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Champion Guide10 min read

Best Syndra Build & Guide (2026) — League of Legends

The definitive Syndra build guide for 2026. Optimal items, runes, ability order, playstyle tips, and matchup advice backed by data from thousands of ranked League of Legends matches.

Syndra is League of Legends' Dark Sovereign — a burst mage mid laner who conjures Dark Spheres with relentless poke, grabs and hurls objects with Force of Will, scatters enemies and stuns them by pushing spheres with Scatter the Weak, and unleashes a devastating barrage of all active spheres onto a single target with Unleashed Power. She is a ranged AP mage who builds items like Blackfire Torch and Shadowflame to obliterate priority targets with massive burst combos from long range. Syndra is played primarily as a mid laner (50.96% win rate on LoLalytics Patch 16.6 Emerald+, B+ Tier ranked 38th of 93 mid lane champions) with a 4.91% pick rate. Whether you want to zone enemies with persistent Dark Spheres, set up multi-sphere stuns with Scatter the Weak, or delete carries with a fully-loaded Unleashed Power, this guide covers everything you need to master the Dark Sovereign in 2026.

Syndra Overview

Syndra operates as a burst mage mid laner whose power comes from Dark Sphere's low-cooldown poke that creates persistent spheres on the field, Force of Will's ability to grab and throw spheres or minions for additional damage and crowd control, Scatter the Weak's cone knockback that stuns enemies hit by pushed spheres, and Unleashed Power's single-target burst that hurls all active spheres at one enemy for devastating damage that scales with the number of spheres available. She is played as a mid laner (50.96% win rate on LoLalytics Emerald+, B+ Tier ranked 38th out of 93 mid lane champions) with a 4.91% pick rate reflecting her consistent and rewarding playstyle.

Unlike assassins who must dive into melee range, Syndra provides massive burst damage from 675 range with Unleashed Power that scales with the number of Dark Spheres active on the field for up to 7 spheres of damage, zone control through persistent Dark Spheres that last 6 seconds and can be repositioned with Force of Will or weaponized with Scatter the Weak, reliable crowd control through Scatter the Weak's sphere stun that locks down enemies at up to 1300 range when pushing a sphere, and scaling power through the Transcendent passive that collects Splinters of Wrath to permanently upgrade all four abilities. Syndra wins by maintaining sphere presence on the field, poking with Dark Sphere, setting up stuns with Scatter the Weak, and executing priority targets with a fully-loaded Unleashed Power.

Transcendent (Passive) causes Syndra to collect Splinters of Wrath throughout the game, stacking up to 120. Splinters are gained from dealing 2 ability instances to enemy champions within 4 seconds (granting 1/2/3 Splinters scaling by level), ranking up abilities beyond level 1 (granting 5 Splinters, up to 85 total from ability ranks), and killing large minions (granting 1 Splinter each). At 120 Splinters, Syndra achieves Transcendence and gains 15% bonus ability power. Each ability threshold provides a unique upgrade: at 40 Splinters Dark Sphere periodically stocks charges (max 2), at 60 Splinters Force of Will deals 12% (+2% per 100 AP) bonus true damage, at 80 Splinters Scatter the Weak's cone angle increases and applies a 70% slow for 1.25 seconds, and at 100 Splinters Unleashed Power executes targets below 15% maximum health. Transcendent defines Syndra's scaling identity — she becomes progressively more dangerous as the game goes on, reaching her full power when all four ability upgrades are unlocked and the 15% AP bonus amplifies her entire kit.

Dark Sphere (Q) has a 7-second cooldown at all ranks and costs 40/45/50/55/60 mana. Syndra conjures a Dark Sphere at a target location after a 0.6-second delay, dealing 80/115/150/185/220 (+65% AP) magic damage to enemies in a 210-radius area. The sphere persists on the ground for 6 seconds and can be interacted with by Force of Will and Scatter the Weak. At 40 Splinters of Wrath, Dark Sphere periodically stocks charges up to a maximum of 2, allowing Syndra to cast two spheres in rapid succession. Dark Sphere is Syndra's bread-and-butter ability — its 7-second cooldown and 800 range make it her primary poke tool and wave clear ability, while the persistent spheres it creates on the field set up her Scatter the Weak stuns and increase the damage of Unleashed Power.

