Syndra Build Guide by iZianni
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Runes: Solo Q Syndra
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order Solo Q Syndra
Threats & Synergies
The major issue with Ahri lies with her extreme mobility making it difficult to lock her down, however its a double edged sword because we literally just one shot her if she gets hit by anything. If we're playing extremely poorly it does mean that she can bypass our CC and assassinate us though. It's extremely important to play around her charm in lane and set up existing balls for the max range stun into electrocute combo before executing with ultimate.
This lane is extremely obnoxious because our damage is gated around by skillshots which is hard to land on an invisible target with 900 mobility skills. The key to this lane is punishing her early lack of stats and abusing the ranged advantage. Once she has gunblade it comes down to be killed or kill. Syndra can cast while moving making distance control the most important thing in this lane. I would consider this a winning lane but it becomes more dicey the longer the game goes on for team fights.
Haven't seen this champion in 9 years, but Anivia is essentially just a zone control champion with low mobility meaning you can out-rotate her with your skirmishing ability. This alone should be an advantage. However, your own lack of mobility makes walls and her abilities a nightmare to deal with if you make a mistake positioning.
Its irrelevant how well you perform when this champion flash ults, removing you from the game. Merc treads are a necessity for survivability hurting your damage output. However, she's an extremely telegraphed champion which makes it easier to combo her on your own terms. Jungle match up is very important for this one :( Track stun counter to know when your trade is optimal, look to harass during her Q charging on minions.
You get out-rotated and he's kind of really tanky. It's not like he'll kill you though, so it just comes down to macro gameplay. (Which he has an advantage in) Make up for that with your massive damage and oppressive teamfight. Alternatively get hit by a map size star and immediately die.
Annoying match up since he slightly outranges us making our Q/E combination more difficult, if you fail to land your stun it leaves you extremely vulnerable to poke damage. Azir should always go merc treads here and just out poke you early, losing flash in this match up means being shurima shuffled and removed from the game :( If you're able to play the early levels decently, you'll have a good chance at one shotting him if he doesn't pick up merc treads, it's just a range difference typically in this match up. Track sand soldiers to know when his dash is available and maintain a healthy distance for the shuffle.
You might get poked, but you can cast spells while moving making it extremely difficult for brand to land a full combination. If you're capable of landing a Q/E in this match up it's a guaranteed kill. Remain off-center from minion wave and try to avoid unnecessary damage before all-inning after a few short trades. Brand has no mobility either :)
You outrange Cassio making it an easy match up in the early levels but as with all scaling champions, she'll look to force you into extended trades where she excels. Do your best with positioning, as long as you avoid her Q you'll be able to mitigate most of her damage and out-trade her to set up kill windows. Ironically, this is one of the few match ups where the backwards Force of Will is optimal.
It's a melee champion with very high bruiser stats, your damage might not stick as well but if she poorly optimizes her items she will explode :). Avoid taking Q damage for free by standing opposite side of her Q arc, She'll try to force all ins by using multi-charges to close the distance but if you're holding E you can disengage this easily. The real issue typically lies with the side lane if she picks up enough tank stats.
I hate this champion with a passion, your damage will never stick because of corrupting potion and his ultimate makes yours irrelevant. Just don't even bother trying to poke him out early because you'll run out of mana leaving you useless for early game jungle plays. Play around manaflow band, avoid the temporal field and look to have more impact in team fights or early game rotations.
He builds two dorans rings and you automatically lose because of the champion difference. His E counters your entire kit and his advantage in mobility makes it incredibly hard to distance properly at all. Your only option here is to win pre-6, build an early zhonyas and survive. If you don't, one shark will end your life. Play around the troll-pole and shark cooldown. Avoid over-comitting with your spells, a missed E spells death in this match up.
Melee champion that is susceptible to ranged poke, being able to cast while moving makes it harder for him to lock you down but he's a literal magic tank after picking up a little hp. All he really needs to do is survive lane phase to impact sides/team fights. Syndra still does very well into this match up since you have the anti-engage with E, but you'll need to play team fights better. If you over commit, you'll basically die to a short cast taunt into knock up combo for 900 damage with one D ring.
Who enjoys playing against Kassadin honestly? It doesn't matter what you do because you're on a clock. I perma ban this champion, you might have a really good early game but it just takes one null mantle to make you irrelevant.
Your spells are irrelevant if she has shunpo available, it's all about positioning and team composition for this match up. You win early but if you misplay she can 100-0 you at level 4. It takes a lot less for you to win this match up, but she has plenty of tools to make it an irrelevant situation. Use your range advantage, freeze lane as much as possible to create gank opportunities and hope she doesn't roam. If she roams, you're forced to push lane and get hextech combo'd every 50 seconds.
