Ask a Syndra Main - Overlord Forte - Completed!

RiotJawstheMusical··39 votes·101,966 views
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We’re happy to host expert Syndra player Overlord Forte on “Ask a Champion Main,” Forte’s been playing League since its launch and has over 2,000 games on the Dark Sovereign, including a Master-tier rank for the last two seasons.

We dug into his name’s origin, how to delete targets without getting caught, and some sweet tricks to smash laning and teamfights.

UPDATE - This AMA is officially closed but Overlord Forte will be checking in periodically tonight and tomorrow to answer a couple more of your questions.

Thanks for all of the great questions and a big thank you to Overlord Forte for hanging out!


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How did you get into League of Legends?

Way back in the day, I played a lot of Warcraft 3 ‘DotA’ map types. I never liked the original DotA’s heroes or design, but I liked other maps in that genre. I found League of Legends shortly after it launched and I’ve played ever since because it hit the right notes I looked for in MOBAs.

Where do your Summoner names come from?

The name ‘Forte’ itself comes from the Rockman (AKA Megaman) franchise. Forte would become one of the iconic rivals to Rockman. I really liked his character design and connected with the rowdy, ‘take on the world’ brashness he has, so the name stuck.

‘Lord’ came from a personal philosophy of carrying the regality and responsibilities of a Lord. The goal is a bit lofty, but it’s shaped a lot of my views on interacting with the world.

When I started League, I found ‘Lord Forte’ taken, so I switched to ‘Overlord Forte’, which was the closest I could get at the time.

What got you hooked on playing Syndra?

I liked her design, backstory, and abilities when she came out and wanted to try her, but found playing her to be quite frustrating. At first I thought her design was bad, but when I re-watched the developer video about her, I realized something. If the developers say she has almost no skill ceiling, then I’m the problem. I doubled down on practice because she was a champion I really wanted to learn.

I figured out her mechanics and also dug into her story and personality. I’ve come to love her as a character and find the story she presents one of the most intriguing ones to explore. I’ve seen a lot of people write her off as a ‘power crazy’ ‘insane girl child’ and other less savory things, but when you realize how much social commentary and personal struggle is wrapped up in her, it’s not that simple.

Who is your go-to champion if Syndra gets banned?

Lissandra has firmly settled in as my backup, since I love her mechanics as well as her character’s story. If both get banned, I tend to go into the rest of the non-mobile mages, like Viktor/Anivia/Xerath/Karthus/Orianna.

If you could describe Syndra's playstyle in a sentence, what would it be?

Ranged, kiting battle mage with a high powered, tempo-based Burst ultimate

What runes and masteries do you run on her?

I tend to split my runes into two families: Damage and Anti-AD.
  • Damage: 9x magic pen Reds, 9x AP per level Yellows, 6x CDR per level Blues, 3x AP per level Blues, 3x Flat AP Purples. I run these to overwhelm enemies I’m fairly certain I can eat alive in laning phase, like LeBlanc or Ahri.
  • Anti-AD: 9x magic pen Reds, 9x Armor per level Yellows, 9x CDR per level Blues, 3x Flat AP Purples. Anti-AD is specifically for problem assassins like Zed or Talon (or even heavy AD enemy teams), where you will need some durability to deal with them later in the game.
I’m personally fond of more damage for her when possible, so my rune setup is somewhat ‘reckless.’ You can run Syndra on more traditional (Health per level Yellows, MR blues, etc.) rune pages for overall durability, which is useful against tanky teams or matches you’re going to be heavily focused against.

For masteries, I typically look between 12/18/0 and 18/12/0, depending on the enemy team composition:
  • 18/12/0 uses [Ferocity: Sorcery, Feast, Vampirism, Oppressor, Piercing Thoughts, and Deathfire Touch // Cunning: Savagery, Assassin, Meditation, Dangerous Game.]. The primary purpose of this mastery setup is for more power against durable teams, as Piercing Thoughts and Deathfire Touch contribute the most to ‘sustained DPS’, which is the most effective answer against Tanks and other high-health targets.
  • 12/18/0 uses [Ferocity: Sorcery, Feast, Vampirism, Bounty Hunter // Cunning: Savagery, Assassin, Meditation, Dangerous Game, Precision, Thunderlord’s Decree or Stormraider’s Surge]. This mastery setup is more concerned with obliterating squishy targets, and depending on your choice of keystone, can give more burst damage or some very powerful kiting.
Honorable mention: taking Intelligence over Precision in 12/18/0 for 45% CDR Syndra. It’s very fun if you’re super focused on stuns and high sphere ultimates, as the more CDR Syndra has, the faster she can do both.

Knowing what you’re against will greatly affect your rune/mastery choices, but Syndra has somewhat unique versatility in what she can do. She can switch between being DPS or Burst centric, and even take on a fire support role with her stun combo, where as some of her contemporaries (e.g, LeBlanc) are stuck in only one thing they can do.

