only ) choose magic resist (flat resist works well), otherwise, you should stay back well enough to not get bursted by their AP, but its your choice.
Quints
- I haven't played much with movement speed quints on syndra, but in theory it should work well, but its your choice.
I choose this build because a rod of ages works GREAT with syndra. extra mana and lane sustain never hurt, plus helps you carry into the late game well. After you get your hat, think (what do i need?) i don't have many games in with her yet, but i do think that getting a rylais is a very good option no matter what afterward. The health and utility it gives is fantastic. After i would get an hour glass if they are getting to me in fights and i need more defense, or get a void staff if not. for my last item it is really situational. Good choices are the will of the ancients (especially if you have ap on your team and no one has one yet) or a DFG.
in team fights, you should try to get up to 6 orbs and ult the adc and you should try to disrupt enemies with your E and W. that is pretty much it, you can also try to stun with your E and Q's and do lot of aoe with Q and W, but remember your ult does the most, so don't waste it OR get caught poking and not be able to burst down their damage.
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