ARAM Mayhem ARAM Mayhem rankings / builds / augments
Champion Details T2 Rank #47

Syndra ARAM Mayhem Build & Best Augments

Syndra role and playstyle: baseline role is AP mage mid-lane style, with a core identity built around burst damage. Q is a primary trading or damage tool; W adds utility, durability, or area pressure; E often defines catch potential, mobility, or poke control; R is the major teamfight or finishing cooldown. Hextech augment reliance: Medium: the base kit is playable, but AP/AD, ability haste, penetration, health, mana, attack speed, or crit augments can create a much stronger build path. Execution difficulty: Execution varies by matchup, but positioning and cooldown discipline remain important. For an English ARAM Hextech Mayhem audience, this positioning supports SEO-friendly champion pages focused on best augments, build direction, teamfight role, counters, and practical playstyle guidance.

Syndra Syndra the Dark Sovereign Mage
TierT2
Rank#47
Win Rate51.39%
Pick Rate0.54%

Recommended Build

Items / Win rate / Pick rate

Build data

Build Setup

26.9

Core items

#1
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

Win Rate50.28%
Pick Rate22.97%
#2
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

Win Rate49.44%
Pick Rate22.12%
#3
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

Win Rate50.99%
Pick Rate5.77%

Situational itemstop 12

Sorcerer's Shoes Sorcerer's Shoes Sorcerer's Shoes
Total Price
1,100
Price
800

+12 Magic Penetration +45 Move Speed

50.10%
Luden's Echo Luden's Echo Luden's Echo
Total Price
2,750
Price
450

+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.

50.17%
Shadowflame Shadowflame Shadowflame
Total Price
3,200
Price
900

+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.

49.93%
Stormsurge Stormsurge Stormsurge
Total Price
2,800
Price
800

+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.

50.49%
Rabadon's Deathcap Rabadon's Deathcap Rabadon's Deathcap
Total Price
3,500
Price
1,100

+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.

53.24%
Void Staff Void Staff Void Staff
Total Price
3,000
Price
1,050

+95 Ability Power +40% Magic Penetration

48.09%
Zhonya's Hourglass Zhonya's Hourglass Zhonya's Hourglass
Total Price
3,250
Price
450

+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.

49.43%
Malignance Malignance Malignance
Total Price
2,700
Price
650

+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.

47.45%
Liandry's Torment Liandry's Torment Liandry's Torment
Total Price
3,000
Price
800

+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.

45.20%
Blackfire Torch Blackfire Torch Blackfire Torch
Total Price
2,800
Price
700

+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.

49.51%
Banshee's Veil Banshee's Veil Banshee's Veil
Total Price
3,000
Price
200

+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.

53.65%
Morellonomicon Morellonomicon Morellonomicon
Total Price
2,850
Price
400

+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.

45.53%

Starting items

Refillable Potion Refillable Potion Refillable Potion
Total Price
150
Price
150

Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.

50.96%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

50.96%
Lost Chapter Lost Chapter Lost Chapter
Total Price
1,200
Price
250

+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.

50.06%
Boots Boots Boots
Total Price
300
Price
300

+25 Move Speed

47.77%
Hextech Alternator Hextech Alternator Hextech Alternator
Total Price
1,100
Price
300

+45 Ability Power Revved Damaging a champion deals bonus magic damage.

47.77%

Best ARAM Mayhem Augments

Hextech recommendations / Combo value

Hextech table
NameRarityTierPick RateGames
Shrink Engine Shrink Engine Shrink Engine Gold
Rarity
Gold
Tier
T1
Win Rate
56.94%
Pick Rate
7.14%
Games
1,138

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, gain 8 ability haste and 1% bonus movement speed , and reduce your size by 4%. Lose 65% of stacks on death. Size reduction is capped at 80% (20 stacks).

View augment details
GoldT156.94%7.14%1,138
Big Brain Big Brain Big Brain Gold
Rarity
Gold
Tier
T2
Win Rate
56.84%
Pick Rate
6.28%
Games
1,001

Gain a shield that absorbs damage equal to 300% AP and lasts until destroyed. Shield is replenished upon respawn.

