Identidade central
Syndra is mainly played as Mid. Its clearest strength is reliable single-target control and burst to force picks..
Syndra is mainly played as Mid. Its clearest strength is reliable single-target control and burst to force picks..
Prioritizes wave priority and small First Strike trades.
Syndra becomes easier to punish when highly dependent on positioning and the presence of a sphere.. From the opposite side, the page also highlights this answer: Against Zed/Fizz, keep E until the key dash: without it, they trade too favorably.
O Nível 5 transforma o Syndra em uma verdadeira ameaça de pick. Antes disso, ela controla principalmente as trocas rápidas e em ondas; com o R disponível, uma sequência bem-sucedida de Q→E pode resultar em uma morte ou forçar um reset. É também nesse momento que a prioridade do mid começa a afetar o dragon e o Herald.
O Deathcap de Rabadon dá à Syndra sua verdadeira capacidade de eliminar carries frágeis. A partir daí, os inimigos precisam respeitar cada esfera nos corredores. Mas esse pico de dano não perdoa uma mira ruim: gastar todo o dano explosivo em um alvo protegido pode custar a vitória na luta.
Controlled push + poke Q; keep E for deterrence.
Play vision and fog picks, spike First Strike + 2 items.
Backline mage: prepare your spheres before engaging and look for execution at the R.
Prioritizes wave priority and small First Strike trades.
Roam river/Herald; picks Q→E to convert to objectives.
Protects the backline and looks for R on carry without cleanse.
Play poke + stun threat; protect your ADC.
Roam mid with jungler to force Flashs and turrets.
Zone access to your carries, R only on priority target.
R available: clear windows to force a pick and then a lens.
Atordoamento com o 2 (que causa knockback ao atingir uma esfera já colocada), 1 para criar uma nova esfera, 3 para pegar/arremessar, e a ultimate para lançar todas as esferas acumuladas
Colocar uma esfera, lançá-la com o 3 para causar dano e desacelerar, 2 para o knockback
O 2 atordoa apenas se a bola de repulsão atingir uma esfera Dark Sphere — sempre tenha uma esfera colocada no chão antes de lançar o 2
Syndra is generally played as Mid. The first objective is to prioritizes wave priority and small first strike trades.. Its biggest edge comes from reliable single-target control and burst to force picks..
This page highlights the moments where Syndra can force clean trades, rotations, or objective setups. In practice, the champion is strongest when its cooldown cycle is respected and the fight starts on its own terms.
Syndra can be punished when highly dependent on positioning and the presence of a sphere.. A practical answer listed here is: Against Zed/Fizz, keep E until the key dash: without it, they trade too favorably.