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SYNDRA BUILD GUIDE: By Force of Will -Midlane Syndra guide- by Nundei

by Nundei (last updated over a year ago)

68,485 Views 18 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Mana Regeneration(+0.585 mana regen / 5 sec. per level (10.53 at champion level 18))
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Transcendent
QDark Sphere
WForce of Will
EScatter the Weak
RUnleashed Power
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Transcendent
QDark Sphere
WForce of Will
EScatter the Weak
RUnleashed Power

Champion Matchups

Introduction

Hello im Nundei from EUNE and i am here to help you use the new champion Syndra, i will teach you a proper build and ways to use her Abilities with high efficiency. Syndra is a champion that actually needs good skill so do not worry if you lose the first match because you will need time to get used to her.
She is stronger than she looks, but harder than you think.



Syndra's Spotlight by Riot games:


Although i may not agree on everything Phreak recommends, but those are minor stuff, and this video really helps build you up so you can understand my guide better.

Guide Updates

My Facebook and Youtube


Hello players, i hope you like my guide! and if you want to be notified about the changes i make or if i make a new guide like my Facebook page below:
https://www.facebook.com/pages/Nundei/153303168142241

And subscribe to my Youtube page:
http://www.youtube.com/channel/UCebpFsbxGR9pNMXLER072lQ




Change log:



  • Released guide: 9/20/2012
  • Fixed Errors in Skills section: 9/20/2012
  • Fixed Skills section visualy: 9/23/2012
  • Moved Early game section to above mid game section: 9/23/2012
  • Added Teamfight chapter: 9/23/2012
  • Fixed Mid game and Late game chapters visualy: 9/23/2012
  • Updated Item build chapter: 9/23/2012

Summoner Spells



Explanation:
Flash:
  • Flash Is a spell that you can use to escape from an enemy, Or catch up to an enemy.
  • Flash is a spell used by most people in League of legends.
  • Flash teleports you to a nearby spot within 400 range.
  • Flash cannot be used while the player is silenced or affected by crowd control effects.
  • You can use flash to escape abilities or to land them easier.

ignite:
  • Ignite is a very commonly used spell that gives an advantage in fights, It is an extra damage spell and when it is used on an enemy it will debuff any heal that is given to him, whether a self heal or a heal spell by a support.
  • Deals true damage so it ignores enemy Magic resist and Armor.
  • It is used to ensure a kill if the enemy is escaping with low hp.
  • Ignite grows stronger when you level up.


Alternate spells:

This is a good choice sometimes but it is not very recommended since my build is Focused on Mana regeneration. Clarity Restores mana to the user, It is only recommended if you are an offensive player and you like to use your abilities alot.
  • Clarity may come in handy if you are fighting and your mana depletes.
  • Can be handy if you get Hextech revolver at first so you can stay in lane much longer.


This spell is a plain healing skill that can be used to save your life. It is commonly used to get an early first blood where people underestimate the amount of health that heal replenishes. It is also a skill used for 'baiting', where you make your champion appear weaker than it actually is, to lure them out of position or to get them to tower dive you.
  • You might need this to run away from ganks or survive turret dives and even counter them.
  • You can use this in team fights or so to remain fighting longer.




Source: http://leagueoflegends.wikia.com

Good and Bad + Match-ups

Syndra is not for everyone, she needs someone who is Skillgul and does not spam skills and hope the enemy dies, Syndra needs good timing as well, once you get to know how to use her you will surely win your lane because she is just that strong.
I have seen people use her badly, they do not know what items to buy for her, What abilities to max first and how to use them.

Match-ups


Easy to defeat:


  • Annie has short range while Syndra has long range, which gives you the first advantage against her. You can harass Annie from a long ranger without letting her get close to you.
  • You can manipulate her Tibbers with your and keep him disabled for a good time and throw him at enemies to Slow and damage.
  • Annie has to be close to you, and your can push her back whenever she tries to attack you.



  • Ziggs is a long range skill shot Champion, Syndra can do her ability while walking, which gives you the capability to harass the enemy while dodging his skill-shots easier.
  • You can stun Ziggs with the > Combo, which gives you the chance to get close to ziggs, giving you a high advantage against him.



  • Similar to ziggs, but xerath is more of an artillery which means he is a stationary Caster. Now please Read carefully on how to get to xerath: Keep moving in arc shaped movement dodging his Ability then once you are able to dodge one use the > Combo to stun him then move forward to grab your sphere with and Him again, throw your sphere with which gives you 2 extra spheres on the field, now you can Xerath with 5 spheres making it a high chance for killing the poor thing.



  • Vladimir is a close range champ and has to stop movements to do his skills which gives you the advantage since you can still move while doing your & on him.
  • His ability that makes him go into the ground dodges your abilities, but luckily your ultimate is a lock on cast, so he can not dodge it. Vladimir can dodge skill shots.



