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SYNDRA BUILD GUIDE: She will take your lunch money by Varph

by Varph (last updated 3 days ago)

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3
Greater Quintessence of Ability Power(+14.85 ability power)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
9
Greater Seal of Health(+48.15 health)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
0
9
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
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

Introduction

Hi there, I'm Varph, a random no one you have never heard of who decided to make a Syndra guide, Syndra is an AP burst mage with the addition of some very strong sustained damage and exceptional zoning capabilities. She is a ridiculous lane bullying with long range easy to land spells that are not blocked by minions and despite looking it, she isn't that hard to pick up after a few games.

Pros


  • Massive lane bully

  • Probably the highest burst in the game

  • Incredibly long range AoE stun

  • Mobile - Doesn't need to stop moving to cast spells

  • Game dominating presence mid game

  • Is a superior version of Veigar

  • Overpowered laning phase

  • Amazing attack animation

  • All of her abilities are very easy to land

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Cons


  • Mana hungry

  • Skillshot dependant, everything except her ult can miss

  • No dash/flashes leaves her vurnerable to assassins

  • Grunts like a tennis player

  • Quick mobile champions can have their way with her

Runes


For Syndra flat AP win by miles for Quints since she is a heavy harassing champion with fantastic AP ratios so she will be making use of his AP from the start of the game. The 15 AP here is more valuable than any other quints since it will add a very noticeable chunk to her damage early on and every little helps when contributing to her late game AP pool..


For mages there is only 2 choices for marks, Magic penetration and Hybrid Penetration. Which depends on the player, the difference in magic penetration between the 2 sets is only 2.3 so basically depending on the player/champion IF you autoattack your laner whether it be harass or in duels hybrid penetration will work out better for you.



The purpose of these flat health seals is just to keep give you that early game durability,Syndra is a very active laner against most so she will be taking a fair bit of damage herself due to her range, 72 health can be the difference between life or death.


Like the seals, these runes are for keeping you alive! Generally I'd prefer to go MR per Level runes as they beat flat by level 9 but since Syndra's playstyle means she is going to be getting involved in trades from level 1 and onwards the flat 12 MR will have more value here.

Masteries

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

Since you are a soft burst mage, offense is the tree to dedicate the most points into since it obviously will offer the most benefit towards your damage dealt which is the most important for you to try and improve.

A common argument for this mastery is that it is bad on ranged, because if you pick it you are giving the enemy the mastery as well. Now that is sort of true but not entirely since in a teamfight you can hit as many as 5 people but they can only hit 1 of you. Not only that but when your primary role is dealing damage, that takes priority over all else including your own survival. Finally, 1.5% on a soft squishy is nothing, everything hurts a lot it is just whether or not it kills you that matters and 1.5% extra damage taken is really not going to be noticeable.
This is an absolute must since you shouldn't ever have 40% CDR from items alone, so any free CDR that can count towards that cap is worth having.
Any ability power masteries are going to be worth taking on a AP scaling mage.
5% extra damage against someone under 50% health is HUGE! This mastery is awesome since 5% is a pretty big modifier and 50% health is a massively generous health threshold for an execute.
This mastery is pretty much a must have for any champion in the game that will buy a , 5% AP for 3 points is really amazing, looking at it this way if you have 400 AP from items alone you get 20 AP for free from this mastery. Thats a free 435 gold! making it more valuable than the Mental Force mastery and it only scales further.
This mastery is pretty awesome for only 1 point. It might help you in lane by saving you from an Ignite if you just killed an enemy champion but its really value lies in teamfights, the potential to regenerate up to 25% of your health/mana can easily make the difference between surviving it or dying during it.
Penetration is a very powerful and difficult to obtain stat since it is so rare. This mastery is a must on any damage dealer in the game.
This is a quite a good 1 point wonder. Any damage helps and this especially helps with last hitting as the game goes on.
If you look at the executioner mastery, which is a good mastery, it works out to be a flat 2.5% increase in damage, generally. 2.5% for 3 points and this is 3% for 1 point, simple maths says it's a good choice especially since you already went 20 points into the tree.

Utility

Utility is the tree I dedicate my last 9 points too. Reason being is the 9 points into utility just offers more use than 9 into defence. The added benefits of lower summoner cooldowns, longer blues and movespeed just outweigh a small amount of extra durability.


Since you will be using trinkets all the time you might as well make it have a bit more range, this is especially useful if you use the ward trinket to scout a bush that you think someone might be in, that extra 15% might be the difference between you getting garen'd or not.
Movement speed is awesome, this is basically a free movespeed quint and basically moves your champion up a tier in base movespeed.
Having Flash and Ignite up as often as impossible is important for playmaking and in general having more uptime on them.
A point to make potions better. Only an extra 15 hp on a health pot but you need the points to get to the buff duration mastery and this is probably the best one for 1 point.
When you have blue buff, all is well and you get to become a much bigger lane threat due to being able to effectively throw spells out like you were a resourceless champion so it's well worth having blue buff for that bit longer!

