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Syndra Build Guide by Fruxo

Middle ✔️ How to throw Balls

Middle ✔️ How to throw Balls

Updated on November 21, 2024
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League of Legends Build Guide Author Fruxo Build Guide By Fruxo 6 0 5,739 Views 0 Comments
6 0 5,739 Views 0 Comments League of Legends Build Guide Author Fruxo Syndra Build Guide By Fruxo Updated on November 21, 2024
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Runes: Standard

1 2
Inspiration
First Strike
Magical Footwear
Biscuit Delivery
Cosmic Insight

Sorcery
Manaflow Band
Transcendence
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Hi, I'm Fruxo and welcome to my Syndra guide. I've been playing LoL since September 2014 in Season 4 and have been maining different roles & champions since the day I started. Syndra has always been one of my favorite champions and she's currently my one-trick at the moment. The top rank I've achieved is Diamond I in solo queue. If you have any questions or suggestions about the guide then feel free to leave a comment, I try to respond to everything. If you want to support me, an upvote or +rep would be very appreciated.
Before we begin, I'd like to give a big thank-you to Katasandra for her massive help with coding this guide (as well as my other guides). Always helping me make this guide look great but also as mobile-friendly as possible. Be sure to check out her how to write a guide tutorial & coding guide as well as her own guides!
Syndra is a very interesting champion and the only champion in the game that actually makes use of spheres as abilities rather than anything else that's more "traditional". As a burst mage, they aim to single out vulnerable targets by locking them down and following up with a devastating barrage of damage from range. They are strongest when using their full suite of spells executed perfectly to maximum effect, and most vulnerable when their spells are on cooldown and they cannot deliver.
Poke from afar
Very High Burst
Has AoE CC
Strong Late Game
Classic Lane Bully
Fun to learn
Easy to pick up
Skillshot reliant
Squishy
Mana intensive
Bad if behind
Bad without items
Immobile
Positioning is key

Syndra's weakest point in the game is by far her early stages. her cooldowns are quite high and she doesn't have access to her Transcendent passive's buffs. Dark Sphere is mandatory at level 1 for a stable laning phase if you actually want to poke and wave clear and Scatter the Weak only enhances your ability to poke once you reach level 2. Force of Will allows you to set-up decent poke timers without getting too much damage in return. This makes it a lot easier to stack up your passive. Because of her weakness early on, her main focus is to just relax and farm up, not missing minions that are easy to get.

Unleashed Power gives her a lot of burst potential. This makes the mid- and late game her strongest point in the game only because she gains access to so much freedom when it comes to bursting down targets. With this said she's still very immobile and squishy, and can definitely be locked down and taken care of, but with good positioning she's allowed to almost do whatever she deems fit.

As you might have already thought, Syndra works very well in teamfights. She will always be able to deal with the frontline carries/tanks, stopping them from going anywhere near her other teammates and her Unleashed Power will always give her an opportunity to target the backline carries and burst them down to ashes, rendering them dead or unable to fight.
Useful Tips
Even just doing a simple Q+E combo will immediately proc this passive
You already gain 85 splinters from levels, it's adviced to farm and sidelane to level yourself and hit those spikes

Things to note
Don't naively try to stack the passive as soon as possible, it will stack itself in time
Transcendent allows you to collect 120 "Splinters", hitting major milestones for the amount of these splinters will further enhance her abilities to make them stronger and provide her with mana everytime she claims one from an enemy. This is arguably Syndra's strongest ability out of her entire kit.

Syndra collects Splinters from the following:
  • 1-3 Splinter(s) when damaging enemy champions - based on level
  • 5 Splinters everytime you level an ability
  • 1 Splinter on killing large minions
As mentioned prior, at various milestones of Splinters, her regular abilities (Q/W/E/R) will evolve, these are between 40, 60, 80 and 100, making them stronger in various ways. At 120 Splinters, which is the highest buff she can acquire, she'll also gain a free 15% damage boost in raw ability power - which is precisely what makes her passive so incredibly strong.

Useful Tips
Easy to poke down opponents at max range, not getting any damage back as they try to walk up for a minion
There is no limit on how many spheres can be on the ground at a time

Things to note
Can be used on terrain, but cannot be thrown there with Force of Will
Dark Sphere is a very important ability as it provides her with a strong poking and waveclearing tool. Almost everything you do for damage revolves around this ability as a starter to initiate any other abilities. This is also the ability that lets her surprise her targets before bursting them down to mere ashes.

You can't really effectively use any of your other abilities if you haven't used Dark Sphere to create spheres on the ground to manipulate. This is quite important to keep in mind for this champion.

Transcendent: Will allow you to store 1 extra charge of the ability, allowing you to use 2 spheres onto the ground at a time instead of only 1. This makes it way easier to waveclear and really start to burst down targets in a way that's actually meaningful.

Useful Tips
Whatever you pick up will automatically get released if you do not use the ability within a certain time frame

Things to note
You cannot grab a target that is being teleported to with Teleport
This ability will always prioritize Dark Sphere before anything else
Force of Will allows you the ability to grab the closest Dark Sphere, enemy minion or monster (that isn't an epic monster e.g. Baron Nashor) and you can hold the target for a few seconds. Afterwards you're able to throw it away to another place to deal damage or kill the target if it's low (and not a sphere).

This ability is extremely useful for 2 things: Poke and Waveclear. It's a good poking tool as you can quickly throw a sphere or minion towards the enemy when they've been stunned by your other abilities (e.g. Q+E), making sure it's damage that will not miss. It's good for waveclear because it allows you to pick up minions and kill them elsewhere (To secure cannons & get passive stacks, if you're struggling to farm under tower or want to push the wave quickly by picking up minions).

Transcendent: The passive of this ability allows your damage to start dealing true damage instead of regular magic damage. This is heavily in your favor because it only enhances your damage further than before cause true damage cannot be blocked by magic resist.

Useful Tips
You can push almost anything with this ability, whether that be minions, your spheres, monsters or other champions.
Scatter the Weak allows you to manipulate your spheres in a much more interesting way. Using the ability will push any balls forward and also knock any targets back. If any spheres that are pushed hit an enemy, they will be stunned, this is what aids you in setting up your main combos.

Transcendent: The width of the ability will be increased and also slows enemies down when used. This is good because with larger range, it allows you to better position yourself and set-up better stuns due to being so incredibly immobile and squishy.

