Wild Rift: SYNDRA Build Guide

LoL Wild Rift: SYNDRA
A
ADJUSTED
48
42 371
22 Jul 2025
Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift SYNDRA, role - Mage. Use the guidelines to take your SYNDRA Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position SYNDRA is in the rating table, go to the - Tier List page.

attackdamage 54 (3) 
heal 630 (120)
healthregeneration 6 (0.65)
attackspeed 0.75 (0)
mana 380 (50)
mpreg 10 (1)
movementspeed 360 (0)
armor 34 (4.5)
magicresistance 36 (1.2)
criticalstrike 175 (0)


TRANSCENDENT
P

(PASSIVE) TRANSCENDENT

Every instance of ability damage dealt to an enemy champion grants 1 Splinters of Wrath and restores 13 mana (perlevel). Syndra gains 4 (gain 60 Splinters in total upon level 15) Splinters of Wrath every time she levels up an ability. Up to 120 Splinters can be collected.

Transcendent: Empowers a basic ability after collecting 40, 60, and 80 Splinters of Wrath.

Empowers Unleashed Power after collecting 100 Splinters of Wrath.

Transcendence: Gains 12% abilitypower after collecting 120 Splinters of Wrath.

DARK SPHERE
Q

(Q) DARK SPHERE

7/6.5/6/5.5s 50/55/60/65

Conjures a Dark Sphere, dealing 70 magic damage (70/115/160/205 + 65% abilitypower) to enemies. The Sphere remains for 6 seconds and can be manipulated by Syndra's other abilities.

TRANSCENDENT BONUSTranscendent: Stores a charge of Dark Sphere every 7 seconds, up to a maximum of 2.

This ability can be cast while moving.

FORCE OF WILL
W

(W) FORCE OF WILL

12/11/10/9s 70/80/90/100

Grabs the nearest Dark Sphere and hur's it at a target location, dealing 60 magic damage (60/100/140/180 + 45% abilitypower) to enemies within the area and slowing them by 20/25/30/35% for 1.5 seconds.

If there isn't any Dark Sphere nearby, Syndra generates one and hur's it at the target location. Damage from the Sphere is reduced to 80%.

TRANSCENDENT BONUSTranscendent: This ability deals an additional 12% true damage (12 + 2% abilitypower).

SCATTER THE WEAK
E

(E) SCATTER THE WEAK

17s 50

Projects a wave of force in a cone, knocking back enemies and Dark Spheres and dealing 70 magic damage (70/110/150/190 + 35% abilitypower).

Dark Spheres that are knocked back stun and knock back enemies hit along the way for 1.25 seconds, dealing 70 magic damage (70/110/150/190 + 35% abilitypower).

TRANSCENDENT BONUSTranscendent: Increases the angle of the wave of force's cone by 50% and its radius to 720.

Enemies can only take damage and be knocked back from this ability once per cast.

UNLEASHED POWER
R

(R) UNLEASHED POWER

80/70/60s 100

Manipulates the 3 Dark Spheres orbiting her plus up to 4 more nearby, launching them at an enemy champion. Each Sphere deals 60 magic damage (60/110/160 + 15% abilitypower).

TRANSCENDENT BONUSTranscendent: Increases cast range by 100. This ability executes enemies below 10% Health. If this ability kills an enemy champion, the Dark Spheres will detonate where they were killed and deal 60 magic damage (60/110/160 + 15% abilitypower) to nearby enemy champions.

Build Counters Counter Items Tips Con Game Plan Power Spikes

Mid SYNDRA Build items and runes

The information below will help you get familiar with the game on the Mid Line SYNDRA. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Amplifying Tome Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Wild Rift Items: Amplifying Tome
Amplifying Tome

Amplifying Tome

+25 Ability Power

500

Core
Wild Rift Items: Yordle Infinity Orb
Yordle Infinity Orb

Yordle Infinity Orb
Abilities deal bonus damage

+80 Ability Power
+7% Magic Penetration

Destiny: +5% Move Speed.
Balanced:  +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-85 () plus 20% to nearby enemies.