  • Kennen has to be close to you to harm you, and you have to damage AND keep him away from you.
  • You can dodge his skill shot and harass him with and when he tries to get close instantly use at him to stun him if possible and push him away from you.



  • Karthus is squishy but has gigantic damage, his Q has a very low CD but it is hard to land, what you can do here is keep trying to move around him out of his AoE Ability and his Qs so you can harass with > and move close to do your combo.



  • Heimerdingers turrets is all he has for high damage, and Syndra can grab his Turret with her which gives him only one more turret, you can throw it far from you or at him to slow/damage him.
  • His E skill shot is a slow one, which you can also dodge and harass him at the same time.



  • fiddlesticks is absolutely useless against Syndra, you just need timing and you got him under control, whenever you see him Charging for the Ultimate you need to directly to disable it, and if you are fast enough to use as soon as he casts his Ultimate you can push him away from you and you will be safe from him. Syndra can also disable his Drain with the and pushes him away from you.




Hard to defeat:
(This does not mean you can not defeat these enemies but you are going to have a hard time)


  • Becomes hard to target once she is level 6, and if she fights you with her Ultimate ready she can dodge your abilities leaving you with only the . You can still beat her if you dodge her skill shots and making her use her Ultimate without you wasting your abilities.



  • Now Akali can go stealth under her W ability and you will not be able to target her unless you buy a vision ward.
  • If you Push her away with your she will just jump back at you so you need to execute your abilities as fast as you can.



  • Anivia is easy to target and you can beat her easily but her passive will just waste your at most times.
  • Anivias Ultimate can slow you making you an easy target for her, she can also stun and slow you.



  • Diana can Dash at you and pull you close to her, but you can still push her away . But sometimes if she pulls you and you use at the same time you will push her but be also pulled to her.
  • She has a Shield that counters your harassment.
  • She has a Curved skill shot that is hard to dodge.



  • Ezreal can blink away from your skill shots which can counter you. Just focus more on your timing and you can pull it off against him.



  • Fizz is a circus freak all he does is jump around but you can counter him if you use your brain a little, Still tought to target though. (You can be smart and push him to your Turret if he does the Q on you which makes him behind you)
  • Try to dodge his ultimate, even though it has a huge hitbox you should still try to move away from it.


  • This guy is almost a counter to all AP champs in midlane, but it does not mean he can win you.
  • You should always dodge his skill shots and keep a good distance away from him because if he does not harm you, you can still harass him enough till you do a full attack on him to kill him.



  • His lock on abilities silence you and damage heavily, this guy can silence you, blink away from your abilities, and damage you heavily. So try to be safe against him because he is hard to kill.



  • LeBlanc is kind of a counter to you so you better play safe against her.
  • Its really hard to hit her with your Q and she can attack you and blink back away from you.



  • Morgana after level 6 has her Ultimate which can hit you easily and stun you leaving you vulnerable to her. You can beat Morgana when she is below level 6 otherwise you need to be defensive.




Regular Match-Ups:



  • You are both Long range AP casters and both have similar mechanics so here you should just learn Syndra from later champters to be a better player and win him.



Disadvatages:
  • Cassiopeia has long range AoE DPS abilities which need Cassiopeia to be stationary, but she is still strong against you.
  • Dodging her abilities is hard and one of them is a lock on missile, so it will be hard for you to avoid them.
Advantages:
  • She has to be stationary when she does her abilities which makes it easier for you to land yours.



  • You both have long range Abilities which can be dodged so here you just need skill to win gragas.



  • Kogmaw(AP) is weak against you if he was below level 6, but then he gets his super long range ultimate, dodge it and you will be fine.



  • you both have long range abilities and low mana costs so you just need to be better in aiming then her.



  • Dodge his Abilities by staying away and keep harassing him with the stun, he is sometimes hard to win but you can manage to kill him early game.



  • Orianna is hard to dodge because of her low CD and the way she can manipulate her ball, but you have ballz as well.
  • you should harass her when she tries to harass you that way it will be a fair trade. Keep trying to dodge her Abilities.



  • Ryze is a short range stationary caster which makes it very easy for you to do the combo on him, BUT he can also easily hit you with his skills and snare.



  • Swain is a badass, he has the AoE stun and DPS and Slow and such y'know? HE is hard to play against unless you dodge his abilities but then he gets that ulti where he becomes immortal! what do?! Aha that is a reason i take Ignite for midlane, it will make his ultimate very weak giving him a huge disadvantage.



  • Well the better player here wins but also there are problems when you are facing an enemy with the same champion:
-When you face the same champ you start subconsciously wanting to prove you are better which makes you nervous, acknowledge that and just play normally.
-The enemy would know how to use Syndra so trying to use your tricks is gonna be hard.
-Both have the same mechanic so it will be a hard match up for the both of you.

