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Skill Usage
- For a basic combo,launch a sphere,wait for the next sphere,grab and get close,throw it,launch other sphere right in the enemie's spot and then use .If it is right,you can get a fast burst combo,enough to kill a squishy without your ultimate.
- Try to catch enemies off guard by hiding your spheres in bushes or in the fog.The enemy may think you are getting prepared to land your combo,so you can just use your ultimate and .
- will extend the range of your spheres by 150(from 800 to 950) making easier to land your combos.So always grab a sphere before an engage.
- It is recommended to get one of your spells to rank 5 as quickly as possible to benefit from its
- Maxing first is highly recommended. This will increase the damage vs champions, while the other bonuses offer improved utility but no extra damage.
bonus.
- It is also recommended that smart casting is used on all of Syndra's abilities except her ultimate. This allows for seamless transition between her abilities and faster combos, which is critical in team fights.
- However, while and are musts for smart casting, you may not want to smartcast as you could end up grabbing a minion instead of a sphere or grabbing the wrong sphere. This problem disappears as you get used to Syndra.
- To get out 4 bonus spheres (the maximum possible) you need more than 30% cooldown reduction and you can do this by using the following combo: Q, Q, W (targeting the first sphere), Q, Q, followed immediately by
- Four spheres are mostly used to kill a very tanky champion, like a fighter.
- Two spheres (assuming you actually hit the damage of the sphere summoning itself) is usually enough to smash a squishy target (Syndra decimates squishies) like a Marksman or Mage.
- One sphere or no spheres is only used if you have everything else on cooldown and need to kill someone immediately, the damage is actually quite respectable with only one bonus sphere.
. However, the delay on her ultimate and the increased micromanagement requires a higher level of skill on an already difficult champion. For most players, it may be more efficient to try using Q and E, Q again and W on the first dark sphere, and then use - this sacrifices one or two dark spheres on her ultimate for a quicker, more reliable combo.
- If you notice your opponent is easily avoiding all your try to become more conservative about it, the low cooldown makes it tempting to use continuously, but pushes the lane if you hit minions (and invites junglers) and drains your mana quickly at higher ranks.
- During laning, keep Syndra always on the move, only stopping to last hit or kill someone. This way Syndra will be more safe from skillshots and delayed abilities and she will be free to poke with while still moving.
has no channel upon cast, which means you can cast it without interrupting your movement. Take this into consideration when playing Syndra, since it allows you to kite and chase enemy champions easily.
- To maximize your chances of hitting the enemy champion with , use it right when they last-hit.
- After you hit an enemy champion with , follow up with ; they'll be slowed and have a hard time avoiding it. If you are confident enough in your own aiming, casting right after will cause them to hit at the same time; this can save a few seconds if you are considering a combo for .
- When being chased in the jungle, use
- Thin choke points like most of the jungle will make it easier to use when an opponent gets too close.
on a nearby neutral monster to slow the enemy champion.
- Be careful about grabbing as his damaging aura is still active while held by .
can be used to throw enemy player pets such as to get them away from allies or yourself.
- Even though it is possible to teleport while carrying a minion or buff with the link will break and it will be released from where you teleported from.
- Placing a directly in front of yourself and then follow it up with a quick and well-aimed gives you a long range stun.
- Try using right after using for an increased chance on stunning enemies for a quick follow up of and .
- will still stun a champion if they get between a and yourself, if they are in-line with the abilities knockback. Note that the stun occurs when the sphere and the enemy collide, therefore you do get a fraction of a second's length longer on your knockback-stun cc chain if you hit a nearby enemy into a farther away sphere.
- When fleeing, creating a and/or using won't halt or slow your movement at all, making these good options for deterring chase or making it impossible to catch up to you, particularly if you have Rylai’s. 's cast animation may allow pursuers to gain ground necessary to use a targeted ability on you, therefore you should consider if this might be the case before using it to secure an escape.
- Try to stay back in teamfights since Syndra is pretty fragile.
- Her main damage abilities, and have good range so she can stay back.
- You should only get close to use (before rank 3 the range is quite short) after you have summoned about two spheres.
