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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Transcendent (PASSIVE)
Syndra Passive Ability
Season 3 Notice
This guide's contents have not been revised for season 3 yet.
Currently,
Syndra does well with a
Muramana because each
orb from
Unleashed Power is empowered by
Muramana's active.
If you have a question about season 3, leave a comment.

![]() ![]() ![]() ![]() ![]() ![]() She has some mana issues early on during the lane phase due to her reliance on ![]() ![]() |
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{ Table of Contents }BuildingRunes Masteries Items |


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{ Runes }![]() ![]() ![]() ![]() ![]() Greater Seal of Vitality ![]() |
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{ Masteries }![]() |
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These are standard AP caster 21/0/9 masteries with a focus on damage in Offense and mana/buff duration in Utility. The Utility masteries and tier 2 through tier 6 Offense masteries are set in stone, but the tier 1 Offense masteries can be whatever you'd like. The 3 AD from
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Always start with ![]() ![]() ![]() ![]() ![]() |

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These items are all useful 5th/6th items. ![]() ![]() ![]() ![]() ![]() |

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If you're getting wrecked by crowd control (again, think ![]() ![]() ![]() |


{ Skills }
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{ Skill Priorities }
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At level 1, take ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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{ How do spheres work? }
There's a lot to note about



Unleashed Power does damage based on how many spheres Syndra has upto a maximum of 7. By default, she always has 3 floating around her, and
Dark Sphere will create new spheres for you.
Dark Spheres sit around for 6 seconds max. If you toss one around with
Force of Will, its 6 second timer will continue ticking once you set the sphere down.
Force of Will will allow you to hold enemy minions, buffs, or
Dark Spheres for up to 5 seconds.
- With max cooldown,
Dark Sphere has a 2.4 second cooldown and
Force of Will has a 4.8 second cooldown. The time frame where you can actually have 7 spheres is fairly narrow. You would need to create two
Dark Spheres, then pick up the first with
Force of Will, then create 2 more
Dark Spheres, then drop the one you picked up for a total of 4.
- Obviously it's ideal that you can have 7 sphere burst someone, but it's not imperative. Her damage is respectable even with only 5 spheres.

{ What can I throw? }

{ Laning }
{Farming} All of



{Harassing}




{Ganks} If the enemy jungler ganks, put down a quick




{Roaming} Even though



{Buff Control}





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{Warding} Put the wards down based on which side you're playing on. A good spot to ward is the wraiths area. This will allow you to see if a jungler is sneaking up behind you, or if they're stealing your team's wraiths, or if they're trying to go to another lane. The river ward allows you to spot junglers and possible attempts to steal blue buff. The side ward also allows you to see junglers, especially if they're just camping you. You don't have to ward both side bushes. You can typically ward one side then stay close to that side. |

{ Enemy Laners }
There are, in general, champions you can "do well" against and "do poorly" against. But honestly, match ups are very skill and environment based. Jungler ganks can make you beat a lane you should be losing, or lose a lane you should be winning. Additionally, there are times where you might have an amazing lane phase, but lose the game anyway because you're less useful in team fights than the enemy laner. I think a strong example of this is





{Advantages}







{Annoyances} Mages with longer range like













{Disadvantages}









{ Team Fights }

{Issues} In a team fight, you ideally want to use






{Fighting} One of the key rules for squishy characters like








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