Wild Rift Guides
Syndra Mid Lane Wild Rift Guide
Syndra mid lane counters include Zed, Fizz, and Ekko. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Syndra Mid Lane Counters
Who counters Syndra Mid Lane in Wild Rift (WR)? These champions beat Syndra in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- 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.
Champions Syndra Is Strong Against
Syndra's best matchups in Wild Rift. Syndra holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- 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.
Early Game
Poke with Dark Sphere (1st) as the enemy steps up to last-hit; each champion hit adds one Splinter and immediately restores mana, so accurate pressure partly funds the next cast. Keep a sphere near you for Scatter the Weak (3rd). Force of Will (2nd) automatically grabs the nearest sphere, or generates and throws one at 80% damage when none is available, so do not accidentally remove the sphere you intended to push for a stun.
Mid Game
Your first item turns the poke into real kill pressure, so start spending your priority. Crash the wave with sphere damage, then walk to river: a loaded Syndra contests scuttle hard, and a sphere pushed by Scatter the Weak (3rd) into Unleashed Power (Ult) is a clean pick on anyone who face-checks near dragon or Herald. Set up around objectives with a sphere already on the ground, stun whoever steps too far, and end the skirmish before it becomes a fight. Roam to a side lane when the wave is shoved and your stun is up, since an immobile carry hit by your stun-and-barrage sequence rarely lives to call for help. Keep nearby spheres banked before a major fight so the ultimate can collect them.
Late Game
Clear side waves only when Syndra can return before Baron or Elder is threatened, then prepare spheres from behind allied vision. Use Unleashed Power (Ult) on a valuable target when the barrage can finish or force them out of the fight. The cast creates three spheres and collects up to four recent nearby spheres, then leaves them on the ground for six seconds. Follow with Scatter the Weak (3rd) through that field to knock back a diver or create several stun lines across the enemy formation.
Teamfights
Place spheres before the fight to increase Unleashed Power's (Ult) count, but track the six-second lifetime so they do not expire before R (Ult) collects them. Open with Q (1st)-E (3rd) when a carry can be stunned, then barrage; if the first stun is unavailable, R (Ult) can create and leave three to seven spheres for a follow-up E (3rd) that threatens several stun lines at once. At 100 Splinters the execute checks whether R (Ult) would push its target below 10%, and a lethal sphere then explodes onto nearby enemy champions.