Summoner Sets

Primary Set


Not really an optional pick, Flash is a must, especially on a soft mage with no mobility skills, For Syndra this is either a "Get out of jail free card" or a "Catch the person you are trying to kill who just flashed away...card"


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Again, not really optional, As Syndra you have 1 job, Stun a target then kill them from 100% health, ignite helps you do that at all stages of the game making it worth far more than any other summoner.


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- This is actually worth taking if you are against someone scary and you are more focused on surviving them rather than killing them.

- If teleport is one of the things that suits you, go for it, Syndra is in the same page as in the sense that teleport ganks bot lane are something they do particularly well.

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- It's not worth it on any champion regardless of who you are, Dealing with mana is a much better approach than losing out on a summoner to make up for how reckless you use it.

- Flash is just an all out better escape spell than this for mages.

- Syndra has a really good attack animation so you shouldn't be taking this, and please don't jungle her.

Item Builds

Starting Build(s)
Default Starting Build
2
As a lane bully a Dorans is the only way to go!
Final Build(s)
Standard Final Items
This build makes it almost effortless for Syndra to kill pretty much anyone she pleases. 3 of these items have 120 AP on them so that even just a basic is going to hit like a truck.
Build Order
- Athene's comes first against magic damage dealing laners as it is just the most well rounded item. It gives everything Syndra needs and thanks to her insane ult base damage even with 60 AP she will destroy her enemies with ease.

- Deathcap comes next as it will offer the most all round damage compared to any other item now that you have some AP on you.

- I like to get DFG after Athene's/Dcap to make killing that 1 main target just that bit easier.

- These 2 are more versatile than the other items, they can actually come whenever in the build order after Athene's depending on what your needs are. If you need the Hourglass to help you survive or the Void Staff to help against super early MR stacking then feel free to get them.

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


At level 1: You take as it will provide the most reliable damage and it is on the lowest cooldown. Although if you are a sneaky mofo you can take and use this on the enemy blue/red. If you have vision of it you can yank the buff from them potentially stealing or or just taking it a walk and delaying their jungler a good bit and denying him his teams aid.

At level 2: You take , this is strictly for protection from any potential gank at level 2 should you need to knock them away or stun them, it also allows for stuns against your opponent should you be getting an early gank.

Max first, it is the best spell to max simply put. All your other spells interact with it so it's best to have it on a low cooldown, it also is the highest damage during a fight( will do more damage with 1 cast)

Next is as it is also a very high damage move, and it has a fairly high cooldown to begin with.

is maxed last as with all utility based abilities on champions, this is mainly used for its stun and that won't get any better with level.

Skills

Transcendent
IMPORTANT NOTE: I honestly don't feel playing Syndra without smartcast is a good idea, her kit pretty much forces it on you and I highly recommend it. If you don't use smartcast, you should proabably learn it to use Syndra to her full potential.


Passive: Transcendent

A pretty fine passive for ramping up Syndra's abilities, lets go over them.

Transcendent Bonus: Deals 15% bonus damage against Champions.
This is by far the most powerful of the lot, and that is good because it is the spell you max first, That 15% against champions changes this spell from a 0.6 AP Ratio(which is average for a low cooldown ability like this) to a 0.69 AP Ratio, that is huge. 0.7 on a low cooldown spell is very high, the passive basicly makes this spell do the same damage as .
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Transcendent Bonus: Increases the slowing duration to 2 seconds.
This isn't really going to be noticable for you, but the change is there, an extra half second of slow is always welcome considering you get it for free.
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Transcendent Bonus: Spell width increased by 50%.
Makes the spell a lot easier to land on people who are in your face, and is also handy for knocking as many spheres as possible after an ult should it present itself.
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Transcendent Bonus: Increased range by 75
A very welcome buff to range at level 16, just makes killing people safer and easier!
Dark Sphere
Q: Dark Sphere

This is your bread and butter, your main harass, your main farming tool, your main damage(technicly) and it is also the most reliable as it has a very low cooldown.

For a spammable spell this is very high damage. It has got a nice range on it and a slight delay, but the delay is short enough that this is fairly easy to land. Early game it is a total mana sink so don't be reckless with it.

[http://i.imgur.com/7KWD6.jpg]

Force of Will
W: Force of Will

This is Syndra's most difficult spell to get used to as it is mechanicly unique in the game. It is a delayed high damage small AoE slow, when in range its very easy to land as it is very quick and sets up for easy s.

The trick is to get used to it, once used to it you won't even need to think about it, the easiest way to use it is to just simply double tap W with your mouse where you want to aim it as Syndra will grab the closest thing she can find if you don't have anything targetted.

This spell can be used when chasing to relocate a infront of you so that you may catch them with a stun().