Force of Will (W) has a 12/11/10/9/8-second cooldown and costs 60/70/80/90/100 mana. Syndra grabs a Dark Sphere, enemy minion, or monster with telekinesis, holding it for up to 5 seconds. She can then recast to throw the grabbed object at a target location, dealing 70/100/130/160/190 (+65% AP) magic damage and slowing enemies hit by 25% for 1.5 seconds. At 60 Splinters of Wrath, Force of Will deals an additional 12% (+2% per 100 AP) bonus true damage to all targets hit. Force of Will is Syndra's utility and damage amplification tool — the slow sets up follow-up Dark Spheres and Scatter the Weak stuns, the bonus true damage at 60 Splinters adds significant mixed damage that penetrates magic resistance, and grabbing a sphere repositions it for optimal Scatter the Weak angles.

Scatter the Weak (E) has a 15-second cooldown at all ranks and costs 50 mana at all ranks. Syndra emits a cone of force in a target direction, dealing 60/95/130/165/200 (+60% AP) magic damage and knocking back enemies and Dark Spheres. Any enemies hit by a knocked-back Dark Sphere are stunned for 1.25 seconds. At 80 Splinters of Wrath, Scatter the Weak's cone angle increases and applies a 70% slow for 1.25 seconds to all enemies hit. Scatter the Weak is Syndra's most impactful crowd control ability — the 1.25-second stun on sphere contact is her primary self-peel and pick tool, capable of stunning enemies at up to 1300 range when pushing a sphere positioned far from Syndra, and the long stun duration provides ample time for follow-up damage from Dark Sphere and Unleashed Power.

Unleashed Power (R) has a 120/100/80-second cooldown and costs 100 mana. Syndra hurls all active Dark Spheres at a target enemy champion, conjuring 3 additional spheres and grabbing up to 4 nearby spheres for a maximum of 7 spheres total. Each sphere deals 80/120/160 (+20% AP) magic damage, resulting in minimum damage of 240/360/480 (+60% AP) with 3 spheres and maximum damage of 560/840/1120 (+140% AP) with 7 spheres. At 100 Splinters of Wrath, Unleashed Power executes targets below 15% maximum health. Unleashed Power is Syndra's signature ability and the reason she is feared as one of the deadliest burst mages in the game — a 7-sphere ultimate with full AP deals catastrophic single-target damage that can one-shot squishy carries from 675 range, and the execute threshold at 100 Splinters ensures that even tanky targets who survive the initial burst are finished off.

Strengths

  • Unleashed Power's single-target burst damage with 7 spheres deals up to 1120 (+140% AP) magic damage at rank 3, capable of one-shotting any squishy carry from 675 range without them having any opportunity to react — the execute at 100 Splinters of Wrath that kills targets below 15% maximum health makes even partial-health targets impossible to save once Syndra commits her ultimate — This point-and-click burst with no counterplay beyond Zhonya's or spell shields makes Syndra one of the most reliable assassin-mages in the game
  • Dark Sphere's 7-second cooldown at all ranks with 800 range provides relentless poke and zone control throughout the laning phase — each sphere persists for 6 seconds on the ground, creating a minefield of potential Scatter the Weak stuns and Force of Will grabs that enemies must constantly respect and play around — The sphere management aspect gives Syndra unique battlefield control that rewards players who plan their sphere placement 2-3 abilities ahead
  • Scatter the Weak's 1.25-second sphere stun at up to 1300 range is one of the longest-range reliable stuns in the game, providing both offensive pick potential and defensive self-peel — a well-placed Q into E combo can catch enemies from over a screen away, setting up guaranteed follow-up damage or saving Syndra from assassin dives — The stun's long duration gives teammates ample time to follow up on caught targets
  • Transcendent's Splinter of Wrath system provides permanent scaling upgrades to all four abilities, culminating in a 15% AP bonus at 120 Splinters that amplifies Syndra's entire kit — the upgrades at 40, 60, 80, and 100 Splinters each add meaningful power spikes that reward consistent play, making Syndra progressively more dangerous as the game continues — Unlike other scaling champions who need items, Syndra's passive upgrades are free and permanent