What is Syndra's core item build?

This was shaken up a lot in the Mid-Year Mage Update, so ‘core build’ is kind of in the air.

Your standard go-to damage build can look like this:

Morellonomicon Sorcerer's Shoes Void Staff Rabadon's Deathcap Luden's Echo Zhonya's Hourglass
  1. Morellonomicon
  2. Sorcerer’s Shoes
  3. Void Staff
  4. Rabadon’s Deathcap
  5. Luden’s Echo
  6. Zhonya’s Hourglass
Items can be moved around, so you might end up building Zhonya’s before Void Staff against enemies with a lot of AD (or even dropping Zhonya’s for Abyssal Scepter against high AP teams).

Other builds are cropping up these days, such as ones running Archangel’s Staff or Liandry’s Torment, but it’s still pretty early to say how effective they are for her. They’re workable, I’m not certain if they’re her new core yet or not, though. Morello’s+Archangel’s lets you run nearly infinite mana and sphere combos, for instance, but its power curve is very weird.

What are Syndra’s easiest matchups? What are her toughest?

This is a tricky question because it really comes down to the players involved as much as the champions. Annie, for instance, is someone Syndra can easily wallop in laning phase, but Annie’s burst and extremely fast combo is still threatening enough that Syndra has to be constantly mindful of it.

If you respect her burst, you’ll firmly control the Annie throughout the game. If you mess up a couple times, you’ll find life very rough all of a sudden.

Syndra does quite well against champions who can’t answer her long-range damage or have to deliberately walk into her spheres in order to fight her. (E.g, Orianna, Zyra, Annie, Cassiopeia, and the assassins below, but they’re tricky.)

Of all the usual mid lane match-ups,watch out for Yasuo, Zed, LeBlanc, Talon, and Fizz. These five are difficult to manage throughout the game due to how they work. You’ll end up spending a lot of attention keeping them under control.

Always keep track of champs who have abilities that can neutralize her ultimate (e.g, Zhonya’s, Vlad pool, Fizz pole jump, etc.) as you need to play around them to use it safely.

What is Syndra's main job in laning phase? What about Teamfights?

Lane Syndra is always keeping an eye towards killing her lane opponent and establishing dominance by forcing stuns/high sphere ultimate combos. She’s brutal at punishing enemy mistakes, especially those who wander into her spheres lying around.

This is doubly helpful for junglers, who can easily capitalize on her stun engages/follow ups for almost guaranteed kills. Just remember to keep back if you miss her stun, because when her E is on cooldown, she is at her most vulnerable.

Teamfight Syndra is looking for three things:
  1. Throwing down her ranged damage (Qs and Ws)?
  2. Setting up her stun windows with E
  3. Taking out a valuable target with her ultimate
Launching her long-range stun and catching a valuable target is her most noticeable contribution to teamfights. She can also use this to stop the enemy team from running her and her team down.

While this is happening, keep track of her spheres for her ultimate, looking for that right window to grab a carry or other valuable target to delete them.

Irelia 2v3

If someone is playing Syndra for the first time, what is the most important thing to bear in mind?

Positioning is everything.

Syndra is among the most fragile champions in the game, only having a (long cooldown) knockback/stun and a slow for her personal defense. She can usually save herself only once with her stun, and that one stun will be important to make sure you live for the next one.

If an enemy gets around her stun (as can easily be done with Flash or something like Olaf’s ultimate), she can be picked off easily. However, she still has to be close enough to do damage and stun the enemy (and their team) to do her job as an AP carry.

Your mastery of maneuvering in this danger zone is what will make or break her effectiveness as a champion.

What’s the fastest way to burst someone down as Syndra?

Stack one or two extra spheres on the ground, stun the enemy with E, then drop a Q directly on the enemy. The end result is Q, E, and a 6 sphere ultimate damage. You’ll need W to refresh her first sphere’s life timer, so the combo looks like this: [Q1 -> Q2 -> W+Q1->W -> Q3+E -> R, 6 sphere ultimate].

This burst combo will kill most anything, whereas the 5 sphere ultimate can sometimes miss ‘squishy’ targets. If you can land Q1, Q2, and W, everything except the hardiest of tanks should die.

Any tips for landing her stun?

Draw an imaginary line between Syndra, a sphere, and your target. If the enemy is in this line, she can stun them. All spheres are launched on this imaginary line, so there’s no tricky physics to them – it’s sort of a trip wire, if you will.

For targets at long range, try to imagine the enemy tripping the line about a second in advance, which is how long her stun takes to get to its maximum range. If you time the prediction correctly, you can snipe enemies from very long distances.