  • Focus on farming when playing against Syndra, because farming > harassing and it is the only way to be better than the enemies Syndra. If you can not kill the enemy Syndra you need to have more items and level than her, so keep your focus on taking last hits while trying to stay defensive.
  • You should communicate with your team jungler to help you win your lane.



  • Zyra is similar to heimerdinger but her Plants cannot be manipulated so you need to keep a good distance from her and try to go around her plants.
  • Zyra has some easy to land skill shots so you need to be awake at all times.
  • Zyra most likely will push her lane with her plants so try to push equally.
  • Try to be defensive against zyra and get help from your jungler.




Syndra has Pros and Cons that all his players should know.

Pros:
- Low CDs and Manacosts.
- Can keep mobile while casting her
- Good amount of CC.
- Very high Damage at proper use.

Cons:
- Her mechanics are hard to use and need good sense when using her.
- Can be countered by CC.
- Single target Ultimate


Stuff you need to know when using him:
- you need to have good timing to use her abilities otherwise you might leave a sphere unused.
- You need to be tactical with Syndra.
- You need to focus really hard on Your 's because you need to think fast to be able to use 3 extra ones.

Syndra's Lore

[http://fc06.deviantart.net/fs70/f/2012/229/6/c/syndra_by_yy6242-d5bcb7l.png]




Born with immense magical potential, Syndra loves nothing more than exercising the incredible power at her command. With each passing day, her mastery of magical force grows more potent and devastating. Refusing any notion of balance or restraint, Syndra wants only to retain control of her power, even if it means annihilating the authorities that seek to stop her.

Throughout her youth in Ionia, Syndra's reckless use of magic terrified the elders of her village. They took her to a remote temple, leaving her in the care of an old mage. To Syndra's delight, the mage explained that the temple was a school -- a place where she could develop her talents under his guidance. Though she learned much during her time there, Syndra no longer felt her power growing as it had in her youth. Her frustration grew, and she finally confronted her mentor, demanding an explanation. He revealed that he had dampened Syndra's magic, hoping to help her learn control and restraint. Accusing him of betrayal, she advanced on the mage, commanding him to lift the spell that was holding her back. He backed away, telling her that if she couldn't control herself, he would be forced to nullify Syndra's magic completely. Furious, she summoned her power and dashed the old man against the walls. With her mentor dead, Syndra felt the rush of her unbounded potential for the first time in years. Though she had won her freedom, she refused to return to the society that had tried to steal her gift. Instead, Syndra decided to claim her former prison as a stronghold. Pushing the boundaries of her magic, she tore the structure from its foundations and raised it into the sky. Free to delve further into her art, Syndra now aims to grow powerful enough to destroy the weak, foolish leaders of Ionia -- and anyone else who would dare shackle her greatness.


"Power belongs to those who can wield it."

―Syndra


By: yy6242 on http://yy6242.deviantart.com/

Runes and Masteries Screenshots

-----Masteries-----

[http://i49.tinypic.com/5l0v4m.png]


-----Runes #1-----

[http://i46.tinypic.com/2vv994g.png]


Explanation next chapter

Masteries

Syndra has long range and has high damage and CC, that is why you do not need much Defensive masteries when using her. 21 in offense will give you great early and late game AP and Magic penetration, which will maximize her damage against enemies, And the 7 in utility is real help for your mana.

Offensive masteries:
since this guide is for Midlane. the Offensive masteries are the best choice here. 21 is enough to reach executioner, AP, CD, and Magic penetration. These are all of high importance to Syndra.


Defensive masteries:
The reason i did not put much here because Syndra can be played safely and attack from a far range, her mechanic is unique because she can move while doing some of her abilities unlike most champions.
I put 2 points in magic resist and not utility because i do not think the 2 extra points can be used effectively in utility or offense, and Magic resist is a good help against mid laner.


Utility masteries:
I focused on mana regeneration on Syndra because she has to Spam her Q for efficiency, it has a low CD and a good amount of damage, And she needs mana to do so, with masteries, runes, and item build all focused on early mana regeneration Syndra will have a big source of mana and it will help her farm and harass the enemy without worrying about mana much.


In-Depth explanation:


  • Offensive masteries:

-(2/2) Butcher: Butcher gives you extra damage on minions with anything you use against them, which is really helpful for last hitting them. Minions have low hp and the extra damage is really helpful against them and improves your capability to "last hit" them.


- (4/4) Mental Force: This extra AP is really helpful at start so you can harass the enemy and take last hits on minions with abilities easier. This also helps with ability AP ratio and such.

- (1/1) Summoners wrath: Since you are going to take ignite having a point on summoners wrath is really helpful, if you use your ignite early game you will acquire a temporary increase of 5+ AP on Syndra while ignite is on cooldown.

- (4/4) Sorcery: This Cooldown reduction helps you use your Q easier so you can do the ultimate with higher damage before the spheres vanish, also if you want to harass the enemy without letting them take last hits on minions.
4% cooldown will make 6 second cooldown 5.75

- (1/1) Arcane Knowledge: 10% magic penetration is a great help for AP champions, it will really help you ignore some of the enemy magic resist which makes you do high damage on them, Including jungle creeps and minions.