Weaknesses

  • Syndra has no mobility spells or dashes, making her extremely vulnerable to assassins like Fizz, Zed, and Katarina who can gap-close onto her and burst her before she can respond — her only defensive option is Scatter the Weak's stun, which requires a sphere to be positioned correctly and has a 15-second cooldown — Her 45.41% win rate against Fizz highlights how punishing mobile assassins are for an immobile mage
  • Scatter the Weak has a fixed 15-second cooldown at all ranks regardless of ability haste from levels, meaning Syndra's primary self-peel and crowd control tool is unavailable for long windows — if she misses the stun or uses it offensively, she is defenseless against ganks and all-ins for a significant period — Managing E cooldown is the difference between life and death for Syndra players
  • Syndra's burst combo requires setup time to maximize — placing spheres on the field for a full 7-sphere Unleashed Power takes multiple Q casts over several seconds, and enemies who engage before Syndra has spheres prepared receive a significantly weaker ultimate with only 3 spheres instead of 7 — This setup requirement means Syndra's burst is far less threatening when she is caught off guard or ambushed without spheres active
  • Syndra has high mana costs across her kit (Q costs 40-60 per cast at 7-second cooldown, W costs 60-100, R costs 100) and must constantly cast spells to maintain sphere presence and farm efficiently — without mana management through Biscuit Delivery or Manaflow Band, Syndra can run out of mana quickly during extended lane phases and skirmishes — Running out of mana removes Syndra's primary threat since she has no meaningful auto-attack damage

Recommended Runes

First Strike (Inspiration) — Most Popular

The recommended rune page for Syndra mid is First Strike in the Inspiration tree. First Strike synergizes with Syndra's long-range poke pattern — initiating trades with Dark Sphere from 800 range consistently procs First Strike for bonus gold and damage since enemies rarely hit Syndra first from that distance.

  • First Strike — Grants bonus gold and deals 9% bonus damage for 3 seconds when Syndra damages an enemy champion before they damage her. First Strike is the optimal keystone for Syndra because Dark Sphere's 800 range allows her to consistently initiate trades from a distance where enemies cannot hit her first — the bonus gold generation accelerates her item spikes, and the 9% damage amplification increases the burst of her full combo including Unleashed Power.
  • Magical Footwear — Grants free Slightly Magical Boots at 12 minutes (reduced by takedowns), saving 300 gold. Magical Footwear accelerates Syndra's build path toward her first core item by removing the need to purchase boots early — the bonus 10 movement speed on the upgraded boots also helps Syndra kite and reposition in teamfights where her lack of mobility is most punishing.
  • Biscuit Delivery — Provides biscuits at 2, 4, and 6 minutes that restore health and mana and permanently increase maximum mana. Biscuit Delivery solves Syndra's mana sustain issues during the laning phase — the mana restoration ensures she can continue casting Dark Spheres for poke and wave clear without being forced to recall, and the permanent mana increase improves her combat endurance throughout the game.
  • Cosmic Insight — Grants bonus item haste and summoner spell haste. Cosmic Insight reduces the cooldown of Flash and Ghost for more frequent repositioning opportunities, and reduces active item cooldowns on Zhonya's Hourglass for more frequent Stasis uses — particularly valuable for an immobile mage who relies on these cooldowns for survival.

Secondary — Sorcery

  • Manaflow Band — Grants bonus mana when hitting enemy champions with abilities, and bonus mana regeneration after stacking. Manaflow Band further addresses Syndra's mana needs by rewarding her poke-heavy playstyle with increased mana pool — landing Dark Spheres on enemy champions stacks Manaflow Band quickly, and the mana regeneration at full stacks ensures Syndra can sustain extended fights and sieges.
  • Transcendence — Grants ability haste at levels 5 and 8, and reduces remaining non-ultimate ability cooldowns by 20% on champion takedowns at level 11. Transcendence provides scaling ability haste that reduces Dark Sphere's already short 7-second cooldown even further, and the cooldown reset mechanic at level 11 lets Syndra cast additional abilities during teamfights after securing kills or assists — enabling rapid-fire Dark Spheres and follow-up Scatter the Weak stuns.