Useful Tips
Even if you die while casting the ability, the orbs will still fire but any remaining sphere will not

Things to note
If the target is untargetable (e.g. Zhonya's Hourglass & Tempered Fate) the spheres will fire, but deal no damage
Unleashed Power allows you to really start to burst down targets and actually deal some damage. You'll be able to cast the 3 spheres that are orbiting around you along with 4 extra nearby spheres towards any enemy champion.

It's also worth to note that the passive of this ability lets your Dark Sphere gain extra ability haste throughout the game for each time you level up your ultimate, letting you use your ability much faster than before.

Transcendent: Allows this ability to completely execute any enemy champion below 15% maximum health. This is what allows you to really dish out fear as reaching the threshold (with all the extra damage you gain) means instant death.

1

2

3

4

5

6

Q

Q

Q

W

E

R

7

8

9

10

11

12

Q

Q

W

W

W

R

13

14

15

16

17

18

W

E

E

E

E

R

L
E
V
E
L
1
-
3
Always skill this first. It's your main tool for poking and waveclearing. It's also good for trading with enemies when they try to get minions for themselves.
You'll be unlocking this at level 2. Use it to set-up combos and poke during the laning phase to gain small leads and not take much damage in return.
Your main ability for damage. Generally to be able to do things, and to help with passive stacking. However, you need the other abilities to survive beforehand.
S
E
Q
U
E
N
C
E
This is your main damage & waveclearing tool, always max it first. You'll be using it to do practically anything or to even have any damage, thus it'll always be useful to have.
Max this one second. This ability helps your damage shred way more and optimizes your ability to waveclear efficiently.
Typically always third max. It'll increase your damage a bit more, but unlike your other spells, no other things get upgraded here. The other abilities are more useful to max.
Try to put points in it whenever you can. It'll make you stronger whilst also just making you more of a champion when you have it available. It's your ultimate after all.
So, here's an overview of all the possible summoners you can take on Syndra. You should always run Flash & Teleport for numerous reasons. Then we also have the situational option that you can go for - Ignite, against far easier matchups.
Slot 1
Slot 2
Always
Of Course
Situational
Flash is one of the most crucial and important spells of almost any champion. It's important for Syndra as she doesn't have any escapes and is a very immobile and squishy champion. It's also really handy to have in most tricky situations if you manage to mess up abilities or you absolutely have to get out and already wasted your Scatter the Weak.
I am a massive fan of this spell on Syndra as it provides you with lots of flexibility. She's very versatile and there's so many ways to play her, I love having the ability to come in late or TP in creative flank windows to initate fights. Syndra naturally has a very weak early laning phase and Teleport allows her to keep her CS numbers up and relatively stable throughout the lane - especially into harder matchups where it's even more prevalent such as Anivia.
One of her most common spells but shouldn't always be used. It offers extra damage and enhances your burst all-ins by a good amount as it secures kills. This spell should only really be picked against matchups that are either trivially easy to dominate OR champions where grievous wounds are required such as Vladimir.
First Strike requires a lot less skill to manage than most other keystones and is very easy to play around. Together with your huge range, you're able to proc it and stack up on gold relatively well. You'll find yourself with a lot more gold to your name and lots of power the longer the game stalls. The entire purpose of this keystone is to play for economy with the major goal being to hit major item spikes and splinter stacks as fast as possible. You're incredibly weak in the earliest stages, but very strong in the mid to late game. This keystone is really good when you're allowed to scale however you'd like.

other options
INSPIRATION
Inspiration is mostly taken as a primary tree and for First Strike, it's extremely useful to have and use. There are many runes within this tree that work well with Syndra.
Let's you focus your gold on other items rather than to buy boots that you do not immediately need.
Grants 3 different elixirs at level 3, 6 and 9. Two of them are average, the last potion gives a free +1 skill point.
Gives you a lot of extra sustain and survivability if you're in a lane that is very rough to play.
Gives you haste & adaptive for different stats, useful in builds that varies from just AP.
Another underrated rune. This rune can be important because of how well Syndra is able to utilize Flash, Teleport and even her Unleashed Power. Being able to reduce these spells, especially on a champion that's very reliant on ultimate, is very beneficial.
SORCERY
Sorcery is primarily taken as a secondary tree. When taken it offers extra benefits such as extra mana, ability haste along with many more.
Can't stress enough how good this rune is. Amazing for mana sustain especially for early mana struggles.
If you're opting to scale, this can be very strong for that extra needed free ability haste.
DOMINATION
Domination is only taken as a primary tree and for Electrocute, its only purpose ever is to aid the keystone. The secondary tree still remains the same way as before.
Provides healing and any necessary sustain you'd require during the laning phase in order to survive.
If you're against matchups where sustain isn't needed, you can go this for more offense.
Gives you necessary adaptive force. This is essentially just a damage boost and the best choice in this slot.
Good for lowering your ultimate even more. Quite crucial since your ultimate is your most useful ability.
The standard stat shards on Syndra. Feel free to swap health scaling for tenacity & slow resist if against a team composition with a lot of CC threads or slows.
This chapter features the items Syndra can build and when and why you build them. To help you on your way I created an item set you can import into your league client!
How do I import item sets?

