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Syndra Build Guide by Vapora Dark

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League of Legends Build Guide Author Vapora Dark

Vapora's Guide To Syndra

Vapora Dark Last updated on December 11, 2017
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Cheat Sheet

Syndra Build

LoL Path: Sorcery
LoL Rune: Summon Aery
Summon Aery
LoL Rune: Manaflow Band
Manaflow Band
LoL Rune: Transcendence
LoL Rune: Scorch

LoL Path: Precision
LoL Rune: Triumph
LoL Rune: Coup de Grace
Coup de Grace

+6 Attack Damage or 10 Ability Power (Adaptive)

Precision / Domination / Inspiration: +6 Attack Damage or 10 Ability Power (Adaptive)
Resolve: +65 Health

LeagueSpy Logo
Middle Lane
Ranked #26 in
Middle Lane
Win 47%
Get More Stats

Ability Sequence

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

-Table of Contents-
About Me


Gameplay and Extra
Early Game
Out of Lane

Hey guys, I'm MSF Vapora Dark, a guide-writer and streamer sponsored by Misfits Gaming. I've been an EUW D1-Master level player since season 4, and on RU I've peaked at rank 7 Challenger in season 7. I've been writing guides since 2011 and write guides for a variety of different champions, and would like to think that I'm pretty good at it. My guides total over 40 million views!

Syndra is a lane bully with high kill potential after level 6, who continues to be a powerful threat throughout the game with her 1-shot potential with Unleashed Power and AoE stuns through Scatter the Weak.

I hope you enjoy reading the guide as much as I enjoyed writing it, and most importantly, that you take everything you can from it!

If you like Syndra and would enjoy talking about her, come participate in /r/SyndraMains on Reddit.

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Sorcery & Precision

Summon Aery
Summon Aery: Electrocute might seem like the best option since Syndra used to use Thunderlord's Decree , but Summon Aery poke with Dark Sphere is just too strong to pass up on.

Manaflow Band
Manaflow Band: As a mage that's highly reliant on her spells, extra mana is always welcome.

Transcendence: As with any mage, more CDR is always highly welcome.

Scorch: Again, this increases her Dark Sphere poke so much that it's just impossible to pass up on.



Coup De Grace
Triumph: This can be a life saver in close fights, and the 25g per takedown actually adds up to quite a bit in bloody games.

Coup de Grace: This increases damage dealt to low HP targets, which has a lot of synergy with Unleashed Power since it increases your 1-shot potential.

|| FLASH || This is the best summoner spell in the game, almost every champion takes it and it's completely irreplaceable. It's the best defensive summoner and the best offensive summoner all at once. The fact that you see all 10 players take this in 99% of games just goes to show how strong it is. Syndra has no mobility and no easy way of defending herself aside from Scatter the Weak, so this is absolutely essential on her. ||

|| IGNITE || This is the second best summoner spell for Syndra, in my opinion. It'll add even more kill potential to her pre-6 and post-6, and increase the strength of her burst in team-fights. ||

The next best alternative to Ignite. This gives you a way to escape some ganks without having to burn Flash, but importantly, just as with Flash, it's not just a defensive tool, but also an offensive one. You can pop Ghost to catch up to fleeing enemies or get to fights faster. You can even use it while beginning a gank to make it very hard for the enemies being ganked to escape it. The drawback is that it doesn't straight up give raw damage like Ignite does and so isn't as useful in lane (unless you can use it to dodge skillshots) and it doesn't increase your burst in team-fights. However, it is also a safer option due to the fact that it can be used defensively as much as aggressively. ||
-Skill Order-

> >
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Transcendent: Each of your abilities gain an extra effect at max rank.

- Dark Sphere: The spheres you drop will remain on the ground for an extra 2 seconds. This means you have an additional 2 seconds to interact with them with your other spells. This is by far most important for Unleashed Power though, since it means you can more easily land high-sphere ultimates.

- Force of Will: Now deals an additional 20% true damage. All this means is that your Force of Will will do extra damage once you max it, and this damage will be unaffected by MR or damage reduction.

- Scatter the Weak: Cone width is increased by 50%. This just simply means your Scatter the Weak can hit slightly more enemies/spheres.