- (4/4) Blast: the extra per level AP is a good help if you are getting mana regeneration items early game, because it will give you AP enough when you still haven't gotten AP items.

- (4/4) Archmage: This is a percentage increase on your AP, which is 5 AP each 100 you have. (EX: if you get 500 AP on Syndra, with this mastery the AP will increase to 525)

- (1/1) Executioner: This Mastery is the most important in the offensive page, it helps you take the kill without letting someone escape at low hp, that is if you can still damage them.
Whenever an enemy reaches HP below 40% your damage on them will increase by 6%. (EX: If the enemy have 300 HP and your skill does 240 damage and your auto attack does 55 damage you still would not be able to kill them with an auto attack and an ability, with this mastery the 240 will become 254, and the auto attack will become 58 which is enough to kill the enemy)


  • Defensive masteries:

- (2/3) Resistance: I have 2 extra points that i need to use and you are a midlane champion, meaning 90% of the time you will face an AP based enemy, 4 magic resist will help you sustain a tad more against the enemy, and these 2 points are much useful on MR than on some offense or Utility mastery in this situation.


  • Utility masteries:

- (1/1) Summoner's Insight: Since you have Flash as your 1st summoner spell this mastery will reduce its cooldown by 15 seconds.

- (3/3) Expanded mind: This mana per level increase is very good for a champion who needs as much mana as Syndra does because also the more you increase your abilities the more mana you will need to use them, so that is where this mastery comes in handy.

- (3/3) Meditation: Mana regeneration in my opinion is of top importance for Syndra along with runes and items she will have enough mana regeneration that she would not need the blue buff much often and she will be able to do her abilities a good amount early game.

Runes

28 Ability power at level 18
11 mana regeneration per 5 seconds at level 18
15 Ability power
8.5 Magic penetration
Why these runes?
if i want to put flat AP on Syndra it'll give me extra early game damage nothing more, which isn't much useful later on, so that is why i put per level so later you can actually have more AP, and Syndra is all about spamming the Q to harass the enemy player. 8.5 Magic penetration gives a higher advantage against lane champs (Especially low Magic resist enemies) at early game.
Her Mana regeneration from Runes and masteries along with Chalice makes Magic penetration early game very useful since you will be using your Q much more often enemies.


Magic penetration:- having these is very vital, the Damage Syndra has is her Qs so you have to make sure to hit them with full power. having Flat AP or so isn't gonna help much since the AP ratio on her abilities are usualy close to 50%.

Ability Power per level:- Ok so you are in the lane, And everytime you level up your AP increases a small amount, That makes you stronger with each level you have, which also means if you kill the enemy you will level up and you will become stronger making you dominate your lane for sure, and putting flat AP is pointless, because you aren't using much AP and you will have time to level up so you willl get higher Ability power later.

Mana Regeneration:- Because you are Syndra that's why. and Syndra needs Mana, and mana regeneration is the best choice here, since you will be using your abilities a lot, this is also taking advantage of the Low mana cost on early levels on your abilities. also good when you fight in lanes or when your getting ganked.

Flat Ability power Quints:- Quints are really useful when it comes to flat AP, the 15 extra AP is enough for early game damage that you would need when you are buying mana regeneration items, This is to balance my build on Syndra, i am using Mana regeneration and AP per level which gives me no damage at the start of the game, so that is why i put 15 Flat AP so i can have some more damage when the game starts.

Skills

Skill information from: http://leagueoflegends.wikia.com/wiki/Syndra_the_Dark_Sovereign/Ability_Details
And videos From: http://www.lolking.net/champions/syndra#abilities
I do not own any of the videos and do not take credit for the information acquired from these websites.


Passive: Transcendent
Each of Syndra's basic abilities gain an extra effect at maximum rank.


Explanation:
Transcendent is a passive ability that grants Syndra's basic abilities a bonus effect when they are leveled to rank 5.

  • The earliest possible champion level required for Transcendent to take effect is level 9, as no ability can reach rank 5 prior to this. So that is why you need to max Q as soon as possible.
  • Transcendent only affects rank 5 spells. In other words, if Dark Sphere is rank 5, only it will gain its bonus effect, not Force of Will or Scatter the Weak (unless they are also rank 5).
  • Abilities at max rank gain additional visual effects when they are used. Spell effects become more violent and gain a red or orange glow, for Classic and Justicar skins respectively.




Q: Dark Sphere
Conjures a Dark Sphere at a target location, dealing magic damage. The sphere lasts for up to 6 seconds and can be manipulated by Syndra's other abilities.

Transcendent Bonus: Deals 15% bonus damage against Champions.