Item set code: Syndra Item Pool
Starting Items
Her most common standard item as it provides a lot of durability and overall laning power since Syndra is quite squishy. It's just an overall good purchase to survive the lane and should always be opted for no matter what.
This is the most common potion to go together with Doran's Ring. It'll always be able to give you enough health back to sustain yourself during the laning phase and isn't really ever a terrible buy no matter what you decide to do.
The usual starting trinket. It helps with getting early vision and will always be a generally good choice. It'll be able to provide vision for you throughout the early stages of the game in order to help you avoid ganks by the enemy team.
If your team as a whole is behind, it'll be hard to deny or gain vision for an objective etc. if you can't contest it to begin with. In such cases, get Farsight Alteration instead as it provides long range vision and does help you overall when you're not able to face-check anything.
First Base
The best basing scenario is when you can afford a 1k+ gold item (e.g. Lost Chapter) which can be used to build into Luden's Companion on your first base (the current most popular first item on Syndra by far). However, sometimes you won't have enough gold for either of them because of a bad laning phase or dying, in such a case you should look to get one of the items below instead.
If you're having a real bad time, you can opt to buy this for 400g to get some damage to work with.
Will provide you with some great early ability haste for 250g that you'll be able to use.
Will provide you with some great stats if you really believe you'll be able to snowball your lane.
Early boots will help with dodging skillshots. It will also make it a lot easier to move around the map.
Don't forget to buy extra potions for more sustain in cases of where you absolutely need them to survive.
If you have 75g left, buy one to use for vision in bushes or to prepare for an important objective.
Boots
I'm a big fan of these boots and I essentially build these in 100% of my games. These are just a very comfort type of a pick to choose from as it gives you that necessary magic penetration to really start dealing some huge amounts of damage throughout the game.
Situational Items
This is the current strongest damage dealing item that you can run on this type of a control mage. Luden's Companion provides Syndra with anything she'd ever require, whether that be ability haste, raw AP or just lots of mana.
If you're looking for early magic pen and damage and is unable to truly snowball the game, you can opt to buy this item. The significant damage increase if champions are below <40% maximum health is very beneficial here to get damage going without sacrificing too much.
If you believe you can snowball your entire lane, isn't in need of any defenses and can carry the game, you can buy this item. You'll find yourself having huge increases in damage and 1shot potentials, sacrificing said defenses you'd have from other items.
This item will give you a big boost of AP once you build it and is essential to your build no matter what due to how incredibly strong it is for mages. Get it as your third or fourth item to make the most efficient use of the passive.
This item is a must-have 2nd item against AD matchups that can immediately kill you (e.g. Zed / Talon / Yone). It's also a worthy item to use against ultimates that could otherwise be problematic to dodge (e.g. Chum the Waters).
A very good item to pick up to stack some very early armor against matchups that are extremely annoying to play around + an early zhonya usage.
Is a great item if the enemy team has an AP assassin, burst mage or another (fed) AP champion (e.g. Annie / LeBlanc). The spellshield can also help you with engaging (safely), as you won't get interrupted by CC immediately after you go in.
Incredible item to buy due to the immense early magic resistance and generaly defensive stats it's able to provide for you.
If you get ahead, you have a stacked dark seal and you believe in yourself, you can take this gamble. If you do manage to keep it stacked you'll be able to do a disgusting amount of damage and you even get extra movement speed on top of that.
Good early buy if you're looking to snowball your lane. It's a gamble so if you believe in yourself and pray, you can definitely try this.
Get this when the enemy team is starting to build a lot of items that give magic resistance. Try to watch out for items like Null-Magic Mantle. Void Staff is a more gold-efficient item than anything else if and only if the enemy has AT LEAST +50 Magic Resistance.
A decent purchase to go for if you're just looking for some very early magic penetration to deal with the enemy and their magic resistances.
An incredibly common item to buy at this point just due to how often healing champions are picked & life steal items are bought (e.g. Vladimir / Soraka / Dr. Mundo / Aatrox / Bloodthirster) whilst also providing some offensive damage that you can work with.
Good to buy early if you just really want something to deal with the healing early on. You should sit on this item and only upgrade to Morello last item.
Gives her a lot of necessary stats that all benefit you such as ability power and ability haste. It also provides movement speed which for a champion as immobile as Syndra - is quite beneficial to have depending on who you face. The only downside is that you'll be very squishy.
A lesser equivalent to Void Staff and cheaper. Void is an overkill item if the entire enemy team is stacking plenty of magic resistance, this item however is very useful to buy if they are stacking MR but not nearly as much. It also provides your team with healing overall.
If you're completely new to midlane, this role won't be all too different from the other roles, yet gives more opportunities than most of the others due to the option of roaming around the map and what not. With that said, don't be frightened, once you learn the fundamentals of the role, it's actually much easier to manage.

This section is rather large so here is an overview of all the general topics that will be covered:
Early Game
A decent start for the early stages of the game.

Key points:

- Attempted to shove Anivia in
- Did overextend and got ganked by Kha'Zix
- Kha still managed to missplay my E and I managed to get a kill anyway
- Now I can back for a big gold advantage in base

Know when to trade and when to farm! In the earliest stages of the game it's all about competing and trading with your opposing laner. You'll be looking to both farm and trade with your opponent, either by harassing the enemy as they're walking up for minions or just last-hitting your own minions.

Make the wave push towards you! If possible you almost always want to make the wave push towards you, but not into tower. You want to find the middle ground where the wave is almost at your tower - this is because it lets you farm safely whilst removing yourself from getting ganked by the enemy jungler since you're so vulnerable without passive stacks.

Set-up good ganking options! Further elaborating on the previous point, by allowing the enemy laner to push the wave towards you, whether intentionally or unintentionally, it'll give you the ability to freeze it at your side of the lane and thus opens up a lot of really good ganking opportunities for your own jungler.
Don't let them farm for free! It's important to remember that even though Syndra is a lane bully later on, you should never allow your opposing laner to just farm for free. As you gain more items, poking and fighting your laner will become easier but even just simple autos and a Dark Sphere towards the enemy laner inbetween farming minions can really add up.
Mid Game
Objectives, objectives, objectives! - Yes, kills and dragons are still important. But not more than towers. Taking down towers not only provides you gold but also cracks the map wide open. It gives your entire team a lot more room to play with. Always aim to assist your teammates when taking dragons, and try to take down the first midlane tower before moving onto a sidelane to take more towers.

Roaming! Never forget! During the mid game is where you really start to shine, try to look for any ways to roam to either sides of the map and help your other teammates. The further ahead you can get other lanes, the easier it'll be to contest objectives and thus the easier it'll be to win the game.

Sidelaning! One very important part about playing Syndra is that most people tend to forget that she's incredibly good at sidelaning. With your waveclear, you should ALWAYS be sidelaning if there is not an immediate objective or teamfight/skirmish occuring in order to get stacks for your Transcendent. This is where you'll be gaining most of your gold/exp and you should always aim to be safe when sidelaning.
Decent portrayal of what to do during the mid stages of the game.