What are some neat tricks that players may not know about her abilities?
  1. Objects thrown by Syndra’s W reveals Fog of War on impact, so it’s good for scouting.
  2. Her ultimate will utilize any Dark Spheres she’s created across the map. Don’t worry about being near them unless you use Teleport.
  3. The ultimate’s damage is calculated per sphere, which means she can bypass Spell Shields (Sivir, Nocturne, Banshee’s Veil) with it, only losing 1-2 sphere’s worth of damage in the process.
  4. Q’s Spheres can spawn inside terrain, but W cannot throw them there. You can hide spheres inside the map’s Fog of War to disguise your sphere count doing this. This is also how you launch her stuns through most terrain on the map.
  5. While doing straight shot Q+E stun combos is usually enough, Syndra’s E can launch on different vectors in one blast. You can put two Q’s apart, E in the middle, and then send them out in a V shape, for instance. Useful for ‘wide area’ stuns, especially in team fights.

V Stun

What about managing Syndra’s ultimate (spheres, timers)?

Keeping mental track of Syndra’s sphere timers is probably her second most important skill after positioning. Each sphere has 6-8 seconds on its life timer the instant it appears, and it will decay to death unless you use Force of Will on it. Grabbing a sphere refreshes its life timer instantly and this is how you stack for ‘higher’ sphere counts. Keep in mind holding the sphere with W does not freeze it’s life timer – its timer is simply refreshed, and it CAN die while you’re holding it.

A good rule of thumb is for every 2 spheres you create, the 3rd one will require the 1st being refreshed. So, you would have [Q1->Q2, W+Q1 (refresh), Q3] for a 6 sphere ultimate.

Watch Syndra’s cooldowns on her abilities, because this can help keep time – if her Q takes 4 seconds, then 4 seconds has passed since the last sphere was made. You’ll ride her cooldowns hard enough this can be a fairly reliable way of timing everything. 8 seconds on W to come up? Any sphere made in that time period will be dead or near death, so you have to wait until 4 seconds before W comes up if you intend to refresh spheres.

Have you played Syndra in other roles outside of Mid? How did that go?

I actually run her in Top lane on occasion, where she can work quite strongly. Most top laners can itemize to survive her (since they’re usually fighters or tanks), but they can’t really take her out of the lane. If she gets ahead, she can effectively kick them out of their own lane. You always have to be careful about jungler ganks, though, as Top leaves her more exposed than Mid does.

Otherwise, I think she excels in the mid lane role.

What’s your favorite Syndra skin?

Syndra Splash

Despite its flaws, her Classic appearance still rates as the best to me.

What’s the best Syndra play you’ve ever pulled off?

Here’s one that shows why you never disrespect Syndra’s stun, or any spheres she has laying on the ground.



Sweet sweet penta stuns can make Syndra go from losing to winning in a single spell.

Thanks for taking the time to chat with us! If readers want to reach out, where can they find you?

Thank you for having me! Everyone can find me on the links below: ---

Find more Ask a Champion Mains here!

Hang out in the comments and ask Overlord Forte any questions you may have!

140 Comments

Vistha Kai4 votes

A couple of things from a fellow Syndra main.

  • With the MYMU setting up ults became a joke. 30%+ CDR with maxed Dark Sphere and Force of Will allows to have 6 spheres ready at all time.
  • Archangel is very potent AP item (222AP on lv18 Syndra with Morello and Rabadon) and a powerful shield. Definitely a pick for the raw AP.
  • Maybe it's just me, but generally I get Rabadon before Void Staff, unless the targets I want to kill stack MR. Even so despite the lowered cost of NLR, it's still a must to get as early as possible.
  • LeBlanc matchup: Yes or nah? Personally, it's my favourite, but I've seen so many people fail.

Now, there's an important thing to ask: How do you feel about your WotA off-build being removed?

And here's a bonus: http://i.imgur.com/EowGu5Z.gif?noredirect

Captain Lito2 votes

damn it you have a one up on everyone else I need to even out the competition

That moment when you see a squishy immobile adc on the enemy team, and then you see that their midlaner is LeBlanc.

http://orig07.deviantart.net/6384/f/2014/114/6/5/syn1_by_datnekoashe-d7frh41.gif

Overlord Forte5 votes

I do have some concerns with W's multisphere mechanic for her in the future, but it has not inflicted the bad damage I initially forecasted during the MYMU. The potential is there, but I wonder if it will ever actually explode or not.

Rabadon's versus Void Staff is funny because the mind thinks 'Raw AP > %pen', but numerically that's incorrect the last time I checked this a couple months ago. Void Staff outclasses Rabadon's damage contribution until the enemy has 30 MR (base MR), at which point they're functionally identical. Rabadon's only wins when the target is effectively near 0 MR, because penetration doesn't add anything more. At around 50~ MR, Void Staff wins in all damage related contexts.

Now if you're a Lulu or something, Rabadon's is a first buy because utility AP scaling is ridiculously valuable compared to %pen for damage.

WotA getting removed makes me sad, as I did love the sustain pattern it enabled. I do acknowledge that if it was made viable, it would overpower the entire mage class as a whole because ... who wants to see a Xerath heal as effectively as Vladimir? It's a scary thought.

