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Syndra Build Guide by ThePandaEvan

Middle The Power Within - Syndra Guide

Middle The Power Within - Syndra Guide

Updated on January 7, 2021
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League of Legends Build Guide Author ThePandaEvan Build Guide By ThePandaEvan 38 5 102,404 Views 7 Comments
38 5 102,404 Views 7 Comments League of Legends Build Guide Author ThePandaEvan Syndra Build Guide By ThePandaEvan Updated on January 7, 2021
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Runes: Electrocute

1 2 3 4
Domination
Electrocute
Taste of Blood
Eyeball Collection
Ravenous Hunter

Sorcery
Manaflow Band
Transcendence
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4
Aggressive
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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
Hello I am ThePandaEvan, I am a league player who played in season 8, but didn't really take it seriously until season 9. During the season, I looked for mains for mid lane and I found Syndra. I started to really enjoy her so, I decided to make a guide for Syndra to share my thoughts about her. I am mastery 7 on Syndra. Syndra is a fun champion that is really satisfying to burst people down with.
PROS

+ Insane Burst
+ Good Waveclear
+ Great Teamfight
+ Versatile and Fun
+ Lane Bully

Syndra has strengths to her that makes her a powerful pick. Syndra has insane burst and she can be very versatile while being fun. Syndra excels in teamfights as she has AOE damage and can target an important target with her R. Syndra is good at lane bullying her opponents with her quick combos and easy harass. Syndra also has nice waveclear.
CONS

- Squishy
- Immobile
- Semi-High Skill Cap
- Relies on Skillshots
- Countered by Zhonya's Hourglass

On the other hand, Syndra has her cons. She is immobile and squishy. Syndra also relies on hitting skill shots for damage because 3 of her spells are skill shots. Syndra also has a Semi-High skill cap so she is difficult for people to pick up instantly. You can also just Zhonya's Hourglass her ult and deny a lot of burst.


Electrocute

Electrocute is the standard keystone for Syndra as it allows her to get even more burst. You can proc Electrocute with three attacks within three seconds. Knowing that, Electrocute is great for burst trades as with your combo + Electrocute can really burst someone down.

Arcane Comet

Arcane Comet is another choice for Syndra. You want to bring Arcane Comet if you are focusing more on doing short poke trades. This rune is good when you might not be able to hit three attacks without getting chunked. This is the more safe choice compared to Electrocute.

Summon Aery

Summon Aery is good against hard melee matchups, where it's hard to land Syndra's combos. Aery helps you do consistent poke instead. Summon Aery also lets your autos hurt a little more. Summon Aery can be better than Arcane Comet in matchups where the comet would be dodged easily.

Phase Rush

As Syndra naturally has a lot of damage, you can use Phase Rush for more survivability. Phase Rush is good against other Phase Rush users like Ryze to match their ms. It's also good against harder assassins that you need to kite away from like Diana. This is also decent against heavy dive comps.
Domination Sorcery Prescision Inspiration
Domination

Taste of Blood

Taste of Blood is the usual first row rune for Syndra as it gives her sustain when damaging an enemy which she does a lot as a lane bully.

Cheap Shot

Cheap Shot is also a choice if you choose to sacrifice sustain for more burst. What's cool about Cheap Shot is that the damage it does is true damage.

Eyeball Collection

Eyeball Collection gives AP when Syndra gets a kill. This rune helps her snowball even more. When you get 10 kills, it maxes out and gives you 10 more AP.

Ravenous Hunter

Ravenous Hunter is the main rune for the 3rd row as it gives you sustain which is good for a lane bully like Syndra because you can stay in lane longer to get an advantage.

Ultimate Hunter

As Ultimate Hunter gives you ult AH, it's the best rune for when you think you don't need any extra sustain and want to focus on burst.
Sorcery

Manaflow Band

Manaflow Band is one of the best runes to go for mages. As you will be using abilities that will make your mana go down a lot, Manaflow Band gives you extra mana, and mana regen!

Transcendence

Transcendence is a rune good to go as you get more AH. AH is always good to have.

Absolute Focus

Absolute Focus is the rune to go poking as it gives you bonus AP when above 70% health which you will be above most of the time as you are poking.

Scorch

Scorch gets activated a lot since Syndra pokes a lot. Scorch gives you extra poke like Cheap Shot.

Gathering Storm

Gathering Storm is the rune for late game. It gives you AP every ten minutes. It really stacks up late so its good for scaling.
Inspiration

Perfect Timing

Perfect Timing is perfect when you want to rush Zhonyas as it gives you a stopwatch. You will mainly go this for Assassins.