Key points:

- Our bot tower is down
- My botlane went mid instead
- A skirmish breaks out mid but my team does not need me
- I farm the waves arriving on botlane because otherwise they're lost
- Make sure they're pushed to tower before I do anything else

Late Game
Dragon Soul
Obtaining the dragon soul is usually the biggest win condition for most games. This is why dragons should always be prioritized early and often because of the stats they provide. Some individual dragons are less important to get than others but the dragon soul is always a buff your team should fight over by default. Also don't get tunnel vision, the dragon soul is way more important than a baron buff, not the other way around.
Baron Nashor
This is another common win condition that you can go for. If you're in the mid-game or the start of late game, try to look to do this objective! The buff will allow you to push your leads further by sieging towers or even end the game immediately.
Elder Dragon
If the game stalls out long enough, this will be your next important objective. Elder Dragon is way more important to get than the baron buff because of the execute. Try to look for fights after you get this objective.
Combos
This chapter features all the combos that Syndra is able to do and how you can do them. There might be even more then what is listed here as these are just the most common combos that are used.
Meaning of Icons
AA
Flash
Q
W
E
R
Level 1 Trade
Some examples
This is a very common early combo you can make use of. Your range is incredibly strong and attempting to weave auto attacks inbetween your Q pokes is very strong for early health leads. Just make sure you're able to poke your opponent without getting too much damage back.
Quick Trade
Some examples
This combo is very useful to have before level 3. You can very easily stun your opponent and deal damage towards them without the fear of any damage coming back to you. It's very safe to use, just remember to track the enemy jungler when you decide to use this combo as it's the only time you'll actually be vulnerable.
Standard Trade
Some examples
This is your bread and butter combo for ANYTHING that you'll ever do. It's also the sole combo that makes up all your other main combos. Practicing this one in particular is very important to succeed on Syndra, if you can't do the combo naturally, then practice more.
5-ball Ult
Some examples
An example of a 5-ball execute combo that deals almost the biggest amount of damage you're able to create (hence only 5 spheres being used). This is a very typical full combo you'll be using in almost all games that you play, so make sure to practice it well.
6-ball Ult
An example of a 6-ball execute combo that deals nearly the most amount of damage possible (with the use of 6 spheres). This combo is harder to execute and also takes slightly longer to do as it requires some set-up beforehand compared to the 5-ball combo prior. However, it's always good to remember.
An example of a 7-ball execute combo that deals the absolute most amount of damage possible (with the use of 7 spheres). This combo is extremely hard to execute properly as it just requires so much set-up beforehand compared to ones prior. It's also important that you use Force of Will to pick up the very first ball you created as otherwise it'll disappear and you cannot do the combo.
Laning Phase
Basic Laning vs Mages
When it comes to ranged mages in the lane, they all have a very similar play pattern that you can use to strategize and play around. This is called the "trading stance" which is one of the most important concepts of laning in general. Essentially it is trading with someone when they are trying to get CS. You want to be able to position yourself in such a way that you can hit the enemy with a Dark Sphere while ALSO getting your CS! Autoattacking is optional but can be tricky, usually it is better to just use Dark Sphere or a Q+E combo.

By using the trading stance you'll alone force the enemy laner to make a very clear decision that WILL cause them one positive and one negative outcome. Either they a) Take the harass from your abilities and last-hit the minion or b) Take the trade and miss the last-hit on the minion. There are many champions and abilities that change the dynamic of this concept, especially within midlane, but the core concept always stays the same.

Another concept that can be used against you in lane is either forcing you away from minions or forcing you into minions. Let's take Xerath as an example. If you stand away from your minions, he'll be able to easily hit his Shocking Orb onto you followed up by a combo - if you stand near your minions, he'll be able to use Arcanopulse or Eye of Destruction to both poke you down and clear the wave, it's very important to keep things like these in mind.

There are some champions that break this concept of thinking when it comes to lane positioning. Some matchups such as Viktor with his Death Ray or Lux with her Lucent Singularity will still be able to make it hard for you to farm efficiently as their large effective area allows them to both harass while farming consistently as well. It'll require you to be more careful about where you decide to place yourself.
Basic Laning vs Melee
When you're playing against a melee midlaner, your playstyle will change from taking small winning trades using the "trading stance" to playing around windows of skill and the opponents mistakes. Syndra is pretty favored when it comes to most early-level melee matchups, is a lane bully and can keep her lane going like she wants to even after the opposing laner gains levels (with few exceptions).

You want to prioritize using auto attacks and Dark Sphere as much as you're able to onto the enemy laner during the early levels. And - If possible, zone the enemy laner away from their own minions that are within the middle of the lane, these small concepts can net you good leads but can only be done against melee matchups. Your level 3 powerspike is huge for this exact reason. Do keep in mind that fully tanking a level 3 trade from almost any melee champion can entirely outtrade you or set you at a disadvantage, so play around it carefully. If done well it can remove future all-in attempts from the enemy laner due to the health disadvantage.

Some examples of level 3 trades to look out for is Zed if he manages to hit his Razor Shuriken's using his shadows, Talon if he hits his combo and is able to proc his passive Blade's End or Yone if he's able to freely trade with the use of his Soul Unbound.

Freezing is very commonly done against assassins/melee matchups because of the ability to freely poke them using the "trading stance" - the act of trading with someone when they are trying to get CS, whilst making it almost near impossible for them to trade with you. If they attempt to break your freeze, they risk themselves of getting ganked by your jungler. Make sure to place lane wards to see if and where they roam though.

It is important to understand which melee matchups are easier to abuse than others. For an example, if you're facing a Yasuo you might start to get slapped around level 3 and onwards due to his ability to counter most of your kit using Wind Wall and Steel Tempest - comparative to an Akali that can only really properly trade with you if she's able to use Twilight Shroud, otherwise she becomes a sitting duck for poke.

Other melee champions that absolutely loves to roam - like Katarina can be very obnoxious to play against as well. Even if you properly play the lane and the poking game and you end up freezing her from getting any CS or any leads - she's still able to roam to another lane and somehow get back into the game anyway. It's important to keep in mind about lane wards and tracking where your laner might be and which lane they might want to go to for the best results.
General Laning Tips
a) Do they have mobility spells?
Some champions have key spells that allow them to escape from tough situations. Let's take LeBlanc as an example, the only ways for her to escape an all-in or a gank is by using her Distortion or Mimic Distortion to dash away. This means that we should always be looking for opportunities to either trade or all-in with her whenever this particular ability is down - as she won't be able to escape you.
b) Is their ultimate available?
You should always keep track of ultimates and honestly just abilities in general - ultimates are even more dangerous than normal abilities. Once an enemy has used their ultimate, keep track of when it was last used and use it to your advantage due to its long cooldown. Let's take Vel'Koz as an example, we saw him use his Life Form Disintegration Ray and we did not die from it? Net yourself a free kill while the ability is down or ask your jungler to pick up a free kill midlane!
c) What summoner spells do they have?
Always track your opponents summoner spells - this should always be common sense. What spells do they have, and how can those affect you and your all-ins? Can I still kill a Lux with my full ability rotation if she has Barrier available? Can I still kill the Veigar that's able to use Cleanse to break free from my stun and avoid my damage?
d) Do they have hard CC?
Self-explanatory, does your opponent have hard CC that can be trivial in their survival within the lane? Let's take Veigar again as an example, his major CC ability is Event Horizon - when this ability is down, he does not have anything that can protect himself from trades, all-ins or ganks. Always be mindful and place yourself in your opponent's shoes - how do I want to play in order to survive if I got ganked right now playing Veigar?
Jungle Tracking
In order to proceed with the laning phase, you must know where the enemy is located to plan out what you intend to do. After all, you cannot kill a laner that is safe and you can't push a wave that isn't in your favor. For this concept to work, you'll need either proper vision set-up and/or even foresight of the enemy jungler & their pathing.

