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Hello everyone, Here's my guide to Syndra with izemization and gameplay tricks and tips included. Please keep in mind that this is more like a solo-queue guide, rather than an overall one, as playing with or against a well-coordinated team may require you to play her differently. So first of all, if you want to play Syndra exceptionally well, then you have to buy this skin. Once you've done that, the rest is easy. Let's get started. Syndra's main role in a team is to provide engage, cc and heavy single-target burst in a teamfight or throughout the entire game. During the laning phase your goal is to completelly shut down the enemy midlaner. Yes, you could say it is a general aim, however some champions such as malphite, warwick, kog'maw or talking about midlaners, ziggs, anivia or orianna are mainly focusing on lane neutralization rather than complete domination as they scale ridiculously well as the game progresses. To achieve this, you need to play very agressive and have to calculate every move you make in the early game. Your mana pool is fairly decent, meaning that you are capable of somewhat spamming your abilities early, however it is just barely enough to pick up first blood at level 2 or 3. Getting the upper hand early with Syndra is extremelly important and can turn the whole game to your favour. Her AoE abilities enable you to farm while poking your opponent at the same time, therefore it is crucial that you always look for oportunities to do so. Do not forget to autoattack inbetween your spells as if well-combined with your abilities, your trading potential is higher than any other midlaners'. Using summoner cooldowns to pick a kill up during the laning phase is extremelly worth the effort and should be done without hesitation. Keep in mind that syndra is scaling off damage, not tankyness nor sustain. Therefore picking up an early kill makes the difference of you picking up a Needlessly Large Rod or Haunting Guise instead of a Charlice of Harmony. With the earlier mentioned agressive damage items, another kill at level 6 is granted whether it is 1v1, 2v1 or 1v2. Going up against ad midlaners your first item should definitelly be Haunting Guise over anything else. Correct itemization throughout the game : Starting items : Dorans ring + 2 cookies (yes, that means that going 21 0 9 in your masteries is your best option, but I'll discuss that later) The cookies are vital when it comes to very close trades as it instantly restores 20 hp and 10 mana. While the benefits might not seem to be that great, spamming both of them does give you 40 hp and 20 mana, which can make the difference of you getting first blood or your opponent. Even when ignited and your healing is halved, 20 extra hp at early levels can prevent you from dying to the very last stack of ignite or Damage Over Time effect such as Fizz's 'w', Tristana's 'e' or red buff. Early game items : Needlessly Large Rod / Haunting Guise / Charlice of Harmony As mentioned earlier, your main target should be the Haunting Guise in all scenarios, however if you're overperforming, go for Needlessly Large Rod or if you are underperforming go for Charlice of Harmony. If underperforming against AD opponents, even though its going to make your game a lot harder, but go for the Seeker's Armguard. If you're literally getting shit on, camped or just fucked up big time, then rush the double dorans. Mid game items : Best case scenario : Deathfire Grasp + Haunting Guise + Sorcerer's Shoes Decent itemization (sometimes vital against some matchups, such as going vs zed) : Zhonya's Hourglass + Haunting Guise + Sorcerer's Shoes Poor itemization (again, sometimes you're forced to take it) : Charlice of Harmony + Haunting Guise + Sorcerer's shoes) To make you feel the difference between the 3 options above, the best build will grant you a kill on the adc at lv 9 by using 3 abilities and your DFG. When you go with Zhonya, you won't be able to pick a kill up on the adc by using 4 abilities at lv 9, a fifth 'q' is required in this sequence (q+e, then w, q, q). When going with Charlice, even though Syndra has a freaking huge spike at lv 9, the enemy ad will most likely get away if you don't have your ult. Please keep in mind that this is an approximate comparison, therefore different scenarios are likely to occur, however the trend in damage described is constant. Late game items : Deathfire Grasp + Liandry's Torment + Zhonya's Hourglass + Rabadon's Deathcap + Void Staff + Sorcerer's Shoes (with Alacrity enchant) While this is the standard build, as you can see there is no mana-regeneration included, which makes you very blue-heavy. This can be overcome by sacrificing pure damage for mana-regen. As Syndra's base damage is ridiculously high, I usually drop Rabadon's and pick up Athene's Unholy Grail instead. It might seem to be a bit of a shock to sacrifice your Rabadon's for mana-regen, however with the build I've mentioned above, you'll find yourself overkilling everyone on the map which is sort of a waste, isn't it? Champion specific tips and tricks : - Activating your ult and dropping a 'q' at the same time or right after the ult activation results in both your 'q' hiting your opponent, as well as it is utilized in your ultimate. Therefore your biggest burst combo is 'q' - 'e' - DGF - 'r' - 'q' combined with an ignite. If you don't manage to pick the kill up, your 'w' is always there to finish off the kill. - Hitting a q, then stun right after it gives you vision of your target. - If your sphere is slightly behind your target but still in line for the stun, it will hit. - Even though it's fun, trying to stack your ult to 6 hits will usually result in you completelly missing your chance to kill. If there are anything you want to ask or discuss, please go ahead. Tell me how you liked my guide. Enjoy !