Biscuit Delivery

Biscuit Delivery is the other main secondary rune for Inspiration for the sustain. This is good if you think you will get poked down a lot.

Magical Footwear

Magical Footwear is an option if you want free boots. Magical Footwear give you free boots at 12 minutes or faster. It also gives you 10 extra MS!

Cosmic Insight

Cosmic Insight gives AH. Extra AH is always good as it allows you to use things more often.
Precision

Presence of Mind

Presence of Mind is good for when you have mana problems. This will happen most likely with poking sets.

Coup De Grace

Your enemies will often be low due to your poking so Coup de Grace will help your Unleashed Power be stronger.

Cut Down

Take Cut Down when you're against many tanks for the extra bonus.



SUMMONER SPELLS
-
FLASH: Flash is the best summoner spell to take as it gives you a free teleport instantly to where ever your mouse is. It's extremely useful on mages like Syndra who have no mobility. Take Flash every time. Its offensive and defensive. The usefulness of this spell can be endless.
IGNITE: Ignite is the second spell you will mainly take as it adds kill potential and burst. Syndra loves both of those things. This helps you get kills, which helps you snowball. Ignite allows you to be more aggressive.
BARRIER: Barrier is when you are playing against an assassin or a match up you aren't quite good against so you pick Barrier. Barrier is a good size shield.
CLEANSE: You should bring Cleanse when they have a CC jgl and mid or a really hard CC. Example: Sejuani and Lissandra or just Zoe. Cleanse also removes the Ignite damage but, not the healing reduction.
TELEPORT: Teleport is useful when you are against a roamer like Twisted Fate to match the roam, or against a bad match-up where you can get a free recall and come back stronger.
PASSIVE ABILITY
Transcendent

Each of Syndra's normal abilities gain an extra effect at max rank
Dark Sphere: Deals +15% damage to champions.
Force of Will: Deals an additional 20% bonus true damage.
Scatter the Weak: Cone width increased by 50%.
Unleashed Power: Increased range by 75

Q
Dark Sphere

Syndra summons a Dark Sphere dealing 70/105/140/175/210 (+65% AP) magic damage.

The sphere remains for 6 seconds and can be used by Syndra's abilities.

Range: 800

Mana Cost: 60/65/70/75/80

Cooldown: 4

W
Force of Will

First Cast: Grabs a target dark sphere, enemy minion, or neutral monster within 400 units of range.

Second Cast: Throws the grasped dark sphere or enemy at a target area. Enemies hit by the projectile take 70/110/150/190/230 (+70% of AP) magic damage and are slowed by 25/30/35/40/45% for 1.5 seconds.

Range: 925/950

Mana Cost: 60/70/80/90/100

Cooldown: 12/11/10/9/8

E
Scatter the Weak

Deals 85/130/175/220/265 (+60% of AP) magic damage in a cone and knocks enemies away based on how close they are to Syndra.

Dark spheres within the AOE are also knocked back, dealing magic damage and stunning enemies in their path for 1.5 seconds.

Range: 700

Mana Cost: 50

Cooldown: 18/17/16/15/14

R
Unleashed Power

Syndra's ult is Unleashed Power, using all dark spheres to deal 90/40/190 (+20% of AP) magic damage per sphere to an enemy champion.

This spell will cause the three spheres floating about Syndra to become active, dealing a minimum of 270/420/570 (+60% of AP) magic damage.

Range: 675

Mana Cost: 100

Cooldown: 120/100/80
ABILITY
SEQUENCE
1

Q
2

E
3

W
4

Q
5

Q
6

R
7

Q
8

E
9

Q
10

E
11

R
12

E
13

E
14

W
15

W
16

R
17

W
18

W
#1.
UNLEASHED POWER

6 / 11 / 16

#2.
DARK SPHERE

1 / 4 / 5 / 7 / 9

#3.
SCATTER THE WEAK

2 / 8 / 10 / 12 / 13

#4.
FORCE OF WILL

3 / 14 / 15 / 17 / 18
> > >


For ability order priority is: R, Q, E, and then W.

R Unleashed Power
When you can, you want to level up your ult first. You get a lot more burst potential as each point in it gives you lower cooldown on your ult and more damage. You also get 75 more range for maxing it out. That increases your damage output by a lot and you can kill people easier by maxing this first.

Q Dark Sphere
You max Q second as you get extra damage for each point into it. Once at max rank, it does 20% more damage to champions. The 20% bonus is REALLY good so you want to get it as early as possible so it can give you the extra boost early. This could kill someone that might of gotten away if you didn't get the bonus.