She outranges us, has mobility and excessive damage. Our damage is gated around comboing but it's incredibly difficult to do so when LeBlanc is in control. This match up is extremely dependent on LeBlanc's distortion and your own Scatter the Weak (E). Early null mantle is a must and hope you land a 100-0 combo.
Take cleanse. Just annoying to play against since she can circumvent your ult, but you will win early. It just comes down to one shot potential on both sides and jungle match up.
You are outranged making your damage irrelevant, you have a bigger impact in team fights but she has excessive pick potential. You'll spend most of this match up dodging Lucent Singularities and hoping she never lands a Cosmic Binding, if she over-commits you can 100-0 her though. If she doesn't have barrier that is :/
You're slightly outranged by Orianna making lane phase difficult, but it's an even match up since it goes both ways. If you're comfortable with max range comboing, you'll win this match up usually. Team fights are the real issue since she's rewarded with scaling by going Seraphs. Look to force all in situations by taking short trades into max range Q/Es. Merc treads screw us over in this match up, if she goes sorcs we will always 100-0 her.
Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q Bush Q You honestly do really good early since you outrange her, but it becomes an issue when she oneshots you from stealth. A seekers armguard should render her mostly useless if you can survive the combo! Manaflow band is king in this match up, 100-0 is extremely likely if you land GLP.
Outranged, it's just he builds a lot of HP and magic resist making our damage fall off. Should be in our favor because of rotations and early game presence. Mid-late, he gets outranged still making it hard for him to have a big impact.
She deletes projectiles, builds merc treads for free since she's a caster and has a massive dash that bypasses all our spells. Pretty obnoxious currently. Play around manaflow and pre-6 combos with ignite. If she has W up, don't bother. You need to force her to use it.
Fairly simple match up, dodging his combo is relatively simple since we can cast while moving. Our damage might not stick the best because of his itemization, but we'll usually have more impact early and snowball off that. Its the 25+ minute Swain that gets scary.
This is slightly below even because we outrange and have an easy time dodging his all in, it's just that merc treads are really good on him and make it hard for us to one shot him. Our ult is relatively weak on him, its just his survivability is extremely high if we don't take ignite. Play around E and below 40% HP W.
We win early, then he hits one item and becomes a nightmare. Build Zhonyas and hop to god your team doesn't give him 9 kills in the side lane. Its hard to pressure lane if you build early Zhonyas because of the mana pool so it usually becomes a sacrifice :(. Seekers and Lost Chapter extremely important.
We win this match up, but Twisted Fate doesn't really care. He just presses R after Merc Treads/RoA and kills our side lanes. Look to have an early game impact and pressure jungle match up or you'll lose to the rotations and scaling. You still do massive damage in team fights though, so if they don't have enough damage you'll just win through that.
We outrange and one shot Veigar, he does the same to us if we get hit by box though :/ Should always win this lane, its just Veigar is looking to scale so we want to punish him early. If there's a jungle difference, the box is a nightmare.
Max range Q/R, we're dead. Never in range to stun lock him, just boring match up and more of a team fight dependent match up. Super boring.
If he takes ignite you lose to the all in and cant one shot him because of his pool. Look to pressure his early game by taking advantage of the jungle match up, once he hits critical mass with ignite pressure you'll need to respect his nimbus cloak abuse. If he uses pool at all, you'll want to murder him.
He can out range us, but he also just loses the first 25 minutes of the game... Play around laser poke and look for extended all ins to 100-0 if he doesn't buy early mercs. Early mercs guts his kit since he doesn't have upgrades.
E E E E E E E E Windwalls our ult, I hate this guy. You win pre-4, but once the mobility becomes an issue you basically can't touch him. Wind wall is just too impactful in this match up, look to win team fights through pick potential.
You win up until you lose, Yone has incredible gold efficiency making any lane situation beneficial for him. You'll win early and find a few one shot opportunities, then he'll do the same after buying a single null mantle and pressing E/R at 2000 range. You can't turn on him because he'll just snap back. Pain.
His kit just counters ours, pretty simplistic match up. Buy an early seekers and hold E post-6, if you use stun before his ultimate you will 100% die.
Buy merc treads and just hope to god its a team gap. Unfun match up that's extremely RNG dependent and you're outranged! Even if she goes melee, you'll be unable to hit her through the 600 MS nimbus cloak and multiple flashes. Zoe favored for sure.
Literally any champion with CC makes your life incredibly simple, you can combo off someone else's CC or you can set up for them to one shot.
Champion Build Guide
Hey there, I'm Zianni. I'm a challenger mid laner and Syndra is one of my favorite champions. She's been one of my best champions since Season 4 and I'm glad to finally get around to making a guide for her!
Syndra is a really fun champion because she's extremely aggressive and has a large impact on any game. I pick Syndra into any team where I need mid lane priority for jungle match ups and look to duel as often as possible with my early game.
