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Choose Champion Build:
-
Standard
-
Alternate
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Transcendent (PASSIVE)
Syndra Passive Ability
Who am I?
Listen to this while reading!(Syndra's dance)
Lore:
"Born with immense magical potential, Syndra loves nothing more than exercising the incredible power at her command. With each passing day, her mastery of magical force grows more potent and devastating. Refusing any notion of balance or restraint, Syndra wants only to retain control of her power, even if it means annihilating the authorities that seek to stop her.
Throughout her youth in Ionia, Syndra's reckless use of magic terrified the elders of her village. They took her to a remote temple, leaving her in the care of an old mage. To Syndra's delight, the mage explained that the temple was a school -- a place where she could develop her talents under his guidance. Though she learned much during her time there, Syndra no longer felt her power growing as it had in her youth. Her frustration grew, and she finally confronted her mentor, demanding an explanation. He revealed that he had dampened Syndra's magic, hoping to help her learn control and restraint. Accusing him of betrayal, she advanced on the mage, commanding him to lift the spell that was holding her back. He backed away, telling her that if she couldn't control herself, he would be forced to nullify Syndra's magic completely. Furious, she summoned her power and dashed the old man against the walls. With her mentor dead, Syndra felt the rush of her unbounded potential for the first time in years. Though she had won her freedom, she refused to return to the society that had tried to steal her gift. Instead, Syndra decided to claim her former prison as a stronghold. Pushing the boundaries of her magic, she tore the structure from its foundations and raised it into the sky. Free to delve further into her art, Syndra now aims to grow powerful enough to destroy the weak, foolish leaders of Ionia -- and anyone else who would dare shackle her greatness."
"Power belongs to those who can wield it."
―Syndra
"Born with immense magical potential, Syndra loves nothing more than exercising the incredible power at her command. With each passing day, her mastery of magical force grows more potent and devastating. Refusing any notion of balance or restraint, Syndra wants only to retain control of her power, even if it means annihilating the authorities that seek to stop her.
Throughout her youth in Ionia, Syndra's reckless use of magic terrified the elders of her village. They took her to a remote temple, leaving her in the care of an old mage. To Syndra's delight, the mage explained that the temple was a school -- a place where she could develop her talents under his guidance. Though she learned much during her time there, Syndra no longer felt her power growing as it had in her youth. Her frustration grew, and she finally confronted her mentor, demanding an explanation. He revealed that he had dampened Syndra's magic, hoping to help her learn control and restraint. Accusing him of betrayal, she advanced on the mage, commanding him to lift the spell that was holding her back. He backed away, telling her that if she couldn't control herself, he would be forced to nullify Syndra's magic completely. Furious, she summoned her power and dashed the old man against the walls. With her mentor dead, Syndra felt the rush of her unbounded potential for the first time in years. Though she had won her freedom, she refused to return to the society that had tried to steal her gift. Instead, Syndra decided to claim her former prison as a stronghold. Pushing the boundaries of her magic, she tore the structure from its foundations and raised it into the sky. Free to delve further into her art, Syndra now aims to grow powerful enough to destroy the weak, foolish leaders of Ionia -- and anyone else who would dare shackle her greatness."
"Power belongs to those who can wield it."
―Syndra
She is a RANGED AP CARRY,so she does not suffer from 'immobile to cast' effect for some of her abilities that other AP champions have like Ahri or Vladimir, She can escape with many ways,one involving her nicely timed Dark Sphere and Scatter the weak to be able to escape out of most ganks.
[Q]Dark Sphere:
Is your first ability to learn and is the one you should max out, as it increases Ap ratio from 0.6 to 0.69 at level 5,along with the damage from 230 to 265! It is also your main harrass,getting the enemy low enough before you are able to kill them.
*This spell does not suffer from 'immobile to cast' effect*
[W]Force of Will:
When Syndra first came out,many people thought of maxing it first due to its Ap ratio being 0.7. Reason being why this shouldn't be maxed out first is also due to the delayed-animation where your opponent can see that you are going to cast it,as it involves you clicking twice.One to grab hold of something and another to throw.Which would leave your enemies time to avoid until your casting timer is out.
*This spell does not suffer from 'immobile to cast' effect*
[E]Scatter the Weak:
This would be the most important spell in Syndra,it gives you a long range stun so that you can set up an easy [Q] followed by [W].
