Syndra Build Guide by Itsyaboyorchid
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Runes: Meta Runes (Highest Winrate)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Typical Pathing
Threats & Synergies
Due to her mobility, and very quick, high damage combinations, she is equipped to burst you down before you're able to react. Her Q-W-E or her E-Q-W-R combination are extremely quick, and difficult to dodge. As Syndra, your best best is to burst her before she can burst you. Having to rush your combinations may lead to mistakes, which can be deadly. In early laning phase, however, farm with Q-W and save E to shut down LeBlanc's engages. After laning phase you should be able to farm up, and have a lot more wave control around the map. Be aware of LeBlanc's kill pressure.
Fizz is a pain for a lot of Platinum and lower elo players, he has a lot of mobility (if he makes good use of his Q & E) and a lot of burst damage as soon as he hits his first item spike. None of that bothers me, what does often bother me and most Syndra players, is his ability to 100% negate your R. So, you have 3 options, you play a bit passive, farm with Q-W and scale naturally, you can roam to a side lane and maybe get a pick there to enable your snowball, or you can rely on a friendly gank to put Fizz behind.
Ekko is very similar to Fizz, with 2 exceptions, he doesn't scale nearly as quickly as Fizz. On top of that, his R can absorb most of your damage, paired with ignite or a solid stun, you should be able to do the trick. Banking on your burst isn't quite reliable, so bank on out scaling him. Once you hit level 3, your ability to control the wave with Q-E-W should be able to starve out the opponent. Make sure to actively poke him when he attempts to farm, and if he gets low enough/you hit 6 before him, kill him. The sooner you snowball the better.
Irelia can outscale Syndra pretty easily, her ability to snowball based off of 1 or 2 components of an item makes her a very dangerous opponent. You have 2 ways to go about dealing with Irelia. The first (and most reliable) option is to simply farm with your range, poke her as much as possible, and maybe look for a pick pre 6. The second option is to be very aggressive, sacrificing CS to output damage, and rely on your early snowballing. The main issue with the second option, is you're stunting your CS per minute and potentially throwing your early game based on your confidence in killing Irelia early on. Be aware that once Irelia hits 6, gets her Phage/Tiamat, she will be able to full combo you and kill you quite quickly.
Orianna is a classic Syndra counter. Her wave clear matches and often out matches yours, her damage is comparable (mid-late game), her crowd control is comparable, & her shield mitigates your burst. With a Syndra - Orianna match up, you'll want to play nice and easy farming pre 6, farm with Q-W, because Ori is gonna poke you with her big ole ball, and rely on your scaling.
Galio isn't much of a damage threat. Even in this new "burst Galio build" meta, he isn't a legitimate threat if you don't allow him to be. Your Q-E prevents any engage from him in the 1v1, or sets you up for a combination to deal heavy damage to him. if he builds tank Galio, you farm and have no kill pressure, if he builds burst he ints your lane to get you snowballed. I only included Galio as a threat because one of my colleagues mentioned him as a Syndra counter. I laughed.
Ahri can be a very hard snowballing match up to deal with if played incorrectly. She has CC, burst, mobility, wave clear, kill pressure, etc. You'll want to start the laning phase farming with Q-W keeping your E to prevent hard engages from her. Once you 2 are 6, she will try to hit an E-W-Q-R etc. Once this happens, you have 2 options. The first is to E her away/ Flash away to prevent risk of dying to her, and choose a safer fight later on. The second option is to bite, Q-E-W-Q-R-Ignite her, and your damage should be more relevant earlier on. Be aware, once she has her second item started, her true damage on her Q starts to really sting.
Amumu has very hard to miss, reliable CC and a decent amount of damage. Mix his stun based kit with Syndra's and you have more than enough time to Q-W-Q-R on your opponent and the damage WILL come through.
Skarner has the same ideology as Amumu. A lot of CC and a decent amount of damage. The key difference is Skarner ult can't miss.
Graves is a jungler I personally love playing along side as Syndra because with Syndra's Q-E, you're able to give a strong CC against your opponent allowing you & Graves to output more damage reliably.