Vision set-up is when you ward camps in advance before the game starts in order to know ahead of time when the enemy jungler will pass by that camp. For example you can ward their Red to see where they start or Wolves/Raptors at 1:30 to check if they pass by it later, limiting where they could possibly be.

Foresight is when you already know the enemy jungler's pathing and where they'll start. To know their pathing, you must think like the enemy jungler. If you were them, where would you start & what would you do? For example, Twitch will mostly always start Red & proceed to get a gank off in a lane afterwards.

There are rare situations to these concepts, which is any high-AoE jungler such as Kayn & Zac, that can start a variety of unpredictable clears. Or there are junglers who likes to steal camps immediately as fast as the first camp such as Nunu & Willump or Ivern. There are also junglers who are fine with starting from either side and doesn't have a specific kind of clear.
Tempo
Tempo is a term that comes from chess and has been ported to many other scenarios. In chess, each move is called one tempo and when you are able to use less moves then your opponent to achieve something, you won a tempo (or more than one).

You can translate this to league in many ways: If you push a large wave into the enemy tower and then roam you're gaining tempo on your opponent, if you push your wave and then help out your jungler who's invading you also gain tempo, if you're pushing out your wave to make sure your opponent cannot roam is also tempo - this all means you have a tempo advantage to freely do whatever you want.

If you're aimlessly roaming without achieving anything meaningful whilst your opponent is farming or roaming elsewhere and getting something, you are losing tempo and your opponent is gaining tempo and so forth.

The essentials of the term is basically time. Learning how much time it takes to do something and how much that actually saves or gets you ahead in the grand scheme of things. Having item advantages/disadvantages is also a form of tempo. You can afford to spend less time pushing your lane if you have an item advantage because you'll not only out damage your opponent but also clear the wave quickly. On the flipside you'll spend larger amounts of time pushing your lane if you are at an item disadvantage and may lose out on the tempo that it brings.

There are a ton of different factors that all play their own parts when it comes to tempo and I would advice to start with focusing on matchups that you encounter and how you can play around them. There will be some matchups that you can play around much easier and get leads.
Midlane 101
This chapter will feature a few more midlane aspects that you can make use of in your own games if you're interested in becoming a lot better at the midlane role or simply want ways to get small leads or advantages.
Lane Priority
It's another term for lane dominance. It's decided by whoever is able to gain control of the lane and aggressively shove it in their favor, basically meaning whoever has the winning lane that can sufficiently waveclear, we can use Vi as the example on the left.

Why does this matter? When your jungler moves into enemy jungle territory or simply contesting scuttle crabs, they're at risk of getting collapsed on by the enemy lanes. However, if you have lane priority, you can effectively back them up first & give them help on their invade. You lose nothing in return for aggressively pushing your lane in your favor whilst the enemy has to choose between losing a minion wave of exp & gold to tower or giving you an advantage such as killing the rival jungler, stealing camps or getting tons of vision for your team.

The things your jungler can do on the map is somewhat of a blockage by the strength of their solo lanes. If the laners can back them up, they can safely proceed with anything they want to do and achieve significant gains & leads with minimal risk of any disadvantages.

Having this said, getting collapsed on when they're in enemy territory does happen way less in lower elos compared to higher elos where both junglers and laners are more knowledgeable.
Playing from Ahead
Let's say you were the one that solo killed the enemy laner or you were getting a gank that worked and you’re now ahead of your enemy laner. Now you're 1-0 and wondering what to do next in order to be able to use your lead to the best way possible.

Firstly, because you’re ahead you can start to snowball your enemy laner. You should be able to kill them easily 1v1 at any moment thanks to you already being ahead of them. With this said, you can win lane and carry the game but you still need to be careful not to die yourself or from a gank as one of those can put your lead back to zero instantly.

Try to look for roams, but keep in mind that your wave needs to be pushed into the enemy laners turret before looking to roam to another lane. This is because your wave will push back towards you when you’re done roaming, which means you won’t lose that much CS and you’re able to catch the wave as you’re getting back. All of this, and you’re able to put your other lanes ahead by giving them a roam. Having this said, don’t force roams, if your wave is pushed and you can’t see any lanes that is roamable, then don’t do it. Just stay in lane and continue farming up.

Keep in mind! The strongest and most important factor to keep in mind, is to not lose your lead. This basically means you shouldn’t casually just go in and risk dying as you’ll give the enemy a bounty when you die which can give them a lot of gold and get them back in the game. You need your lead in order to be able to carry your team, if you lose it, who’s the one that’s going to be able to win the game for you?
Playing from Behind
Let's change the situation now. Let's say you got solo killed early by the enemy laner or got ganked by the enemy jungler. Now you're staring at your 0-2 score and wondering if it's even possible or worth the effort to get back into the game at all. And of course there is many ways to get back.

First of all let’s say you got solo killed, because you’re already behind you need to keep in mind that you shouldn’t try to all-in the enemy laner because they’re way stronger than you and you’re going to lose. You can trade however, only do so when you know that you can easily hit your abilities in order to get your combo off so that you can back off after it to avoid damage that can put you more behind. You’ll need to try and freeze the lane near your turret so that you're able to safely pick up CS.

Like i’ve just mentioned, this goes the exact same when it comes to ganks. Because you’ve just gotten ganked and you died because of it. The first thing to do is to play passive so that you can avoid the risk of getting ganked once more, this means no aggressive trades. This is because if you do get ganked again and you die yet again, it’s going to be even harder to get back into the game. If it gets really difficult to lane then you can also try to call your Jungler to come and gank you in hopes that you'll be able to get back.

