This Is How you Dominate with Syndra in Season 4

Season 4 Syndra Guide

Welcome to my Season 4 Syndra Guide For Mid, this time ill be also featuring a custom skin called Poro Overlord Syndra, which was made by SynSeia you may download the skin from here – http://leaguecraft.com/skins/40783-poro-overlord-syndra-v-1-0-full-remodel-particl.xhtml. In this particular season Syndra has been seen there and there on competitive play and this is due to her extremely good 1v1 laning phase and powerful DFG which allows her to do so much burst damage to single target.

Abilities

Transcendent
Transcendent
Each of Syndra’s abilities gain an extra effect at maximum rank.
Dark Sphere
Range: 800
Cost: 40 / 50 / 60 / 70 / 80 Mana
Cooldown: 4
Dark Sphere
Active: Conjures a Dark Sphere at a target location, dealing magic damage.
  • Magic Damage: 70 / 110 / 150 / 190 / 230 (+ 60% AP)
The Sphere lasts for up to 6 seconds and can be manipulated by Syndra’s other abilities.
 Transcendent Bonus: Deals 15% bonus damage against Champions.
  • Magic Damage to Champions (Rank 5): 264.5 (+ 69% AP)
 
Force of Will
Range: 925
Cost: 60 / 70 / 80 / 90 / 100 Mana
Cooldown: 12 / 11 / 10 / 9 / 8
Force of Will
Active: Grabs a  Dark Sphere, enemy minion or neutral monster for 5 seconds. If a Dark Sphere is grabbed, its duration is refreshed.
If a minion or monster is grabbed, it becomes untargetable, invulnerable, and disabled until released.
Range: 950
Force of Will 2
Active: Throws the grasped  Dark Sphere or enemy at a target area. The thrown unit, if it is an enemy, and any enemies struck take magic damage and are slowed for 1.5 second. This ability also provides vision through Fog of War or brushes before it lands.
  • Magic Damage: 80 / 120 / 160 / 200 / 240 (+ 70% AP)
  • Slow: 25% / 30% / 35% / 40% / 45%
 Transcendent Bonus: Increases the slowing duration to 2 seconds.
Scatter the Weak
Range: 700
Cost: 50 Mana
Cooldown: 18 / 16.5 / 15 / 13.5 / 12
Scatter the Weak
Active: Knocks enemies and  Dark Spheres back, dealing magic damage to them and any enemies with which they collide.
  • Magic Damage: 70 / 115 / 160 / 205 / 250 (+ 40% AP)
  • Missile Speed: 2500
The distance of the knockback increases depending on how close the affected units are to Syndra upon cast. Dark Spheres that are knocked back also stun all enemies in their path for 1.5 seconds.
 Transcendent Bonus: Spell width increased by 50%.
 
Unleashed Power
Range: 675 / 750
Cost: 100 Mana
Cooldown: 100 / 90 / 80
Unleashed Power
Active: Draws upon Syndra’s full cataclysmic power, harnessing the three  Dark Sphere orbiting Syndra, in addition to Dark Spheres previously created to deal magic damage to her target per sphere. Unleashed Power will use the three spheres that orbit Syndra, ensuring a minimum damage.
  • Damage per Sphere: 90 / 135 / 180 (+ 20% AP)
  • Minimum Damage (3 spheres): 270 / 405 / 540 (+ 60% AP)
  • Maximum Damage (7 spheres): 630 / 975 / 1260 (+ 140% AP)
All Dark Spheres remain on the ground for 6 seconds after Unleashed Power is used.
 Transcendent Bonus: Cast range increased by 75.
 

 

Item Choices & Build

Starting Boots of Speed item Health Potion item4 Doran's Ring item
Essential Doran's Ring item Sorcerer's Shoes item Athene's Unholy Grail item
Offensive Rabadon's Deathcap item Deathfire Grasp item Void Staff item
Defensive Zhonya's Hourglass item Rylai's Crystal Scepter item Guardian Angel item
Consumables Health Potion item Mana Potion item Sight Ward item

What i start from always pretty much is either boots and pots or Dorans ring and pots. Boots are just for matchups that are bit scary and you want to avoid jungle early game. After this you build out to Athene’s and quickly after DFG. Cooldown Reduction is very important aspect of Syndra’s kit. After this you go to Rabadon’s and Zhonya. For last item if your team can protect your well you should take Void staff, but i prefer Rylai since i like to kite and catch people.

Masteries

Pretty normal stuff on masteries side, one alteration which you can make on this tree, is to change enhanced recall to trinket/ward range mastery. This is fairly optional point, but it has lot of significance, the other change is to remove movement bonus and just take mana regen. Offense tree is very important and you shouldn’t touch it, you practically could remove Enhanced Armor and take something out of utillity tree but i advice against it.

Runes

So there is multiple options for masteries, especially on the seals spot. There is 3 optimal choices for this specific rune build (Varies on the match-up on midlane of course)

  • Armor Per Level (If your against AP)
  • Armor Flats (Against AD)
  • Health Per Level / Health Flats (In all matchups if you want)

Rest of the runes in this build are normal and shouldn’t be touched unless you lack that specific rune currently. You may change glyphs to magic resistance, but i think that removes burst and 1v1 kill potential bit too much.

 

SugiStyle

SugiStyle

Sugi is Owner of MobaMonster. He likes to try/play different Moba games in the market and is very competitive gamer. Currently is looking forward to Strife and Core Masters. Sugi's grammar is bad.

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