[http://i.imgur.com/BRnrK.jpg]
Scatter the Weak
E: Scatter the Weak

This is effectively 2 spells, I'll go over the first one.

Point Blank knock away - A pretty simple but mediocre disengage tool for any mean bruiser trying to hurt you although any tool to aid a helpless mage is always welcome. It has surprisingly high base damage for a utility spell(250 at rank 5) but it has a low ap ratio(0.4) that is to be expected.

Long range AoE Stun - This is the main part, and what you should be using it for most often, When this hits a in its path, it will launch the sphere a pretty far distance(For a stun it is insane), the sphere will then deal the damage of the and stun anyone it hits for 1.5seconds. 1 sphere has the potential to stun an entire team. This is what keeps Syndra viable late game. This is a tricky skillshot to land as you have to aim by placing the between you and your target then firing the directly at it.

[http://i.imgur.com/iNc02.jpg]
Unleashed Power
R: Delete Enemy Champion

This spell is very simple, a point and click, bang tons of damage but there are a few things worth noting.

  • The damage increases for every sphere you have out, that includes spheres that are mid spawn(IE if you were to Q then instantly R before the sphere has even dealt damage, it will fire that sphere)
  • The spell has a minimum of 3 spheres(the 3 that float around you), those 3 constitute the minimum damage of the spell, you should try avoid using it with only 3, generally you will be using 4 or 5 sphere combo's. Yes you can get 6 or 7, but that requires preperation that can often give your plan away or get you in a sticky situation.
  • Every single sphere counts as a single target spell, So if you fire a 4 sphere combo at someone with a spellshield() only 1 sphere will be absorbed, and the other 3 will go through.
  • Every sphere fired by this spell bounces off the target and remains on the floor in a closely packed bunch, this allows for a massive AoE stun using in the cluster, Unfortunately this is a fairly rare thing to pull off as your is usually on cooldown before .

The Kill Combo

This is your kill combo, I recommend you do what I do, and find a nice comfortable button to use your , I have it smartcast bound to my mousewheel click, allowing for a very smooth combo without fumbling all over the keyboard with drool.

Open with:>, The Q shouldn't hit them as you shouldn't be in range for that yet. If the stun misses, don't follow up, It must land as it gives you time to get yourself into range.

Get into range and:, boom.

Note IF you think you have time(ie you know they don't have flash), you can fit another in so your follow up might look like .

So to tidy that up:

Here is an example of a perfect 5 sphere kill combo in lane.

Item Builds

General Builds

AGAINST MAGIC DAMAGE


AGAINST PHYSICAL DAMAGE

You may want to get used to active item builds, as you can see I run 3 on use items.


Items




Typically quite a good start for strong laners so it is very fitting for Syndra, if you don't fear the enemy jungler or you feel you can get a kill on your laner pre-6 a Dorans start can work well for you. I generally aim to get atleast 1 dorans during a game.

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Everything this gives you want. 120AP is fantastic since it is your first item, 10% CDR then that active, 20% more damage on your already immensely high damage combo is gross.

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>


Against an AD laner this is the best source of mana sustain to get as Athene's has MR which would be a wasted stat against them during lane. I get the tear for 700 gold early and that is my mana costs covered and I move on with my build. In the end I get a 120 AP item with a 400-500 active shield. This is just an amazing item on people that can stack it and I personally value the damage over the CDR. In addition Tear is so much cheaper for just as good mana sustain compared to athenes.

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When you focus on blowing people up with magic, you want AP, lots and lots of AP, this thing gives you that, Get it.


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A godsend from the lords of Riot, there isn't much to say about this item except, if you are against an AD midlane, rush this item.


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Due to Syndra's somewhat vurnerable nature late game and high damage, often you will find the enemy jungler and toplane are going to try kill you, the active on this is the perfect defence since it gives 2.5 seconds of them not killing you, thats a good 2.5 seconds. In addition it packs a hefty 120 AP on it so it is a win-win item for you to buy.

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When you focus on blowing people up with magic, People want MR against you, lots and lots of MR, this thing screws them over for doing that, get it. Even if they are not building MR, the amount of damage you get from the penetration is well worth the final item slot.

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No other options for boots, none of the others provide you anything that is more valuable than 15 magic penetration


What tier 3?


Boot enchantments are very situational as you would expect but some are more fitting than others.

- 20 movement speed, it's quite simply but it is also quite good. This is the competitor with Distortion for enchantment of choice in a standard game. This is typically my choice of enchant for Syndra as the 20 movespeed goes a long way for her playstyle since she is generally always moving and making use of her instant cast spells..

- This is the enchantment is awesome because 20% less cooldown on Flash is massive as Flash is your most reliable escape tool during teamfights. The bonus movementspeed after flashing is just an added bonus which can be really helpful for escaping some crazed bruiser coming at you.

- This is the enchantment you get in desperate situations, the enemy are at your gates and you need to be on the front line. This isn't a champion based enchantment but just an act of desperation to keep your team in the game.

