Syndra Mid Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
How to play
Poke while keeping a sphere ready Use your first ability to farm and threaten the enemy at the same time.
Save your knockback when danger is near Use your 3rd ability to push a sphere from your 1st ability through an approaching enemy, stunning them so you can move away.
Set up spheres before your ultimate Place spheres with your 1st ability so your ultimate has more to fire. Use your 3rd ability to push a sphere through a damage dealer and stun them first.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- Brutal single-target burst from range: banking up to four nearby spheres adds them to the three created by her ultimate.
- Scatter the Weak (3rd) knocks enemies away and turns pushed Dark Spheres (1st) into long stun lines, giving her both pick setup and self-peel.
- Long Dark Sphere (1st) range and easy wave control let her shove, poke, and roam without leaving her comfort zone.
Weaknesses
- No mobility at all, which makes her an easy kill for any assassin or gap-closer that gets through the stun.
- Her stun is a skillshot with a real cast time: dodge it or blink through it and her combo falls apart.
- Hungry for mana and weak before items, so an early bully can push her off the wave and stop her snowball.
Syndra Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Syndra Mid Lane, including items, runes, summoner spells, and skill order.
STARTING ITEM

Early ability power for Dark Sphere (1st) and Force of Will (2nd) wave control. Scatter the Weak (3rd) also damages the wave, but it is usually too important as self-peel to spend casually.
BOOTS

Magic penetration keeps her burst lethal, since her damage arrives in one stunned window.
CORE BUILD

Syndra's first item for burst damage. A quick sphere-and-ultimate combo can trigger Squall, while the movement speed helps her reposition after committing Scatter the Weak (3rd).

The low-health crit sharpens Syndra's final spheres and ultimate hit, finishing targets after her stun and earlier barrage have already lowered them.

Multiplies her ability power. Her damage lands in one barrage, so all of it goes up at once.

Cuts the magic resist that lets a stunned target survive her full barrage. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Build this when the enemy has a hook or point-and-click stun, since her only defence is knocking someone back.
SITUATIONAL ITEMS

Replace Stormsurge as your first item when you want mana and sustained damage. Her spheres can burn several enemies at once, building Blackfire Torch's Ability Power bonus in grouped fights.

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when her barrage closes a teamfight. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Replace Stormsurge when repeated control and damage amplification matter more than an opening burst proc. Scatter the Weak (3rd) marks enemies before Syndra's follow-up barrage, increasing the damage they take. The item also grants haste to her crowd-control abilities for more frequent pick attempts.

Build this when the enemy has shields that keep absorbing the burst her stun set up.
Build this against a healing mid laner who refills what her barrage takes off. Buy Oblivion Orb early, since the anti-heal works from the component.

Build this against assassins who reach her once her spheres and knock-back are spent. Buy Seeker's Armguard early for the armor and ability power.
RUNES
KEYSTONE

Dark Sphere (1st), Scatter the Weak (3rd), and Force of Will (2nd) can trigger Electrocute with three separate hits in quick succession. The extra burst helps Syndra turn a landed stun into kill pressure before committing Unleashed Power (Ult).
PRIMARY

Dark Sphere (1st) hits on enemy champions build Syndra's maximum mana, supporting repeated poke and wave control. Aim to stack it through safe lane trades while keeping enough mana for Scatter the Weak (3rd) against an engage.

Ability haste means more spheres on the ground, which is her damage and the stun her combo needs.

The main scaling choice for Syndra's sphere-and-ultimate burst. Its growing Ability Power strengthens her damage as later objective fights give her more opportunities to catch a priority target.
SECONDARY

She is immobile with her damage on cooldowns, and this covers the assassin who arrives between rotations.
SITUATIONAL RUNES

Replace Manaflow Band when you build Blackfire Torch first and do not need Manaflow's extra mana. Axiom Arcanist increases Unleashed Power's (Ult) damage and reduces its remaining cooldown on takedowns, helping Syndra threaten another pick sooner.

Take this over Bone Plating when the enemy stacks health, since her barrage alone will not finish a frontline.

Take this over Bone Plating in safer lanes when repeated poke and control are the priority. More frequent Dark Sphere (1st) and Scatter the Weak (3rd) casts give Syndra more opportunities to set up a stun and follow it with damage.

Take this over Gathering Storm when repositioning after Flash matters more than later Ability Power scaling. The movement speed after a summoner spell helps Syndra reopen distance from a diver and line up her next sphere stun.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. She is immobile and her stun is a slow moving sphere, so Flash is how she keeps distance while setting it up.

Ignite
Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.
SITUATIONAL SPELLS

Barrier
Take this over Ignite against an assassin. Syndra can place Dark Spheres (1st) while moving, but she still has no dash once an assassin gets past Scatter the Weak (3rd).
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 22nd Ability
W - 33rd Ability
E
Syndra Mid Lane Wild Rift matchups and counters
Wild Rift matchup guide for Syndra Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Vex
An immobile mage trading poke into another immobile mage is a duel your longer range and heavier burst win, and Doom's (Passive) fear and knockdown are the only real threat she brings.

Veigar
Your range beats his early cage and lets you chip him off the farm his whole game depends on, and your burst arrives long before his late-game one-shot does.

Ryze
Ryze needs his whole combo to cycle while you need one stun, and his mana-hungry early game sits inside your range, so you can punish him before his scaling ever arrives.

Annie
Annie has to walk into her short stun range to do anything, and you out-range that by a wide margin, so a squishy immobile mage eats spheres on every step toward a minion.

Aurelion Sol
His scaling needs a quiet lane to stack stars, and yours does not: before he is stacked you out-burst him, and your point-and-click ultimate finishes a slow frame that cannot dodge it.
Syndra Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Zed
Zed has the mobility to dodge your stun and the burst to kill you the instant he is inside it, which is the worst case for a champion with no escape.

Fizz
His untargetable hop dodges your stun and your ultimate, and his full burst arrives before your cooldowns return, so he always picks when the fight happens.

Ekko
Ekko dashes through your sphere poke, shields the chip you land, and his rewind undoes the one clean combo you hit, while his dash sidesteps the stun your safety depends on.

Kassadin
Early he is a free target, but once his ultimate is online he blinks around your stun on repeat, his silence cuts your combo mid-cast, and his shield absorbs your burst.
Syndra Mid Lane Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Syndra Mid Lane, from early lane control through mid and late game map play to final teamfights.