E Scatter the Weak
You max E next. You get more damage and lower cooldown for putting points into it, but not as much as Unleashed Power. The reason you really max Scatter the Weak next is for the max bonus. When maxed, the cone radius is increased by 50%. 50%! That's half of the range more! This really helps when after you used your ult during teamfights, or have a lot of spheres down in a teamfight, you can use Scatter the Weak and all of the spheres within the radius will move and stun people.

W Force of Will
You max W last. It gives you more damage and more slow per point. When maxed, 20% of the damage done is converted into true damage. That's better during late game when your opponents have their armor and mr items. You do more damage as true damage isn't affected by armor or mr.

Starting Items First Backs Boots


Starting Items

Doran's Ring Doran's Ring is the standard option for Syndra because of the AP stats and the mana regen it gives. Take this with two Health Potions and a Stealth Ward.

Corrupting Potion Corrupting Potion is a good option against other Corrupting Potion users, and when you want extra sustain. Take a Stealth Ward still as vision is important.


First Backs
Lost Chapter Lost Chapter is the main item you are going for, because it builds into Luden's Tempest, and also because gives you AP and mana. If you don't have 1300 gold on your first back, you can buy the parts of Lost Chapter.
Boots of Speed Boots costs only 300 gold, but it gives you a lot of value. +25 MS does a lot, especially because Syndra is an immobile mage. It also builds into your tier 2 boots.

Seeker's Armguard When you get this as a first back, you're probably going to rush Zhonya's Hourglass after Luden's Tempest. Pretty good item to go against AD early.

Null-Magic Mantle Null-Magic Mantle is a defensive option against AP like Fizz. When you buy this on your first back, you're probably getting Banshee's Veil.

Dark Seal Dark Seal is a good option when you're snowballing. It works well when you have Corrupting Potion because of the bonus Dark Seal gives for potions.

Control Ward Getting a Control Ward is the best way to stop a gank from working and to gain vision control so your jungler's ganks work. It's only 75 gold, but the usage of it can be much more useful than 75 gold. Never stop buying these.


Boots
Sorcerer's Shoes Sorcerer's Shoes is the standard boots upgrade for Syndra because of the magic pen it gives you. Your laner is most likely going to build MR against you so your magic pen will help stop that.

Plated Steelcaps Plated Steelcaps is good against heavy AD/AA teams where the resistance is extra powerful. You can go Plated Steelcaps against your AD laner if they are getting fed.

Mercury Treads Mercury's Treads is good against heavy AP/CC teams where the resistance is extra powerful. You can go Mercury's Treads against your AP laner if they are getting fed.


Mythics Core Items Situational Items


Mythics
Luden's Tempest Luden's Tempest is the mythic you will take most of the time. The AP, AH, mana, and movement speed from the passive are all good on Syndra.

Liandry's Torment You build Liandry's Torment when there is a lot of tanks. The passive of Liandry's Torment shreds tanks and would be more useful against the tanks than Luden's Tempest.


Core Items

Mythic Option Your mythic item is built first. There's two options for you to choose. Both can be core.

Tier 2 Boots Option This is one of the three boots you take. Any of these three boots are core, depending on the matchup.

Oblivion Orb Oblivion Orb is core for the grevious wounds and also for the fact that it builds into Morellonomicon later.

Rabadon's Deathcap Rabadon's Deathcap is also core since it's another one of your powerspikes because of the 120 AP it gives (not including its passive).


Situational Items

Morellonomicon Morellonomicon is a usually core item to go last. Oblivion Orb has the grevious wounds so you usually don't need to build the full item until last.

Void Staff Usually you will want to build Void Staff later in the game since of the fact that it has 40% magic pen. Percent magic pen is better when they build more MR, which is in the late game.

Zhonya's Hourglass Zhonya's Hourglass is best against AD teams, and assassins. The passive of Zhonya's Hourglass is well worth the gold.

Banshee's Veil Banshee's Veil is best against AP teams and AP burst. The spell shield is nice to have to negate a spell that caught you out.

Mejai's Soulstealer Mejai's Soulstealer is best when snowballing due to you getting more AP when you kill/assist an enemy and MS when you have at least 10 stacks of killing/assisting. Try to not die with this item, since you lose stat potential from it if you don't have glory stacks.

Archangel's Staff Archangel's Staff is good if you are using a lot of mana due to things like clearing waves. It gives you about 500 mana and 360 more mana when transformed into Seraph's Embrace. Plenty of mana for late game.