- Unleashed Power: The simplest of them all. Cast range is increased by 75, from 675 to 750. Basically, you can cast it from further away, which can sometimes come in handy for when you'd otherwise not be able to get close enough to cast it.
Dark Sphere
Dark Sphere: This is mainly what makes Syndra such a strong lane bully. By casting Dark Sphere as your enemy is last-hitting you can easily land it consistently, and this harass comes with a cooldown of 4 seconds. When you have Unleashed Power available you can start spamming spheres to prepare powerful ultimates, and you can use them to prepare great AoE stuns with Scatter the Weak as well.
Force of Will
Force of Will: Syndra grabs either a minion or a pre-existing sphere placed with Dark Sphere (or Unleashed Power) and throws it at an enemy. It's important to note that this spell has a massive hitbox and is much easier to land than Dark Sphere, so you can use this to harass and then once the enemy is slowed it also lines them up for an easy Dark Sphere. One more auto-attack and you can proc Thunderlord's Decree on them too!
Scatter the Weak
Scatter the Weak: This spell pushes away enemies or spheres. Used on enemies it knocks them back a short distance and deals damage; used on spheres it pushes them back a large distance and damages + stuns any enemies hit. So naturally you'll want to use this to knock back spheres rather than directly champions whenever possible.
Unleashed Power
Unleashed Power: This spell has extremely high burst potential. With 7 spheres in max rank, Unleashed Power has 1260 base damage with a 140% AP ratio. At 600 AP, Unleashed Power alone deals a total 2,100 damage; you can see why ADC's complain so much about having to face Syndra! Generally, being hit by Unleashed Power results in imminent death. And even if they survive it, they'll definitely be taken out of the fight.

However, it's generally important that you pre-prepare a sphere or two before casting Unleashed Power to maximize its damage. With blue buff this is easy, since you can spam Dark Sphere 24/7, but otherwise it'll take specific preparation right before you know you'll get a chance to hit someone with Unleashed Power. It's worth noting that with Force of Will you can extend the lifespan of a sphere for a few seconds.
Doran's Ring
Doran's Ring: The best starting item for almost any mage. All the stats it gives are great for a mage in the early-game, and it allows you to pick up 2 Health Potions to sustain yourself with.
Morellonomicon: This is the best item to rush for almost any mana-based mage, due to the huge chunk of CDR and increased mana pool it gives you, alongside a hefty amount of AP. You'll want to build the components prioritizing Lost Chapter as the mana sustain makes it the best component. Fiendish Codex gives CDR which is useless if you don't have the mana pool the extra spells usage.
Sorcerer's Shoes
Sorcerer's Shoes: The best boots for Syndra as they increase her spells' damage. None of the other boots benefit you as much as this, since magic pen synergizes greatly with Syndra's damage, which is almost all she brings to the table.
Luden's Echo
Luden's Echo: This is a cheaper item than Rabadon's Deathcap that offers similar enough damage at this stage of the game.
Void Staff
Void Staff: By this point the enemy team will almost always have some MR going. Void Staff boosts your damage by an insane amount against targets that are building MR, and its cheaper than the alternative of Rabadon's Deathcap, so you'll usually want to get this as your 3rd item, after Morellonomicon and Luden's Echo. Even the targets that aren't building MR will still have some MR for you to penetrate with Void Staff.
Rabadon's Deathcap
Rabadon's Deathcap: It may seem weird to leave building Rabadon's Deathcap for so late, but since it increases your AP by a percentage, it's most effective once you already have some other items going. Despite still giving the most AP in the game even sooner than this, the gold cost makes it hard to justify building sooner than cheaper items. Nevertheless, once you have 2-3 items it becomes worthwhile to build Rabadon's Deathcap if you want to build more damage.
Zhonya's Hourglass
Zhonya's Hourglass: You'll want to get this most games as it's an amazing defensive item. If you're playing against an AD mid laner like Zed you'll even want to rush it to avoid most of his damage.
Liandry's Torment
Liandry's Torment: This is actually an alternative to Luden's Echo. It surprisingly offers similar damage thanks to the magic penetration it gives, and is more consistent as there's no chance of wasting the Luden's Echo proc on minions or on the wrong targets. When building this you'll want to initially just build Haunting Guise and sit on that for most of the game, before upgrading to Liandry's Torment towards the end of your build, when you've got everything else you feel you need.
Early Game

At level 1 you'll be taking Dark Sphere to begin shoving in your enemy and bullying them as they go for CS. The best time to cast this is when your enemy is going for a last-hit, as they'll have to stand still as they do it and will have to choose between getting the CS or dodging the skill.