View augment details
GoldT156.84%6.28%1,001
Slap Around Slap Around Slap Around Silver
Rarity
Silver
Tier
T1
Win Rate
55.85%
Pick Rate
7.77%
Games
1,239

Immobilizing or grounding an enemy champion grants you 6 bonus Attack Damage or 10 Ability Power ( Adaptive ), stacking infinitely (5 second cooldown per cast instance ). Lose 50% of stacks on death.

View augment details
SilverT155.85%7.77%1,239
Eureka Eureka Eureka Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
55.53%
Pick Rate
14.58%
Games
2,325

Gain ability haste equal to 30% AP .

View augment details
PrismaticT155.53%14.58%2,325
Transmute: Prismatic Transmute: Prismatic Transmute: Prismatic Gold
Rarity
Gold
Tier
T1
Win Rate
54.96%
Pick Rate
7.34%
Games
1,170

Gain one random Prismatic augment, excluding the other two offerings in your current assortment.

View augment details
GoldT154.96%7.34%1,170
Firefox Firefox Firefox Silver
Rarity
Silver
Tier
T2
Win Rate
54.16%
Pick Rate
5.65%
Games
901

Automatically cast a modified version of Ahri's Fox-Fire , gaining 25% bonus movement speed that decays over 2 seconds and conjuring 3 flames that orbit you clockwise for up to 2. 5 seconds at a radius of 150 units. The flames will fly toward the nearest visible enemy champion within 550 units, dealing 35 – 160 (based on level) (+ 25% bonus AD (+ 25% AP) adaptive damage , reduced to [10. 5 – 48 (based on level) (+ 7. 5 % bonus AD (+ 7. 5 % AP) ] for enemies hit by subsequent flames from the same cast (7 second cooldown).

View augment details
SilverT154.16%5.65%901
Void Rift Void Rift Void Rift Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
54.00%
Pick Rate
10.20%
Games
1,626

Damaging an enemy champion with an ability summons a Void Scar at the location they were damaged for 6 seconds (0. 75 -second cooldown per target). If another Void Scar is summoned within 1250 units, through the same condition, both Void Scars are consumed to create a rift to the void between them that converges over 0. 6 seconds and has a width of 250 units. Enemies within the rift are dealt 100 – 450 (based on level) (+ 5. 5 per 1 Lethality) (+ 5. 5 per 1 flat magic penetration) magic damage and slowed by 99% decaying over 1 second.

View augment details
PrismaticT154.00%10.20%1,626
Poro Blaster Poro Blaster Poro Blaster Gold
Rarity
Gold
Tier
T1
Win Rate
53.35%
Pick Rate
8.24%
Games
1,314

You summon a Poro alongside yourself every 3. 5 seconds, up to 5 at a time. Damaging an enemy champion with a basic attack or ability, excluding those which apply damage over time , commands all of your Poros to launch themselves at the target, each dealing true damage equal to 3% of the target's maximum health . If triggered while at the maximum number of summoned Poros , the first Poro to hit the target also knocks them up for 0. 5 seconds. This augment is only offered to up to 1 player on each team for a given game.

View augment details
GoldT153.35%8.24%1,314
Giant Slayer Giant Slayer Giant Slayer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
53.18%
Pick Rate
5.61%
Games
895

Become tiny, reducing your size by 75% and granting you 20% bonus movement speed . Additionally, deal 10% / 15% / 25% / 30% (based on target's size) bonus damage against enemy champions with greater size than you.

View augment details
PrismaticT153.18%5.61%895
Cruelty Cruelty Cruelty Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
52.84%
Pick Rate
5.52%
Games
880

Immobilizing or grounding an enemy champion summons a comet above them that lands at their current location after 1 second, dealing 50 – 150 (based on level) (+ 40% AP) (+ 4% of your maximum health) magic damage to enemies within the area (6 second cooldown per target per cast instance ).

View augment details
PrismaticT152.84%5.52%880
From Beginning to End From Beginning to End From Beginning to End Gold
Rarity
Gold
Tier
T1
Win Rate
52.57%
Pick Rate
9.14%
Games
1,457

Gain the Dark Harvest and First Strike keystone runes.

