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Syndra Build Guide by iZianni

Middle challenger

Zianni's Challenger Syndra Guide

By iZianni | Updated on October 22, 2020
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Runes: Solo Q Syndra

1 2
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)
+8 Magic Resist

Spells:

1 2 3
Solo Q Syndra
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Middle Lane
Ranked #52 in
Middle Lane
Win 48%
Get More Stats

Ability Order Solo Q Syndra

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

Zianni's Challenger Syndra Guide

By iZianni
Introduction

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!
Why play Syndra? Back to Top

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.
Runes Back to Top

ELECTROCUTE
VS

PHASE RUSH


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.


ELECTROCUTE
Electrocute awards us for doing short trade windows to set up a kill window, keep your trades short and concise based around your cooldowns until ultimate is available.
Taste of Blood gives us sustain for trades and stay topped off in lane so we can play aggressively.
Eyeball Collection is purely for additional Ability Power to increase our overall damage output. Syndra is an early game champion making it easy to pick up early stacks.
Ravenous Hunter is my personal preference as it gives me additional sustain for team fights, alternatives include Relentless Hunter which is optimal for rotations. Ultimate Hunter isn't necessary because our damage output is already incredibly high, we just need more utility (Sustain/Movespeed) to cover our weak areas.

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?
AP/AP and Armor/Magic Resist shards based on match up.







Phase Rush
Phase Rush is an extremely useful rune for mobility and surviving ganks or initiating extended plays. While it lacks the pure raw damage of Electrocute, the movespeed should allow for additional Qs Dark Sphere increasing our overall execution damage with Unleashed Power (R).

You should take this Keystone in tankier front lines that you need to kite.
Manaflow Band is extremely important to keeping our mana pool full prior to the Lost Chapter purchase since the Q Dark Sphere nerfs to Syndra.
Transcendence gives us an additional 10% CDR which increases our ability to cycle through balls.
Scorch gives us more lane presence at the cost of mid-late game potential. Gathering Storm would be more optimal for a mid-late game Syndra, but we need to remember that our foundation starts in the laning phase. This is why I take Scorch for stronger trades/poke in the early stages of the game.
Biscuit Delivery give us staying power for better laning.
Cosmic Insight increases our overall damage output and survivability.

AP/AP and Armor/Magic Resist shards based on match up.
Itemization Back to Top


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.
Pre-Game Back to Top
To be impactful, you need a strong foundation.

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.

The Champion

Keystone + Runes

Summoner Spells

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.



SUMMONER SPELLS


All three are extremely valuable and can change the flow of a game.


-
FLASH is a must include because it’s both a playmaking tool and a defensive tool. The cooldown should always be tracked so you can take advantage of its absence or play around its availability. (I.E Flash ult)
IGNITE at this given moment Ignite is one of the most powerful game changing tools, it can single handedly win lanes or secure kills you’d otherwise miss out on. There is almost no situation where you wouldn’t want to play around or take advantage of this spell.
TELEPORT while typically inferior in lane for Solo Q has incredible application and a lot more variety to it. You can use it to avoid an unwinnable match up, join team fights, or simply get back to lane faster. While the application of this spell is more difficult than Ignite, it has a lot more influence than Ignite if you can control the flow.

Teleport can be considered your second safety-net, if you get poked out of lane you have another try or you can use it to force an enemy out of lane with the unexpected item advantage. While it isn’t as straight forward as Ignite, you’re creating a situation where the enemy must fight you with an item disadvantage or resource disadvantage (Mana usually.) A common scenario is poking the enemy out of lane only for them to Teleport back and zone you off the wave because your mana bar is low. If the enemy has Ignite, there is no way for them to play around this outside of resetting at the cost of their minion wave crashing. In this scenario, we directly controlled the flow of the game by giving them only two options to respond to; both bad options.



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.
Laning Phase Back to Top
We’ve considered the aspects of our lane and our win condition. All that remains is ensuring our ability to have an impact on the game. There are core tenets that I advise for any mid lane player.

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.


Survival


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.


Gold Generation


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.
Mid game to completion Back to Top
Mid game can sometimes be troublesome for Syndra because of her mobility, but as long as you position correctly in team fights you'll be able to find important picks because of the massive range on your initiation or disengage an aggressive all in.

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.
Finale Back to Top
If you have questions, you can find me at Twitch.tv/Zianni

Thanks.
League of Legends Build Guide Author iZianni
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Zianni's Challenger Syndra Guide
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