Keep in mind! Generally speaking, once you’re put behind which is either from getting solo killed, ganked or generally messing up the laning phase. Your first choice is always to play passive and put all of your focus into farming instead of trying to trade with the enemy. Keep in mind that about 15 CS is the same as getting one kill, so even if you’re 0-3 and the enemy is 3-0, you can get back just by farming the lane and pinging your teammates to back whenever your laner wants to look for roams.
Having a Game Plan
When you think about it, League isn't actually that different from any normal Card game such as Legends of Runeterra. In both games you'll always have certain factors that are fully under your control and factors that have an element of uncertainty that you may have zero influence in changing.

For example, you have full control over the cards that you put into your deck before you look for a match and you'll already have an idea of what cards are out there so that you can optimize your own deck for the popular decks you're expecting to face. However, until you actually play against your opponent, anything is possible.
In League of Legends, your "deck" would be similar to your ability to choose your main role, your champion and your rune pages. At Champion select, apart from getting auto-filled or having your champion banned, you’re generally able to get the champion you want. However, outside of making suggestions or requests, the champions that your allies choose are completely out of your control.
When the game begins, you have to play to the best of your ability in relation to the game state presented to you. Sometimes, everything goes well & you get all the cards you need - You kill your opponent, get a lead and the game is in your hands. Other times, everything goes badly & you don't get good cards whilst your opponent seemingly hits every card they need - Same as starting the game losing your lane horribly at 0-3. So, how can you consistently succeed when there is so much variability between games? The key is having a game plan, to know what you're going to do next before you even arrive to that point in the game.
You should know by now how hectic League can get. Sometimes weird stuff happens and a champ that should be weak early gets insanely strong or a champ that is strong early fails miserably. For these cases you have to adapt to the state of the game. One example of good game plans is from looking at pro-play. Solo queue is, of course, a lot more disorganized so sometimes you'll just have to work with what you got. Just make sure to pay attention to the loading screens & look at tab often, evaluate all the information at your disposal.
Playing to your Win Conditions
A win condition are a set of goals that you’re trying to achieve because they represent the best path to attain victory. It guides your thought process & can change as the game goes on. Try to think of it as your Plan A > can lead to Plan B > C and so forth. Achieving these doesn’t always guarantee victory as your opponents will also fulfill their own win conditions. In general, if you follow your win con, you’ll have a higher chance of winning.

Example, you have a Riven that's getting roasted up top whilst your Lucian & Braum is winning their lane at bot. Your win condition is playing safe and getting bot further ahead and continuing to snowball even harder. You should not die or roam top period. She won't get back into the game with ganks alone & you're putting yourself at risk of dying as well. Riven will have to accept that she's weak side, whilst you're making the strong side even stronger and vice versa. Just accept one lane is going to be weak and gank the stronger side instead.

Seeing the win cons in champions is another factor. For example, Draven who is fully centered on dominating the early game into a victory is completely different from a Vayne who is weak and would rather play safe & farm early instead of fighting and wasting time. Seeing these win cons will come with time but it's good to keep in mind.

Getting objectives such as a tower/dragon can also be a very important goal. It'll never guarantee victory but it'll be able to give you a higher chance of reaching it.
Roaming
Generally speaking, roaming to other lanes is very situational. If you're in an even lane, you can shove the cannon wave and the next one (thereby guaranteeing it gets under turret) and then roam while out of sight of your opposing laner. This gives you a higher chance of having a finished roam and getting back to lane before the next cannon dies.
If your jungler is currently dead you can also go to a "free kill lane" by yourself, however, make sure you know where the enemy jungler is so you don't accidentally run into them. With this in mind, don't roam after you've just gotten a kill as you likely carry a lot of gold on you and have depleted ressources. Giving away your lead is one of the easiest ways to lose a game.
A lot of the top tier players rarely roam. This is because making a bad roam is so detrimental that it'd be better to stay in lane and maintain whatever advantage you already have. A good example of consistent play is watching replays of Dopa. For example, even in games where he's 10/0, he just doesn't really roam. He doesn't even frequently smash his lane like 10/0. He just plays consistently, keeps up with the "optimal" pacing (e.g. 10 cs/min), and reacts well to enemy mistakes. Even though his entire team is getting smashed, he's slightly ahead, but he never roams even when it seems like they're about to lose. Because he doesn't waste time on failed roams, he's able to make the ridiculous turnaround when the enemy team finally makes a mistake that he's in position to capitalize on.
In the end it depends on who you ask. For some people the answer is never. That's right, never. Even top tier challenger mid laners tend to follow the same logic sometimes. Instead of roaming, they walk through the brush mid lane towards one of the other lanes, and simply back, or wait a few seconds and then come back into the lane. You see, you don't actually have to show up bot or top to have a presence. The moment you go missing and your mid laner starts spamming "enemy missing!" pings or the bot lane checks the minimap and sees you aren't mid, they are gonna play back. Just being a presence is a very very powerful tool.
It's like having half of Evelynn's kit with you at all times. Most of her presence isn't even in her ganks so much as it is the fear of not having an idea of where you are. They have to have a healthy fear of you, otherwise they'll be killed. This helps you as well as you get all the presence of "roaming" without actually having to devote any time to doing it at all, you can just back, buy items and shove out the lane when you get back or sit in the brush and bait recalls/roams and then punish them by shoving into their turret.

What I mean to say is, roaming isn't as black and white as people make it seem. It's not really do I go bot or do I not? It's how can I influence the game in my favor?
Teamfighting
When Ahead
When control mages are ahead, there’s nothing really stopping them apart from their own greediness. Since you can do a lot of burst damage, it's better to focus on backline targets if they're overextended. However, since Syndra is quite squishy, you may be unable to even go near the enemy backline. This is where you should prioritize your damage on the enemy frontline even though you could kill the enemy ADC outright. You're essentially damaging frontline targets while waiting for an opportunity to obliterate the backline by seeing how the teamfight is being played out. You'll need to use your own judgement and experience to decide on what to do or how to play the teamfight.
When Even
Just like before, Syndra has the option to either focus the frontline, or try to destroy the backline if she gets a cheeky E off. This is the usual gameplay for mages alike when they’re coming face to face with the enemy due to being squishy, they cannot always focus the backline, which is why it's recommended to focus the frontline until a chance appears.
When Behind
When you are behind, you will lack burst damage. This is why you should only really be focusing the enemy frontline rather than the backline at all. If you were to get caught out of position when using your ultimate on the ADC for example, you may throw the entire fight. If you're already behind, it's not about carrying, it's only about enabling your team to win- even if that means taking unorthodox methods to gain a victory such as poking, sitting on top of your carry to protect them or otherwise.

