Unique Syndra buffs

Nebuul··1 votes·331 views

Syndra was my favorite champion last season when I started playing league. I have since stopped using her in favour of Viktor at some point when she got nerfed pretty hard. However, she is still a strong choice vs Kat and LeBlanc (if you have good reflexes), but I feel like she is missing something. So I was trying to think of some fun ways to bump her win rates up without making her OP. Here's what I came up with:

  1. Change her max-rank bonus on W. new bonus: When Syndra is holding a dark sphere with W, her movement rate is increased by 15%. The old extra-slow bonus will be removed.
  2. New passive on Q: If an enemy is damaged by a dark sphere from either Q, W, or E, then they are affected by Dark Power for 3 seconds, stacking up to 5 times. Syndra's spells deal 2% more damage to a target for each stack of dark power on that target.

These changes will give Syndra some much-needed mobility and encourage her to combo her abilities on targets. At the same time, it preserves counterplay since people can avoid bonus damage by dodging skill shots.

3 Comments

AyRe CoNteMpT2 votes

change 1: appreciated

change 2: completely useless, since really all it is is a damage increase that relies on landing spells. syndra is allready all about landing spells so making it even more rewarding/punishing to land/miss them isnt the right concept here.

Nebuul1 votes

Riot has repeatedly said they don't like number change buffs per se. Rather, they want to promote a champion's strengths and exploit weaknesses. This would be a buff that promotes using Syndra's low cooldowns to increase her damage and power up her execution/ult rather than just increasing her baseline damage.

AyRe CoNteMpT1 votes

well you see, this basically does increase her baseline damage by 2% except it stacks up with every spell hit. syndra is allready about comboing and allready about hitting skillshots and allready about setting up her ult by using multiple Qs.

syndra suffers from the so called yasuo-syndrome where a part of her kit is designed in a way that it almost cant be balanced by number changes.

there are two problems: either she can deal her damage fast enough to kill someone without chances of retaliation, or she cant. and if she cant, her usefullness compared to other champions is questionable while if she can, well, then thats OP.

the second problem comes from her stun. its an incredibly long ranged, easy to hit AoE stun. either you make it harder to hit by reducing its width (which has been done) but therefore making it alot weaker as a defensive tool, or you reduce its range while keeping the width, therefore making it weaker as an offensive/catching tool.

from my own personal standpoint, i think syndras damage comes too much from hitting her Q instead of using the Q's position in order to hit longer range stuns and additional benefit to her ultimate.

basically, she should see a small rework increasing the focus on using her orbs. like, scatter the weak benefits too much from hitting one orb where you want it and too little from scattering multiple orbs across a battlefield and her ultimate simply needs the orbs somewhere on the field, but the position is irrelevant, so there is no difference in ulting before and after using scatter. also, a really good strategy would be to ultimate a frontliner to get all orbs close to yourself and then use scatter the weak to blow multiple orbs thru the entire enemy team. thats allready a decent move but bursting a squishy instead is WAY more beneficial.

this means, syndra has to be moved away from being a low cooldown burst mage and moved more towards the direction of being a zone control utility mage with only mediocre damage but massive teamfighting potential.

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