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Recommended Items
Runes: KOREAN SYNDRA
+9 Adaptive (5.4 AD or 9 AP)
+2% Movement Speed
+10-180 Bonus Health
Spells:
Flash
Teleport
Items
Ability Order Solo Q Syndra
Transcendent (PASSIVE)
Syndra Passive Ability
Threats & Synergies
Fizz
He builds two dorans rings 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 Syndra is one of my favorite champions. She's been one of my best champions since Season 4 and I'm glad to finally get around to making a guide for her! Syndra is a really fun champion because she's extremely aggressive and has a large impact on any game. I pick Syndra into any team where I need mid lane priority for jungle match ups and look to duel as often as possible with my early game. If you enjoy one shotting champions and dominating the map through mid lane, Syndra is the champion for you. Check out my livestream at https://www.twitch.tv/zianni so you can become a challenger Syndra too! |
Syndra is one of the best early game champions even after her Dark Sphere rework, her damage output is extremely high making her a constant threat regardless of HP and has a lot of control based on that threat.
She's an ideal champion for Solo Q because of this. The only issue with Syndra is her lack of mobility making her vulnerable to champions like Leona, Ashe, or Zoe. If you're able to snowball hard enough, then coming into you is exactly what you want.
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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Summon Aery is a damage keystone combined with an extremely oppressive laning phase making it the most deadly combination. However, the trade off is we lose the utility and scaling that comes from First Strike.
It is my personal belief that Solo Q is completely dependent on personal impact if you're playing an oppressive champion like Syndra, there is no reason why you should opt for a scaling build or runes when you can have an immediate impact with your champion if the matchup allows for it. You want to take advantage of your laning phase potential to snowball as opposed to playing reactively and conceding those opportunities.
There are situations where your team composition will allow for First Strike and that's perfectly acceptable. This would be scaling mid match ups, or scaling junglers that slow the game down.
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Biscuit Delivery gives us addititional resources to work with, this makes it easier to look for trades having another way to heal it back and infinite mana to spell cast with. |
Free summoner spell CD and item haste gives us access to more luden procs, more access to seraphs shield and zhonyas. It's a really great rune. |
You should take this Keystone vs slower match ups or with boring junglers on your team |
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Transcendence give us large amounts of utility by being able to cycle our cooldowns faster for more damage and survivability |
Gathering Storm increases our scaling potential for free at no cost. |
Items are always going to be situational and based on the game state.
Mythics all have a corresponding bonus stat system which rewards you for completing legendary items.
The two most valuable mythics to us in that regard are Luden's Tempest and Liandry's Torment.
is our direct flat penetration approach which rewards us against squishy teams or snowball match ups. This is the only way to cap flat penetration on Syndra now. This goes extremely well with Electrocute.
Liandry's is our direct tank counter due to it's Max HP% burn. I highly recommend running Liandrys into tanky compositions. It also has additional Ability Haste compared to Luden's Tempest which allows for more utility, the bonus stat is ALSO Ability Haste which gives us the ability to build raw AP if we're not forced into situational purchases.
Sorcerer's Shoes is extremely important to the build because it reduces the enemy's magic resistance increasing our base damage by a hefty amount for 800g. It's also important to recognize that purchasing Luden's Tempest will bring your total magic penetration up to 24, most carries have a base magic resist of 40 meaning you'll be doing nearly 100% tool-tip damage if the enemy doesn't buy a Null-Magic Mantle before Shadowflame or Void Staff. (It's pretty nice to just add up the numbers in your skill descriptions and know when you can one-shot someone.)
Once you finish a Legendary item, the Mythic bonus will put you up to 29.
Most low elo players even up until masters will ego and refuse to buy early magic resist making double Magic Pen an extremely strong combination. (Due to the magic pen formula, flat pen can never bring MR below 0.)
Once our core is completed, we're essentially purchasing items based on the situation. If the enemy is building MR you can instead opt to build % Magic pen in a Void Staff, a survivability item ( Banshee's Veil/ Zhonya's Hourglass), or raw damage ( Shadowflame / Rabadon's Deathcap). Shadow Flame is more optimal since it has an additional flat damage built into it and good survivability from the health.
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 Arcane Comet and Electrocute. Your goal is to identify what their plan is and play around it.
A burst mage will often take Electrocute; the benefit is larger trades at the cost of being infrequent. You can choose to either avoid trading in small skirmishes, poke, or extend trades to take advantage of their cooldowns.
While keystones have less variety for mid than other roles like Press the Attack, Lethal Tempo or Conqueror, it’s still something to keep in mind. The second portion of keystones are the supporting runes that accompany it.
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. Biscuit Delivery is a popular rune because it can help with difficult match ups, whereas Eyeball Collection will give you a stronger spike. Make a decision based on your match up.
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 Ignite, or do you benefit more from scaling with the safety of Teleport?
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.
Syndra's laning phase is based around the new splinter passive and generating gold through short trades when you have First Strike. This means you can play through wave manipulation more consistently and focus on either creating gank windows for your jungler or just scaling up.
With rune diversity, you can play aggressively, passively, or any other variation that fits the game context. Syndra is incredibly broken right now so I definitely recommend playing her.
For this purpose, we're typically looking to play around Dark Sphere in conjunction with Scatter the Weak to proc the splinter effect before disengaging. The goal is to cast when they're last hitting since they'll be locked in position.
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.
Electrocute playstyle is essentially the same since you're still playing for splinters it's just easier to create kills off your trades.
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 Dark Sphere then wait for it to recharge, follow up with Scatter the Weak pick up ball with Force of Will and recast along with Dark Sphere that's been recharged. This garuantee's a 5 ball ultimate, 6 balls if you have the Dark Sphere upgrade.
Realistically, you'll have 80-100 splinters by 20 minutes.
40 splinters by level 7 no matter what.
120 splinters by 25.
If you opted for Ignite, you'll feel very bad about yourself because side laning is completely dependent on champions and you might have 0 opportunities to farm a side lane.
If you have Teleport and its a favorable side lane match up, you'll be able to consistently farm side waves for resources and pressure objectives without being contested.
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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