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Recommended Items
Runes: KOREAN SYNDRA
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Flash
Teleport
Items
Ability Order Solo Q Syndra
Transcendent (PASSIVE)
Syndra Passive Ability
Threats & Synergies
Fizz
He builds dorans ring + dark seal and you automatically lose because of the champion difference. His E counters your entire kit and his advantage in mobility makes it incredibly hard to distance properly at all.
Your only option here is to win pre-6, build an early zhonyas and survive. If you don't, one shark will end your life.
Play around the troll-pole and shark cooldown. Avoid over-comitting with your spells, a missed E spells death in this match up.
Champion Build Guide
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Hey there, I'm Zianni. I'm a challenger mid laner and ![]() ![]() ![]() If you enjoy one shotting champions and dominating the map through mid lane, ![]() Check out my livestream at https://www.twitch.tv/zianni so you can become a challenger ![]() |
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She's an ideal champion for Solo Q because of this. The only issue with




Her team fight is incredible because of her wide range stuns covering a massive area and her ultimate being able to remove any player from the fight.
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It is my personal belief that Solo Q is completely dependent on personal impact if you're playing an oppressive champion like

There are situations where your team composition will allow for

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Extra damage to finish off a low health target. |
![]() You should take this Keystone vs slower match ups or with boring junglers on your team |
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Nothing in history has been achieved without the necessary conditions, League of Legends is no different. To carry a game, you need to make an impact. There are many ways you can do this, but it all begins in the same spot. Everything in the game can be traced back to the beginning, every decision you make will change the course of the game. This can be described as the flow, the flow can be influenced by every player and controlling the flow is your objective.
Before you worry about things outside your sphere of influence, your primary focus should be setting yourself up for success. Before anything else, we must identify our match up, our composition, and finally our win condition. While the game starts with champion select, the reality is that you’re only capable of defining your own actions. There is no value in putting emphasis on variables we can’t control; therefore, we must also pursue a playstyle that enables any possibility.
There are a lot of factors that contribute to the match up, this can be broken down into three categories.
The Champion
Keystone + Runes
Summoner Spells
While the champion is self-explanatory, we must ask ourselves what contributes to the champion. It’s strengths and it’s weaknesses. The most common things we take notice of are the difference between ranged and melee. This is valuable information that will change the way you trade depending on your champion. A ranged champion will always have the advantage over melee in the early levels, often this will be your only window to create an advantage vs an assassin.
The next step is their keystone, players will typically enhance their champions strengths or make up for weaknesses with their keystone. This can drastically change a lane as there is a big difference between


A burst mage will often take

While keystones have less variety for mid than other roles like



The secondary tree is used to augment your strength or to cover your weaknesses. An example would be the difference between taking domination second to improve your damage potential or taking insight for extra lane sustain. While most champions are locked into some keystones, secondary trees are extremely flexible and should be changed depending on the match up. Identify where you struggle and take precautions to solve it.


Remember to check armor/mr to see if they're weaker than usual, not taking the right defensive stats can change a match up!
Summoner spells are often disregarded until they **** us over. I’m sure we’ve all had that moment where we tower dive someone and we didn’t realize they had barrier.
Mid lane has three dominant summoner spells.
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Consider the summoner spells of your enemy and consider where you have an advantage. Do you benefit from trading to look for a kill opportunity with


To properly identify the conditions of our victory, is to identify our win condition. While this term is often used on a larger scope (I.E Winning the game) we can apply this to both the laning phase and the macro phase.
Build your domain
If you want to control the game, you always start from the middle lane. Your sphere of influence will expand as you grow stronger and enable more opportunities around the map. To grow stronger, we must ensure our survival and that our gold generation is adequate.
Survival
The middle lane is your base of operations, your Fortress. You must properly defend your Fortress by setting up Ward Control to prevent enemy ganks and gain vision of your lands. Your wards will act as a spy network keeping you, The General, informed. This will allow you to keep your Fortress safe and use its strategic positioning to punish troops trespassing in your lands. Acting without vision puts you at the mercy of your enemies.
While dying is acceptable, each death comes at the cost of valuable resources. (Gold and experience) No matter the match up or circumstances, your primary objective is to be consistent. To be undying is to exert pressure on the entire map.
Gold Generation
To carry, you need resources. The most important building block of your game starts with last hitting, games are won by item advantages and the easiest way to build a lead without putting yourself at risk is by this basic mechanic. A gold lead translates to an item lead, and an item lead translates to presence on the map. This basic interaction is overlooked by many players but is the core of gameplay. For newer players, your goal is 7-8 cs per minute and for experienced players leaning towards 9 in solo Q.
Lane phase is a battle for resources.
Once you have secured your foundation in the middle lane, you can begin to extend your influence. Your wards that were originally defensive will begin to move into enemy lines and feed you information. Objective control and jungle skirmishes are yours to decide. While you can continue to stay mid lane and farm up safely, if you can’t translate your early game pressure into a lead it has no value.


With rune diversity, you can play aggressively, passively, or any other variation that fits the game context.

For this purpose, we're typically looking to play around


By playing around cooldowns, we deny them the chance to do damage back and then get them low enough to where a combo can threaten a kill usually with ultimate.

The ideal goal is to get someone to 50-60% hp so that you can create a situation where you can full combo.
Once you hit level 6, you're looking to max range





Realistically, you'll have 80-100 splinters by 20 minutes.
40 splinters by level 7 no matter what.
120 splinters by 25.

If you have

You should almost always contest objectives with your kit or look to utilize your oppressive 1v1 pressure in a side lane instead of splitting resources 4 ways mid for the sake of ARAMing.
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