This is a tentative rework for Syndra, the Dark Sovereign. Loved by the community for her unique mechanical playstyle and massive burst damage, Syndra rose to prominence in the middle of Season 4 as potent midlaner counter to the reigning assassin champions due to her potent damage on low cooldowns and ability to peel and harass all in assassins. While having one of best overall midlaner kits from a mechanical standpoint, late Season 4 nerfs to her Dark Spheres and several bugs that rose after that brought out the crucial flaws on her kit. While having high base damages and above average scalings, her mid range spells, single target ultimate and low value passive, makes her fall off hard post level 13 due to the long set up times of her ultimate and the risk involving getting in such short range of a priority target, which makes her a low value choice in a game that is ever more focused in teamfighting prowess.
Not only that, but her power curve is completely opposite to what her lore and gameplay fantasy define her. In her lore, she works as this ever growing prodigy, with little to no restraint in her magical uses and grows by leaps and bounds due to this. Gameplay-wise however, she works more as a mid lane version of early Season 4 Renekton, where she bullies her opponents to death in lane and has to snowball hard from that lead in order to have an impact outside of the laning phase. And even that curve is somewhat clunky due to the low level 1 damage of her Dark Spheres, which is the same if not lower than her basic attacks when factoring resistances.
This rework is a more low key one, focused on revamping her passive to give her new gameplay changing mechanics aswell as AP gains for each fully evolved spell. To compensate, her base damages are mostly reduced but her scalings will be increased. With this i feel like her late game power and teamfighting presence is severely increased while curbing her oppressive lane presence, and especially her full level 6 burst, which is massive and cimenting her ball manipulation and combo casting kit.
Note: @Vistha-Kai, an editor of this wiki and profund Syndra lover is a guy who i've had one of my first League debates, which was about Syndra (obviously) and it was a somewhat intense and fun debate. He's probably gonna murder me on my sleep for doing this, but i would like his thoughts on the subject and this rework proposition. Also don't forget to read the descriptions for extra details.
Edit 1: So after a prolonged conversation with @Vistha-Kai and hearing out a few more comments, i may have overshoot a few of Syndra's numbers in the early game, more specifically her Q. Also i shifted her Transcendant bonus effects as i felt the W ended up being a bit wonky to apply and preffered to simplify some her mechanics and reward placing multiple Spheres on the field and make Syndra less punishing in the early game, but not return her bully identity.
Each of Syndra's abilities gain an extra effect at maximum rank. In addition she gains 40 AP for each max rank ability.
Out Syndra's entire kit, Transcendent doesn't make her transcend anything, as the passive effects are very small and quite bland to be honest. In this rework, the gained effects will be more much radical, mostly to emphasize her gameplay fantasy and improve her gameplay fantasy. In addition the gained AP will fuel Syndra's higher scalings and improve her late game damage, compensating in the long term for her lower base damages and early game.
COST: 40 / 45 / 50 / 55 / 60 Mana
COOLDOWN: 5 / 4.5 / 4 / 3.5 / 3
Active:Syndra conjures a Dark Sphere at the target location, dealing magic damage to all enemies in the area. The Sphere lasts for up to 5 seconds and can be manipulated by Syndra's other abilities.
As it stands now, Dark Sphere is as awkward as it is core to Syndra's playstyle. The level 1 damage is one of the lowest of the game, to the point where a basic attack could deal similar damage and with no mana cost involved. With this rework i planned on giving Syndra actual levels 1 power, but her damage will spike somewhat latter atleast until level 9 with an item or two and the first passive breakpoint and the more max ranks she gets, the more damage she gains. By slightly reducing the base duration, but making all of her spell refresh their duration, this will focus on Syndra chain casting spells to maintain her current Dark Spheres and generate more of them as teamfights become more and more prolonged, which in turn will fuel her other spells.
Force of Will
RANGE:800 / 400
COST: 40 / 50 / 60 / 70 / 80 Mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
First Active:Syndra telekinetically grabs a Dark Sphere, enemy minion or monster for 5 seconds. If a minion or monster is grabbed, it's put in stasis.
Second Active: Throws the grasped Dark Sphere or enemy at the target area. The thrown unit, if it is an enemy, and any enemies struck take magic damage and are slowed for 1.5 seconds. This ability also provides sight through Fog of War or brushes before it lands.
Force of Will is arguably one of the more versatile abilities in the game. With it Syndra can harass enemy champions, slow them, steal key jungle buffs or even detter super minions from your base by grabbing then and throwing them into the fountain, which makes for a very fun and trolly playstyle. However once again this is kinda left to the wayside due to the negligible Transcendant bonus. With this new bonus, Syndra can in a way poke the enemy backlines, by landing a Force of Will-thrown Dark Sphere into the enemy tankline and have it bounce back. At the same time i tweaked the base damages and increased the scalings so once the passive AP gain plus items, kicks in, Syndra can murder enemy foes lategame.
Scatter the Weak
COST: 50 Mana
COOLDOWN: 18 / 16.5 / 15 / 13.5 / 12
Active:Syndraknocks back enemies and Dark Spheres, dealing magic damage to them and any enemies with which they collide.
The distance of the knockback increases depending on how close the affected units are to Syndra upon cast. Dark Spheres that are knocked back stun all enemies in their path for 1 second, instead of knocking them back.
Transcendent Bonus:Scatter the Weak's stun duration is increased by 0.25 seconds for each Dark Sphere caught in the ability after the first one for a maximum stun duration of 2.5 seconds.
Scatter the Weak has always been seen as one of Syndra more controversial abilities. It's instant casting, width, area of effect and fast travel speed made Syndra's mechanical skill much easier. Add the bugs that screwed with the width of the spell and it muddled Syndra's otherwise well designed kit. By reducing the base stun duration and making it scale with existing Dark Spheres as a Transcendant bonus, the idea is to make sure Syndra sets up multiple Spheres for a mass duration stun, mostly after having picked off an individual target with her ultimate. Also i'm not sure of the width of her Scatter the Weak, but in this version it's width is 25% higher to create a middle ground between her previous base ability and empowered version.
COST: 100 Mana
Active:Syndra's hurls all of her Dark Spheres at the target enemy champion, dealing magic damage per sphere. This also utilizes the three Dark Spheres orbiting her. Unleashed Power uses a maximum of 10 existing Dark Spheres.
Transcendent Bonus: If Unleashed Power kills an enemy champion the ability can be recasted within a 15 second window. Subsequent ability casts after the first, only use Dark Spheres already on the field.
Unleashed Power is a single targeted ability.
And now the second core of Syndra's kit, Unleashed Power is a massive targeted nuke, that scales off how many Dark Spheres there are on the field. A very good concept, however the base damage of it is so big that with a small amount of AP, Syndra doesn't need to have that many spheres on the field to eliminate her targets. At the same time, the low-to-mid cast range and single target nature drastically reduce the effectiveness of her ultimate the longer the game goes, especially in prolonged teamfights. I wanted to maintain Syndra's mid range risk, but i wanted to give her something which she could use to impact teamfights aside from removing a single enemy target and at the same time, make sure she generates more spheres for better damage. While the effect bonus only kicks in at level 16, with some team support Syndra could potentially disintegrate an entire enemy team with multiple reseting ultimates, while empowering them with additional Dark Spheres and contantly refreshing their duration with the Q's Transcendant bonus.