Syndra Mid Build & Guide — Patch 16.12

Tactical Dashboard
Core Abilities
Skill Order
Primary Combo
Core Items
Situational Items
Runes

Win Condition
Land an E-stun on a sphere setup, then dump Q-W-R for the one-shot. Once Luden's Echo and Rabadon's are online, R executes any squishy under your Splinters threshold.
Weakness
No dash, no escape. Hard countered by mobile assassins and long-range artillery: if you miss E, your stun window collapses and you die before your R refunds.
Overview
Syndra is a long-range burst mage (a champion who deals a lot of damage in 1-2 seconds) built around one mechanic: place a Dark Sphere (Q), knock it into the enemy with Scatter the Weak (E) for a stun, then dump everything she has on the stunned target. Her Splinters of Wrath passive upgrades each ability across the game — most importantly, the R upgrade turns Unleashed Power into a single-target execute on low-HP champions, giving her one of the cleanest finishers in the mid lane. She has no dash, no escape, and a stun that requires precise sphere placement, so positioning behind your front line (the tank/bruiser that opens the fight) is non-negotiable.
Her game plan is simple to state: in lane, harass (chip away enemy HP with safe ranged damage) with Q placements that double as waveclear, look for Q-E stun setups when the enemy steps on a sphere, and roam with R up to delete a squishy (a low-defense target like an ADC) on the side lane. In team fights you stand at second-line range, wait for your tank to engage, then E-stun a priority target and burst them before they can reposition.
Recommended Build
Starting items:
Doran's Ring + 2
Health Potions. Doran's Ring's mana regen lets you spam Q for waveclear without going dry by minute 6.
Core items (in order):
Luden's Echo — burst spike, mana for Q spam, AOE damage on the first ability of a combo.
Sorcerer's Shoes — flat magic penetration; turns your R execute threshold into a real one-shot.
Shadowflame — extra burst, the HP-threshold passive (the bonus magic pen unlocks below ~40% HP) lines up with R finishers.
Rabadon's Deathcap — late-game scaling multiplier, your highest-AP item slot.
Situational items:
Zhonya's Hourglass — into divers and assassins (Zed, Diana, Talon, Akali). Stasis buys the 2.5 seconds you need after blowing R, while your team peels for you (protects you from whoever is attacking you).
Void Staff — the moment any priority target buys a Magic Resist item.
Banshee's Veil — into heavy single-target magic CC (Ahri charm, Lissandra R, Twisted Fate stun).
Morellonomicon — into healing-stacking compositions (Soraka mid, Vladimir, Dr. Mundo top).
Boots:
Sorcerer's Shoes is default.
Ionian Boots of Lucidity are acceptable if the team needs more R uptime as a finisher and the enemy has low MR.
Skill order: Max Q first (your only ranged poke and main DPS), W second (lower cooldown and stronger throw damage), E last because its base damage barely scales with rank — you only need one point for the stun. Take a point in R at levels 6, 11, 16.
Runes: Primary Sorcery with Summon Aery, Manaflow Band, Transcendence, Scorch. Aery procs on every Q for free poke; Manaflow Band fixes Syndra's worst stat. Secondary Inspiration with Biscuit Delivery and Cosmic Insight, or Sorcery + Precision with Presence of Mind and Coup de Grace if the enemy team has multiple low-resistance squishies. Electrocute (Domination tree) is a viable alternative if you want more all-in burst at level 2-3, but Aery is the safer default for a champion this immobile.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Champions Syndra beats
Immobile mage without a dash
Karthus has no dash to dodge the sphere knock-back from Scatter the Weak. Syndra walks a Dark Sphere onto him, E knocks it into his face for the stun, and the Q-W-R chain finishes before Defile can drain enough HP back to survive Requiem range.
KarthusImmobile mage without a dash
Veigar needs to stand on his Event Horizon to land Dark Matter and stack Phenomenal Evil Power. Syndra places a sphere at the cage edge, E stuns him inside his own ring, and the full Q-W-R burst executes before his stack-scaling AP catches up to her base damage.
VeigarImmobile mage without a dash
Anivia has no dash and the Rebirth egg only resets one death per cooldown. Syndra E stuns through a sphere, drops her Q-W-R combo, then re-engages the egg with a second sphere before Glacial Storm zone control can be set up again.