Stat Shards

  • Adaptive Force (AP) — Bonus AP increases Dark Sphere's poke damage, Force of Will's burst, Scatter the Weak's damage, and Unleashed Power's per-sphere damage, providing immediate value across all of Syndra's abilities for stronger early trading.
  • Adaptive Force (AP) — Double adaptive force maximizes Syndra's early game poke and burst damage, making her Dark Sphere harass and all-in combo as threatening as possible during the laning phase when establishing lane dominance is critical.
  • Health Scaling — Bonus health scaling provides increasing durability throughout the game, helping Syndra survive burst damage from assassins and divers long enough to land Scatter the Weak stuns and turn fights with Unleashed Power.

Recommended Item Build

Based on data from ranked Syndra matches tracked across multiple stat sites on Patch 16.6, the Blackfire Torch into Shadowflame and Rabadon's Deathcap build has the highest win rates. Here are the optimal build paths.

Standard Build

#### Early Game (0-10 min)

  • Doran's Ring — Grants AP, health, and mana regeneration on minion kill. Doran's Ring is the standard starting item for Syndra, providing AP for Dark Sphere poke damage, health for durability against enemy trades, and mana sustain to keep casting abilities for wave clear and harass throughout the laning phase.
  • Health Potions — Provide sustain during early lane trading where Syndra needs to stay healthy to avoid being all-inned by enemy mid laners.
  • Dark Seal — Grants AP and bonus health, with a passive that stacks on champion takedowns for increasing AP. Dark Seal is an efficient early purchase for Syndra because the bonus AP amplifies her poke and burst damage, and the stacking mechanic rewards her consistent kill participation from long-range ultimates and stuns.

#### Core Build (10-20 min)

  • Blackfire Torch — Grants AP, ability haste, mana, and a passive that deals bonus damage over time to enemies hit by abilities. Blackfire Torch is Syndra's ideal first completed item because the bonus burn damage adds sustained DPS on top of her burst, the mana solves her sustain issues, and the ability haste reduces Dark Sphere's cooldown for more frequent poke and sphere generation — more spheres on the field means a more devastating Unleashed Power.
  • Ionian Boots of Lucidity — Grants ability haste and summoner spell haste. Ionian Boots of Lucidity are the standard boots for Syndra because the ability haste allows more frequent Dark Sphere casts for poke and sphere setup, and the summoner spell haste ensures Flash and Ghost are available more often for repositioning and survival.
  • Shadowflame — Grants AP and magic penetration. Shadowflame is Syndra's core second item because the flat magic penetration dramatically increases her burst damage against squishy targets who build minimal magic resistance — Dark Sphere poke and Unleashed Power both deal significantly more damage when the target's magic resistance is reduced.

#### Late Game (25+ min)

  • Rabadon's Deathcap — Grants massive AP and increases total AP by 35%. Rabadon's Deathcap is Syndra's premier damage amplification item — the enormous AP boost dramatically increases Dark Sphere's poke damage, Unleashed Power's per-sphere damage, and all ability ratios, while also amplifying the 15% bonus AP from Transcendent at 120 Splinters for a multiplicative scaling effect.
  • Zhonya's Hourglass — Grants AP and armor, with an active that makes Syndra invulnerable for 2.5 seconds. Zhonya's Hourglass is essential for Syndra against assassin-heavy compositions — the Stasis active allows her to survive burst combos from Zed, Fizz, or other divers who get past her Scatter the Weak stun, buying time for cooldowns and team follow-up.
  • Banshee's Veil — Grants AP, ability haste, and magic resistance, with a passive spell shield that blocks the first enemy ability. Banshee's Veil provides magic resistance against AP-heavy enemy compositions and the spell shield prevents critical abilities from interrupting Syndra's combo — blocking a stun or root lets Syndra freely position for Scatter the Weak stuns and Unleashed Power without being locked down.

