Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Syndra

the Dark Sovereign

Syndra be a spell-focused champion who plays 'round range, cooldowns and controlled areas. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

MidArrr, mostly magic damageArrr, ranged attacks
Arrr, usual roleMid
ClassMage
DifficultyArrr, high · 8/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 550 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Syndra does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Arrr, uses spells to shape space, punish predictable movement or control an approach.
  • Ranged basic attacks can contribute without entering melee distance when spacing be preserved.

Arrr, limits to respect

  • Fit fer th' captain's eye pressure falls while key spells be overboard or miss their intended area.
  • Needs th' sailor to respect cooldowns, resources and th' foe's course into th' fight.

Arrr, riot ally tips

Use these while learning th' champion
1

To maximize yer ultimate's damage use it when there be many spheres on th' battlefield.

2

After ye hit an foe champion wit' Force of Will follow up wit' Dark Sphere, they'll be slowed and have a hard time avoiding it.

3

Get one o' yer spells to rank 5 as quickly as possible, they gain powerful bonus effects at max rank.

Riot foe tips

What an foe be told to watch fer
1

Get boots early when playing agin' Syndra, they'll lend a hand ye avoid many o' her spells.

2

Arrr, attack Syndra after she's used Scatter the Weak, it has a long cooldown so she'll be vulnerable.

3

Arrr, at max rank Syndra's spells gain bonus effects and change in appearance.

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Syndra in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily magic pressure

Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.

Arrr, fight rhythm

One short window carries much o' th' threat

Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.

Arrr, range and access

Arrr, spacing protects repeated output

Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical crew job

Shape th' fight wit' spell timing

Use range, controlled space and cooldown order to make th' next aboard action easier fer th' crew rather than spending every spell at once.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Inspect whether recovery changes th' fight

Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Syndra?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Mercury's Treads most often fit better

Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.

Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.
Arrr, reducible controlDisplacementSlowsArrr, healing or sustainHull-scaling or true damage
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force o' Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Arrr, Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects. Airborne and displacement effects be nay solved simply by stacking Tenacity.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, mEANINGFUL HEALING

Arrr, meaningful healing

Arrr, bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds gear can reduce healing.

Buy it only when healing be materially changing fights and yer champion can apply it reliably.
Arrr, bURST WINDOW

Arrr, burst window

Arrr, Zhonya's Hourglass · Banshee's Veil · Edge of Night

Stasis or a spell shield can deny one decisive engage or spell when th' gear fits th' loadout.

These do nay replace positioning, vision or ordinary durability.
Arrr, hEALTH-SCALING OR TRUE DAMAGE

Hull-scaling or true damage

Shields · sustain · positioning · exact resistance inspect

Raw hull or one resistance may be incomplete agin' percent-hull, lost overboard-hull or true-damage mechanics.

Read th' present trick tooltip afore choosing defence; these mechanics do nay all use th' same counter.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Syndra fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopUnestablished course

Old chart, matey. Recommendations await inspection. Syndra be normally played Mid and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
JungleUnestablished course

Old chart, matey. Recommendations await inspection. Syndra be normally played Mid and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
BotUnestablished course

Old chart, matey. Recommendations await inspection. Syndra be normally played Mid and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
SupportUnestablished course

Old chart, matey. Recommendations await inspection. Syndra be normally played Mid and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Arrr, Start with the component

Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Arrr, Finish when it fits the fight

Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Arrr, Coordinate coverage

Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Arrr, Will the fight last long enough?

Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Arrr, kit reference

Syndra tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Transcendent

Arrr, what it doesEnglishSyndra collects Splinters of Wrath from gaining levels and damaging enemies which upgrade her abilities. Dark Sphere: Syndra can hold an additional charge Force of Will: Bonus true damage. Scatter the Weak: Increased width and slows all targets Unleashed Power: Executes low health targets

Arrr, practical readTranscendent be an automatic part o' th' kit involving movement or repositioning and a slowing effect. Track when its condition be active instead o' treating every fight th' same way.

Q
Q trick

Dark Sphere

Arrr, what it doesEnglishSyndra conjures a Dark Sphere dealing magic damage. The sphere remains and can be manipulated by her other powers.

Arrr, practical readDark Sphere contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 7 secCost40/45/50/55/60Arrr, listed rangeArrr, 800 units
W
W trick

Force of Will

Arrr, what it doesEnglishSyndra picks up and throws a Dark Sphere or enemy minion dealing magic damage and slowing the Move Speed of enemies.

Arrr, practical readForce of Will be a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

CooldownArrr, 13/12/11/10/9 secCost60/70/80/90/100Arrr, listed rangeArrr, 925 units
E
E trick

Scatter the Weak

Arrr, what it doesEnglishSyndra knocks enemies and Dark Spheres back dealing magic damage. Enemies hit by Dark Spheres become stunned.

Arrr, practical readScatter the Weak contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 15 secCost50Arrr, listed rangeArrr, 650 units
R
Ultimate

Unleashed Power

Arrr, what it doesEnglishSyndra bombards an enemy Champion with all of her Dark Spheres.

Arrr, practical readUnleashed Power be part o' Syndra's R pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 120/100/80 secCost100Arrr, listed rangeArrr, 675 units

Arrr, levels 1–18

Syndra · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1583 Health, arr480 Mana, arr
Arrr, level 3731 Health, arr539 Mana, arr
Arrr, level 6978 Health, arr638 Mana, arr
Arrr, level 111,461 Health, arr831 Mana, arr
Arrr, level 162,031 Health, arr1,059 Mana, arr
Arrr, level 182,283 Health, arr1,160 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickDark Sphere

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 7 sec
W
Basic trickForce of Will

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 13 secArrr, rank 2Arrr, 12 secArrr, rank 3Arrr, 11 secArrr, rank 4Arrr, 10 secArrr, rank 5Arrr, 9 sec
E
Basic trickScatter the Weak

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 15 sec
R
UltimateUnleashed Power

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 120 secArrr, rank 2Arrr, 100 secArrr, rank 3Arrr, 80 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1583480 Mana, arrPick th' first aboard basic trick
2655509 Mana, arrStow another basic trick or rank
3731539 Mana, arrStow another basic trick or rank
4810571 Mana, arrSpend one trick point
5892604 Mana, arrSpend one trick point
6978638 Mana, arrFirst aboard ultimate rank normally available
71,068674 Mana, arrSpend one trick point
81,161711 Mana, arrSpend one trick point
91,257750 Mana, arrSpend one trick point
101,357790 Mana, arrSpend one trick point
111,461831 Mana, arrArrr, second ultimate rank normally available
121,568874 Mana, arrSpend one trick point
131,678918 Mana, arrSpend one trick point
141,792964 Mana, arrSpend one trick point
151,9101,011 Mana, arrSpend one trick point
162,0311,059 Mana, arrArrr, final ultimate rank normally available
172,1551,109 Mana, arrSpend one trick point
182,2831,160 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Syndra buildsArrr, prepare a matchupArrr, browse champions