S10 is not the best season for Syndra because of the meta and the nerfs to her Q - Dark Sphere but it doesn't mean she's down for the count. If you enjoy one shotting champions and dominating the map through mid lane, Syndra is the champion for you.
Check out my livestream at https://www.twitch.tv/zianni so you can become a challenger Syndra too!
Syndra is one of the best early game champions even after her Dark Sphere nerfs, her damage output is extremely high making her a constant threat regardless of HP and has a lot of control based on that threat.
She's an ideal champion for Solo Q because of this. The only issue with Syndra is her lack of mobility making her vulnerable to champions like Leona, Ashe, or Zoe. If you're able to snowball hard enough, then coming into you is exactly what you want.
Her team fight is incredible because of her wide range stuns covering a massive area and her ultimate being able to remove any player from the fight.
Electrocute is a heavy damage keystone combined with an extremely oppressive laning phase making it the most deadly combination. However, the trade off is we lose the sustain and survivability that comes from Phase Rush or the inspiration secondary tree.
It is my personal belief that Solo Q is completely dependent on personal impact if you're playing an early game like Syndra, there is no reason why you should opt for a scaling build or runes when you can have an immediate impact with your champion. You want to take advantage of your laning phase potential to snowball as opposed to playing reactively and conceding those opportunities.
There are situations where your team composition will allow for Phase Rush and that's perfectly acceptable.
|Manaflow Band helps us keep our mana topped off in lane to make sure we can clear waves or trade.|
|Transcendence gives us additional utility through having faster cooldowns for our skills. This means more stuns, more slows, and dare I say more ULTS?|
You should take this Keystone in tankier front lines that you need to kite.
|Biscuit Delivery give us staying power for better laning.|
|Cosmic Insight increases our overall damage output and survivability.|
Items are always going to be situational and based on the game state.
Hextech GLP-800 is the most optimal first item due to it's cost efficiency and ease of itemization. The reason why this is important is because Hextech GLP-800 is less expensive (2800g vs 3200g Luden's Echo) and allows you to hit your power spike sooner. This power spike combined with your extremely efficient spells is what makes Syndra such a nightmare to deal with.
Amplifying Tomes are a lot easier to purchase which means if you have a bad back it doesn't negatively impact your early game potential like missing out on a blasting wand for Luden's Echo.
Hextech GLP-800 active is better for burst damage since it has higher scaling, but the 40s cooldown means you can get multiple Luden's Echo procs in the same time frame. However, the overall utility and stats make Hextech GLP-800 a better purchase.
Sorcerer's Shoes is extremely important to the build because it reduces the enemy's magic resistance increasing our base damage by a hefty amount for 800g. It's also important to recognize that purchasing an early Oblivion Orb will bring your total magic penetration up to 33, most carries have a base magic resist of 30 meaning you'll be doing 100% tool-tip damage if the enemy doesn't buy a Null-Magic Mantle. (It's pretty nice to just add up the numbers in your skill descriptions and know when you can one-shot someone.)
Most low elo players even up until masters will ego and refuse to buy early magic resist making double Magic Pen an extremely strong combination. (Due to the magic pen formula, flat pen can never bring MR below 0.)
This is why third item Oblivion Orb is extremely cost-efficient at 1600g.
Once our core trifecta is completed, we're essentially purchasing items based on the situation. If the enemy is building MR you can instead opt to build % Magic pen in a Void Staff, a survivability item ( Banshee's Veil/ Zhonya's Hourglass), or raw damage ( Rabadon's Deathcap).
It is my personal belief that this build is essentially always going to be the most efficient at the moment compared to things like the Spellbinder or Seraph's Embrace Phase Rush build.
Nothing in history has been achieved without the necessary conditions, League of Legends is no different. To carry a game, you need to make an impact. There are many ways you can do this, but it all begins in the same spot. Everything in the game can be traced back to the beginning, every decision you make will change the course of the game. This can be described as the flow, the flow can be influenced by every player and controlling the flow is your objective.
Before you worry about things outside your sphere of influence, your primary focus should be setting yourself up for success. Before anything else, we must identify our match up, our composition, and finally our win condition. While the game starts with champion select, the reality is that you’re only capable of defining your own actions. There is no value in putting emphasis on variables we can’t control; therefore, we must also pursue a playstyle that enables any possibility.
There are a lot of factors that contribute to the match up, this can be broken down into three categories.
Keystone + Runes
While the champion is self-explanatory, we must ask ourselves what contributes to the champion. It’s strengths and it’s weaknesses. The most common things we take notice of are the difference between ranged and melee. This is valuable information that will change the way you trade depending on your champion. A ranged champion will always have the advantage over melee in the early levels, often this will be your only window to create an advantage vs an assassin.