Vistha Kai1 votes

I share the concern, I guess people simple have better OPs to have fun right now and that's why she got nearly no attention.

As for the Rabadon vs Void Staff, doesn't it depend on how much bonus AP Rabadon actually gives? Beats me now, as I'd need to figure out the math. In my experience, on that rare occassion I do get Void Staff before Rabadon, it just doesn't feel right. Like the damage simply isn't there. Or would that be the force of habit, allowing me to eye-ball the damage with Rabadon easier?

Overlord Forte2 votes

The Rabadon vs Void Staff in relation to AP ... really comes down to itemization. Rabadon, on a pure AP basis, has to contribute something insane, like 300? AP to come close to Void's %pen. But, because Void is also there with the items giving AP, it's %pen is working, so it shoots off like a rocket.

It's hilariously funny because in the situations Rabadon's 'beats' Void Staff for raw damage, Void Staff is still the cheaper and better buy. You're almost always better off going Void->Rabadon's as a consequence for someone like Syndra. Unless there is some secret, horrific flaw to the math formula and game testing I've been doing.

Big Numbers syndrome is real, though. Void doesn't feel impactful vs minion waves and super squishy targets, where as doing something like 1,000 damage with Q/W/E makes peoples' hats fly off. Hi, Sona auras, howse it going.

Spection3 votes

Congratulations, Forte!

What do you think about Syndra support? I've had some pretty considerable success with it, and I am contemplating trying it in ranked once her sphere placement and stun becomes more reliable.

Overlord Forte4 votes

Thank you~

Syndra herself is very reliant on gold/kills to stay relevant, so support has always been a role I've not liked for her. You might get some cheese in with her powerful stun combo at levels 1-3, but she starts having difficulties if that cheese doesn't work. She's also very vulnerable to initiate supports like Alistar or Leona, especially ones that flash engage when she uses her stun combo.

Overall, you're risking a lot on being able to aggressively kill the enemy, where as someone like Zyra can safely do constant damage at the expense of not having a stun. It never really seemed worth it to me since others can do the damage job without being so gold reliant in the process.

Mansana3 votes

Kiting mage but no item 3116?

It's always a hard decision for me to go for Luden's over Rylai's. Luden's gives ms for better positioning but Rylais offers better control. But I like Rylai's for more catch and team oriented plays.

Also Storm Raider's is really nice for repositioning, so is it ok to double dip into maneuverability? Why get both when you can either go Rylai's Storm Raiders or Luden's Thunderlords? Mix and match for desired effectiveness?

Overlord Forte6 votes

The argument between the two is a nuanced enough it really comes down to the context of the match you're playing.

Rylai's isn't doing anything until you hit an ability, at which point the enemy is slowed (which can benefit your whole team by allowing easier skill shots).

Luden's permanently makes you faster, which can allow you to personally out range enemies constantly, but does nothing for the rest of your team.

Between the two, Luden's is 'strictly' better for kiting, especially as Syndra already has W and E for long range CC effects. Throwing hard movement speed onto that lets her get around better with no conditions. Rylai's gives her a slow effect on her Q ... if she hits the Q blast. W and E, with their own effects, override or ignore Rylai's, so it's not really useful to consider them.

If you need literally any kind of durability, though, Rylai's is compelling with its 400 HP. Luden's gives you slightly more 'raw damage', but Rylai's lets you hit targets easier.

So, the argument here has a lot of conditions, and you may find personal style is what ends up driving your decisions the most--which is fine, these items are extremely close in purpose.


Stormraider's is funny because in Syndra's optimal conditions, she does enough burst damage she doesn't need Thunderlord's. By exchanging it out, she has a security tool after her combo gets dropped that allows her to escape a lot of dangerous situations. If you walk into the enemy, do Q+E, Q, W, or some variation thereof, you can escape quite handidly with the Stormraider's proc.

On the other hand, sometimes people just want to shotgun someone to death and keep forcing the situation.

I wrote off Stormraider's initially, but I found the speed boost (and slow reduction) it gives to be surprisingly handy when Syndra's combo gets fired off and she's her most vulnerable.

Captain Lito3 votes

This has been discussed millions upon millions of times on the Syndra Mains reddit, but for the sake of all of these boards peasants, what do you think is the best path to making Syndra better/strong after 6.13's bugfixes come through along with more bugfixes in the future?

Also, how are you liking the multi-sphere W? Enough stun potential for you? :P

Overlord Forte3 votes

The major hurdle that impacts her performance now is her inability to answer tanks or sufficiently durable targets, really. Syndra was designed and came into the game when tanks and defense itemization were a joke, and tanks were just CC bots. She absolutely ruins squishy targets and has done this consistently since her release, but hits a veritable brick wall the moment any kind of defense is used these days.

