S
September 2026 · Patch 7.2d
Mage · Mid Lane

Syndra Wild Rift — Tier, Stats & Overview

Syndra is a burst mage in the Mid Lane, a sovereign of dark orbs whose single-target burst can delete an ADC with a handful of spells.

Best build Luden's Echo Rabadon's Deathcap Infinity Orb Horizon Focus Void Staff Full build →

★ Mid Lane Tier S September 2026 · Patch 7.2d mageburstmid lane
DMG
UTIL
TANK
DIFF
Win 53.3% #13 · ↑2pt
Pick 13.3% #1
Ban 21.1% #10

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Win Rate (30d) 53.25%+6.13 pts
Pick Rate 13.25%
Ban Rate 21.12%
50.0%7.2c7.2d08/0823/0807/09

Syndra's win rate has climbed +6.13 pts over the last 30 days, now at 53.25%. See the full Wild Rift meta trends for more biggest movers. Measured effect of the buff in 7.2d (26/08): +6.61 pts of win rate over 10 days, and +9.65 pts of pick rate.

§ 01 — Editorial brief

Syndra holds a solid mid lane position when the game revolves around lane priority, river control, and picks before objectives.

By Updated 8 Sept 2026 Patch 7.2d

Syndra is a burst mage in the Mid Lane, a sovereign of dark orbs whose single-target burst can delete an ADC with a handful of spells. Her persistent orbs mechanic enriches combos — more orbs means more damage and additional crowd control. Her ultimate Force of Will detonates all active orbs on a target, dealing damage that scales with the number of orbs. In Wild Rift, Syndra is a formidable assassin-mage in pick compositions, capable of eliminating isolated targets before they can react.

Syndra fits in poke or collaborative burst compositions that leverage her sphere accumulation for massive burst. She benefits from allies who can create pick or complementary stun situations. Sustained pressure compositions amplify her impact.

Syndra is vulnerable against assassins and dive compositions that approach before she places spheres. High-mobility champions dodge her abilities and reduce her impact. Her lack of a personal dash leaves her exposed to sudden engagements.

With Syndra, accumulate maximum spheres before engaging to maximize ultimate damage. Use your E to stun through spheres rather than directly — the radius is wider. In teamfights, target the enemy carry with your Q → E → R combo to remove them from combat.

§ 06 — The matchup wallSyndra Wild Rift counters and synergies

Hard Unfav. Skill Fav. Synergy

Build enginePatch 7.2d build — computed

  1. Core 01 Luden's Echo Luden's Echo
  2. Core 02 Rabadon's Deathcap Rabadon's Deathcap
  3. Core 03 Infinity Orb Infinity Orb
  4. Core 04 Horizon Focus Horizon Focus
  5. Core 05 Void Staff Void Staff
  6. Boots Boots of Mana Boots of Mana
Full variants, runes & power spikes

§ 02 — Strengths & weaknesses Syndra Wild Rift strengths and weaknesses

↑ Strengths
  • She punishes immobile or predictable mid laners very well, because one poor pathing choice can become Q→E, burst, then objective priority.
  • Her waveclear lets her leave lane without losing too much tempo, which makes her river rotations very threatening after a few levels.
  • Her First Strike, Soulstealer, and Rabadon's Deathcap spikes make her picks increasingly costly for the enemy if the game does not shut her down early.
  • She brings real threat before objectives: enemies cannot simply walk into river without respecting her spheres and stun.
↓ Weaknesses
  • Avoid Syndra if the enemy team already has multiple assassins or dash-heavy divers who can force your defensive E and then re-enter the fight.
  • Avoid her if your composition has no frontline or peel at all: you will have to create your own space, which Syndra does poorly under direct pressure.
  • Avoid her when your team only wants to dive very deep without prior setup, because Syndra prefers preparing an area rather than chasing a messy engage.
  • Avoid her if you know you will play without vision against constant flanks: without information, your E becomes a late reaction instead of a control tool.
02

§ 03 — Game planSyndra Wild Rift game plan: early, mid and late game

I Early

Controlled push + poke Q; keep E for deterrence

Lvl. 1 → 6

Controlled push + poke Q; keep E for deterrence.

II Mid

Play vision and fog picks, spike First Strike + 2…

Lvl. 7 → 11

Play vision and fog picks, spike First Strike + 2 items.

III Late

Backline mage: prepare your spheres before…

Lvl. 12+

Backline mage: prepare your spheres before engaging and look for execution at the R.

