Syndra Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Syndra Mid Lane

Syndra Mid Lane Guide

Updated for Patch 7.3E
S Tier

Syndra Mid Lane Wild Rift overview and best build snapshot

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.
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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

Amplifying Tome

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

Spellslinger's Shoes

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

CORE BUILD

Stormsurge

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).

Infinity Orb

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

Rabadon's Deathcap

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

Void Staff

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.

Banshee's Veil

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

SITUATIONAL ITEMS

Blackfire Torch

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.

Cryptbloom

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.

Imperial Mandate

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.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing the burst her stun set up.

Morellonomicon

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.

Zhonya's Hourglass

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

Electrocute

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

Manaflow Band

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.

Transcendence

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

Gathering Storm

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

Bone Plating

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

SITUATIONAL RUNES

Axiom Arcanist

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.

Cut Down

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

Legend: Haste

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.

Nimbus Cloak

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

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

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

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

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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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.

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.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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. 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

5v5 Combat
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.
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