Syndra Mid Build & Guide — Patch 16.9

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.
Pick into
Immobile mages without dash
Without a dash they cannot dodge an E-stun setup. Once you knock a sphere into them they eat the full Q-W-R combo and Syndra's R executes whatever HP is left.
KarthusVeigarAniviaBackline scalers with weak escape
They want to poke from the back. Syndra walks her sphere into E range, stuns from 1100+ units after the knockback, and one-shots before they can answer.
SennaXerathZiggsTelegraphed point-and-click engagers
Their all-in needs short range and a clear tell. Syndra E pushes them out before they land their CC, then she resets the trade with Q poke.
MalzaharAnnie
Counterpicks
Mobile assassins with multiple gap-closers
Syndra's only hard CC is E (a skillshot through a sphere). Champions with two or more dashes step around the cone and reach her before R comes back up.
ZedFizzKassadinLonger-range artillery mages
They poke beyond Q range (800). Syndra has no way to close the gap, so every wave fight bleeds her HP without an option to all-in back.
XerathVel KozWind Wall users
Wind Wall blocks Q, W, R, and the sphere thrown by E. Syndra loses every projectile-based trade until the wall is down, and her stun setup falls apart.
YasuoYone
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.