Leveling up:
Cost: 50/60/70/80/90 mana

Magic Damage: 60/100/140/180/220 (+0.5 per ability power)

Magic Damage to champions due to innate at rank 5: 253 (+0.575 per ability power)


Explanation:
This is what i think the most important Ability Syndra has, it has a very low CD and high damage making it a Spammable ability which can be used to harass, farm minions, Or fight enemies. This ability can be used to take CS under a turret easier because the turret sometimes does not give you a a chance to do so with auto-attacks.

Extra info on Dark Sphere:-
  • Dark Sphere procs spell vamp and Rylai's slow similarly with all area of effect spells and abilities with diminished effect.
  • Dark Sphere pops spell shield.
  • Dark Sphere will damage Black Shield.
  • Dark Sphere's casting animation does not interrupt movement commands.







W: Force of Will

(Active)First use: Grabs a dark sphere, enemy minion or neutral monster. Dragon and Baron Nashor cannot be grabbed by this ability.

(Active)2nd use: Throws the grasped Dark Sphere or enemy at a target area. Enemies struck take magic damage and are slowed for 1.5 second.

Transcendent Bonus: Increases the slowing duration to 2 seconds.



Stats:-

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

Cooldown: 12/11/10/9/8 seconds

Magic Damage: 80/120/160/200/240 (+0.7 per ability power)

Slow: 25/30/35/40/45 %


Extra information:

  • Force of Will procs spell vamp and Rylai's slow similarly with all area of effect spells and abilities with diminished effect.
  • Force of Will pops spell shield.
  • Force of Will will damage Black Shield and the slow is negated.
Syndra can hold a unit for up to 5 seconds.
  • If Force of Will targets a minion or neutral monster, that unit is placed in stasis: rendering it untargetable, invulnerable, and unable to perform any actions until thrown or released.
  • The summoner spell, Teleport, is cancelled upon the target minion being placed in stasis.
  • If the unit grabbed has a limited duration (e.g. Shaco's Jack In The Box or Yorick's ghouls), their timers will continue to count down while in stasis, and they can still "die" if their time runs out.
  • A Dark Sphere's duration is refreshed when it is grabbed, not when it is thrown. For instance, grabbing a sphere that is about to expire and throwing it immediately will cause the sphere to last an additional 6 seconds. On the other hand, grabbing a sphere that is about to expire and holding it for 5 seconds will cause the sphere to only last for the 1 remaining second once it is released.
  • Throwing Ancient Golem refunds 10 mana and decreases the cooldown by 1 second.
  • Throwing Lizard Elder ignites enemies hit with the effects of Blessing of the Lizard Elder.


Explanation:

VERY IMPORTANT TO READ:-
This grab is really important you can use it various ways, you can steal enemies jungle creeps if you have some few wards with you to view your area, you can grab the cannon minion to stop it from hitting your minion giving you better chance of pushing your lane.
You can hold the sphere you just cast so it will remain longer so youll be able to put 2 spheres then re use the grabbed one to have 3 spheres on the field for your ultimate.







E: Scatter the Weak
Knocks enemies and Dark Spheres back, dealing magic damage to them and any enemies they collide with. The distance of the knockback increases depending on how close the affected units are to Syndra upon cast. Dark Spheres that are knocked back also stun all enemies in their path for 1.5 seconds.

Transcendent Bonus: Spell width increased by 50%.



Extra information:
(Active): Knocks enemies and Dark Spheres back, dealing magic damage to them and any enemies they collide with. The distance of the knockback increases depending on how close the affected units are to Syndra upon cast. Dark Spheres that are knocked back also stun all enemies in their path for 1.5 seconds.


Transcendent Bonus: Spell width increased by 50%.



Explanation:
Scatter the Weak is an instant conic skillshot that knocks enemies and Dark Spheres back a varying distance depending on how close they are to Syndra upon cast. All affected spheres stun and deal magic damage to all enemy units they collide with. Any enemy units knocked back take magic damage and deal the same amount of damage to other enemies they collide with. Scatter the Weak's area of effect is 50% wider at rank 5.

  • Scatter the Weak procs spell vamp and Rylai's slow similarly with all area of effect spells and abilities with diminished effect.
  • Scatter the Weak pops spell shield.
  • Scatter the Weak will damage Black Shield and the knockback is negated.
  • Spheres knocked back by Scatter the Weak do not have their duration refreshed and will only remain on the ground for what remains of their initial duration.
  • This is an anti gank ability, you can push away the enemy jungler if he tries to gank.
  • you can use this to push and stun as enemy into a friendly turret making him take damage from it.
  • there is hardly any cast time on it so put a sphere and do this instantly after will save you much time.
  • Use this after the ultimate to stun enemies in big AoE Range.





R: Unleashed Power
Draws upon Syndra's full cataclysmic power, harnessing all Dark Spheres to deal magic damage per sphere. This spell has a 3 sphere minimum damage, as Syndra uses the three spheres floating around her. All Dark Spheres remain on the ground for 6 seconds after Unleashed Power is used.