Just remember, if you do manage to get behind, you don’t have to burst someone down. It’s all about dealing damage to whoever you can while you can.
Wave Management
This chapter goes over anything you'd want to know about wave management or otherwise named wave manipulation. During the lane you'll always have some sort of ways to manipulate waves every single game, same as the other lanes. It's mainly a set of guidelines to help you understand what to do in order to help yourself get ahead and remove possibilities of getting behind.
Slow Pushing
Good example of how to utilize "slow pushing", to start up a potential lead.

Key Points:

- Make sure to last-hit minions
- While the minions are slowly killing eachother I'm able to ward
- Barely miss any minions
- Next wave comes exactly in the middle of the lane
- The lane is now slowly pushing, I have 10 minions while they have the standard 6.
The art of slowly pushing waves towards your opponent's tower whilst harassing the enemy in the process. Slow pushing is mostly used to create big waves and apply pressure - especially against midlane matchups that cannot contest it and risk the chance of losing multiple waves of minions in the process.

What does it do? This form of manipulation will allow your minions to take much less damage compared to the enemy minions, and as a result, your minions will be able to slowly push the wave to the enemy tower. This is because your minions will last longer and not die quickly because they will always have the numbers advantage over the enemy.

Why is it important? Slow pushing is a term that is used in this sense of gameplay because your minions will – even with the numbers advantage, still take some time to kill the enemy minions. When you're not able to freeze the wave, you want to deny as much gold/exp as you're able to from the opponent and slow pushing waves is a great concept to accomplish just that.
You should slow push when...
>> You want to roam and help other lanes
>> You want to recall to pick up items whilst the enemy is forced to CS under tower
>> You want to make other plays around the map or contest very important objectives
You should not slow push when...
>> The enemy jungler can attempt to gank the lane
>> The wave does not need to be pushed (e.g. there is no objective to contest)
>> You're able to set-up a freeze which can permanently deny gold/exp
Fast Pushing
A good example of how to utilize "fast pushing". Pushing waves fast to accomplish good recalls for yourself.

Key Points:

- Both me and the enemy laner is extremely low
- My Rakan roamed already to help
- With them here I can push the wave as quick as possible without losing CS
- Now I can get a good recall despite the bad lane phase
Fast pushing is a form of manipulation that is used to create immediate and attention seeking behavior that needs to be addressed quickly by the enemy. Without this, enemies could take liberty and be gone for a long time without missing much. Fast pushing is used to force the enemy to make split decisions that may not be fully thought through.

In order to push a wave fast - you need to kill all the minions as quickly as you possibly can. You should look to use your auto attacks as well as your abilities to make the wave clearing much quicker to perform and make use of.

Pushing waves requires only one thing - more minions. The more minions you have compared to the enemies, the faster and more powerful the push will be. If you're clearing every minion the enemy has and only yours remain, they'll push very quickly to the opponent's tower.
You should fast push when...
>> The enemy is attempting to roam and help other lanes that are struggling
>> The enemy has left the lane to recall, buy items and spend their gold
>> You want to dive the enemy under their tower (usually accompanied by your own jungler)
You should not fast push when...
>> The enemy is still in lane and could set-up a freeze for themselves
>> The enemy jungler could attempt to gank the lane and you're both low on health
>> There is no dive to be made that requires pushing the wave really fast
Freezing
A good example of how you can utilize "freezing". Both setting up a freeze and maintaining it.

Key Points:

- I have more health than the opponent
- They have to recall
- I have more minions shoving to my tower
- I drag the minions towards the side
- I hold them there to setup a freeze on next wave
- Even though it's slightly improperly done (3 minions instead of 4-5) -- it's still a good showcase of how to set one up.
Freezing is one of the more complicated types of manipulation to perfect as it requires a lot more work because you have to constantly manipulate the wave in your favor whilst keeping an eye on your opponents. When freezing, you want to be able to zone the enemy off the farm and make them overextend if they want to get any farm.

If you want to freeze the wave - all you need to do is have at least 4+ enemy minions comparative to yours and last-hit the enemy minions at the last possible second. Sounds simple right? Well…it’s going to get a bit more complicated. Whenever the enemy damages a minion through either auto attacks or ability use outside of last-hitting, you will need to match their damage. This is because your allied minions will die quicker as they have less health and as a result, the enemies wave will be pushing towards you.

Due to having to match the damage - all the minions will die at roughly the same time which prevents the wave from pushing in either direction – thus creating the freeze. If you didn’t match the damage, or you start randomly auto attacking the minions, then the wave will not freeze and instead start pushing in a direction you may not like. Attack too little, and the wave will push against you. Attack too much, and it’ll push towards the enemy.
You should freeze when...
>> You’re very ahead of the enemy or if you’re even with them
>> The difference in strength between both parties is not very significant
>> When your jungler is not at your side of the map and you can track the enemy jungler well
You should not freeze when...
>> You’re extremely behind and can't properly set-up a freeze.
>> The enemy laners have a massive lead and is stronger than you
>> You have a lead and is ahead (you want to just push, push and push if you are ahead)
Warding
Seeing as you're a Midlaner, most of the times you won't have the biggest possibilities to just casually walk around the map and place wards. More often than not, that'll be the role of your Support to accomplish instead.

With that said, there are still some places and situations where you'll either have the need or the time to place down your Stealth Wards before eventually changing it out for a Farsight Alteration once the midgame starts and the game starts to get much longer.