*This spell suffers from 'immobile to cast' effect*
[R]Unleashed Power:
The main reason why Syndra is so powerful,if you have 7 sphere(4 Summoned by your [Q]) on the battle field would deal:
1 : 2 : 3
630 / 975 / 1260 (+1.4 per ability power)
*This spell suffers from 'immobile to cast' effect*
Which is a complete nuke to any squishy target or even melt the enemy tank depending on how much AP you have!
-In conclusion,if you are able to land all these spells perfectly, you would be able to dish out TONS OF DAMAGE to your opponent,making it a whooping 2015 + (3.19 Ap ratio) MAGIC DAMAGE at one burst!!
It is higher then any other Ap champion in existent that is able to burst like this at one go!
[Q]Dark Sphere:
Is your first ability to learn and is the one you should max out, as it increases Ap ratio from 0.6 to 0.69 at level 5,along with the damage from 230 to 265! It is also your main harrass,getting the enemy low enough before you are able to kill them.
*This spell does not suffer from 'immobile to cast' effect*
[W]Force of Will:
When Syndra first came out,many people thought of maxing it first due to its Ap ratio being 0.7. Reason being why this shouldn't be maxed out first is also due to the delayed-animation where your opponent can see that you are going to cast it,as it involves you clicking twice.One to grab hold of something and another to throw.Which would leave your enemies time to avoid until your casting timer is out.
*This spell does not suffer from 'immobile to cast' effect*
[E]Scatter the Weak:
This would be the most important spell in Syndra,it gives you a long range stun so that you can set up an easy [Q] followed by [W].
*This spell suffers from 'immobile to cast' effect*
[R]Unleashed Power:
The main reason why Syndra is so powerful,if you have 7 sphere(4 Summoned by your [Q]) on the battle field would deal:
1 : 2 : 3
630 / 975 / 1260 (+1.4 per ability power)
*This spell suffers from 'immobile to cast' effect*
Which is a complete nuke to any squishy target or even melt the enemy tank depending on how much AP you have!
-In conclusion,if you are able to land all these spells perfectly, you would be able to dish out TONS OF DAMAGE to your opponent,making it a whooping 2015 + (3.19 Ap ratio) MAGIC DAMAGE at one burst!!
It is higher then any other Ap champion in existent that is able to burst like this at one go!
-In a Ranked game or Solo Queue,do remember that your auto attack range is longer then most Ap mid champions,utilize it and land [Q] along with an auto attack when the opponent attempts to farm cs(Creep-Score).
-Always have at least 1 Dark Sphere nearby if you sense a gank,this would enable you to summon a second one immediately to set up a double-sphere sun.
-A great [Q]+[E] combo can save a life or help you escape,use it well
-Multiple [Q]s and activating your ultimate [R] followed by [E] would cause all the spheres to do an AOE stun equivalent to the range of Ammumu's AOE Ultimate.
-Since most of her spells do not have the 'stand to cast' effect, you should always be moving around far from the front-lines so that you will not get aimed and are able to burst down anyone thinking of touching you.
-Always have at least 2health pots around,pop both consecutively when during team fight as it could save your life
-Practice is the key to becoming a great Syndra player.
-Know your opponent's skills,when they are able to slay you and the rough cooldown of the enemy spells (Veteran players should already know this)
-Lastly,ALWAYS WARD.Syndra is a high-damage champ,but at the cost of her being squishy!
-Always have at least 1 Dark Sphere nearby if you sense a gank,this would enable you to summon a second one immediately to set up a double-sphere sun.
-A great [Q]+[E] combo can save a life or help you escape,use it well
-Multiple [Q]s and activating your ultimate [R] followed by [E] would cause all the spheres to do an AOE stun equivalent to the range of Ammumu's AOE Ultimate.
-Since most of her spells do not have the 'stand to cast' effect, you should always be moving around far from the front-lines so that you will not get aimed and are able to burst down anyone thinking of touching you.
-Always have at least 2health pots around,pop both consecutively when during team fight as it could save your life
-Practice is the key to becoming a great Syndra player.
-Know your opponent's skills,when they are able to slay you and the rough cooldown of the enemy spells (Veteran players should already know this)
-Lastly,ALWAYS WARD.Syndra is a high-damage champ,but at the cost of her being squishy!
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