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Harass with Qs and don't get too over-extended because Fizz can all-in you with ease. Save your E for his E. Play safe after 6. Go Zhonyas. If Fizz uses E for your R, you can still use your E.
Kassadin
You have to harass as much as you can pre-6 which is before Kassadin comes a threat. You kind of have to end early so Kassadin can't scale and win the game.
Nocturne
I know its usually not seen but, when you do see him mid, its going to a rough laning phase. He has a spell shield, a fear, amazing roaming, and an impactful ult. He has the capability of killing early. Play safe and put wards to stop a roam.
Sylas
Sylas has extreme damage while having a gap closer, which makes him hard to deal with. Trade with him level 1 as Sylas gets a insane power spike level 2-3 since he gets his gap closer and combo. Try to save your E for if he dashes in and try to dodge Sylas's E a lot because if you get hit by it, you lose the trade. You can Q+E him if Sylas misses his E. Make sure to keep your distance so he can't heal. Ignite is a must here.
Azir
He constantly pokes you down with his Q. You can poke him level 1. He has some mobility with Q+E combo. Go try to harass much as you can pre-6. Ask for ganks if needed.
Diana
Its mostly okay until after 6. Play safe and try your best to not get hit by her Q as she will most likely dash to you. Level 2/3 depending on when she levels her dash is a powerspike for her.
Ekko
Be careful when Ekko dashes in with his E. Play around Ekko's E +Q+AA combo, but other than that, be aggressive pre-6 since that's when he's weakest. His ult can deny your all in and can turn it around so be cautious after 6. His time-delayed Ekko is a sign where the ult will be so pay attention to that.
Gangplank
Jayce
Jayce is a fellow lane-bully who excels in trades and can poke well. Playing safe until level 6 with poking sometimes will do you good, because Jayce doesn't get a level 6 powerspike.
Katarina
Save your E for when she jumps on you so you can stun her and run. Play safe and stay away from daggers. Her cooldowns are pretty low so don't underestimate her. You can poke level 1.
Lucian
Lucian is an adc that can often dash around your poke and take small trades. Going Phase Rush helps you keep up with the mobility.
Qiyana
You out range her. She is an assassin. Stay away from walls and bushes so Qiyana can't stunned you with ult. Get your Zhonyas!
Tristana
Try to get level 2 before Tristana, since her level 2 all-in is deadly. Her jump is super annoying and she is an adc. Tristana can destroy towers quickly too! If you just poke with Q enough, Tristana will most likely not be able to all-in you.
Vladimir
You outrange Vlad, but he can burst you and has a lot of sustain. When his meter turns red, start moving back so Vlad can't get the heal on you. Morellonomicon is recommended for the Grievous Wounds effect. He has an invulnerability move but he can still move. This can stop your all-in very fast. You don't have many options when he all-ins you other than flash since E won't work on his invulnerability.
Wukong
Wukong is hard to deal with since of his clone and the constant confusion. Save your E for his E and make sure you are ulting the right target.
Xerath
Go Comet. This matchup is determined if you are good at dodging. It's probably better to go Relentless Hunter for extra MS. Ask for ganks if needed. If you can get to him, you will mostly likely trade better.
Yasuo
His windwall can be annoying but using Q and W works because they don't get windwalled. Keep his E in mind while poking and trading. Corrupting Potion actually works pretty well against Yasuo.
Zed
Zed's ult denies your ult. Poke and harass him as much as you can before 3 and 6. Once Zed has used his W and teleported back he is out of mobility. Go inspiration. Zed will R right when you R to counter-engage you and to stop the R damage.
Aatrox
Try to dodge Aatrox's Q sweet spots and he can't heal much. You can poke him but he has pretty good gank set-up. Try not to get in a extended trade as he will win it most likely. Bully Aatrox with range and you should win. Bring ignite.
Ahri
Stay out of the wave to prevent her using Q on you and the wave. Watch that charm! Save your E if Ahri decides to dash on you after 6.
Akali
Use your range to your advantage. Stay away when Akali uses Twilight Shroud. Don't underestimate her damage. Stay behind minions so Akali can't E you. Don't try to fight level 1 as Akali's level 1 trades are really good.
Anivia
Anivia can hardly even kill you. It can be hard to kill her though due to her passive. Look to roam as this match-up, no-one can do much.
Brand
Brand has a lot of damage, but not much mobility. Dodge his Q when you are flamed so you will not get stunned and you should win trades. Also stay away from the wave, since Brand's E can spread his flame from the minions to you.
Cho'Gath
Cho'Gath's only poke is his Q, so you can poke him all you want while avoiding the spikes. Avoid him getting close to you at all costs since you're immobile and Cho'Gath can silence you so you can't do much after that. This especially after 6.
Cassiopeia
It's all about hitting your Q+E. combo You will win trades if you hit it. If she hits you with Q, her MS could dodge your E so don't be careless and her E does extra damage. Other than that, if you catch her, it's more than likely that you can burst her down.
Ezreal
Your minion wave will be your best friend. Use the minions to block. Dodge the skillshots is the most important thing here. He has a flash for an ability which can be annoying during all-in but if you stun him, try to get as most dmg as you can.
Galio
Galio can poke you at the range you can and he also has a relatively easy time getting to you. Galio also roams. He has a magic damage shield so it's a little difficult. However, you poke is a lot faster cd wise and you can E his E so its mostly even. I suggest bringing Phase Rush.
Irelia
It's hard to land poke on Irelia due to her Q making her dash around a lot. Get level 2 before Irelia because her level 2 duels are excellent. After level 2, freezing the wave is the best option because she can't all-in you when its frozen. You can now poke her safely. Level 6 Irelia can be scary, but as long as you keep a distance, you should be able to get out if she tries to all-in you.
