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Spells:
Ignite
Flash
Ability Order
Transcendent (PASSIVE)
Syndra Passive Ability
Pros and Cons of Syndra
Pro's
+ Good amount of cc including a knockback, a slow, and a stun
+ Very good lane control and poke
+ HUGE amount of burst
+ A lot of AoE abilities for teamfights
+ Pretty low cooldowns for the power that comes with them
+ She floats
+ She can throw minions (blue & red buff, jungle, and TIBBAHS)
Con's
- No escape mechanism
- Quite slow
- Requires a good amount of skill to use effectively
- Her passive only kicks in mid-late game
- Quite mana hungry early game if you decide to spam
- Is a sucker for hard cc
All of Syndra's abilities use her 3 spheres that she has floating around her to deal damage in some way. Her Q summons a sphere on a location of your choice after a brief delay, dealing damage in a small AoE. Don't be fooled by this little guy however, as after you hit level 9 and her passive kicks in that ball will definitely hurt.
Her W will grab a minion, sphere, or jungle creep of your choice and tether it to you, letting you then press the ability again to fling it at a location, hurting anything there and slowing all in its area. Once this skill gets to level 5, the slow amount is increases by 33%!
Her E is a fickle tool, as it pushes back anything in an AoE in front of her (think Mord) and do damage. But once a ball is put in the way, the ball will also be launched in the ability, stunning any champion that it hits on the way. This tool requires a great deal of practice, as making sure you stun people is much harder than you think it to be.
Ah, Syndra's ult. Shooting off at least 3 of her spheres towards the target, including any spheres that she happens to have lying around her. This ult is definitely one of the biggest nukes in the game, as you are able to have up to 6 spheres attacking one person at a time! After you target someone with your ult, all the spheres will gather up by Syndra, then lash out at your victim, leaving them either dead or close to it. After that, all the spheres are dropped onto the ground near the target, letting you either press E to shoot them off and almost guarantee mass stunning, or to press W and pick one up to fling your death ball to something of your choosing.
Her W will grab a minion, sphere, or jungle creep of your choice and tether it to you, letting you then press the ability again to fling it at a location, hurting anything there and slowing all in its area. Once this skill gets to level 5, the slow amount is increases by 33%!
Her E is a fickle tool, as it pushes back anything in an AoE in front of her (think Mord) and do damage. But once a ball is put in the way, the ball will also be launched in the ability, stunning any champion that it hits on the way. This tool requires a great deal of practice, as making sure you stun people is much harder than you think it to be.
Ah, Syndra's ult. Shooting off at least 3 of her spheres towards the target, including any spheres that she happens to have lying around her. This ult is definitely one of the biggest nukes in the game, as you are able to have up to 6 spheres attacking one person at a time! After you target someone with your ult, all the spheres will gather up by Syndra, then lash out at your victim, leaving them either dead or close to it. After that, all the spheres are dropped onto the ground near the target, letting you either press E to shoot them off and almost guarantee mass stunning, or to press W and pick one up to fling your death ball to something of your choosing.
Syndra is quite an easy champion to build, in my opinion. Her main priorities are to get 40% CDR (or close to it), some defense to survive enemy burst, and then a lot of AP to destroy everything in your path.
To start off, getting boots is definitely a good idea, as it lets you dodge whatever your opponent throws at you, and run away much quicker if the enemy jungler decides to have a crack at you. I get 1 health pot and 2 mana pots with the boots in order to stay in lane longer and harass your opponent much more, as Syndra's abilities do take a fair bit of mana to use.
Getting the early chalice assures that you can spam your abilities much more often, slowly whittling down your opponent enough until you can nab the kill with your Q, E, and ult. This will build into an Athene's Unholy Grail to assure that you have more AP, magic resist to help you out, CDR which is amazing on Syndra, and some lovely passives.
The RoA is an amazing item on Syndra, as you definitely need the tankiness to not die in one combo to any person, and it gives you a very nice amount of AP and mana to help out your lane with.
The Rabadon's Deathcap is just silly to not get. 140 Ap along with one of the best item passives in the game make this a must, no matter what AP champ you are.
A Rylai's is an absolute must on Syndra. Giving her abilities a slow lets you set up all of your combos even easier, letting you kill your opponent faster. Having more health and AP is a very good bonus.
Now a game will usually not get to the point that you are picking up your 6th item, but if it does then there is no better option than a Void Staff. Giving a nice amount of AP and a passive that will shred through any defenses your enemy team may have, this item is definitely a good item at the end of the game.
To start off, getting boots is definitely a good idea, as it lets you dodge whatever your opponent throws at you, and run away much quicker if the enemy jungler decides to have a crack at you. I get 1 health pot and 2 mana pots with the boots in order to stay in lane longer and harass your opponent much more, as Syndra's abilities do take a fair bit of mana to use.
Getting the early chalice assures that you can spam your abilities much more often, slowly whittling down your opponent enough until you can nab the kill with your Q, E, and ult. This will build into an Athene's Unholy Grail to assure that you have more AP, magic resist to help you out, CDR which is amazing on Syndra, and some lovely passives.
The RoA is an amazing item on Syndra, as you definitely need the tankiness to not die in one combo to any person, and it gives you a very nice amount of AP and mana to help out your lane with.
The Rabadon's Deathcap is just silly to not get. 140 Ap along with one of the best item passives in the game make this a must, no matter what AP champ you are.
A Rylai's is an absolute must on Syndra. Giving her abilities a slow lets you set up all of your combos even easier, letting you kill your opponent faster. Having more health and AP is a very good bonus.
Now a game will usually not get to the point that you are picking up your 6th item, but if it does then there is no better option than a Void Staff. Giving a nice amount of AP and a passive that will shred through any defenses your enemy team may have, this item is definitely a good item at the end of the game.
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