Optionally you can instead opt to take Force of Will at level 1 and just harass your opponent with their own minions. The reason for this is that despite having a much longer cooldown, it has a much bigger hitbox that's extremely hard to dodge, so it's almost a guaranteed hit, whereas Dark Sphere is easily dodgeable by cancelling your auto-attack and side-stepping it. This is especially good against enemies with high CD level 1 spells, who won't be able to abuse your Force of Will downtime by forcing trades with their more spammable spells.

At level 2 you take Force of Will (or Dark Sphere if you started the former) for higher pressure. At this point you can throw Force of Will for an easy hit because of it's huge hitbox, and then once the enemy is slowed by Force of Will you can also land an easy Dark Sphere as they're too slow to dodge it. If possible, one more auto-attack will proc Thunderlord's Decree .

At level 3 you'll want to put a point in Scatter the Weak for a few different reasons: It'll help you aid ganks, it'll help you escape ganks, and it'll give you kill pressure on low HP enemies.

After level 6 is when you're at your most dangerous, as you gain access to Unleashed Power, which can do a max of 630 (+140% of AP) damage at rank 1.

When you're going for a kill combo, it's best if you can stun your enemy with Scatter the Weak with a pre-existing orb rather than using the Dark Sphere -> Scatter the Weak combo, as this way you get to use the Dark Sphere right on top of the enemy for Dark Sphere's damage on top of getting to use it as an extra orb for Unleashed Power.

As you begin to have a lot of points in Dark Sphere you'll have a lot of pushing power, so it'll become easy to shove the wave and look for roams if you think a lane looks gankable. Roaming is especially good when you have Ghost, to make it harder for over-extended enemies to escape your ganks. The most common lane you'll want to gank is bot lane, since both enemy bot laners will be 1-2 levels below you at all times, making them easy pray. However, never discard top lane if the enemy top laner is over-extended and a champion that isn't too hard to kill; top lane tends to have far less wards than bot lane since it doesn't have a support with Sightstone to light up the top side of the map.

During ganks it may seem logical to open up with Dark Sphere -> Scatter the Weak; don't fall for that bait. You only open up with this combo if they have no dashes (mainly goes for the ADC), and you know for a fact that they have no Flashes. If they do have Flash up, or you think they might, you'll want to Dark Sphere on top of them and if they have Flash up, they'll usually burn it here. Whether they do or don't, you'll then pick up your orb with Force of Will, then go for a Force of Will -> Scatter the Weak combo, and this far more likely to succeed in stunning them than by opening up with Scatter the Weak.

Out of Lane

Outside of laning phase, you'll just simply want to group with your team. As Syndra you'll want to constantly try and create picks with Scatter the Weak stuns, and using Unleashed Power on any squishy champion unfortunate enough to get stunned by you. Even if you don't kill them (most likely because you didn't have enough orbs up, since you can't spam them 24/7 due to mana restraints), you'll at the very least probably force them to back, most likely netting your team a free objective or a won team-fight.

In team-fights you'll want to disrupt the enemy team with Scatter the Weak stuns; the more orbs you push at once, the more enemies you're likely to stun. If you have a high number of spheres up you can even consider using Flash -> Dark Sphere -> Unleashed Power onto the enemy ADC if you can immediately reach them after the Flash; it's recommended for you to have Zhonya's Hourglass if you want to do this, since while it's very likely to kill the enemy ADC, it's also going to leave you in the middle of the enemy team, where you're easy to focus. Going into Zhonya's Hourglass right after your combo will also leave you unable to be Exhausted, making it an aggressive move as well.

Remember you don't always have to go for the ADC though. Any semi-squishy enemy that you can get your hands on is a prime target to unleash your load on. Riven, Irelia, Elise (when Rappel is down), etc. You won't one-shot targets like these usually, but single handedly chunking them out for 60-70% of their HP any time they try to get near a team-fight can make them absolutely useless. And here's the cool part; Unleashed Power leaves 3-7 orbs at the feet of whoever you ult. If you're ulting a frontline, you can then Scatter the Weak these orbs for a massive stun onto all nearby enemies, turning your burst combo into a massive AoE disruption combo as well.
Hopper is Bae
That's it for my Syndra guide. I hope you found this helpful and learn to play Syndra as well as you want to.

Special thanks to Hopper for banners and coding. (Go check her shop out!)

If you ever want to see how I personally play Syndra, make sure to follow me on Twitch.