Karthus
Karthus only way to poke you is with Q, which isn't the hardest ability to dodge. Other than that, he doesn't have too much range so you can safely poke him a lot. Karthus also has very little mobility so he can't dodge your Q's very easily. Zhonya's Hourglass/Banshee's Veil is recommended after Ludens.
LeBlanc
More of a skill matchup of who lands more stuff. Leblanc can do short burst trades and you can burst her decently after 6. Keep on poking Leblanc since you have more range. You should try to save your E for her W.
Lissandra
Bring Cleanse for her ult and W.
Watch her Q splash. When going for all in with your ult, be wary of her ulting herself to dodge it.
Lux
Lux will to try to poke you down level 1 with her E. If she starts Q first, use that to your advantage to gain a lead. Go for short burst combos. You should do more damage to her than Lux can do to you.
Malzahar
Go Comet. Stay away from the wave because of his E. You can't cleanse his ult. Malzahar's ult is what makes him deadly so keep that in mind after 6. Malzahar will often out-push you due to his waveclear ability so you can freeze the wave after he pushes.
Mordekaiser
Neeko
Orianna
She is very safe and can do a lot of poke with her ball. She also can tank some dmg with her shield. Try to look for chances when she steps up but you should do more damage to her in trades.
Rumble
Ryze
Stay away from the wave as Ryze can use the minions to do damage. You have more range, use it. Don't underestimate his damage, as he can be pretty powerful in long trades.
Syndra
Better player wins but this should only happen in blind pick. Focus on dodging the Q's and Q+E combos.
Taliyah
When Taliyah Q's, just stay behind minions (allows you to get more poke in level 1). When she uses her W+E combo, use your E to get her away. You can burst her after 6 but, Taliyah has good roaming potential so mind that. If you hit your Q+E combos, you should win.
Talon
The main part is making sure to PING HIS ROAMS. He is strong in roaming and will roam. He might not win lane but help bot win. Other than that, make sure to keep your distance and use your range to your advantage.
Veigar
You outrange him and Veigar is super squishy, so use that to your advantage. You should get a Zhonyas ito block Veigar's R. He can burst you down if you get too close.
Vel'Koz
Similar to Xerath but not as much poke. If you can get to him, anywhere before pre-6, you can probably get a good chunk of Vel'Koz's health as he is squishy. After 6, be careful of the knock-up, ult combo.
Viktor
Viktor can match your poke but you should be able to beat him in trades if you dodge his W.
Zoe
Skill matchup. Bring cleanse for her E. After 6, save your E for when she goes for her portal and Q+E after she goes back from the portal. Also stay away from minions as her Q has splash damage.
Annie
Bring cleanse for Annie's flash stun combo and you out range her.
Be careful of pyromania when she goes for trades. Annie needs pyromania most of the time to kill you so abuse that when she doesn't have it.
Aurelion Sol
You have more range so you are free to poke and harass and be wary of Aurelion Sol's roams. You also burst him. Don't be stupid and you should win easily.
Karma
Karma's only main damage is her Q, so you can often just out-damage her in trades and kill her. You can use your E to stop Karma's W from rooting you.
Garen
Use your range, as Garen will destroy you close range. Also, his W reduces the time of CC. If you get silenced, try to run as fast as you can and after, E him away. Go Phase Rush.
Malphite
Malphite's mainly can't do much to you at a far range other than poke you with Q. Due to this, you can often bully him pre-6. At 6 though, he is a threat because of his R. AP Malph is more of a threat to you than tank Malph because he can one shot squishies like you. Buying an early stopwatch will keep him from one-shotting you at 6. You could buy Banshee's veil or Zhonya's, depending on your reaction skills, and how much AD or AP is on the enemy team.
Morgana
Morgana's Black Shield is annoying, but you can just use Q and W to poke. When she uses her ult, you can try to E her away if she didn't use Black Shield. You can out range and damage her.
Pantheon
You can harass and poke him. Dodge spears and be wary of empowered. Stun him when he jumps on you.
Pyke
Pyke will roam so be cautious. He has good set-up for ganks so ward!
Stay behind minions and use your range and you are good. Pyke can only do damage if he can get close you though, so you can usually poke him to death. Stay healthy after 6.
Sett
Don't let him get close enough to you and you win. His shield is massive on his W though. Harass as much as you can to abuse you range. Go Phase Rush.
Swain
Ziggs
Ziggs can only really poke you down. You can trade poke with him with Q and in trades you will win due to your fast burst. Ziggs is really squishy, so you can often all-in him early if he is at about half health. If you aren't very confident in your dodging skills, biscuit and time warp tonic with corrupting potion should sustain you.
Zyra
Zyra's main damage come with her plants. Her W makes a strong seed so step on them so she can't use it. You can W one of her plants when she uses her Q so you take less damage. Dodge her E so you can't get rooted down and if you do that in trades, you out-damage her.
Corki
You can out-damage and out-range him. He can't really kill you easily and you can easily poke and burst him down.
Heimerdinger
Heimerdinger does have range, but you can often poke him more than he can poke you. You can W his turrets. You should win trades if you can hit your Q+E combo. After 6, you can easily kill him.
Twisted Fate
You can harass Twisted Fate and poke him out. Save E for TF"s gold card. Ping the roams. It's more about the roaming of TF that makes him a tiny bit hard. Almost none with good vision.
Zilean
He can't really kill you if you are smart and if he tries to go for trade you can stun him. Be wary of ganks.
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 and Cons
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.
Keystones
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.
Runes
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.
Take Cut Down when you're against many tanks for the extra bonus.
Summoner Spells
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.
Abilities
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
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.
★ 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.
★ 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.
★ 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.
★ 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.
Early 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.
Mid Game
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.
Late Game
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.
Tips and Tricks
✦ 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.
✦ 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.
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