The laning phase is where Syndra can gain her leads. As a lane bully, you will want to be pressuring minions starting at level 1. Make sure to still CS! You will be aiming to Q your enemies a lot. Starting trading with them. The Trading Stance is a good fundamental to have.

Once the enemies are low, you can start looking to all-in. Keep in mind that you still need to think about your and their jungler. Warding will help this. Set freezes when you want ganks. You should push the lane (shove the wave) after you either killed the laner, the laner roamed, when they recalled, or when you are planning to roam, (sometimes when your team is looking to get a drake too). More information of wave management.

Help your jungler with objectives when you can. Though it's not worth running towards drake to help when you are behind. You should either push the wave to the opponents turret, or not help at all. Also, help your jungler in river fights when possible.



During the mid game, you should be focusing on picking people as Syndra can catch people out with her Q+E combo. Make sure the side lanes are not crashing on the turret by using your waveclear to push it. Make sure to get your control wards to deny vision so they don't know what's coming.

In teamfights, you should focus your ult on the important carry, which doesn't always have to be the ADC if you can get them. Sometimes you can't get to the backline, which means you can just nuke the frontline instead. Make sure to keep yourself safe by positioning. Objectives are important at this time as they can determine a teamfight. Even you don't need to farm as much, do it anyways. Sidelines are perfect for this.

Having good Macro skills such as splitpushing, 1-3-1s, and objective control, and having good teamfighting skills such as positioning and targeting enemies. Your powerspikes are: When you max your Q which is level 9, when you get Luden's Tempest, and when you get Rabadon's Deathcap.


In the late game, Syndra falls off, but is still relevant. You should be grouping with your team, not split-pushing. You won't be out-pushing a Fiora or a Tryndamere. You should still make sure to clear the side lane waves though and make sure that the split-pusher is stopped.

In teamfights, you should be just using R+E for the massive stun instead of saving your ult. Make sure to keep your carries alive! You can be zoning the mid-laner, if it means stopping the mid-laner from killing the ADC. For objectives, you will be zoning because of your Unleashed Power pressure of killing an enemy. That would lead you to most likely win that teamfight/objective because it's a 5v4.

Picks are especially important at this time because that could lead to you sieging and ending the game. You still need vision though as always. You can buy elixirs when you're full build.



For assassin matchups, Zhonya's Hourglass is your best friend when saving yourself. Save it for when they use their big moves, like an ult.

You can move while using Dark Sphere, Force of Will, and Unleashed Power (you can move while the spheres are moving towards your target but, not when you cast the spell for Unleashed Power).

Save your E unless you're trying to all-in, or they're trying to engage/gank you. There's been multiple times where I have used Scatter the Weak for a combo and then they engaged on me.

Place some spheres down with Q if you think a teamfight is happening or you're zoning so it takes less time for you to stun and it's more likely to hit more than one person with two spheres.

Using Scatter the Weak, then immediately using Dark Sphere makes it very hard to dodge the stun compared to doing Q+E.

Force of Will has a slow, so if you are having trouble with hitting a Q+E combo, you can use W first so it's easier to land it.

After you use Dark Sphere or Unleashed Power, the sphere on the ground (3 spheres for R) stays there for 6 seconds.

When you use Force of Will on a sphere that's already on the ground, the despawning timer of that sphere is reset.

When a Q+E combo hits an enemy, it reveals that enemy, even in bushes.

Force of Will can pick up enemy pets, like Summon: Tibbers and Malzahar's voidlings.

Check out my friends' guides!

My friend NewEleven's guide:
"I AM NOT YOUR ENEMY, I AM THE ENEMY!" - Atrix Guide by NewEleven

My friend Chrisorion's guide who inspired me to make guides:
One Step Ahead! - by Chrisorion

Check out these other Syndra guides!
Yeager's Master Syndra Guide
THE ULTIMATE SYNDRA GUIDE! - by Fuzzmonkey

Special Thanks to JHOIJHOI's making a guide as it helped me a ton with making this guide.
Here's the link to that guide:
Making A Guide by JHOIJHOI

Special Thanks to Jovy, for giving me these awesome banners.
Here's his Signature and Banner Shop:
Jovy's Signature Shop

Lastly, a Special Thanks to Katasandra's table coding guide as it helped me fix my rune disaster.
Link here:
A Table Coding Guide by Katasandra
Download the Porofessor App for Windows

League of Legends Champions:

Teamfight Tactics Guide