Details:-
Cooldown: 100/90/80 seconds

Damage per Sphere: 90/135/180 (+0.15 per ability power)

Minimum Damage (3 spheres): 270/405/540 (+0.45 per ability power)

Maximum Damage (4 bonus spheres): 630/945/1260 (+1.05 per ability power)

Extra information:-
Unleashed Power is a targeted ability that deals magic damage to a single enemy champion depending on how many Dark Spheres are active upon cast. Syndra will first use the three spheres floating around her before any other active Dark Spheres, this is what effectively gives this ability its minimum damage.

  • Unleashed Power procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
  • Unleashed Power will damage Black Shield.
  • Unleashed Power has a brief cast time upon cast before it activates. After this short channel, all the spheres will deal their damage, one at a time.
  • Syndra does not have to remain in place while the spheres apply their damage. She can walk away as soon as the casting has completed, as the spheres only begin dealing their damage after the casting time.
  • Unleashed Power will pop spell shield, and it will fail to cast and go on its full cooldown when used on a champion protected by one.
  • If Unleashed Power was blocked by a spell shield, the three spheres floating around Syndra will not be placed on the ground.

Explanation:

  • Use this to finish off and enemy, use after at least 2 spheres at most times, which can be done if you hold a sphere with and launch another one.
  • In team Fights you need 1 sphere on the field then do the ultimate on the enemy carry, after that you will have like 4 spheres on the field, which then gives you the chance to do the on them to stun multible enemy units.





Skill Order





These are the all mighty skills of Syndra!
now there are many ways you can put these skills to use.
Each skills small image indicates it's level of importance, and what you should max first:









As you can see, his R should be maxed at level, Q should be maxed first because it Becomes stronger with its passive and it has very low CD, E is important because it pushes the enemy away and Stuns the enemy and damages him a good amount, but still W should be 2nd to max.

Now using Syndra in a fight is pretty simple, Do one on the enemy regardless of location but recommended on the enemy carry, then on the nearest AD carry or AP carry. and when you have enough scattered around do the to stun multible enemies, then spam your Q on them.

someone is escaping and you want to kill, use the > It has a very long range and can stun him so youll be able to walk to him and do the and hit him to slow him then > If available. If someone is running and you want to follow them DO NOT USE , because that is just bad since it will push them away.

Item Builds

Beginning items

boots-of-speedhealth-potion3

Some people take dorans ring but i do not recommend it since you are a long range champ and you already have so much mana regeneration from the runes and masteries, and speed is much more important for Syndra, and the 3 HP pots will really come in handy.





Chalice chalice chalice.... This is awesome for Syndra! it is just magnificent and let me tell you why, after you get this in lane you start dominating while spamming your abilities and keep yourself safer from the enemy abilities because of the magic resist.





Sorcerers sheos. Why sorcerers shoes? Well for one they give magic penetration which will increase your Damage against enemies with mediocre and low magic resist. Why do i choose sorcerers over ionian or mercury's is because with Athenes unholy grail i can get enough magic resist and cooldown reduction which gives me both of what ionian and mercury can provide, although not tenacity x( so stay away from CC ._.





Kages lucky pickis really helpful early game and is a recipe item for deathfire grasp. also the gold per five can be important, in like 10 minutes you will have some extra gold that can be really helpful.





Spell vamb is mighty with syndra, Now you dont just have high amount of mana regeneration, spamming the on minions and enemies will restore a big amount of hp to you.





Syndra is too squishy to be able to survive in teamfights, here i had to choose between Rylai's and Ages, It was really hard to decide between the slow Rylai provides or the Mana and HP Ages provides, i ended up choosing Ages. Rod of ages passive is to restore hp and mana when you level up and in team fights when enemies are killed or so your champion will most probably level up restoring some of your hp which is really useful. Ages also gives more HP than Rylai's after some time, and the mana that Syndra needs.





Athenes unholy grail assures you never ending mana, it also gives Cooldown reduction and 80 AP, and magic resist, Just about everything you need to destroy the midlane enemy which makes it the first full item to buy.





Rabbadon for the win :P since i got more tactical items with no good amount of AP i take Rabbadon to cover that up, it is jsut a must for all AP champions basically.





Spell vamb is mighty with syndra, Now you dont just have high amount of mana regeneration, spamming the on minions and enemies will restore a big amount of hp to you. and with this you will have 70 AP and 20 Spellvamb which is a great deal.




OR

Syndra's has really low CD and with spamming this your enemy becomes slowed for almost the whole time, also with your W the enemy will get really slowed which gives you the capability to spam him in peace... Void Staff is another good choice that is usefull if you are fed above enemy team average stats or if the enemy is stacking Magic resist, the 70 ap and 40 magic penetration really weakens the enemy.

Early Game

Harassment:

Harassing the enemy early game needs practice because you have low mana and mana regeneration so you need to actually hit the enemy.