§ 07b — Advanced MechanicsSyndra: combos & tips Wild Rift

Main burst combo
1 W W
2 Q Q
3 E E
4 R R

Stun using 2 (which causes knockback when it hits a sphere already placed on the ground), 1 to place a new sphere, 3 to pick up and throw, and the ultimate to launch all accumulated spheres

Lane poke combo
1 Q Q
2 E E
3 W W

Place a sphere, throw it with 3 for damage and slow, 2 for knockback

Guaranteed stun combo
1 Q Q
2 W W

2 only stuns if the knockback orb hits a Dark Sphere — always have a sphere placed before casting 2

Mechanical Tips

  • Scatter the Weak stun (2): Ability 2 normally knocks enemies back, but causes a stun if it hits a Dark Sphere in its path — position the spheres between Syndra and the enemy BEFORE casting Ability 2 to guarantee the stun
  • Force of Will (3): can pick up existing spheres AND enemy minions/monsters to throw them — in lane, throwing a minion at the enemy also counts towards the effect
  • Unleashed Power (Ult): the ultimate uses ALL spheres currently on the map — generate as many spheres as possible (ideally 3+) BEFORE triggering the ultimate for a one-shot
  • Transcendent (passive): each level increases Syndra’s skills — the skills are fully empowered at the ability’s maximum level; prioritise levelling up the first skill

Common Mistakes

  • Ult without spheres: Casting Unleashed Power without any accumulated spheres (< 3) deals significantly less damage — always set up 3 or more spheres before casting
  • Scatter the Weak without a sphere: Ability 2 without a sphere only causes knockback (useful but does not stun) — ensure you have at least one Dark Sphere placed before using Ability 2 if the aim is to stun
  • Poor positioning: Syndra has no dash — stay at a safe distance, use the spheres for area control and ability 2 to fend off engagements

Notable Interactions

  • Unleashed Power exceeds the normal sphere limit in the late game (passive stack) — in the late game, the ultimate can have far more spheres available for burst damage
  • Force of Will (3) can cast Drake/Baron orbs [to be confirmed in WR] — a rare but powerful advanced mechanic
  • With Luden’s Echo + Rabadon’s Deathcap, Syndra’s burst combo can one-shot most ADCs in the mid-game
Go deeper Mechanics & Tips — Syndra Every combo, the advanced tips, the common mistakes and the full game plan. Open the section

§ 08 — DialoguesSyndra Wild Rift FAQ

Q.01 Is Syndra a good blind pick in mid lane? +

Syndra can be blind picked if your team already has some frontline or peel, but she is not always safe against very mobile drafts. Her Q→E gives her real safety as long as it is not wasted for pointless poke. If you already see multiple assassins, flankers, or fast engage tools on the enemy side, she becomes riskier. However, in a balanced draft where you can control wave and play around objectives, she remains a reliable choice.

Q.02 When should Syndra use her ultimate? +

Syndra’s ultimate should mostly convert a target that is already controlled or poorly positioned, not randomly start a fight. If you cast R too early on a target that can survive, stasis, or receive protection, you lose your main threat. The best use often comes after a successful Q→E, or when an enemy carry has already used their escape. Before pressing R, ask whether that kill opens an objective or whether you are only spending burst for damage.

Q.03 Why does Syndra feel strong in lane but hard to convert? +

Because winning a trade with Syndra is not enough. Her real value comes from what you do after gaining priority: arriving before the enemy in river, placing a sphere in a choke, threatening Q→E, and turning a pick into dragon, Herald, or deep vision. Many players dominate lane and then stay mid looking for another trade. That is a mistake: Syndra should use wave control to move pressure, not just inflate damage numbers.

Q.04 Should Syndra play aggressively or defensively against assassins? +

She should play aggressively on the wave, but defensively with E. Against assassins, you can punish their last hits with Q and maintain priority, but your E must stay available until their key dash is committed. If you use E for a mediocre trade, you often give them the exact window to all-in. The right plan is to force them to choose between losing the wave or entering your prepared stun.

Data — Stats per levelSyndra Wild Rift base stats per level (1-15)

Movement speed 360Attack range 550Bonus attack speed / lvl +0%
Show stats per level
LvlHPADArmorMRManaHP regenRes. regen
1630543436380610
27505738.537.24306.611
3870604338.44807.212
49906347.539.65307.813
51,110665240.85808.414
61,2306956.542630915
71,350726143.26809.616
81,4707565.544.473010.217
91,590787045.678010.818
101,7108174.546.883011.419
111,8308479488801220
121,9508783.549.293012.621
132,070908850.498013.222
142,1909392.551.61,03013.823
152,310969752.81,08014.424

Base data : wiki.leagueoflegends.com (CC BY-SA 4.0) · 2026-07-09

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