Highest Win Rate 3-Item Combinations

The highest win rate full build is Blackfire Torch + Shadowflame + Rabadon's Deathcap, which provides the optimal balance of sustained burn damage through Blackfire Torch's passive, magic penetration through Shadowflame for cutting through enemy resistances, and raw AP amplification through Rabadon's Deathcap that maximizes the damage of every Dark Sphere and Unleashed Power. This build maximizes Syndra's identity as a burst mage who pokes with Dark Sphere and executes with Unleashed Power. An alternative high-performing build substitutes Zhonya's Hourglass for Shadowflame when facing heavy assassin or dive compositions where survival is more important than pure damage optimization.

Ability Priority

Mid: Q > W > E (R at 6, 11, 16)

  1. Dark Sphere (Q) — Max first. Each rank increases base damage from 80 to 220 (+65% AP) and mana cost from 40 to 60. The cooldown remains 7 seconds at all ranks. Q max provides the largest damage increase per rank, and since Dark Sphere is Syndra's primary poke, wave clear, and sphere generation tool that she casts constantly throughout the game, maximizing its damage first has the greatest impact on her laning phase and teamfight DPS.
  2. Force of Will (W) — Max second. Each rank increases base damage from 70 to 190 (+65% AP), reduces cooldown from 12 to 8 seconds, and increases mana cost from 60 to 100. W max second provides increased burst damage and the cooldown reduction from 12 to 8 seconds means Force of Will is available more frequently for its 25% slow and sphere repositioning — the true damage bonus at 60 Splinters also scales with the higher base damage.
  3. Scatter the Weak (E) — Max last. Each rank increases base damage from 60 to 200 (+60% AP) while cooldown and mana cost remain fixed at 15 seconds and 50 mana at all ranks. The stun duration is fixed at 1.25 seconds regardless of rank. E is maxed last because the 15-second cooldown does not decrease with ranks, and the ability's primary value is its 1.25-second stun which is available from rank 1 — the damage increase per rank is less impactful than Q and W improvements.
  4. Unleashed Power (R) — Level at 6, 11, and 16. Each rank increases per-sphere damage from 80 to 120 to 160 (+20% AP) and reduces cooldown from 120 to 100 to 80 seconds. Level 6 Unleashed Power provides an immediate and massive power spike — Syndra's kill threat increases dramatically when she can unload multiple spheres into a single target, and each subsequent rank makes the ultimate both more damaging and more frequently available.

Level-by-level order: Q, E, W, Q, Q, R, Q, W, Q, W, R, W, W, E, E, R, E, E.

Summoner Spells

  • Flash — Flash is essential on Syndra for Flash-E combos that catch enemies off guard with unexpected sphere stuns, escaping assassin dives when Scatter the Weak is on cooldown, and repositioning during teamfights to find optimal angles for Unleashed Power on priority targets. Flash is non-negotiable on Syndra since she has zero mobility in her kit and relies entirely on positioning. Taken in virtually every game.
  • Ghost — Ghost is the highest win rate secondary summoner spell for Syndra mid (53.29% WR), providing sustained movement speed for kiting assassins, repositioning during teamfights, and chasing down targets for Unleashed Power range. Ghost's long duration and low cooldown compared to other summoner spells makes it superior to Teleport for Syndra's teamfight-oriented playstyle — the movement speed allows her to maintain optimal positioning at the edge of fights where she can safely cast Dark Spheres and find angles for multi-sphere stuns without being caught.

Playstyle Tips

Early Game / Laning Phase (0-14 min)

Syndra's early game is about poking with Dark Sphere from 800 range to chip enemy health while farming Splinters of Wrath, looking for Q-E stun opportunities to set up burst trades, and building toward the level 6 Unleashed Power power spike that transforms her kill threat.

Start Dark Sphere (Q) at level 1 for wave clear and ranged poke — position spheres to hit both the caster minions and the enemy laner when possible to maximize efficiency. Take Scatter the Weak (E) at level 2 to unlock the Q-E stun combo — casting Q and immediately following with E pushes the sphere forward to stun enemies, providing Syndra's first reliable trading pattern. Take Force of Will (W) at level 3 to add burst damage to combos and gain the ability to reposition spheres for better stun angles.