2900

Yordle Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+55 Ability Power
+150% Mana Regeneration
+45 Move Speed.

Magic Break:  +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.

1400

Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.

Wild Rift Items: Soulstealer
Soulstealer

Soulstealer
Takedown increase Movement speed an reduce cooldowns

+150 Max Health
+65 Ability Power
+7% Magic Penetration
+20 Ability Haste

Soul Hunt:  +15% Magic Penetration.
Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.

3000

Soulstealer TIPS: This item is perfect for champions who frequently secure kills or assists and want to increase their mobility and ability uptime. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Wandering Soul" effect reduces your ability cooldowns by 25% after taking down an enemy champion, and you steal 10% of their base movement speed and 50% of their ability haste until they respawn. The stolen ability haste stacks, making it especially useful for champions who are often involved in kills and want to improve their stats by taking down enemies.

Boots/Enchant
Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+55 Ability Power
+150% Mana Regeneration
+45 Move Speed.

Magic Break:  +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.

1400

Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.

Wild Rift Items: Stasis Enchant
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.

Е
TIPS: Finally, for your items, you should build Yordle Infinity Orb Yordle Infinity Orb (Abilities deal bonus damage) as your first item, followed by Boots of Mana Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Soulstealer Soulstealer (Takedown increase Movement speed an reduce cooldowns).

Maybe now it's time to think about upgrading your boot, invest in Stasis Enchant Stasis Enchant (Turn invulnerable).

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items: Yordle Infinity Orb
Yordle Infinity Orb

Yordle Infinity Orb
Abilities deal bonus damage

+80 Ability Power
+7% Magic Penetration

Destiny: +5% Move Speed.
Balanced:  +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-85 () plus 20% to nearby enemies.

2900

Yordle Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+55 Ability Power
+150% Mana Regeneration
+45 Move Speed.

Magic Break:  +8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.

1400

Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.

Wild Rift Items: Soulstealer
Soulstealer

Soulstealer
Takedown increase Movement speed an reduce cooldowns

+150 Max Health
+65 Ability Power
+7% Magic Penetration
+20 Ability Haste

Soul Hunt:  +15% Magic Penetration.
Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.

3000

Soulstealer TIPS: This item is perfect for champions who frequently secure kills or assists and want to increase their mobility and ability uptime. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Wandering Soul" effect reduces your ability cooldowns by 25% after taking down an enemy champion, and you steal 10% of their base movement speed and 50% of their ability haste until they respawn. The stolen ability haste stacks, making it especially useful for champions who are often involved in kills and want to improve their stats by taking down enemies.

Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+100 Ability Power
+7% Magic Penetration

Overkill: Increases Ability Power by 20-45%.

3400

Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.

Wild Rift Items: Malignance
Malignance

Malignance
An item made for Ultimate-centric playstyles

+80 Ability Power
+7% Magic Penetration
+400 Max Mana
+20 Ability Haste

Scorn: Your Ultimate abilities gain 20 Ability Haste.
Hatefog: Damaging a champion with your Ultimate burns the ground beneath them for 3 second(s), dealing magic damage equal to 60 plus 5% AP per second and reducing their Magic Resist by 10. Burn radius increases with damage, reaching maximum radius at 800 damage.

3000

Malignance TIPS: This item is perfect for champions who focus on their ultimate abilities and want to maximize their effectiveness in fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Scorn" effect reduces the cooldown of your ultimate ability, enhancing its efficiency and uptime. The "Hatefog" effect deals magic damage to enemies in the area after using your ultimate, creating a scorched earth effect. Enemies within this area take damage and have their magic resistance reduced, making this item ideal for champions who want to weaken their opponents and increase their damage. It’s especially useful against enemies with high magic resistance.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Morellonomicon
Wild Rift Items: Oceanid's Trident
Magic damage reduces enemy healing
Wild Rift Items: Crown of the Shattered Queen
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.

Wild Rift Items: Morellonomicon
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste

Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2500

Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.