- This is more of an autoattackers enchantment and is beaten by Alacrity as Syndra won't be continuously autoattacking in teamfights.

- This is a team oriented enchantment which does nothing for you. As your teams mage/damage dealer you shouldn't be taking a team helping attitude with your gold. Your gold is for you to make you do your job best! This is a support or tanks enchantment and anyway, most of the time you will be behind your team so they won't benefit from this much anyway.



I'd recommend this be the trinket for you. Keeping you safe from junglers and saving money from buying 2 green wards every back is too valuable to pass up. In addition since the support is no longer the dedicated solo ward person any ward down is a good thing for your team. Super late game you can consider getting instead for those tense games where the enemy could be waiting in any bush as a trap, especially helpful at Baron if they are doing it with pinks.

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If you find the enemy AP is very powerful, it might be worth investing in this for the MR.


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This item is good on every mage in the game so if you want you can feel free to buy it. 80 AP and 10% CDR alone make it an awesome buy for anyone but then there is the movement speed which is a hard to come by stat and then the active. The utility from the active is invaluable when it comes to scouting the jungle, kiting or catching an enemy.

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If for some reason the entire enemy team are all incredibly tanky, It may be better off going for these 2 items together to focus more on burning down tanks over time while kiting rather than trying to burst one down.

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>


Since its changes this is actually my favourite squishies choice for MR. It's pretty standard, it gives you lots of survivability!

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Getting this improves upon your lane bully potential as the MR makes you that bit tougher and the item promotes a spamming playstyle. With that CDR and the ridiculous base damage on Syndra's ultimate with 6 orbs you will be dealing 600+ damage early with her ult even with only a 60 AP item.

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Sub optimal Items




A very niche item that doesn't fit Syndra


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You don't really get a chance to utilize this things passive, so therefore it isn't worth getting.


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If your best interest is winning, Mejai's is a bad choice, as soon as you buy it you are literally throwing away a 2 kill lead in gold until you get 5 stacks, the item is too risky(especially with your lack of escape moves). The gold you spend on this is better spent on building items that are not gambles.

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A more offensive based unholy Grail but it loses so much of the mana regeneration for it. Syndra is far too mana hungry to opt for this item over Athenes.

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>


This really isn't as good as people make it out to be. At MAX mana, this will give about 120 damage per sphere, so about 480-600 more damage on your , That sounds AMAZING! AND IT IS! but.
It isn't worth it, outside of that 480-600 damage, it gives you nothing as you don't get time to autoattack and none of your other spells proc it, additionally it only gives that much damage, at full mana, that damage falls off very quickly as you use mana, especially since you are Syndra, who is never at full mana cause she is an alcoholic if mana was beer. AND THEN!, the other tear item, is too good to pass up on, this gives 120ish AP for ALL your spells, it gives more mana regen, it gives a fantastic shield as well. is just too much gold spent on that 1 moment you ult someone with full mana.

As of the change Muramana now deals PHYSICAL damage rather than magic so this item cannot be justified as a purchase on traditional mage.

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This is not a burst mage item, it is intended to be a first item buy, and that causes 2 problems.
  • It doesn't give you enough damage early game to make you scary.
  • It gets in the way of , thats not good.

Early Game

[http://fc04.deviantart.net/fs70/f/2012/275/0/1/ahri_and_syndra_by_loosewire-d5gln90.png]


Early game, and generally all of laning phase, Syndra is a complete bully, her spells are all ideal for harassing made all the better by their 0 cast times.

So in lane, just stay back, and whenever the opportunity arises(ie they go for a last hit or are just in range), Give them a and an autoattack and back off, repeat that for some irritating harass. once you have you can throw that in to the fray aswell, opening with it using a minion is quite good as it slows them giving a free . If you don't intend to kill them, dont use to stun them as it is your only defensive tool against a jungler ganking you.

Mid Game

Mid game is all about roaming, Once you have you can pretty much show face in either of the other lanes and get an easy kill, Thanks to your stuns ridiculous range, Syndra does lane ganks the best. I genuinely believe out of all the mages, Syndra has the most terrifying mid game of all, don't mess with her.

Here is a video where I aid our mid, with only and 1/0/0, look what happens to the 2 bruisers.


Here is an example of a midgame gank bot lane with only , the level advantage alone is enough to make short work of a bot lane duo.

Late Game and Team fights

Late game your kits vurnebility to people diving on you and killing you really starts to show, thats why I get , if they are going to get to you, better make it tough.