Champion Build Guide
|Syndra is a high damage control mage, with low mobility and very little defense. Her kit is very straight forward, and isn't very versatile. She scales off of Ability Power, and operates with a bursty damage kit. Meaning her damage has high velocity, and once she uses her kit, she's basically useless :)|
|Transcendent - (PASSIVE) - Syndra's spells get extra effects at max rank. Dark Sphere - (Q) - Deals 15% more damage against enemy champions. Force of Will - (W) - Deals 20% more true damage. Scatter the Weak - (E) - Width increased by 50%. Unleashed Power - (R) - Range increased by 75|
|Dark Sphere - (Q) - Mana Cost: 40/50/60/70/80 - Syndra summons a sphere that deals 70/110/150/190/230 (+65% Ability Power) magic damage. The sphere remains for 6 seconds and can be manipulated by Syndra's other abilities. This spell can be cast while moving.|
Force of Will - (W) - Mana Cost: 60/70/80/90/100 - First Cast: Grabs a target Dark Sphere or enemy minion. If no target is selected, grabs nearest Dark Sphere.
Second Cast: Throws the grabbed unit. Enemies hit take 70/110/150/190/230 (+70% Ability Power) magic damage and are slowed by 25/30/35/40/45% for 150 seconds. This spell can be cast while moving.
|Scatter the Weak - (E) - Mana Cost: 50 - Syndra knocks enemies and Dark Spheres back dealing 70/115/160/205/250 (+60% Ability Power) magic damage to them and any enemies they collide with. Dark Sphere's that are knocked back stun all enemies in their path for 1.5 seconds.|
Unleashed Power - (R) - Mana Cost: 100 - Syndra unleashes her full cataclysmic power, obtaining Dark Sphere's to deal magic damage to a target enemy champion. Unleashed Power picks up & throws the three Dark Spheres orbiting Syndra, and can also pick up & use up to 4 Dark Spheres previously created.
Damage per sphere: 90/135/180 (+20% Ability Power)
Minimum total damage: 270/405/540 (+60% Ability Power)
|Why Electrocute? - It's pretty standard on Syndra because it's so easily procced. You can Q-E-W proc, Q-E-Auto proc, Q-W-Auto proc, R proc, or just full combo and it'll proc pretty easily as long as you land everything. it's a good, easy, reliable source of damage.|
|Why Cheap Shot? - I take Cheap Shot because I use the Q-E-W-R combination more frequently than any other combination. With landing Scatter the Weak (E), you're impairing their movement/actions, making for a true damage shot. I personally don't like the healing of Taste of Blood on Syndra. I do think Sudden Impact is a good option as well.|
|Why Ghost Poro? - I put a very high value on vision, especially in the middle lane. Free vision, near permanent vision, too good to pass up for me. Good places to Ghost Poro are the side bushes, and the dot bushes right outside of middle lane.|
|Why Ultimate Hunter? - I take Ultimate Hunter because I value Syndra's ultimate ability very highly. It's your main, and most reliable source of damage. Having it off cool down more often is a very big pro, the only con to this is the need for unique takedowns. As Syndra, roaming to side lanes is easy, and relatively safe. Ingenious Hunter is also a viable option, because CDR with Syndra gives a lot of synergism.|
|Why Perfect Timing? - A lot of skirmishes in mid lane end in Ignite's or some sort of ultimate that is gonna pop you like a zit. Pretty straight forward, stop watch negates that for one opportunity, and with Syndra, one opportunity can be the difference between snowballing into an unstoppable force, or being a 1/10 dope.|
|Why Future's Market? - A lot of players say it's an overall inefficient rune to run, because in the overall scheme of a 30-50 minute game, that debt you put yourself in can actually work against you. I played in Bronze-Platinum elo, meaning you can very easily get away with this. I wouldn't recommend Future's Market for any elo higher than Platinum 4-3 because that inefficiency can lose you games, but I do recommend this for Syndra in lower elo games for 2 reasons. The first reason, games last overall a shorter amount of time, if you use your Future's Market to rush items faster than your opponent, use said items to get kills, snowball, generate more team gold, and get ahead, you have a very clear passage to win the game. The second reason is low elo players won't expose these types of strategies or inefficiencies the same way a Masters player would. Obviously, there is some risk in that thought process, and there is outlier scenarios, but more often than not, this will work. If you don't feel comfortable with Future's Market, I recommend Minion Dematerializer.|