Morellonomicon Morellonomicon — This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.
Anti-Shielding
Wild Rift Items: Crown of the Shattered Queen
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.

Wild Rift Items: Oceanid's Trident
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste

Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.

2600

Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.

Oceanid's Trident Oceanid's Trident — This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, and ability haste, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.

Summoner Spells

If you want to use this SYNDRA Mid build, you should take Flash Flash (Teleport a short distance) and Ignite Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Ignite Wild Rift
Ignite

Ignite

Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.

Grievous Wound reduces the effectiveness of Healing and Regeneration effects.

Cooldown: 100s

Cleanse Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.

Cooldown: 110s

Runes BUILD

For runes, you should pick First Strike First Strike (Obtains gold and bonus damage when initiate deals damage.) as your keystone, followed by Scorch Scorch (Deals bonus damage to champions on ability hit.), Cheap Shot Cheap Shot (Deals true damage to enemy champions when their movement is impaired.) and Eyeball Collector Eyeball Collector (Gains Adaptive Force after champion takedowns.) in the primary tree, as well as Transcendence Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: First Strike

First Strike
Bonus Gold, Bonus Damage

0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 8% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100% /ranged: 85%) during the effect.

Cooldown: 20s

First Strike
Bonus Gold, Bonus Damage
Obtains gold and bonus damage when initiate deals damage.
Wild Rift Domination Runes: Scorch

Scorch
Poke

Damaging an enemy champion with an ability burns them, dealing 28-42 bonus magic damage () after 1 seconds.

Cooldown: 8s

Scorch
Poke
Deals bonus damage to champions on ability hit.
Wild Rift Domination Runes: Cheap Shot

Cheap Shot
Bonus Damage

Deals 10-45 bonus true damage to enemies whose movement is impaired.

Cooldown: 7s

Cheap Shot
Bonus Damage
Deals true damage to enemy champions when their movement is impaired.
Wild Rift Domination Runes: Eyeball Collector

Eyeball Collector
Adaptive Force

Gains 1 or 2 after each unique enemy champion takedown, stacking up to 10 times.

At 10 stacks, gain bonus 10 or 20.

Eyeball Collector
Adaptive Force
Gains Adaptive Force after champion takedowns.
Wild Rift Inspiration Runes: Transcendence

Transcendence
CDR

Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 6, gain bonus 6 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 10% the ability's cooldown time.

Cooldown: 8s

Transcendence
CDR
Grants more Ability Haste the higher your level is and also returns ability cooldown duration.

Situational Runes

Сhange
Zombie Ward
Bone Plating
Vision, Adaptive Force
Eyeball Collector
Eyeball Collector

Eyeball Collector
Adaptive Force

Gains 1 or 2 after each unique enemy champion takedown, stacking up to 10 times.

At 10 stacks, gain bonus 10 or 20.

Zombie Ward
Zombie Ward

Zombie Ward
Vision, Adaptive Force

Removing an enemy ward spawns a Zombie Ward in its place, granting vision of the surrounding area for 120 seconds. Also gains 3 or 6. Stacks up to 5 times.

Gains a bonus 10 or 20upon reaching 5 stacks.

Zombie Ward Zombie Ward — The rune is activated when you remove an enemy ward, replacing it with a zombie ward that grants vision of the surrounding area. With each enemy ward cleared, the rune increases your attack damage or ability power, allowing you to stack bonuses. Upon reaching maximum stacks, the rune significantly boosts your attack damage or ability power, making it useful for champions who actively control the map.
Block Combo-damage
Transcendence
Transcendence

Transcendence
CDR

Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 6, gain bonus 6 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 10% the ability's cooldown time.

Cooldown: 8s

Bone Plating
Bone Plating

Bone Plating
Block Combo-damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Bone Plating Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.