As for actual teamfights, Syndras range sort of lets her down here, she can't safely poke with , and s range is questionable, What she does do very well however is either set up initiates or begins them herself with her stun as her stun is the second longest range stun in the game(Can you guess who is first?), 1 of 4 situations can happen with your stun during a team stalemate(basicly where both teams are dancing around waiting for someone to make a move.
  • You hit a tough guy(), move closer and try him them with a , easy poke.
  • You hit a carry() Move into range and perform your kill combo, late game a carry wont survive a 4 ball.
  • You hit multiple people, 3 or more with the 1 stun(nice), you don't really need to do anything now, you just set up your tanks for a perfect initiate, and if they didn't use it, be sure to flame them and call them bad in all chat and use sayings such as "x9" and "repot thx".
  • You missed, you are bad and you should feel bad, be sure you flame yourself in all chat.

Once you have used your kill combo, regardless of having killed someone, your teamfight becomes sort of less than spectacular, all you can really do is throw out and whenever you can, the spells will be staggered due to not being part of a combo, but they will still hurt as they are both fairly hard hitting spells. Late game with blue buff, your should be on a short enough cooldown that you can use it on the spheres left around by your , in the midst of a teamfight with 4 or more spheres, just aim it in the general direction of the enemy, you are bound to hit something!

REMEMBER: Your damage, is ridiculous, your kill combo will make even tanks tremble, a 5 sphere or more combo will kill most bruisers. If the stars aligned and you got a 6 sphere combo, I pity whoever is the victim of such a force.

Champion Matchups

Anivia
Difficulty
Favors You
Anivia has the lowest possible base move speed along with 0 mobility spells and 1 of the lowest healths in the game, this makes pre-6 laning very easy, you can bully her very hard with and autoattacks, Just be sure to avoid her . Post-6 her means she can farm with quite some distance from you making it somewhat tricky to harass her, however she can't outrange a and her relatively low health before she gets her means you should be able to egg her easily enough, Syndra has enough consistant damage to kill Anivia's egg without her ult.

Note: Your stun interupts her
Annie
Difficulty
Favors You
Annie's range will let her down in this match up so hard, you should be able to harass her easily without retaliation, but don't go for autoattacks as you don't want her to stun. you and come out on top of a trade. This is a fairly easy lane but don't act like you are invincible, Annie's burst is a force to be reckoned with and you don't want her crushing you with tibbers.

Note: You can on to show her her bear tibbers.
Brand
Difficulty
Favors You
One of the easiest champions in the game for you, Brand in an immobile soft combo mage that relies on clear shots, and landing his abilities together, He is countered by movement to avoid and by hiding behind minions to avoid getting stunned , with Syndra you can move while fighting to avoid his pillar of flame easily enough and hiding behind minions has no penalty for you as all of your abilities bypass them. At level 6 and onwards you can just stun brand from amoungst the minions and kill him before he can even get a chance to fight back.

Note: If you have trouble dodging Brands abilties, start with or get them asap.
Cassiopeia
Difficulty
Favors You
Your innate dueling mobility is really great against the snake, she is incredibly soft, so bursting her down isn't a problem, and she relies 100% on landing her so she can chain you, since you don't need to stop moving to fight you can focus on dodging her skills, it also allows you to duel her without looking at her so that you can avoid . The strength of Cassi is based on her landing that for harass, sadly for her you outclass her at her own game. Just make sure not to get in a fight against her if she lands her as she will outtrade you the longer the fight lasts.
Heimerdinger
Difficulty
Favors You
You hard counter this little yordle, he is slow and has next to no health much like except you don't have to kill him twice, expect his team to report him at the end of the game, there is literally no way you can lose this lane as you can harass him from your minions so that his don't hit you and most of all, you can use on his turrets and throw them at him, or away from lane.
Karthus
Difficulty
Favors You
There seems to be a reoccuring theme of slow and soft champions being incredibly easy, this guy is no exception, his 2 sources of damage are his skittles which you can focus on dodging during a duel and his discolights which thanks to your 0 cast animations, you should be able to stay out of range while fighting him aslong as you didn't get Wall of slight irritation'd.

