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SYNDRA BUILD GUIDE: S3 Syndra: Tear's of the Goddess.... and Everyone Else! by mcarvin

by mcarvin (last updated over a year ago)

139,014 Views 5 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Mana Regeneration( +3.69 mana regen / 5 sec.)
9
Greater Glyph of Scaling Mana( +12.78 mana per level (230.04 at champion level 18))
3
Greater Quintessence of Scaling Mana( +12.51 mana per level (225.18 at champion level 18))
View Rune Details
Summoner Spells
View Summoner Details
9
0
21
mastery 1 mastery 1 0/1
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 0/3
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 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 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 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
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 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 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 0/1
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 0/3
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 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 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 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
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 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 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

This build is designed to take advantage of Syndra's synergy with Tear of the Goddess. Tear of the Goddess now transforms into two new items, in season 3. When manamune or archangels stacks are maxed they transform into Muramana and Seraph's, respectively. Sydnra synergies with Tear very well because, she can cast her Q while moving and her Q has a 3 second cooldown. This maximizes her stacking potential and staying power. She also synergies with the new S3 items but more on that later. When I talk about "staying power" I mean to say that she is at full or greater than 3/4 mana. The abilities on Muramana and Seraph's are much weaker the lower your mana goes.

Pros and Cons

Pros:
Massive damage on ultimate (Muramana)
Powerful harassment in lane
Powerful shield (Seraph's)
Rarely will you go OOM
Strong autoattacks for harassment and last hitting (Muramana)
Good mobility and perfect CDR (masteries)

Cons:
Reduced early game damage (utility tree)
CONSTANT SPAMING OF Q CAN GET ANNOYING
Must pay attention to mana pool before fights (damage is reduced if mana pool is low)
Squishy early game (masteries and ultility tree)

Masteries

These masteries are to maximize your staying power and to give you 10% CDR from masteries. With 10% mastery CDR, blue buff, and blue potion, you will have exactly 40% CDR! The MS and the spell vamp are also nice in this build. Feel free to try other masteries, such as, 21/0/9.

Runes

Standard red runes for AP casters

Yellow runes are built to maximize mana regeneration early. This is good for harassing lane opponents and for Tear stacking.

Blue and quint runes are built to maximize your total mana at lvl 18. This improves damage and staying power.

Summoner Spells



Explanation:

Flash is for survival and agression.
- One might choose ghost instead.

Clarity is for Tear stacking and staying power.
- One might choose ignite instead.

Skills

Passive: Transcendent

Explanation:

For your reference.



Q: Dark Sphere

Explanation:

For your reference.
Important Note: this ability does not proc muramana


W: Force of Will

Explanation:

For your reference.
Important Note: this ability does not proc muramana


E: Scatter the Weak

Explanation:

For your reference.
Important Note: this ability does not proc muramana


R: Unleashed Power

Explanation:

For your reference.

Important note: Muramana's does additional damage for each ball thrown by your ultimate.

Item Builds

A small talk about the S3 items:

Muramana: This item builds from a fully stacked manamune. It improves your AD with your total mana. Although Syndra doesn't scale with AD, Muramana has another effect that is essential for this build. Muramana adds a percentage of your current mana to damage on single target spells. Your ultimate is a single target spell and it adds the damage onto each ball (all 7 if you're good).

Seraph's: This item build from a fully stacked archangel's. It improves your AP with your total mana.
This item also provides a shield for Syndra based on her current mana.

Importantly, Muramana and Seraph's mana pool stack with eachother and with Tear of the Goddess. Although, Tear of the Goddess, Manamune, and Archangel's still do not stack.

Early Game

Because your are taking clarity, you will most likely want to be passive in lane. Your lane opponent will likely try to be agressive because he has ignite and you don't. Be aware of this and punish him for over-extending. If you see a good opportunity to trade with the enemy, then take it, otherwise, just focus on last hitting for your Tear.

Mid Game

You'll be very busy stacking Tear, last hitting, dueling the opponent, and ganking side lanes. With blue buff you should be able to constantly spam your Q to stack your Tear. Do this even when you're walking around because, Syndra doesn't have to stop moving to cast Q. By now you'll likely have Rod of Ages and either Seraph's or Maramune meaning you'll hit quite hard!

Late Game

Participate in all the team fights and continue stacking your next Tear. Always try to enter team fights with full mana. The potency of Muramana and Seraph's goes down as your mana does. Try to finish your Banshee's so tanks don't lock you down.

Not convinced yet? Here is some math.

The entire build is designed to maximize your mana. The reason is because Muramana and Seraph's scale hard off of mana. At lvl 18 with this build you have nearly 4500 mana. For Muramana, that is 4500x0.06=270 per ball of ult. 7x270=1890. 1890 plus the base 1260 plus approximately 300 more from AP = 3450. That's a lot of damage. Not only that but, you have a massive mana reserve, your auto attacks hit for about 500 damage, and you Seraph's shield is more than 1000 points of damage. In my opinion, this build is amazing and shows terrific synergy (yes, it is hard to get a 7 ball ultimate, but the damage is still rediculous with 6).

Final Comments

I hope you give this guide for Syndra a try. Although it isn't the classical AP carry style, I believe that it is a powerful build on Syndra resulting in a well rounded, end game, AP carry with a lot of staying power! Please try this build and comment. I want to hear your opinions!
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