The standard trading pattern is Q (place sphere) → E (push sphere to stun) → W (grab and throw another sphere) → Q (follow-up poke while they're slowed). If the stun lands, Syndra can deal enormous burst damage at level 3 because the stunned target cannot dodge follow-up abilities. Always try to have at least one sphere on the ground before trading — casting Q first and then E to push it gives enemies less time to react than casting E with no sphere available.

At level 6, Syndra gains lethal kill threat against any mid laner below 60% health. The standard kill combo is Q (place sphere) → W (grab and throw sphere) → Q (place another sphere) → E (stun with pushed sphere) → R (Unleashed Power with maximum spheres). Setting up multiple spheres on the field before committing to the all-in maximizes Unleashed Power's damage — a 5-6 sphere ultimate is often enough to kill from half health with Ignite or First Strike bonus damage.

Mid Game & Teamfights (14-25 min)

Mid-game Syndra with Blackfire Torch, boots, and Shadowflame is a devastating burst mage who can delete any squishy target with a full-sphere Unleashed Power from 675 range, zone entire areas with persistent Dark Spheres, and turn fights with long-range Scatter the Weak stuns that catch enemies from over 1300 units away.

Syndra's mid-game strategy revolves around maintaining sphere presence on the field before fights begin, looking for Scatter the Weak stun picks on isolated targets, and using Unleashed Power to instantly remove the enemy's highest-priority carry. Before a major fight, cast 2-3 Dark Spheres in the area where the fight will happen to maximize the number of spheres available for Unleashed Power and create a zone where enemies must respect the threat of a long-range stun.

In teamfights, Syndra's role is to stay at maximum range behind her frontline, continuously casting Dark Spheres for poke and burn damage from Blackfire Torch, and waiting for the optimal moment to commit Unleashed Power onto the enemy carry. Position so that Scatter the Weak can protect you from divers — if an assassin or bruiser tries to reach you, Q-E stun them for 1.25 seconds and let your team collapse on the stunned target. Never use Scatter the Weak offensively if enemy divers are alive and threatening — your E is your only self-peel and using it carelessly leaves you defenseless for 15 seconds.

Late Game (25+ min)

Late-game Syndra with Transcendent fully stacked at 120 Splinters is a scaling monster whose abilities are all permanently upgraded — Dark Sphere stocks charges for rapid-fire casting, Force of Will deals bonus true damage, Scatter the Weak has a wider angle with a 70% slow, and Unleashed Power executes targets below 15% maximum health, all amplified by a permanent 15% bonus AP.

In the late game, Syndra's Unleashed Power with Rabadon's Deathcap amplifying the 15% bonus AP from Transcendent deals catastrophic single-target damage — a 7-sphere ultimate can deal over 2000 magic damage before magic resistance, enough to one-shot any carry regardless of their health. The execute threshold at 100 Splinters means even targets who build magic resistance and survive the initial burst are killed if they drop below 15% maximum health.

The upgraded Dark Sphere with charge stocking at 40 Splinters allows Syndra to rapidly place multiple spheres on the field, setting up devastating multi-sphere Scatter the Weak stuns and ensuring Unleashed Power always has maximum spheres available. The wider Scatter the Weak cone at 80 Splinters makes it nearly impossible for enemies to dodge the stun at close range, providing reliable self-peel against even the most mobile assassins.

Around Baron and Elder Dragon, Syndra's zone control and burst threat are at their strongest. Persistent Dark Spheres create areas where enemies cannot safely walk, Force of Will's true damage cuts through magic resistance on tanks trying to frontline, and the threat of a full-sphere Unleashed Power forces the enemy carry to position so far back that they cannot contribute to the fight. A fed Syndra with full Transcendent stacks in a 5v5 teamfight around a major objective is one of the most oppressive champions in the game.