Note: I recommend getting early in your build(after ) to negate any chances the lich might take your life with
Lux
Difficulty
Favors You
Lux is so soft that you should go on the offensive from level 1, and an autoattack or 2 early game often ends up being about half of her health, and as she is a 100% skillshot based champion with rather high cooldowns, you can just dance round her and you have a lot of free time to beat on her when she misses her spells especially . Do not however play like you are invincible, if you walk right into her combo expect her to bring the pain as her will easily chunk 40-50% of your health on its own.
Malzahar
Difficulty
Favors You
Malzahar is the inferior purple magic wielding floaty person, all there is to be said about this lane is make sure you dodge as it is a very powerful spell, but it has a fairly large delay on it and its a thin skillshot, If he lands it be sure to back off as Malz often uses that as his reason for going in for an engage. His cooldowns are long like Lux so you can go for extended engagements on him.
Ryze
Difficulty
Favors You
Ryze is much like Annie, close range but no where near as threatening, he does not have the burst of Annie nor the CC, he shouldn't be able to get close to you to trade and even if he does you should still come out on top. It will be very hard for Ryze not to feed against you simply because of the range difference.
Veigar
Difficulty
Favors You
Syndra 0.5, Veigar is the closest relation to you in sense of what kind of champion you are but with a little difference. Veigar is an Uncapped AP, he can get to infinity AP if he really wanted to but he makes a trade off for that, his laning phase is very weak. Your laning phase is very strong, see where I'm going with this? Veigar can't trade in lane, if he does he will run out of mana as he has to use it on farming his up so you should have an easy enough time against him but there are 2 important things to take note of.
  • Veigars is arguably the best spell in the game to gank for as a jungler, you should be wary of this especially if you think the jungler is near.
  • Level 9 and onwards you and Veigar will pretty much one shot each other regardless of how you did in lane, it is the first one to pull the trigger that wins.
Ziggs
Difficulty
Favors You
Hamster doesn't have much going for him here, his strengths are his in lane poke and his late game Raw AoE damage, so in lane it is simple enough, focus on dodging his , It is considerably harder to poke Ziggs than other champions due to his range, he can effectively do to you what you do to other champions, not enough to save him though as he will build soft and will be easy to kill, if he builds defence he will be near useless as he offers nothing else but damage.
Zyra
Difficulty
Favors You
Zyra is slow, and has ridiculously low health. She also has NOTHING to stop you once you stun her. She gets the same treatment as heimerdinger, use to throw her plants back at her. She shouldn't cause you any issues but be careful with getting into range of her when she isn't stunned, her combo can just as easily one shot you are yours can to her(ok maybe not AS easily but still...)
Viktor
Difficulty
Favors You
Viktor is very similar to Annie but his poke is considerably longer range, make sure you avoid the laser as it is quite strong for a poke spell. When poking him in lane don't get too close as his gives him a shield making it a very powerful trading tool.
Twistedfate
Difficulty
Favors You
TF himself is quite easy to kill, and his kill potential on you is fairly low thanks to his poor execuse for a combo but, he is very long range and an adept at clearing minion waves making it sometimes a chore to get close enough to even stun him however he can't solely last hit with his spells so the opportunity will arise eventually. Take care if he whips out a gold card as he will certainly want to use it on you, and that can be a problem if the enemy jungle is near.
Caitlyn
Difficulty
Favors You
People like to pick AD carries such as Caitlyn mid as they can abuse autoattack harass against AP carries who can do little to retaliate to that damage early game, try keep out of her way until you have level 6, once you have your Caitlyn won't be able to touch you as she has no burst whatsoever and no effective CC against you. Just be wary of the in lane, don't stand on the traps if Cait is near as she will abuse it and get 2-3 free autos on you which can easily force you out of lane.
Galio
Difficulty
Favors You
Galio likes MR but unfortunately for him MR doesn't do anything about your harass other than make it take a little bit longer to harass him low. Since he is melee and he can't solely farm with abilities he will often bring himself into easy harass range. Don't expect to be able to 100-0 him at any stage of the game due to how much MR he builds, instead just harass him to a more managable health level.