Here are some points you should study when trying to harass an enemy:

  • Try not to let a minion die without you last hitting it.
  • Keep moving at 95% of the time.
  • Try to harass After dodging an enemy attempt to harass you.


There are things you need to avoid during the attempt to harass enemies:

  • Never get close to the river bushes you might get ganked.
  • Do not let your mana finish.
  • try not to hit minions as it will cause your minions to push into the enemy side.




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Farming:

Farming early game is of high importance, you need to have a high amount of minions slain so you can actually have some items.

Here are some points you need to study when trying to farm minions:

-Last hitting minions differs since there are 3 types of them in the lane and you should practice hitting each of them at correct timing, here are some tips that will help you:
  • Melee minions have higher defense so you need to hit them when they have really low health so you can assure the last hit.
  • Caster minions (ranged) have lower hp and armor so you can hit them when they have an hp bar not so low as melee minions.
  • Cannon minions are tougher and need good timing, you need to hit them when their hp is really low, this minion is as good as 2 minions so it is important.

-Taking the last hit on minions is tough when they are under turret attack, here are some tips for that:
  • The melee minion can take 3 hits from the turret, you need to hit it after the turret hits it twice because the turret leave it with very low hp after 2 hits giving you an easy last hit.
  • The Caster minions can only survive only 2 hits from the turret, here you wont be able to kill them with auto attacks so you need to use your Q to take the last hit on some of them.
  • The cannon minion can take a few shots to it and its easy to last-hit kill this guy under a turret with good timing.


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Going to Base:

You should go to base when it is safe enough that the turret does not take extra damage, and going to base takes time so you need to benefit yourself from each trip.

Here are some points you need to know when you go back to base:

You should always bring something when you go to base whether its an item or a consumable, here are some tips and suggestions:
  • Always have in your inventory some HP pots and if there is space get 2 MP pots at most times.
  • Try to buy your first items depending on your situation, most recommended mana regen to Chalice.

Mid Game

Now you are at the minute 20-30 or so, and usually you have random fights and possible teamfights. so you have to focus on helping your team more than farming, but when it's all quiet and cool go farm and not waste any time.
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-Follow squishy champs because AP carries when fed can finish off some enemies with one blow, and always be with an offtank or a tank because Syndra is still squishy at this time and you need someone to protect you where ever you go, but always stay around safe places.

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-Do not hesitate to use the R (ulti) without spheres in a team fight, because you might die or get stunned or something disabling you from doing it, and doing it is better than nothing, and if you can do the ulti at the beginning of the fight so you can use your to push the several spheres that will scatter and stun the enemies.

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-You need to take advantage of low hp enemies, so you should be roaming with a teammate around the map to find someone to kill, also you should use the to steal jungle creeps and for farming, don't hesitate to use for farming it has a low CD.


Taking baron and dragon



  • At this point of the Game Baron is a tough opportunity, so try to not focus on it. taking baron buff can give your team a huge advantage but doesn't mean you become "so op you rape all enemy one shot gg" its just a Buff to some of your stats, mainly damage. so when having the baron fight like a normal team fight follow your objective and win.

  • Only attack baron if you have high damage as a team and the enemy team is 60% atleast, if the enemy i alive they might attack and counter your team, therefor you lose. and they get the buff as well.

  • Get dragon when you can see enemy team on the minimap and you are safe while doing so. its a 190 for all the team in 15 seconds. its more useful than you think. if you get it often it'll buff your team quite good.

  • Always let your team support or jungler put a ward on dragon and if they do not you should. unless you are in late game. having a ward at dragon will give you the chance to counter dragon them. stealing their dragon and killing them.

Late Game

Syndra is an AP carry and late game you might be the one who does most the damage in teamfights, and that what late is about. Teamfights are very sensitive at this time of the game so you need to always be behind a tank to be able to do your abilities safely. Baron is also a sensitive spot winning a teamfight there is a real game changer so be careful on the decisions you make.


-Here are some points you should know:

1- Stay with your team 90% of the time.

2- Buy the correct items according to your enemies.

3- Make sure to think fast in team fights otherwise you can lose.

4- Go to dragon and baron at good times.

5- If you have full build, get the consumable buffs.

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Teamfights:
-In Team fights you have to use your spheres wisely, and also use the to spread your spheres around so you can use the much more effectively. You should never initiate a team fight make sure you let a tank go in then attack the AD or AP carry first.

-If you win a team fight use the advantage to go and gain stuff such as:

-Destroying their turrets.
-Stealing jungle buffs.
-Killing dragon or baron while they are dead.



Baron and Dragon


  • At this point of the game baron is a very sensitive spot, it's the game changer, once you see the enemy at baron go with the whole team and attack them from behind, trying to take the baron as well, but killing the enemy is your mission now.

  • if there is not a ward on baron get one and put it yourself, if you cant tell your teammates to. now you can see the enemy if they approach baron.