The next step is their keystone, players will typically enhance their champions strengths or make up for weaknesses with their keystone. This can drastically change a lane as there is a big difference between Arcane Comet and Electrocute. Your goal is to identify what their plan is and play around it.
A burst mage will often take Electrocute; the benefit is larger trades at the cost of being infrequent. You can choose to either avoid trading in small skirmishes, poke, or extend trades to take advantage of their cooldowns.
While keystones have less variety for mid than other roles like Press the Attack, Lethal Tempo or Conqueror, it’s still something to keep in mind. The second portion of keystones are the supporting runes that accompany it.
The secondary tree is used to augment your strength or to cover your weaknesses. An example would be the difference between taking domination second to improve your damage potential or taking insight for extra lane sustain. While most champions are locked into some keystones, secondary trees are extremely flexible and should be changed depending on the match up. Identify where you struggle and take precautions to solve it. Biscuit Delivery is a popular rune because it can help with difficult match ups, whereas Eyeball Collection will give you a stronger spike. Make a decision based on your match up.
Remember to check armor/mr to see if they're weaker than usual, not taking the right defensive stats can change a match up!
Summoner spells are often disregarded until they **** us over. I’m sure we’ve all had that moment where we tower dive someone and we didn’t realize they had barrier.
Mid lane has three dominant summoner spells.
Consider the summoner spells of your enemy and consider where you have an advantage. Do you benefit from trading to look for a kill opportunity with Ignite, or do you benefit more from scaling with the safety of Teleport?
To properly identify the conditions of our victory, is to identify our win condition. While this term is often used on a larger scope (I.E Winning the game) we can apply this to both the laning phase and the macro phase.
Build your domain
If you want to control the game, you always start from the middle lane. Your sphere of influence will expand as you grow stronger and enable more opportunities around the map. To grow stronger, we must ensure our survival and that our gold generation is adequate.
The middle lane is your base of operations, your Fortress. You must properly defend your Fortress by setting up Ward Control to prevent enemy ganks and gain vision of your lands. Your wards will act as a spy network keeping you, The General, informed. This will allow you to keep your Fortress safe and use its strategic positioning to punish troops trespassing in your lands. Acting without vision puts you at the mercy of your enemies.
While dying is acceptable, each death comes at the cost of valuable resources. (Gold and experience) No matter the match up or circumstances, your primary objective is to be consistent. To be undying is to exert pressure on the entire map.
To carry, you need resources. The most important building block of your game starts with last hitting, games are won by item advantages and the easiest way to build a lead without putting yourself at risk is by this basic mechanic. A gold lead translates to an item lead, and an item lead translates to presence on the map. This basic interaction is overlooked by many players but is the core of gameplay. For newer players, your goal is 7-8 cs per minute and for experienced players leaning towards 9 in solo Q.
Lane phase is a battle for resources.
Once you have secured your foundation in the middle lane, you can begin to extend your influence. Your wards that were originally defensive will begin to move into enemy lines and feed you information. Objective control and jungle skirmishes are yours to decide. While you can continue to stay mid lane and farm up safely, if you can’t translate your early game pressure into a lead it has no value.
Syndra's Laning phase is based around the utilization of Manaflow Band for poke damage and taking extended trades with your Scatter the Weak for Electrocute procs. Our biggest weakness in the early game is our lack of mana pool and the only answer is Lost Chapter, without Lost Chapter we won't have the necessary mana pool to pressure trades or create kill windows.
For this purpose, we're typically looking to only trade with Dark Sphere in the early levels when they're going for auto attacks on minion. If you lead with an auto, you can alternate with Dark Sphere to ensure the Electrocute proc. While you can full combo at level 3, the damage output from Dark Sphere isn't very impressive making it more worthwhile to wait for 4. Pepper in the damage over time and then surprise them with your maximum damage output with Ignite post-4.
The ideal goal is 50-60% hp so that you can create a situation where you can full combo someone.
Once you hit level 6, you're looking to max-range Dark Sphere poke down to 70-80% before you all in. (This is dependent on magic resist/match up)
Once you hit level 9, you'll have access to 25% more damage on your Dark Sphere making your entire combo extremely deadly. Combine this with your Hextech GLP-800 or Luden's Echo purchase you'll be able to one shot most champs with a proper combination.
The ideal is to place a ball, wait for your Dark Sphere cooldown and then Scatter the Weak your original ball for the stun and full combo. This adds another ball to your ult increasing your damage output and makes it less predictable due to the delay on the knockback.
If you opted for Ignite, you'll feel very bad about yourself because side laning is completely dependent on champions and you might have 0 opportunities to farm a side lane.
If you have Teleport and its a favorable side lane match up, you'll be able to consistently farm side waves for resources and pressure objectives without being contested.
You should almost always contest objectives with your kit or look to utilize your oppressive 1v1 pressure in a side lane instead of splitting resources 4 ways mid for the sake of ARAMing.