Note: Try stay away from your ranged minions, Galio's is his main form of harass but also his main farming tool, force him to choose between trying to harass you and farming the ranged minions.
Gragas
Difficulty
Favors You
Gragas is going to hate you, early game he can't farm with abilities as he lacks the AP so he will have to last hit, and hes a big fat guy so it isn't hard to poke him down. He should have an awful time in lane, and you should zone him from his minions entirely, if he doesn't get minions he won't get gold and should be an easy kill post-6.
Zilean
Difficulty
Favors You
If you are going to harass Zilean, try to remain as max range as his bombs hurt a lot in lane, however obviously you can't always stop him from doing so so when he does get in range and bombs you, commit to the fight! retaliate with what you have and then chase him and autoattack and throw more abilities at him as soon as they are off cooldown. Zilean double bombs then he has got nothing for a lengthy period of time and you should abuse that. Post-6 he is just as easy as anyone else to 100-0 but don't be surprised if he gets his off before you kill him, If he does you can wait for it and try kill him again if you have the health to spare, if not back off and just try kill him as soon as your is off cooldown(it should come off quicker than his in lane.)
Katarina
Difficulty
Favors You
Katarina as you would imagine is a pain, she has incredible movespeed and dodging capabilities making harass on her a fair bit harder than normal, though not impossible. I would recommend you don't try open with unless you are at a safe distance as you generally want to save to interupt Kats . So basicly you let her do the initiating, interupt her and then go all out on her as she is in pointblank range. Try keep your cool against her as missing despite her range is very possible and it is bad when it happens(you likely die if you dont have flash)
Leesin
Difficulty
Favors You
This blind guy is the easiest of the non mage mids, he is pretty much countered by you sitting amoungst your minions and his sustain cannot hold off a strong harass mage like yourself. He is also not particularly durable so he isn't that much harder to combo down than anyone else(it might take 2-3 to nibble him down first). That being said, he isn't without his dangers as if he lands his expect to be beat up by it especially if he has his kick up. Staying in your minions makes this an easy lane but obviously not everything can go to plan.
Orianna
Difficulty
Favors You
This is probably the most balanced match up for you, in lane you are the same champion as you are both 0 cast time mages that also happen to be massive lane bullies. You might have the easier time harass though as Orianna only have 1 ability to move her ball to you() where as you have 2 "ball moving abilties". So if she tries to harass you with the ball, you have a window of opportunity to harass her while it is on cooldown, whereas if you miss and she tries to close in for an attack you can always something at her(it outranges her).
Morgana
Difficulty
Favors Enemy
Morgana can be a pest as her can stop your stun if she is quick. however that doesn't mean its impossible to stun her as not everyone can react perfectly. The real problem occurs when you go in for kill range, often you can deliver yourself into an easy and if you don't have enough damage to kill her(shes quite tough) she can return the favour, so be careful after stunning her, assume she will try bind you as you go in. Ideally combat her from minions.
Mordekaiser
Difficulty
Favors You
Laning against Morde is a race against time, you need to beat him before he gets powerful, his main weakness is his early laning phase, I recommend you try go on the aggro at level 1(prefrebly when he hasn't even got a chance to build up his shield), If you engage him this early he won't have a chance to retaliate since he is melee and when his shield is down he is just as squishy as anyone else. Always abuse how soft he is without his shield, If he uses his on minions go in and bully him as he can't really fight back without getting in melee range(which against you he shouldn't be able to do).
Fizz
Difficulty
Favors Enemy
Fizz is a pain for obvious reasons but out of all the melee champions mid, he is probably the easiest to bully as he is both soft and lacks any harass mitigators outside of potion stacking. Level 1-5 for him should be hell, you should zone him easily and he will struggle to get close to minions. Post-6 however he becomes pretty scary as he can dodge pretty much anything with his . When fighting him save as long as you know he has his trollpoll otherwise he will dodge the whole thing as soon as you fire it.
Vladimir
Difficulty
Favors You
Edward can be annoying, his trades hurt early game but are short range so focus on staying out of range of it while harass him, avoid Autoattack harass as that will let him retaliate. When it comes to killing Edward, They all know to to avoid your so save your combo, Often you will find yourself chasing Edward and killing him with only and , If the chase is long enough to get him low he will be forced to , thats when you just for the kill. It all depends on the stubborness of him, I have often killed Edwards without even using my as they held out on their trollpool so long.
Ahri
Difficulty
Favors You
You can bully the fox pre-6 safely from amoungst the minions(take care to avoid ) and even post-6 she isn't difficult to kill it's just that she dashes around with . Syndra isn't good with fights that she didn't decide to start and Ahri is very good at starting fights in a split second, that combined with her mobility means if she engages on you and you were on kill health(lets say <75%) you are going to struggle to do anything to her outside of landing your which on its own is not going to be enough to deal with her. Your best bet if she dashes in is just to run. Scary as she is without her ult you become the bully, The tables turn in this match up very often.
Akali
Difficulty
Favors Enemy
Akali is a horror, The only time you have an advantage in lane is 1-5 where you can sort of safely harass her, after that even if you are winning lane she will have a huge advantage over you as she will simply onto you, anything you have to disengage() won't help as she will just onto you again and has a 3rd for good measure. Play VERY safe against her and generally hide behind your turret in fear as her damage is truly terrifying. She is by no means unbeatable however, If you have enough damage you may be able to outburst her if she jumps on you especially if you somehow landed a stun.
Diana
Difficulty
Favors Enemy
Diana is a very durable 'assassin', you will find it takes a little bit extra to poke her down, and she isn't defenceless as her is a low cooldown low manacost and relatively easy to land skillshot so expect to have to dodge it often. Once 6 she becomes a terror, you MUST focus on dodging else she will follow it up with and go for a kill or heavy harass. A way to get around always run to your champions right to avoid Diana's , her whole kit revolves round landing this, and it comes from her right and your left(assuming you are facing each other)
Fiora
Difficulty
Favors Enemy
Fiora is a relatively simple lane, If she gets close to you she will hurt you, if not you will hurt her. That is pretty much all there is to it. Don't let her get close ever as post-6 she can usually 100-0 you and also her pops projectiles so a good Fiora will use this to dodge your .
Leblanc
Difficulty
Favors Enemy
LeBlanc is very similar to Kassadin, She will play like him except she is less focused on harassing you in chunks, but going for the kill after maybe 1 harass attempt. However, unlike Kassadin she isn't durable at all, if you catch her you can kill her easily... if you catch her. She still has the advantage in lane as she can just into range and poke you and dash back before you get much of a chance to retaliate. I recommend building health or MR against her since LeBlanc has this thing going on where if she doesn't kill you in lane, she loses lane and ends up being lackluster late game.
Swain
Difficulty
Favors Enemy
Swain is vulnerable early game to harass as he is soft and doesn't have him kitdefining tool yet. You do still have to focus on dodging as if it lands he will you for free damage. Once he gets his birdform he becomes trouble as he shrugs off harass with sustain and builds quite tanky making it hard to kill him in 1 go. If he lands you are in trouble as he will go for a kill on every landed root, The way he deals damage is similar to you, he walks about dealing constant damage without stopping allowing him to dodge some of your abilities and due to your soft nature he won't have trouble killing you if he gets close. Maybe consider MS Quints and to focus on not letting him land
Zed
Difficulty
Favors Enemy
Zed has very scary damage potential in lane and can pop your with his . But outside of that he has no CC and you are both very soft and very high damage champs. First to pull the trigger wins TBH! In lane when harass do keep an eye out for as you don't want him stacking up free damage on you. When going for a kill look at his energy bar, Zed is extremely energy starved for a champion and if he is on anything less than 50% he will struggle to fight back.
Talon
Difficulty
Favors Enemy
Talon is probably the most dangerous AD Caster for you to come up against. He has huge damage and a silence that doubles up as a long range gap closer, Any time you try to harass he will blink on you and outdamage you, if you try to fight back he will just autoattack you down as they do hurt a lot, you have to play carefully this lane from the start of the game as you rarely ever have an advantage on him unless you got some lucky poke on him.