There's a bit of back and forth on how we could fix this, but I think the solution is in the long term fight frame window. Mid game Syndra can deal with durable squishys as soon as she gets Void Staff, but tanks/fighters are a constant and nearly unanswerable problem. She has to go to the long DPS game to beat them, but her Q/W/E mechanics do not have DPS enhancers for those kinds of targets. They all feed into her R, which is pure burst damage and ... bad against durable targets. If you use her R to try and kill a tank, you're throwing the fight 8 times out of 10.

It's a super uncomfortable position that she mechanically can't answer. Liandry's+Rylai's can alleviate this problem, but it affects her burst later down the road, so you exchange one issue for another. I've been studying this for about a year now trying to find a way that enhances her DPS against tanks/fighters without making her completely overpowered against squishy carries or supports.


The 6.13 bug fixes will help a lot. Her ultimate picking up spheres correctly again might jump her winrate 2-5% alone because people don't really realize how many of her kill windows that bug broke. Its been around since the MYMU, which in turn has affected the efficacy of the W second max multi-throw. I might finally see the full, realized potential of W second max when her R works correctly.

W's multi-throw scares the pants off of me as a consequence. I've forecasted it would cause her kit to move in an unhealthy direction, but she hasn't really fallen down that hole yet. I wonder if in part it was because of her R bug stopping the combo from working right.

DarkSunSovereign3 votes

What's your opinion on the current state of defensive itemization against mages (specifically Syndra) and how it relates to its offensive counterparts? I know you answered on stream, but I want it to be here on the boards where more people (and hopefully a Rioter or two) can see it. *** Also, congratulations on getting here! I hope this helps you with your stream, it's amazing. It always cheers me up to watch it.

Overlord Forte8 votes

Hey Winged :)

Now here's a topic that could get a novel written about it. Let's see, how to sum it up ...

I don't like 'hybrid defense/offense' itemization (e.g, Maw of Malmortius, Abyssal Scepter, Zhonya's) because it gives the best of both worlds in the worst ways. An enemy champion that uses one of those items will generally beat out another using pure offensive itemization (Luden's Echo, Youmuu's Ghostblade, etcetra). The hybrid defense champion that loses to an offense champion usually loses because the offense champion is insanely ridiculous ability/mechanics wise.

In the end, the best plays you make are the ones where the enemy doesn't get advantage, and you can then actively deny them more advantage. Hence, defense play. However, rather than sacrifice to emphasize defense play, hybrid defense/offense lets you double dip--you get all the power of defense play, with most of the play making power of offense.

The only winning move rapidly boils down to 'no move at all'.

In Syndra's case, this is particularly frustrating against Hexdrinker/Negatron because she loses the effectiveness of her Burst in laning phase, while the enemy doesn't give a damn about her offense itemization. In a straight duel to the death, she will lose, even with a completed offense item, against those two defense items. The winning move is to not fight the enemy, so you farm in lane and wait for laning phase to end (I generally consider this very boring).

On the other hand, if Syndra is against someone without any kind of durability, she can easily eat them alive if they make a mistake or fall into her trap.

So, we're sitting on two very extreme ends of the spectrum and finding a solution in the middle is frustrating.

Most mages tend to have fallback patterns where they just 'farm it out' (Xerath, Azir, Viktor, Ziggs, Cassiopeia, Karthus, Anivia, etcetra) and wait for midgame power spike. They don't bother interacting in laning phase because there is no point to. Some of them are designed to do that because of their midgame power, which is ok, but all of them are forced into that awkward corner to an extent.

We then walk out into team fights where everyone has built to counter the other and things can be a little more healthy. Void Staffs/Last Whispers/Black Cleavers are about, along with core 'necessary' itemization for mana users or divers who need durability. Squishys can fight each other a bit better, but that fundamental divide of 'Im more durable while doing 90% of the damage of an Offense itemization path' is still there. The Offense user has to grossly outplay the Hybrid Defense/Offense user to actually win. At which point, you wonder why you should bother going Offense at all when you can just go the hybrid route for 'nearly as good with a lot less risk'.

Hence, the current state of the game we're in right now. Defense building is at all time high that because a lot of it is riding on damage it probably shouldn't have for champions that utilize that combo the best.

Some very uncomfortable propositions and ideas have to start getting asked about to make sure a pure Offense design still has a place in the game when a 'Negatron vs Blasting Wand' argument always ends up winning for the Negatron. Or, you know, Hexdrinker vs Needlessly Large Rod almost always wins in favor of Hexdrinker.

Linna Excel2 votes
  1. Since her Q is on a low cooldown, how do you feel about going lichbane on syndra?

  2. Since you mentioned Liandry's, have you tried it and Rylai's on Syndra together? Are there any match ups you'd see this working in?