Skills Order

For the skill order, you want to stick with (Q) (W) (E). You can learn more about abilities order at all levels by studying the diagram below.
DARK SPHERE

(Q) DARK SPHERE

7/6.5/6/5.5s 50/55/60/65

Conjures a Dark Sphere, dealing 70 magic damage (70/115/160/205 + 65% abilitypower) to enemies. The Sphere remains for 6 seconds and can be manipulated by Syndra's other abilities.

TRANSCENDENT BONUSTranscendent: Stores a charge of Dark Sphere every 7 seconds, up to a maximum of 2.

This ability can be cast while moving.

(Q) DARK SPHERE
















FORCE OF WILL

(W) FORCE OF WILL

12/11/10/9s 70/80/90/100

Grabs the nearest Dark Sphere and hur's it at a target location, dealing 60 magic damage (60/100/140/180 + 45% abilitypower) to enemies within the area and slowing them by 20/25/30/35% for 1.5 seconds.

If there isn't any Dark Sphere nearby, Syndra generates one and hur's it at the target location. Damage from the Sphere is reduced to 80%.

TRANSCENDENT BONUSTranscendent: This ability deals an additional 12% true damage (12 + 2% abilitypower).

(W) FORCE OF WILL
















SCATTER THE WEAK

(E) SCATTER THE WEAK

17s 50

Projects a wave of force in a cone, knocking back enemies and Dark Spheres and dealing 70 magic damage (70/110/150/190 + 35% abilitypower).

Dark Spheres that are knocked back stun and knock back enemies hit along the way for 1.25 seconds, dealing 70 magic damage (70/110/150/190 + 35% abilitypower).

TRANSCENDENT BONUSTranscendent: Increases the angle of the wave of force's cone by 50% and its radius to 720.

Enemies can only take damage and be knocked back from this ability once per cast.

(E) SCATTER THE WEAK
















UNLEASHED POWER

(R) UNLEASHED POWER

80/70/60s 100

Manipulates the 3 Dark Spheres orbiting her plus up to 4 more nearby, launching them at an enemy champion. Each Sphere deals 60 magic damage (60/110/160 + 15% abilitypower).

TRANSCENDENT BONUSTranscendent: Increases cast range by 100. This ability executes enemies below 10% Health. If this ability kills an enemy champion, the Dark Spheres will detonate where they were killed and deal 60 magic damage (60/110/160 + 15% abilitypower) to nearby enemy champions.

(R) UNLEASHED POWER
















Mid SYNDRA Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Mid SYNDRA. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

LoL Wild Rift: SYNDRA

Threats

Extreme
[8]
Major
[10]
Even
[14]
Minor
[7]

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Only for Premium members.
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Only for Premium members.
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Synergies

Ideal
[8]
Strong
[13]
Ok
[18]
Low
[3]

Only for Premium members.
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Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Mid SYNDRA Counter Items

We have prepared a list of items and spells that will help counter Mid SYNDRA in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against SYNDRA combo.
Wild Rift Items: Mercury's Treads
Mercury's Treads

Mercury's Treads
Reduces Magic Damage

+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.

Dissolve: Reduces magic damage taken from champions by 7-12% ().

1350

Mercury's Treads TIPS: These boots provide solid magic damage reduction, enhanced regeneration, and movement speed, with a passive that further lessens incoming magic damage. — The perfect pick for tanks, bruisers, and supports who need to withstand heavy AP threats while maintaining mobility.

Wild Rift Items: Spirit Visage
Spirit Visage

Spirit Visage
Increases healing and shielding received

+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste

Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.

2800

Spirit Visage TIPS: This item greatly boosts your health, regeneration, magic resistance, and ability haste. Its “Blessed” passive amplifies all healing, regen, drain effects, and shields on you by 30%, allowing you to recover more quickly in fights. It’s an excellent choice against champions who deal sustained magic damage, like Vladimir and Swain, as well as burst mages like Syndra or Veigar, helping you survive initial bursts and heal up rapidly.

Wild Rift Items: Force of Nature
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+55 Magic Resistance

Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.

3000

Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.