Final Comments

So that's my Syndra guide!

Feel free to ask any questions in the comments as I generally answer quite quickly and please, don't follow a guide to the letter, adapt to your game and take everything I say with a grain of salt.

Check out my other guides!

Ahri - http://www.solomid.net/guide/view/34307
Zyra - http://www.solomid.net/guide/view/64057
Brand - http://www.solomid.net/guide/view/64059
Lissandra - http://www.solomid.net/guide/view/120925
Veigar - http://www.solomid.net/guide/view/121986-veigar-build-guide-apc-by-barph
Morgana - http://www.solomid.net/guide/view/120786-morgana-build-guide-by-barph
Anivia - http://www.solomid.net/guide/view/122383-anivia-build-guide-apc-by-barph
Xerath - http://www.solomid.net/guide/view/122384-xerath-build-guide-apc-by-varph
Vel'Koz - http://www.solomid.net/guide/view/123802-velkoz-build-guide-apc-by-varph
Ziggs - http://www.solomid.net/guide/view/124195-ziggs-build-guide-apc-by-varph

Gragas SUPPORT - http://www.solomid.net/guide/view/126095-gragas-build-guide-support-by-varph
Janna SUPPORT - http://www.solomid.net/guide/view/124973-janna-build-guide-support-by-varph
Amumu Jungle - http://www.solomid.net/guide/view/127310-amumu-build-guide-jungle-by-varph
Maokai Top - http://www.solomid.net/guide/view/128362-maokai-build-guide-fighter-by-varph

Comments

6 days ago #1

Ah, that makes more sense. Forgot about that passive. Very nice guide, looking forward to playing Syndra more. :D

6 days ago #2

Morellos doesn't offer anything anywhere near as close as the mana regen Athene's offers, are you just ignoring the mana font passive?

7 days ago #3

Morello now gives as much mana regen as Athene's and has a higher AP ratio. Shouldn't Syndra be getting this item?

July 19, 2014 - 03:03 AM #4

God I love that Ahri Syndra pic so much. Great guide for me as I'm planning to try Syndra out.

April 15, 2014 - 02:15 AM #5

Syndra has been my best champion for some time, but I decided my masteries and such could use some touch-ups. Just meant to do a quick peek-in but ended up reading the whole thing - you made me giggle a few times and the info is spot-on. Thank you!

April 15, 2014 - 02:08 AM #6

Syndra has been my best champion for some time, but I decided my masteries and such could use some touch-ups. Just meant to do a quick peek-in but ended up reading the whole thing - you made me giggle a few times and the info is spot-on. Thank you!

April 11, 2014 - 12:45 PM #7

http://www.linkbucks.com/KtnP

July 18, 2013 - 06:01 AM #8

I've purchased Syndra recently, because she looked like a lot of fun, now I know what to make my mastery page and custom shop look like! Thanks!

July 9, 2013 - 05:08 PM #9

I personally always rush a Chalice of Harmony if im a against a ap caster, and a tear vs a ad caster like talon or zed, but the 20% cdr with the Athene's Unholy Grail allows you to get a 6-7 ball ultimite with i think is better then the Seraph's Embrace, i usually dont have the blue buff late game. I've never dont a 7 ball ult even with the cdr cap but i still think's it's better then you desrcribe it, ty.

June 22, 2013 - 10:18 AM #10

generally you want all quints to be the same kind of quint. as for CCDR its fine to build morellos or even athenes, i generally get my CDR from lucidty boots these days though so the CDR doesnt take up an item slot and is 100g cheaper than mpen shoes.

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