  3. I find hitting her stun easy until it gets empowered. Does anyone else have this problem?

  4. When matching up against Ahri, what do you want to do to win the lane and what does Ahri want to do to win?

Overlord Forte3 votes
  1. The problem with Lichbane is that it puts her too close to use it effectively after level 6, generally. Optimal use is when you stun someone and ... basically nothing else. When you have to sit at her maximum range to stay alive, it quickly becomes slot inefficient. A brawler build (RoA/Abyssal/Zhonya/Lich) could potentially use it, but I'd be leery.

  2. Liandry+Rylai's is the tank killer build for her, though one can argue if she should bother with that at all. In general, if you're looking at fighting enemy teams of 3-5 tanks/durable fighters, it can be useful because her ultimate will not pull very convincing results against them. This has the added benefit of making her durable enough to actually fight such champions over the long term.

  3. Some planning is required because her stun combo is generally 'slow' compared to someone like Luxanna or Morgana's skill shots. Not by much, but it's helpful to forecast what you're trying to do given how incredibly important it is.

Jinxxies2 votes

I started playing Syndra not too long ago, but I always have troubles landing her stuns. And it's extremely hard for me to play Syndra in team fights. I'm usually the first to die. Any advice?

Overlord Forte3 votes

There's the tripwire idea I mention in the article, but you may also find laying down two or three additional spheres for a wider AOE stun to be helpful. In general, aim your stuns where the enemy 'has to be' or 'is going to be there' to cut them off. Pressuring your enemy with Syndra's presence is a very real way of making sure you can get your combos off correctly -- because if they don't respect you, you can just hammer them.

For team fights, it can help hanging back, especially if front line monsters like Malphite are around. Syndra cannot ignore tanks or fighters, so you always have to move in accordance to what those are doing by avoiding or killing them. See also, dropping her stun down and backing off can be enough to help your team while you're busy surviving whoever is trying to take you out.

LeBoosted2 votes

I main Vel'Koz, and cannot seem to deal with Syndra. No matter how safe I play, I always get bursted down. How do I deal with Syndra? Thanks! ^.^

Overlord Forte3 votes

This match up is funny because you're both looking to trap the other into your combos.

On the Vel'koz side of things, watch her spheres and don't try to give her free stuns onto you. If her E goes on cooldown, you can get in closer to trade for your own E+W+Q, or variety thereof, combos. Vel, like her, can't really itemize defensively, so it comes down pretty harshly to who gets around the others' combo first.

Sniping Vel's Q's can also make or break the lane, as that ability does incredible damage if you get one or two shots landed. You can almost comfortably do his entire rotation afterward if she has 2 passive stacks on her.

Also, not ulting while she has her stun up can help a lot, as she will auto-counter it with the knockback/stun effect if you try it.

Synæsthoenix2 votes

I love how first my favorite Zyra streamer, Melyn, got to do this and now my favorite Syndra streamer does too! I was thinking about how you would be the best candidate for this! Good job, Forte! I love your stream. Have you read the patch notes for 6.13 and what do you think about the bug fixes?

(Synaesthoenix, AKA Followpast)

Overlord Forte2 votes

Thank you :) Its been a tough road _

Yes, I've looked over the patch notes. Some problem picks (hi Irelia/Vlad) getting attention, so hopefully they're more in line. I get they want to make drain tanks a thing, but it's real annoying not having the tools for them ...

For Syndra herself, the bug fixes are going to give a noticeable amount of power back to her. A lot of her quick kill windows on her ultimate didn't work because of that bug, so I'm looking forward to being able to do it again. I've a tangential concern that my fears over her W multi-throw will be fully realized in 6.13 as she can utilize it properly now, rather than losing her spheres on throw. That's what I'll be paying the most attention to.

lostbob1171 votes

What is the most frustrating thing for an Ezreal main to do against Syndra?

Overlord Forte8 votes

Arcane Shift to dodge either the stun, or a Q blast that would've allowed a combo kill. Followed up by using his Q to poke down during a team fight because he somehow curves the shots around 4 other people to hit her in the backline.

uCantGetMe11 votes

If you are playing syndra, and are found in the middle of nowhere without stun, flash, or ult, do you think you could make it out alive

Overlord Forte4 votes

Yes*

*Terms and conditions apply

**Where terms and conditions is how much more fed I am than the enemy, because Q and W can obliterate carries if you're ahead enough.

Nimmer1 votes

I have really good Syndra mechanics, my ranked stats are great with her, and I don't have the time to keep up my same aresenal of champs I used to. Could I push to diamond playing JUST Syndra? At the moment I hesitate to blind pick her, but I really do feel super strong when I play her as a counter. Would you say dedicating to the Syndra cause is worth it? She truly is a joy to play.

P.S. Justicar is the best skin

Overlord Forte6 votes

I think she fits the bill as a Champion that carry you up the entire bracket---but she demands a lot in return. I've dipped into the low end of Challenger a couple times pretty much only playing just her, so if she's the champion that gets you excited for the game, you can totally do it.