- If someone gets too close punish them with a into a stun with . If the enemy is relentless drop another sphere, a and a finishing ultimate.
- is one of the most powerful spells in the game.The incredible 1260 base damage alongside with 140% of scaling ratio.In a certain phase of game,it can be a one-shot-one-kill depending on your target,so ALWAYS BE CAREFUL when using it.Securing kills,bursting priority targets or ulting before a to ensure a maximum stun possibility are the better ways to use it.
Build Usage
- Syndra's damage output is reliant on a high CDR build - it will provide stronger harass with Q and W combos, and being able to maintain more dark spheres on the battlefield will potentially increase the damage on
- She is extremely mana hungry. provides every stat she needs; AP, CDR, and mana regen.
.
- The passive on synergizes with all of her spells to varying degrees; however the bonus mana on will help with Syndra's high mana costs and may be a preferable option depending on your runes and masteries.
- Due to
- It has been debated that is a better purchase on Syndra due to the active, which triggers per sphere during . With only Muramana for mana, the bonus damage per sphere at full mana is between 93-129 (level 6-18). This is the single most damage attainable from only a single item, and is the equivalent of having 465-645 bonus ability power. This is 279-387 bonus damage with only the minimum 3 spheres.
- Do not grab a early. Even with the great AP boost,it's better to buy a first.
- has a particularity. Since your ultimate has a brief cast time,ulting and then using it will guarantee a great headache on squishy targets.Alongside,the bonus defense you make you harder against AD enemies.
- will increasse your brute damage,enhancing your already powerful AoE damage.Since your damage you be raised by an fixed amount,buying penetration will lead into a devastating shower of damage.
- Since
- First you can use Two cooldown reduction quintessences,alongside with your masteries,you can start the game with 10% of cooldown reduction.Allowing you to get less cooldown and more damage.
- You can opt for just your masteries, and a or for max cooldown reduction.
- And you can just make the basic option and get and to cap your cooldown.
's kit relies on low cooldown spells,kiting abilities and constantly damaging enemies on team fights,and bursting down squishy targest really fast,mana regeneration is a mandatory stat.
- For better performances,always asks to someone buys an , this way will open path for you to build another valuable stat,like more damage or more defense.
- can be categorized as the best defensive option for poking enemies,hard engage comps,or high disruptive enemies.
- will be a better option when facing powerful assassins.The stasis will still maintain your spheres for the duration.
- The notorious combination of and can be a good option if you are planning to survive long enough to make a full .The bonus slow and DpS passive alongside with magic penetration can be surprisingly powerful.
's low cooldowns on , an early , and then an , can be charged quickly and therefore a viable item to have.
Recommended builds
Countering
- Get boots early when playing against , they'll help you avoid many of her spells.
- Constantly moving or strafing unpredictably will make it much harder for to harass you with her s
- Attack after she's used , it has a long cooldown, so she will be vulnerable.
- With no reliable escape tool she is also easily ganked and weak against champions with gap closers and crowd controls.
- When ganking her split up so she can't use and to disable both you and your ally. If she manages to stun she will also easily get to slow you, and will likely escape if both you and your ally are affected by this.
- If
- But beware when she has 3-4 on the terrain during teamfights, because she can then deal massive damage with (up to 1260+140% AP), followed by to instantly kill a team member and stun the whole team if you're not spread out enough.
keeps creating s in a situation where she would be better off doing something else (like re-positioning or knocking back enemies), then she is likely preparing to use her ultimate.
- In late game she can be very powerful with her spammable nuke. Try to deny her farming early game to cut down on her damage potential later on.
- Be wary when dueling in a 1v1 with . If her ultimate is available she can instantly burst you down before you are able to kill her.
is a bursty mage, try to focus her down first if you are having problems with her damage.
- The
- If using this method, beware her ultimate since it has pretty short range, meaning she might use it on you, being the closest person. Try this plan when her ultimate goes on cooldown. (Warning: at rank 3 her ultimate's range is increased by 75)
and stun combo can be very hard to land if enemy is too close to her, meaning bursty melee assassin can kill her with ease.
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