  • Taking the dragon is not very important at this time, because you all probably have near full builds and such. Taking it is still a little help, so try to take it with a high damage teammate safely when you can.

  • Whoever counters the other at baron is mostly the winner. when you see someone coming get ready whether Finish off the baron, or defend yourself whether by getting away or attacking back.

Team Fights

Teamfights decide who is the winner of the game, the more teamfights you win, the close you are to victory. Many people Get nervous or just do not know what to do in teamfights and just spam the abilities on the nearest enemy, with Syndra you need to be very careful to execute your combo properly and without dying.


Important points:



1- Who to target:

  • When you are in a teamfight, the last enemy champion you want to do your abilities on is the tank/offtank, so you should always aim to the squishy champions (weaker), But try not to focus the support much and attack the AD / AP carry first.
  • Attacking the support is good but that gives the AD / AP carries more time to fight, so try to focus a carry first then attack the support.
  • Once you have a target in site attack it WHILE trying to avoid other enemies, it may sound hard but if you practice enough you will know how to fight off someone and keep away from someone else in a fight.

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2- Using your abilities:

  • Try not to focus on doing the on 3 spheres because you might not have time for that, so try a sphere or 2 max because 3 spheres would take at least 12 seconds and the will only hit one enemy.
  • when you do the at an enemy you get the chance to do and stun a wide range AoE.
  • if you see your teammate in danger try to use the as fast as you can.
  • If you are fighting in the jungle and there is a Blue golem or Red lizard nearby use them on the enemy it is really helpful.

2- Using your abilities (part 2):

  • (IMPORTANT) Use the once or twice then instantly the nearest squishy carry, after that you will have s scattered around infront of you which is a perfect chance to do the on them and stun enemies in a wide range and then use your abilities on the weakest one.

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3- Positioning:

  • Be always behind a tank it is the safest spot, never initiate a teamfight as Syndra and never be ahead on the team.
  • wait for the enemy to start attacking your team then start your moves and surprise them.
  • Try to be away from enemy CC and AoE attacks.

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4- Post-Teamfight opportunities:

-once you beat your enemy in a team fight you have some choices you can do:
-There are several opportunities you can take here:
  • Destroying turrets is a good choice, and the best lane to do so is the midlane because it has the shortest distance.
  • Taking Dragon is good early and mid game, but late game you need to focus on Baron Nashor and turrets.
  • Taking baron, this should be done as soon as you guys win a teamfight in mid/late game, and once you guys get the baron instantly go to a safe spot and return to base, buy the stuff you need and go back to the field to push into their base.

Final Comments

Hello players, i hope you like my guide! and if you want to be notified about the changes i made or if i make a new guide like my Facebook page below:
https://www.facebook.com/pages/Nundei/153303168142241

So this is my guide, I am daily updating it so check every once in a while. Don't forget to like and comment, leave some constructive criticism is very appreciated.

Thank you!
-Nundei

Comments

September 28, 2012 - 11:08 AM #1

@undersky you are wrong in many ways, AP carries dont need speed, all her abilities are long range.

Her mana regen with these runes are amazing, and you wont be level 1 for good, youll be level 4 in few minutes so your mana regen will go higher. and she is super squishy and has to have RoA and for mana and CD she has to have Athenes, rababdon is a must, and the Spell vamb is mighty with her, because of her Double use W and her 3 sec cd Q which can put her health back to full while farming.

September 28, 2012 - 12:13 AM #2

I disagree with many points in this guide.



a) shes very slow move speed quints are needed since she has a lot of skill shots and short range

b) she needs mana early, flat mana regen seals are needed

c) early game should have either one or other item not all of the items you listed, then go for deathcap otherwise shes going to feel a lot weak with the low AP.

September 27, 2012 - 11:52 AM #3

@Sync im having problems with the guide moderators.

September 27, 2012 - 10:07 AM #4

this guide is very well made. I wonder why hasnt it been approved yet?

also a full gameplay video would be awesome :)

September 25, 2012 - 10:55 AM #5

@iscintilla i fixed that now :D

and ty mathe

September 23, 2012 - 08:51 AM #6

realy nice guide

September 23, 2012 - 01:12 AM #7

@Nundei Ahh okay. And now finally the only problem I can see with it is that in your Skill Order you say to max her E second instead of 3rd, while in the overview it says to max her W second.

September 22, 2012 - 11:24 PM #8

@IScintilla i meant for it to be chalice first i forgot to put that..

because if you farm good you wouldnt need kages earlier than chalice.

September 22, 2012 - 11:13 PM #9

The updated item order is really nice now and shows what order you reccomend for everything. Really nice build with the updates, only problems I see is some info is inconsistant, like where you say under Early Game that first back you should get Chalice when the order said Kage's.

September 22, 2012 - 11:03 PM #10

@epic wasabi you can also dodge her Q by moving according to its direction, whatever direction it is heading move away from it in the same direction so you can beat it.

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