View augment details
GoldT152.57%9.14%1,457
Executioner Executioner Executioner Gold
Rarity
Gold
Tier
T1
Win Rate
52.34%
Pick Rate
14.86%
Games
2,369

Deal 10% increased damage to enemies below 30% of their maximum health . Scoring a champion takedown resets the cooldown of all your basic abilities.

View augment details
GoldT152.34%14.86%2,369
Grandma's Chili Oil Grandma's Chili Oil Grandma's Chili Oil Gold
Rarity
Gold
Tier
T1
Win Rate
51.75%
Pick Rate
10.58%
Games
1,687

Your next basic attack or ability hit, or Burn effect, against an enemy champion inflicts them with a Burn that deals [ 100 – 350 (based on level) magic damage over 3 seconds,] as well as releases a canister of chili from the target that lands to a location near them after 0. 75 seconds (3 second cooldown). Upon landing, the canister shatters to create a pool of Chili Oil at the impact area with a radius of 175 units, lasting for 5 seconds. The pool heals you and allied champions within for 60 – 150 (based on level) upon entering and each second of the pool's lifetime thereafter. While enemies are within the pool, they are dealt 100 magic damage every second. For each unique Burn effect source that you have, up to 10, increase the pool's size by 40 units and its damage per tick by 60 magic damage . The healing per tick is also increased by 50 for each unique Burn effect source that the unit being healed has, up to 10. Healing granted by pools counts as self-healing.

View augment details
GoldT151.75%10.58%1,687
Overflow Overflow Overflow Gold
Rarity
Gold
Tier
T2
Win Rate
51.73%
Pick Rate
5.61%
Games
895

Your abilities' mana costs are doubled, but you also gain 10% (+ 0. 5 % per 100 maximum mana) increased damage as well as self and outgoing healing and shielding .

View augment details
GoldT151.73%5.61%895
Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Quest: Wooglet's Witchcap Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
51.70%
Pick Rate
6.65%
Games
1,060

Gain a Needlessly Large Rod . Quest: Obtain Rabadon's Deathcap and Zhonya's Hourglass . Reward: Upon completing your Quest , convert the items you obtained for the quest into Wooglet's Witchcap .

View augment details
PrismaticT151.70%6.65%1,060
Phenomenal Evil Phenomenal Evil Phenomenal Evil Gold
Rarity
Gold
Tier
T1
Win Rate
51.67%
Pick Rate
16.68%
Games
2,659

Gain Veigar's Phenomenal Evil Power . Phenomenal Evil Power: Generate a permanent stack of Phenomenal Evil each time you damage an enemy champion with ability damage . This effect cannot trigger more than once every second globally and once every 3 seconds from the same cast instance . For each stack, gain 1 ability power . If this is not your first augment, start with 40 Phenomenal Evil stacks, granting you 40 ability power .

View augment details
GoldT151.67%16.68%2,659
Hat on a Hat Hat on a Hat Hat on a Hat Silver
Rarity
Silver
Tier
T2
Win Rate
51.26%
Pick Rate
6.49%
Games
1,034

Gain 15 ability power and 8 bonus magic resistance for each headwear item or hat you have in your inventory, reduced to 8 ability power and 4 bonus magic resistance for hats obtained from Cappa Juice and Stat Bonus . Eligible Items: Abyssal Mask , Bloodletter's Curse , Cosmic Drive , Diadem of Songs , Edge of Night , Experimental Hexplate , Fimbulwinter , Haunting Guise , Hollow Radiance , Hubris , Jak'Sho, The Protean , Knight's Vow , Liandry's Torment , Rabadon's Deathcap , Riftmaker , Shurelya's Battlesong , Spectre's Cowl , Whispering Circlet , Wooglet's Witchcap

View augment details
SilverT151.26%6.49%1,034
Infernal Conduit Infernal Conduit Infernal Conduit Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
51.23%
Pick Rate
5.08%
Games
810

Your ability hits against champions apply a Burn for 3 seconds that deals [ 2 – 20 (based on level) (+ 4. 6 % bonus AD) (+ 2% AP) bonus magic damage per second] (1 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application. Additionally, all of your Burn effects reduce the cooldowns of all your basic abilities by 0. 08 seconds for each tick of damage they deal to a target.