Wild Rift Items: Wit's End
Wit's End

Wit's End
Basic Attack deals Bonus Damage

+45% Attack Speed
+45 Magic Resistance

At Wit's End: Basic attacks deal 10-55 bonus magic damage. While below 50%Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.

2800

Wit's End TIPS: This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Wild Rift Items: Stasis Enchant
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.

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Wild Rift Items: Quicksilver Enchant
Quicksilver Enchant

Quicksilver Enchant
Dispels crowd control

Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

800

Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.

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Wild Rift Items: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3150

Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.

Wild Rift Items: Crown of the Shattered Queen
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.

Cleanse Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.

Cooldown: 110s

Gain a Shield

Gives you a shield that increases your chances of survival against SYNDRA.
Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.

3000

Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.

Immortal Shieldbow Wild Rift
Immortal Shieldbow

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low

+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp

Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage () for 5 seconds. (90s Cooldown).

Buttle Furor: Triggering Lifeline grants  +8% Physical Vamp for 8 seconds.

3000

Immortal Shieldbow TIPS: This item is perfect for champions who need a lot of sustain in fights. It provides bonuses to attack damage, critical strike chance, attack speed, and physical vamp, helping you sustain and deal damage. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage for 5 seconds, giving you a chance to survive dangerous moments in a fight. "Buttle Furor" adds physical vamp when the shield is triggered, enhancing your sustain. This item is especially useful for champions who rely on high AD, such as Draven and Jhin, and when facing champions who deal a lot of physical damage, such as Master Yi, and Tryndamere.

Wild Rift Items: Locket Enchant
Locket Enchant

Locket Enchant
Area of effect magic shield

Locket (Active):  Grants a shield to yourself and nearby allied champions that each absorbs 60-330 damage for 2.5 seconds. (60s cooldown)

This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.

500

Locket Enchant TIPS: This enchant grants a magic shield to you and nearby allies, absorbing damage for a brief duration. The shield is ideal in large teamfights, providing extra protection and opportunities for counterplay. Perfect for tanks who frequently stand in the thick of battle and want to safeguard their team during critical moments.

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Wild Rift Items: Stoneplate Enchant
Stoneplate Enchant

Stoneplate Enchant
Shield

Stoneplate (Active): Gain a base shield that absorbs damage equal to 20% of max Health. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.

500

Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.

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Mid SYNDRA Tips

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Mid SYNDRA Strengths and Weaknesses

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Mid SYNDRA Strategy and Tactics

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Mid SYNDRA Power Spikes

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Wild Rift SYNDRA Ability and Tips

TRANSCENDENTTRANSCENDENT
P
DARK SPHEREDARK SPHERE
Q
FORCE OF WILLFORCE OF WILL
W
SCATTER THE WEAKSCATTER THE WEAK
E
UNLEASHED POWERUNLEASHED POWER
R

(PASSIVE) TRANSCENDENT

TRANSCENDENT

Every instance of ability damage dealt to an enemy champion grants 1 Splinters of Wrath and restores 13 mana (perlevel). Syndra gains 4 (gain 60 Splinters in total upon level 15) Splinters of Wrath every time she levels up an ability. Up to 120 Splinters can be collected.

Transcendent: Empowers a basic ability after collecting 40, 60, and 80 Splinters of Wrath.

Empowers Unleashed Power after collecting 100 Splinters of Wrath.

Transcendence: Gains 12% abilitypower after collecting 120 Splinters of Wrath.

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Video

(Q) DARK SPHERE

DARK SPHERE

7/6.5/6/5.5s 50/55/60/65

Conjures a Dark Sphere, dealing 70 magic damage (70/115/160/205 + 65% abilitypower) to enemies. The Sphere remains for 6 seconds and can be manipulated by Syndra's other abilities.

TRANSCENDENT BONUSTranscendent: Stores a charge of Dark Sphere every 7 seconds, up to a maximum of 2.

This ability can be cast while moving.

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(W) FORCE OF WILL

FORCE OF WILL

12/11/10/9s 70/80/90/100

Grabs the nearest Dark Sphere and hur's it at a target location, dealing 60 magic damage (60/100/140/180 + 45% abilitypower) to enemies within the area and slowing them by 20/25/30/35% for 1.5 seconds.

