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Syndra Build Guide by theSummoningnoo

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League of Legends Build Guide Author theSummoningnoo

My Syndra Guide

theSummoningnoo Last updated on May 27, 2015
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Legendary Guardian

Defense: 0


Utility: 9

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Hi I'm theSummoningnoo it took me a whole season to figure out what role I was going to play as a player so I played all the roles and I can play all roles to an extent but mid stuck with me. I never really mained a mid laner till i picked up Syndra towards the end of Season 3.
I started playing in community tournaments and Syndra started to get banned a lot against me and so I felt respected and that was back when I was in Gold 2 now here I am in Plat 1 making you this guide.

This is my first guide so I'm new to using Mobafire and this is still a work in progress feed back is loved and appreciated I hope I help you learn this champion.

Feel free to contact me on league I don't have a facebook page but if you really want me to then message me on league and I'll see if I can put something together.

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Pros / Cons

Strong laner and scales well into late game with her passive
Can peel a lot of enemies off of herself in terms of dashes
Grates through Marksman like cheese
Monstrosity when fed.
Very versatile
Highest amount of burst at level 6
Heavily skillshot reliant
Has trouble against high movement speed and high tenacity foes (Irelia Udyr)
Extremely squishy and has no escape
Requires an early lead against some champions to be more effective than them in the late game

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I run 9 hybrid pen marks always because you harass a lot in lane and you can chain your autos with your abilities which means you'll bit harder meaning if you miss your q not all hope is lost you still got that auto from chaining it with your q.

I run 4 armour or 5 armour seal and same goes for health 4 or 5 pretty standard.

For glyphs I run ability power and for quints I run full movement speed quints. The reasoning behind me not taking any magic resist is if you're gonna get harassed a lot would you rather A. Take less damage or B. Not taking any damage and get hit by ap skill shots less frequently. Me I choose B because I feel movement speed is much more valuable than the magic resist that you receive.

But you can run magic resist glyphs and ap quints if you want its whatever that works best for you.

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21 0 9 is the standard mastery set you want to run the offensive masteries are what you run on just about every ap mid for the most part.

the 9 though I put in mana regen movement speed and summoner cd reduction so you can make more plays, dodge skillshots and harass with much more ease.

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Summoner Spells

I run Flash Ignite almost always on Syndra but if I'm against a Zed or anything I run Exhaust against him as Zed hurts really bad up until you get your Zhonya's Hourglass then he becomes a walking potato and you can take him out with ease or at least cc him up for your team to wreck him.

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Skill Sequence

Ever since the nerfs to the q its been better to take w at level considering its damage and range is considerably good. The best way to play lane phase atm is go aggro level 1 then at level 2, 3 and 4 play it safe and start being aggressive again past level 5. You have the highest burst potential at level 6 remember that when you all in. Maxing Dark Sphere first is a must. Force of Will] and Scatter the Weak is up to your discretion there are factors such as Scatter the Weak's mana cost remaining the same and the cooldown reducing with each rank meaning you can peel off assassins and bruisers off you much more frequently and I'm not saying that Force of Will's cd doesn't reduce but I feel like Scatter the Weak is a much more worthwhile investment. I'd only max Force of Will if I were poking like crazy in lane but I feel like maxing it is pointless as the Ability Power scaling is 70% on Force of Will which is higher than all of your other abilities which is why I choose to max Scatter the Weak first. NEVER EVER EVER BALANCE OUT YOUR POINTS ON Syndra OR I WILL FIGHT YOU!

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There are certain combos you can do on Syndra here are a few combos I'll explain each one.

Combo 1: Dark Sphere Force of Will Scatter the Weak Unleashed Power(q w e q r)

Combo 1 is for a long range stun this normally requires you to have empowered your Force Of Will in order to get this one off the long range stun is usually not predicted if the enemy touches just a pixel of your ball when its knocked they get stunned and your team can charge in and cc lock em and hopefully kill them.

Combo 2 Force of Will Dark Sphere Scatter the Weak Dark Sphere Unleashed Power (w q e q r)
If your enemy is slippery and annoying then this is the one for you if you land your Force of Will(with a minion) they get slowed really hard and you get a free Dark Sphere Scatter the Weak combo in unless they have a dash of some sort but if they don't have a dash this should be easy unless they Flash and murder you which you need to be ready for but your combo is set up on your w its long range so even if you miss you aren't entirely screwed as you have flash or hopefully your Scatter the Weak is up again in case they jump on you.

Combo 3: Scatter the Weak Dark Sphere Force of Will Dark Sphere Unleashed Power (E,Q,W,Q,R)
Lets say Diana is hopping on you going for the kill and you're like NO! I'm actually going to die well this is the combo for you when this happens. If you time your e perfectly it ruins her Lunar Rush unless you have moonlight on you but that's unique for Diana to be able to dash on the same target twice but generally you knock them off of you and then you unleash your sack of balls at them and scare them off with your crazy damage.
Combo 4: Dark Sphere Scatter the Weak Force of Will Dark Sphere Unleashed Power (Q,E,W,Q,R)
If you're good at landing Dark Sphere then this is the one for you I use this one the most as well after you land Dark Sphere just stun them then you get a few guaranteed hits on them lest they have a form of dash like I said and then you finish them off with your Unleashed Power or even if you don't they will be forced to recall and you can proceed to shoving the lane in their face and forcing them to lose cs.

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My core consists of sorcerer's boots Athene's Unholy Grail and Rabadon's Deathcap. I get Zhonya's Hourglass every game because the active is very useful you can flash in unleash your whole arsenal and then Zhonya's Hourglass and let your team follow up and then you can continue fighting after coming out of Zhonya's Hourglass. The one item I choose to replace in my build for a defense item is Luden's Echo because sometimes the Zhonya's Hourglass isn't enough. The defense items being Banshee's Veil and Guardian Angel

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If you feel like you're lacking in champions that can wave clear that are mid laners Syndra can do that too with her abilities I usually Dark Sphere Scatter the Weak the wave then just auto the creeps. You can also throw in your Force of Will if you can't get in range due to dangers but managing mana on Syndra is also important.

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Ranked Play

Syndra is really strong in solo queue and teams solo queue she can set up plays with her stun and slow while also being able to burst down high priority targets her range is high and she can peel for herself for the most part which is really neato. In ranked teams she is just as strong. Your strength also depends on if your team takes advantage of your strengths and what not since you can get easy picks with Dark Sphere and Scatter the Weak and slow people and more.

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My Match History

This game is an example of Syndra done well I snowballed the game and my whole team was fed and we won the game it was really good if you want the full details of the match they're right here

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Nerfs and Buffs

As of patch 5.2 removal of the DFG slightly reduced Syndra's nuking power which is pretty sad she isn't in a good place as of the current patch (5.2). Due to the rising popularity of long range mages such as Xerath and more its been a hard time for Syndra especially since they nerfed her q which removed her presence as a lane bully and turned her into a farm till level 6 mid laner and that's when her strength returns which does make me sad I think she's a stronger support as of now (5.2) rather than a mid laner but definitely still shines after level 5.