Blind picking her is risky, but keep in mind she has the tools to go neutral in every lane, if not win it. You may find it a little boring just farming safely under your turret in some match ups (hi Azir), but you'll walk out of laning phase and into midgame with respectable power. The rest ... well, you can bulldoze them if they're not careful.

I'm very much a proponent of 'if love you the champion and you're willing to endure the difficulty in playing them, then you can go far'. There ain't much point playing a champion you hate, because ... what are you enjoying, then?

Nimmer2 votes

That's true, about the champion you love thing. I'm definitely a huge Syndra fan. For a champion who excels in lane, she really does feel very underrated throughout the rest of the game. After Morello CDR/Mana sustain, her kit can actually be pretty good for disengage, which a lot of people don't expect. The enemy team always assumes your being fed will fall off, but it doesn't, it just functions differently in the late game. Funny you mention Azir, I actually intentionally pick Syndra into Azir. I find the Q+E is easier to land because Azir can be predictable with his soldier AA positioning (in the sense he "auto spaces" like an ADC does). I can definitely get behind the idea of spamming her up the bracket, she's super fun, so if that's all it takes I'm ready to get back into ranked full swing. My main concern with blind picking her is Fizz. He's been a lot more popular recently and he's definitely my biggest struggle as Syndra. If he's good, he has an answer for all of my disengages and avoiding my burst as well. Thanks for the confirmation! Good to know you played Syndra all the way up the ladder, not just after you got to the top lol.

M1ndlessLunatic1 votes

im a silver 5 player do you think I could play syndra

Overlord Forte3 votes

If you love her and the challenge she comes with, definitely. She has a skill curve, but you'll find the better you do, the more immediate your results with her will be. A lot of what you learn on her will apply to the game overall, she's just very unsubtle about how much she demands for it.

MysticFlameHaze1 votes

I need confirmation on this, do you ever see a difference in damage randomly occur when you E+Q? like the Q damage disappears cause you knocked the sphere back too quickly? not sure if i said that right.

Overlord Forte2 votes

This is a weird case I've had to think about for a while. What I think you're running into, and what I've ran into, is this:

When a target is sufficiently close to Syndra, and she does E then Q, it's very likely her knockback will launch them out of Q's blast zone. The net result is they don't get damaged by Q, but they may get picked up by the stun.

That can happen at close (melee) ranges and is something of an issue with how her abilities mechanically interact with each other.

Does that sound right?

MysticFlameHaze1 votes

Hmm it's close but what i mean is the Q damage not applying after Being hit into them by the E. Only the Sphere. now that i think about it... and i never paid attention too, does her E not do damage at all if i dont hit them with the wave during an E+Q combo?

Also there's been a video posted before of the bug I'm talking about where the damage isn't always consistent. But i'm not sure where it is.

Overlord Forte2 votes

There is a very low key bug with Syndra's Q where the damage doesn't apply consistently -- in theory. I've suspicions about it but after a year of playing, recording, and keeping an eye out for it, the closest I get is some very strange behavior in minion waves. To be frank, that's more likely to be minions desynced from the game world than her Q randomly not applying damage.

If it does exist, it's as rare as that Shen ultimate bug or more so, I think.

So, if it's not E+Q pushing them out of Q blast damage ... it's hard to say without video evidence.

E will apply damage if any orb launched by it hits an enemy, or the enemy makes contact with the pulse wave. If it doesn't, it's her old knockback bug returned again (where it randomly doesn't knockback or damage the enemy when contact is made).

Dochasach1 votes

For me, Justicar is the best. Her classic is my second favorite :3

Overlord Forte4 votes

Justicar's respectable. It's very well designed, I don't have any complaints about it as a skin. I just end up favoring her 'true' self more than the alternative 'goody goody' Syndra, if that makes sense.

Sqkerg1 votes

What do you think about Antlantian? I've had that skin since its release and I love the particles so much.

Overlord Forte1 votes

Water as a theme is something I have a hard time attributing to Syndra's aesthetics. Even in its greatest form, water is ... yawning. A tidal wave rises above the land and there is a silence as you behold its enormity, then it crashes down. Jets of water geysers splash violently forth in rivers and oceans, but they sweep things away to submerge them beneath.

As a whole, water isn't to the level of direct, kinetic power that Syndra emphasizes. Her magic is abstract but visceral, you immediately feel its presence in an overbearing way even as you try to comprehend what it is. It wouldn't be a stretch to say she's either purely arcane, or some kind of gravity magic.

As a consequence, I tend to find 'elemental' (earth, water, air, fire) themes difficult to fit to her---none of them, except with the potential of fire, really delivers the impact of what she is. Even fire has trouble because you end up just making bigger explosions than the smouldering inferno of something like Brand.

