Мид
МидAim Q at the last-hit, not the champion model—the lane gets much easier when you punish the minion they walked up for, because that predictable step is what makes Syndra’s trades start cleanly
Unleashed Power is often a setup spell, not just a finisher, so ulting the diver or bruiser in front of you is correct when the extra spheres make E unavoidable or turn one target into a full fan through the fight
Syndra is unusually punished for letting mid become free: recent data says her results swing harder than most mids on 10-minute gold/CS and on whether lane pressure stays a solo-lane threat, so the real mistake is giving the other mid relaxed farm and resets
In the messy fights Syndra actually plays, ult the target that changes the next two seconds, not the one that looks best in a screenshot. If a diver is already on your team, or a bruiser stepped far enough up that R gives you the sphere count for a near-forced E, that is often the correct ult even if the ADC is still alive. The check is simple: does this R either remove the piece threatening your backline or create a stun fan the enemy cannot comfortably dodge? If yes, take it. Once you have 100 Splinters, that decision gets even easier because damaged frontliners stop being safe just because they are not carries.
Syndra collects Splinters of Wrath from gaining levels and damaging enemies which upgrade her abilities.Dark Sphere: Syndra can hold an additional chargeForce of Will: Bonus true damage.Scatter the Weak: Increased width and slows all targetsUnleashed Power: Executes low health targets
Syndra conjures a Dark Sphere dealing magic damage. The sphere remains and can be manipulated by her other powers.
Syndra picks up and throws a Dark Sphere or enemy minion dealing magic damage and slowing the Move Speed of enemies.
Syndra knocks enemies and Dark Spheres back dealing magic damage. Enemies hit by Dark Spheres become stunned.
Syndra bombards an enemy Champion with all of her Dark Spheres.