If there isn't any Dark Sphere nearby, Syndra generates one and hur's it at the target location. Damage from the Sphere is reduced to 80%.

TRANSCENDENT BONUSTranscendent: This ability deals an additional 12% true damage (12 + 2% abilitypower).

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Video

(E) SCATTER THE WEAK

SCATTER THE WEAK

17s 50

Projects a wave of force in a cone, knocking back enemies and Dark Spheres and dealing 70 magic damage (70/110/150/190 + 35% abilitypower).

Dark Spheres that are knocked back stun and knock back enemies hit along the way for 1.25 seconds, dealing 70 magic damage (70/110/150/190 + 35% abilitypower).

TRANSCENDENT BONUSTranscendent: Increases the angle of the wave of force's cone by 50% and its radius to 720.

Enemies can only take damage and be knocked back from this ability once per cast.

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(R) UNLEASHED POWER

UNLEASHED POWER

80/70/60s 100

Manipulates the 3 Dark Spheres orbiting her plus up to 4 more nearby, launching them at an enemy champion. Each Sphere deals 60 magic damage (60/110/160 + 15% abilitypower).

TRANSCENDENT BONUSTranscendent: Increases cast range by 100. This ability executes enemies below 10% Health. If this ability kills an enemy champion, the Dark Spheres will detonate where they were killed and deal 60 magic damage (60/110/160 + 15% abilitypower) to nearby enemy champions.

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Wild Rift SYNDRA Skills Combo

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Wild Rift SYNDRA Video

Watch here!

Syndra is a fearsome Ionian mage with incredible power at her command. As a child, she disturbed the village elders with her reckless and wild magic. She was sent away to be taught greater control, but eventually discovered her supposed mentor was restraining her abilities. Forming her feelings of betrayal and hurt into dark spheres of energy, Syndra has sworn to destroy all who would try to control her.

SYNDRA Change history

 ADJUSTED 17 APR 2025 (PATCH 6.1)

BASE STATS
Movement speed: 350 → 360.
 ADJUSTED 09 JAN 2025 (PATCH 6.0)

BASE STATS
Base Health: 570 → 630.
Health per level: 112 → 120.
Armor per level: 4 → 4.5.
Base Magic Resist: 32 → 36.
Magic Resist per level: 1 → 1.2.
BUFFED 26 SEP 2024 (PATCH 5.2D)

BASE STATS
Health per Level: 96 → 104.

(PASSIVE) TRANSCENDENT
Gain Splinters when upgrading abilities: 2 → 4 (gain 60 Splinters in total upon level 15).

(R) UNLEASHED POWER
Damage of each Dark Sphere: 60/105/150 + 15% Ability Power → 60/110/160 + 15% Ability Power.
Total Maximum Damage: 420/735/1050 + 105% Ability Power → 420/770/1120 + 105% Ability Power.
Explosive damage upon taking down (after Transcendent): 60/105/150 + 15% Ability Power → 60/110/160 + 15% Ability Power.
NERFED 14 MAR 2024 (PATCH 5.0C)

(PASSIVE) TRANSCENDENT
Ability Power increases when gaining 120 Splinters of Wrath: 15% → 12%.

(W) FORCE OF WILL
Cooldown: 11/10/9/8s → 12/11/10/9.
Damage: 60/105/150/195 + 55% Ability Power → 60/100/140/180 + 45% Ability Power.
BUFFED 01 FEB 2024 (PATCH 5.0A)

BASE STATS
Base Health: 540 → 570.

(Q) DARK SPHERE
Damage: 70/110/150/190 + 55% Ability Power → 70/115/160/205 + 65% Ability Power.
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Comments (1)

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10+1+3=
  1. Arizenn
    -1
    Diamond
    Arizenn (Ari)
    Summoner 13 Jun 2024
    I don't get it why sudden impact on runes ?