AniviaBackline scaler with weak escape
Senna wants to stack Absolution souls from the back row and has no dash for the all-in. Syndra moves a Dark Sphere within her 1100+ unit E range, stuns Senna from outside her Piercing Darkness counter-poke window,
SennaBackline scaler with weak escape
Ziggs uses Satchel Charge for both damage and self-knockback escape, but it goes on cooldown after one use. Syndra E stuns him the moment his W is down, the sphere knockback range exceeds his Bouncing Bomb counter-poke,
Ziggs
Champions that beat Syndra
Mobile assassin with multiple gap-closers
Zed uses Living Shadow W and Death Mark R as two separate dashes that bypass Syndra's E stun cone. He swaps with his shadow mid-Q, dodges the stun setup entirely, and Razor Shuriken chips Syndra from outside her own 800 Q range while her cooldowns stay on the burn.
ZedMobile assassin with multiple gap-closers
Fizz's Playful / Trickster E makes him untargetable for the stun frame, and Urchin Strike Q dashes through minions onto Syndra. He sidesteps E with the Trickster pop, lands inside her threat range, and Chum the Waters R seals the all-in before her R execute is back up.
FizzMobile assassin with multiple gap-closers
Kassadin's Riftwalk R has unlimited charges with stacking mana cost, letting him blink past every sphere placement and onto Syndra repeatedly. Null Sphere Q blocks her next spell mid-cast, Force Pulse E stuns her, and her base kit has no answer once he hits item 2 power.
KassadinLonger-range artillery mage
Xerath's Arcanopulse Q reaches up to 1450 units, well beyond Syndra's 800 Q range, and Rite of the Arcane R adds a second long-range execute on top. He pokes Syndra off the wave before she can position a sphere for the E stun, and Shocking Orb interrupts any approach.
XerathLonger-range artillery mage
Vel'Koz's Plasma Fission Q out-ranges Syndra's Q and chips her Organic Deconstruction passive stacks on every hit. Tectonic Disruption E knocks her up the moment she tries to E forward,
Vel Koz
Key matchups
- Zed: Hardest matchup in the pool. Hold E for his R dash-in, save Flash for his ult, and rush
Zhonya's Hourglass as a second item. Never push the wave past the river without vision. - Yasuo / Yone: Wind Wall blocks Q, W, R, and the sphere knocked by E. Bait the wall with a free Q, then commit your combo on the recovery frame.
- Orianna: Even matchup, decided by team fights. Don't auto-attack trade in lane; her shield +
Luden's Echo wins short trades. Look for solo kills only after she misses E. - Twisted Fate: Roam priority race. Push the wave with Q on cooldown, ping his R the moment cards go up, and rotate before he does. Solo Q-E kills work pre-6 because he has no escape.
- LeBlanc: She wants to all-in (commit to a full kill attempt with no escape route) you at level 3. Skip pushing in early levels, hold E for her W return, and respect her kill threat through ~level 9. After
Luden's Echo the matchup flips — your burst now matches hers and your range is longer.
Power spikes & win conditions
- Level 6: First Unleashed Power unlocks the Q-W-E-R one-shot on any squishy still on full mana spent. If you have a sphere placed and the enemy uses Flash to dodge E, you can still walk the sphere with W for a re-engage stun.
- Level 9 (Q maxed): Q cooldown drops, mana cost stays flat. Wave control flips to your side: shove and roam with R up.
Luden's Echo completion (~ minute 12-14): First real burst spike. The combo deletes a 1300 HP target if you land E.
Rabadon's Deathcap online (~ minute 26-30): Your R one-shots squishies that have not built a single Magic Resist item. Force objective fights at this timing — Drake or Baron — because your team-fight value peaks here.
Common mistakes
- Throwing Q for harass without setup. Place the sphere where the enemy must walk to last-hit, then E through the sphere to land the stun. Naked Q poke without a follow-up is mana wasted.
- Forgetting W can grab a minion. You don't need a Dark Sphere to throw with W — a minion works. In lane, this means you can W a caster minion at the enemy from 925 range when Q is on cooldown, doubling your harass.
- Burning R on a full-HP frontline. R is single-target and on a 120s cooldown at rank 1. Save it for a squishy under the execute threshold, never the tank that opened the fight.
- Standing still for E. E has a slow cast time. If you stand still to aim it, mobile champions read the wind-up and dash out. Walk forward as you cast so the cone covers their next step.
- Picking Syndra into double dash assassins. Pre-game decision: if the draft has Zed + Kha'Zix or Akali + Diana, switch picks. Once locked, you cannot mechanic your way out — even Zhonya's only buys 2.5 seconds against two reset-based assassins.
Advanced tip
The W-cancel pickup: when you cast W to grab a sphere, you can immediately cast Q during the brief pickup animation to drop a second sphere at your cursor, then throw the first one with W recast. This gives you a 2-sphere setup in roughly the time of one cast cycle: throw the W sphere into the enemy for the slow, then E through the freshly placed Q sphere for the stun. The trick wins fights at higher ranks because most enemies expect only one sphere of pressure, not two stacked in one combo.
Past patches
No previous versions available.