Matchups

Mid Lane

#### Favorable

  • Smolder — Syndra dominates Smolder (~60.64% WR). Smolder's short range and need to stack his passive by farming puts him in constant danger of Dark Sphere poke and Scatter the Weak stuns. Syndra outranges Smolder significantly, and once she hits level 6, Unleashed Power can one-shot Smolder before he accumulates enough stacks to become relevant — Smolder has no way to dodge the point-and-click ultimate.
  • Cassiopeia — Syndra wins against Cassiopeia (~57.47% WR). Cassiopeia's lack of boots and reliance on sustained DPS from Twin Fang makes her vulnerable to Syndra's burst combo — Syndra can poke with Dark Sphere from outside Cassiopeia's effective range, and a single Q-E stun into full combo with Unleashed Power can kill Cassiopeia before she can respond with sustained damage.
  • Azir — Syndra wins against Azir (~56.98% WR). Azir's soldier-based playstyle requires him to commit to positions where Syndra can punish with Dark Sphere poke and Scatter the Weak stuns. Syndra's burst overwhelms Azir's sustained damage pattern, and Unleashed Power can one-shot Azir through his Emperor's Divide if Syndra positions correctly.

#### Even

  • Aurora — Syndra fights approximately even against Aurora (~50.00% WR). Aurora's mobility and crowd control can threaten Syndra, but Syndra's superior range and burst damage balance the matchup. Both champions have strong zone control and teamfight impact, making the lane about who lands their key abilities first.
  • Ziggs — Syndra fights approximately even against Ziggs (~50.24% WR). Both champions excel at long-range poke and wave clear, creating a farm-heavy lane where neither can easily kill the other. Syndra has more burst potential with Unleashed Power, while Ziggs has more siege pressure and safer wave clear from longer range.

#### Unfavorable

  • Fizz — Syndra loses to Fizz (~45.41% WR). Fizz's Playful/Trickster makes him untargetable, completely negating Unleashed Power's damage — if Syndra commits her ultimate and Fizz uses E to dodge it, Syndra loses her primary kill tool on a long cooldown while Fizz retains his full burst combo. Fizz's gap-closing with Urchin Strike also bypasses Syndra's range advantage and puts him in melee range where her poke pattern is ineffective.
  • Zed — Syndra loses to Zed (~46.44% WR). Zed's Death Mark ultimate makes him untargetable during the cast, dodging Unleashed Power, and his shadow-based mobility allows him to dodge Scatter the Weak stuns. Once Zed hits level 6, Syndra must hold Scatter the Weak defensively at all times, severely limiting her offensive trading pattern.
  • Katarina — Syndra loses to Katarina (~47.02% WR). Katarina's Shunpo resets and high mobility make it extremely difficult for Syndra to land Scatter the Weak stuns, and Katarina's burst damage in all-ins can overwhelm Syndra before she can set up spheres for a proper Unleashed Power. Katarina's roaming pressure also forces Syndra to choose between following and losing CS or staying and losing map impact.
Matchup Overview
Favorable
Smolder
Cassiopeia
Azir
Even
Aurora
Ziggs
Unfavorable
Fizz
Zed
Katarina

Recent Patch Changes

Syndra's current state in Patch 16.6 reflects a reliable burst mage mid laner who rewards careful sphere management and precise ability combos. Her 50.96% win rate on LoLalytics (B+ Tier, ranked 38th of 93 mid lane champions) with a 4.91% pick rate shows she is a balanced and popular pick who excels in the hands of players who master her sphere placement, Scatter the Weak stun angles, and Unleashed Power timing.

Her kit's strength lies in the combination of Dark Sphere's 7-second cooldown poke that creates persistent spheres for zone control and combo setup, Force of Will's 25% slow and 65% AP ratio burst that repositions spheres and adds true damage at 60 Splinters, Scatter the Weak's 1.25-second sphere stun at up to 1300 range that provides both offensive pick potential and defensive self-peel, Unleashed Power's devastating single-target burst that scales from 240 to 1120 base damage depending on sphere count with a 15% max health execute at 100 Splinters, and Transcendent's permanent scaling upgrades that progressively unlock at 40, 60, 80, and 100 Splinters culminating in 15% bonus AP at 120 — making her particularly strong against immobile champions who cannot dodge her sphere stuns or avoid Unleashed Power's point-and-click burst. The statistically dominant Blackfire Torch into Shadowflame into Rabadon's Deathcap build path provides the perfect blend of sustained burn damage through Blackfire Torch's passive, magic penetration through Shadowflame for maximum burst, and raw AP amplification through Rabadon's that unlocks Syndra's full potential as the premier burst mage in the mid lane.

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