DarKnight206851 votes

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Overlord Forte2 votes

With her bug fixes in 6.13, she'll be doing much more comfortably than she has been since the MYMU landed (which introduced a fair amount of ugly bugs). I'll rate her in the 'semi-comfortable' bracket of viable where you can generally do good work with her, but it can be sketchy if your enemy builds a high durability team.

DarKnight206851 votes

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Overlord Forte2 votes

For her, you'll recognize the common 'kill windows' of combo mechanics, which her ultimate setup relies heavily on. The trick is, rather than being in a super dangerous position by committing to melee, you're looking for ways of creating long range openings, especially with her stun. Those openings are how she does her job, otherwise you can force a bad situation and not have any tools whatsoever to escape with.

LeBlanc can walk into 5 people and out again because she's built to do that. Syndra has to stun the most dangerous targets or her desired target, edge in just close enough to dump her damage, then get out again. Feeling out the differences between the two will be a little stark because Syndra is more punishing on being in a bad position than LeBlanc is, for example.

Aleskander1 votes

How would building item 3001 instead of item 3135 work out? It would probably be good against squishier teams who probably won't stack as much magic resistance, and it gives you magic resistance, so you have both resistances. Plus, it gives you 40% cooldown reduction to get more balls (insert lenny here) and stuns out. However, would it still be worth it to use against tankier teams?

Overlord Forte3 votes

The funny issue I've ran into that is Syndra doesn't exploit the defensive properties of Abyssal as well as most of her contemporaries.

Azir, Viktor, and Fizz, for example, all have skills that directly enhance defense (via shields or dodging damage), so you get more 'bang-for-buck' using Abyssal Scepter first item. They also are extremely mana efficient and don't require the vast majority of their unitemized mana pool to kill someone in a straight fight.

So, for them, they can build the item first and come out quite strongly.

Syndra, on the other hand, suffers mana problems and no defensive augmentation. In a straight fight, she's inherently behind as a consequence, especially as Abyssal doesn't give her the kill window necessary to win in a straight engagement. Now, if we find the defensive properties aren't working on, but switch to Void Staff, she can at least kill the enemy with reasonable certainty ...

That's just fighting her contemporaries. In most team fights and ordinary situations, you're not in a position to optimally use Abyssal's aura effect. It's slot efficient on its item stats alone, so that's not too much of a burden, but it makes capitalizing on 'everything' awkward for her.

This is why I usually suck it up, truck along her mana (Lost Chapter or Tear of the Goddess/Morellonomicon) into Void Staff--I might as well have all the upfront damage to kill the enemy because I can't beat them on the defense itemization front. The first item buy war is the roughest, unfortunately.

As far as tanky teams are concerned, it can help having Abyssal, especially if you're going an anti-tank build in general (Liandry's, Rylai's, etcetra). More itemized defense helps as she doesn't have the mechanics to make a one item defense buy 'super effective', if that makes sense.

RayneV1 votes

Hey overlord. I also played syndra, and she was my first main back at the start of season 4. With her, i made it into gold by using her level 6 cheese. , and learned a lot about each champions "windows of power". After season 4, she kinda fell from the meta, as more teamfight oriented picks were valued in season 5, so i switched to ahri and was able to hit plat in season 5. Currently im sitting in plat 3, and struggling to hit diamond. My question is, playing rn with the current meta being Sustain mages (Swain/Vladaqueer), or sustained damage dealers (Azir), can a bursty champion really be a viable pick to carry a game?

Overlord Forte2 votes

Syndra is interesting because she is both DPS and Burst, unlike say, Veigar, who is almost solely Burst.

She can definitely carry the game as a consequence because she can somewhat adapt to what her team needs done. The bigger issue you'll run into is dealing with those meta picks (Swain/Vlad/Viktor/Azir, etc) because they're built on such a ridiculous pedastal. She can manage them, maybe even win, but you'll definitely be in a constant up hill battle. You'll need to pick and choose your team fights much more carefully, but the tools are available to win them normally.

Unless you get chain camped by a 3 man premade for 15 minutes ... not much to do about that.

Spôôked1 votes

What do you usually rush first on Syndra? Probably depends on the laner you go against, but aside from that, what would you rush after Morellonomicon? I usually rush Rabadons before I get tier 2 boots if Im behind because it gives amazing damage boost. Would you recommend anything else?

Overlord Forte2 votes

I've recently being doing some variation of (Tear+Fiendish Codex->Morello's->Archangel's) and (Lost Chapter->Morello's->Archangel's) to figure out the power curve of that kind of strategy. Seems ok, definitely responds better to when you get early advantage, though.

For raw damage purposes, Void Staff is a pretty strong second item. It's technically better than Deathcap in all damage related situations except 30 MR or less, at which point the two are 'even'. If you fight literally anyone with any kind of MR setup, Void wins by increasingly larger margins.

For AD match ups, you might like Rod of Age's+Seeker's Armguard instead of Morello's, since Syndra usually needs more durability than immediate kill power for them.

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