Here are some good warding spots you can use (click the images to enlarge them):
Level 1 Wards
RAPTORS
These wards will give you information on rival jungler's early pathing. If they start on red side they'll either cross over this ward from Krugs to do Raptors or skip and do wolves. If they don't cross over the ward, it's likely they started blue side and you can ping this to your jungle to make use of this information.
PIXEL BRUSH
Typical ward spots I use a lot in my games. Especially good against early rival junglers like Ivern / Nunu & Willump that likes to invade early to steal a buff. Also good to defend against potential level 2 ganks onto yourself, think of junglers like Jarvan IV.
Defensive Wards
RAPTOR ENTRANCE
Primarily has 2 purposes for existing. First off it can detect if the rival jungler is invading your jungler's Raptors/Red and second off it'll also make sure to notify your team if the enemy midlaner is trying to roam towards botlane or toplane (through the jungle instead of the river).
RIVER ENTRANCE
Opposite warding spots that provide the same purpose as the aforementioned ones but for the other side of the map and specifically river. If you're against a jungler that likes to invade very often, you can also opt to put these wards down to prepare for that in advance.
Lane Wards
PIXEL BRUSH
The popular warding spot being used with Control Wards. It's really valuable to put down wards in these pixel brushes during games since they can spot early ganks, jungler's whereabouts, if scuttle exists, avoiding potential roams and much more. Keep in mind it's also a spot that gets contested & cleared extremely often.
MIDLANE VISION
Place down Stealth Wards in these locations if you're against junglers that never really makes use of the river to gank lanes all that much. Think of potential junglers such as Shaco, Zac or Kayn that can easily get over walls and terrain with Deceive, Elastic Slingshot & Shadow Step.
LANE WARDS
These are called "lane wards" as they're placed right in the face of the lane. The purpose of these is to be able to see if the opposing midlaner wants to roam or not (especially if you are freezing at your tower and is ahead). Think of laners like Katarina or Talon.
CLOSE WARDS
These provide the closest amount of vision to you from the two brushes nearest to midlane. However, it's worth to keep in mind that these aren't the greatest protection and doesn't cover everything (the same way a ward in either of the pixel brushes would be able to do).
Offensive Wards
RAPTOR BUSH
Will spot the rival jungler's pathing towards either Raptors or Red but also if they were to path towards blue side instead. Gives a lot of valuable information you can use to prepare for invades since you'll be able to know which camps are up and where the jungler could theoretically be.
RED BUFF
If you feel confident the enemy jungler is not at this area or your jungler already invaded them once, you could opt to put these wards down. It'll be able to spot the jungler on the red side of the map, whilst also making sure to get info whether Red buff is up or not. Can mainly be used to set-up invade opportunities for your jungler or general information about where the enemy jungler could go next.
WOLVES
Typically only placed after a successful invade from your jungler as it's very deep in enemy territory. However, this ward brings a lot of good information for the future, such as the timer for the wolves camp, if the jungler is gonna be on that side, if they're not on that side (the camp is still up).
BLUE BUFF
It'll give information whether the enemy jungler is trying to clear their Blue buff but it'll also show them on the same ward if they're trying to clear their Gromp as well. Still gives decent information on what camps are available and where the jungler could be. I would typically land one of these wards on my way back from roaming to toplane or botlane. Just quickly ward and instantly recall or walk back to lane if you don't have to.
Objective Wards
AROUND THE OBJECTIVE
Very useful ward locations if you're trying to prepare for an objective and want vision around the objective to spot enemies trying to lurk around. Putting down a Control Ward isn't always needed, just having 2 Stealth Wards work just as fine.
THE OBJECTIVE PIT
The most common Control Ward spot in the game. Primary reason is because it covers the entire dragon & baron pit so enemies trying to put wards over the wall to get vision will get denied entirely. It also serves as some good general vision if you're gonna prepare for it or if the enemy team might start it.
MID-RIVER NEAR OBJECTIVE
If you didn't buy any Control Wards or simply just don't have any in your inventory you could place down a Stealth Ward in this location ( Control Wards also work but will give gold when destroyed) and it'll still reveal any enemies passing through it, or trying to do the objective (assuming they're not jumping the wall).
Welcome to the matchup section. Below is a table depicting the difficulties of the matchups. Please keep in mind that these difficulties are solely based on my opinion. Matchup difficulty also depends on your skill and the skill of the opponents.
Champion Difficulty
Aatrox
Ahri
Akali
Akshan
Anivia
Annie
Aurelion Sol
Aurora
Azir
Brand
Cassiopeia
Corki
Diana
Draven
Ekko
Ezreal
Fizz
Galio
Gangplank
Garen
Gragas
Heimerdinger
Hwei
Irelia
Jayce
Kai'Sa
Karma
Karthus
Kassadin
Katarina
Kayle
LeBlanc
Lissandra
Lucian
Lux
Champion Difficulty
Malphite
Malzahar
Morgana
Naafiri
Neeko
Orianna
Pantheon
Qiyana
Renekton
Riven
Rumble
Ryze
Seraphine
Smolder
Swain
Sylas
Taliyah
Talon
Tristana
Tryndamere
Twisted Fate
Twitch
Veigar
Vel'koz
Vex
Viktor
Vladimir
Xerath
Yasuo
Yone
Zed
Ziggs
Zilean
Zoe

a-l matchups

m-z matchups

Congratulations! You’ve finally been able to reach the end of my insanely long guide on Syndra. I'd really like to thank you for taking this time and walking this road together with me. Writing this guide has learned me a lot as well, when it comes to both Syndra herself, playing the midlane role in general and how to play her better in order to become the kind of player that I want to be. I hope this guide helped you on your way to success of becoming a better Syndra player and I hope you got to know everything you wanted to know about her. I also hope you’ve learned something after reading all of this, and I hope I’ve inspired you to play more of this champion.

It might happen that I've missed some things so feel free to let me know. Just leave a comment or send me a PM and I'll fix things up for you! If you have any objections to my build’s content, comment in the discussion section! I’ll be more than happy to hear your side of the argument. If you think I'm wrong, please don’t hesitate to correct me. I want this guide to be as accurate as possible in order to help as many people as I can when it comes to this champion, and I will update it if I do end up agreeing with you! I'd always love criticism as long as it's helpful to me so that I can make this guide even better to help more players looking to play Syndra.

If you enjoyed the guide, then please like mentioned before an upvote or a +rep will always be appreciated as it'll always help me and it’ll be an indicator to let me know that my guide has been helpful to you, as it’s what I wanted to do in the first place. I really enjoyed making this guide and I hope you've enjoyed reading it as well. Good luck out there and I hope you reach the desired rank you're looking for! Good luck out there in the rift!
I'd like to thank Jovy for taking the time to make the beautiful looking banners and titles for this guide and in most of my other ones as well! Be sure to check out some of her other work at her guides and her signature shop! ❤
I would like to thank Katasandra yet again for helping me with anything related to BBCoding both to make it fit for users that view the guide on PC but also for ones that view it on mobile. Also for helping me a lot in the past with anything. Make sure to check out her guides! ❤
I would also like to thank Hoppermh for giving me a lot of ideas and inspirations about how to further improve my code for the Matchups section. Make sure to check out her imagination shop! ❤
And lastly, I would like to thank Silverman43 for helping me create a few of the images that you can find throughout the guide, most notably the ones for "tracking the enemy jungler". Make sure to check out his guides! ❤
I'd also like to thank the following people for helping me improve my guide even more:
November 21, 2024:
  • Updated for patch 14.23
S14 Changes

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