View augment details
PrismaticT151.23%5.08%810
ADAPt ADAPt ADAPt Silver
Rarity
Silver
Tier
T1
Win Rate
51.22%
Pick Rate
9.25%
Games
1,474

Convert all of your bonus attack damage into ability power at a rate of 1 ability power per 0. 6 bonus attack damage . Additionally, increase your ability power by 15% .

View augment details
SilverT151.22%9.25%1,474
Twin Fire Twin Fire Twin Fire Silver
Rarity
Silver
Tier
T2
Win Rate
51.13%
Pick Rate
5.02%
Games
800

Damaging abilities against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 10 – 30 (based on level) (+ 7% bonus AD) (+ 7% AP) magic damage (5 second cooldown). Additionally, gain 15% critical strike chance .

View augment details
SilverT151.13%5.02%800
Recursion Recursion Recursion Gold
Rarity
Gold
Tier
T2
Win Rate
50.99%
Pick Rate
5.36%
Games
855

Grants 60 ability haste .

View augment details
GoldT150.99%5.36%855
Keystone Conjurer Keystone Conjurer Keystone Conjurer Gold
Rarity
Gold
Tier
T2
Win Rate
50.64%
Pick Rate
6.91%
Games
1,102

Gain the Arcane Comet and Summon Aery keystone runes.

View augment details
GoldT150.64%6.91%1,102
Magic Missile Magic Missile Magic Missile Gold
Rarity
Gold
Tier
T1
Win Rate
50.49%
Pick Rate
19.36%
Games
3,086

Dealing damage to an enemy champion with an ability fires 3 Firecrackers at them that each deal true damage equal to 0. 3 3 % of the target's maximum health , increased to up to 1% based on distance travelled (maximum damage reached at 1000 units). This effect can only trigger once every 6 seconds from the same cast.

View augment details
GoldT150.49%19.36%3,086
Witchful Thinking Witchful Thinking Witchful Thinking Silver
Rarity
Silver
Tier
T1
Win Rate
50.07%
Pick Rate
13.04%
Games
2,079

Grants 20 – 80 (based on level) ability power .

View augment details
SilverT150.07%13.04%2,079
Weighted Popoffs Weighted Popoffs Weighted Popoffs Silver
Rarity
Silver
Tier
T1
Win Rate
49.79%
Pick Rate
8.84%
Games
1,410

Hitting an enemy champion with an ability generates a stack of Popoff for 6 seconds, stacking up to 6 times. For each stack, your basic abilities' cooldowns progress 2. 5 % faster. At maximum Popoff stacks, this value is doubled, for a total of a 30% faster progression time.

View augment details
SilverT149.79%8.84%1,410
Jeweled Gauntlet Jeweled Gauntlet Jeweled Gauntlet Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
49.44%
Pick Rate
15.25%
Games
2,431

Your abilities can now critically strike for (145% + bonus critical damage ) damage. Additionally, gain 25% (+ 4. 5 % per 100 AP) critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
PrismaticT149.44%15.25%2,431
Thread the Needle Thread the Needle Thread the Needle Gold
Rarity
Gold
Tier
T1
Win Rate
49.26%
Pick Rate
11.04%
Games
1,760

Grants 18% armor penetration and magic penetration .

View augment details
GoldT149.26%11.04%1,760
Upgrade Zhonya Upgrade Zhonya Upgrade Zhonya Silver
Rarity
Silver
Tier
T3
Win Rate
48.69%
Pick Rate
5.51%
Games
879

【中娅沙漏】的冷却时间降低至45秒。你现在可以在【中娅沙漏】、【探索者的护臂】或【沃格勒特的巫师帽】凝滞状态持续期间移动。

View augment details
SilverT148.69%5.51%879
Speed Demon Speed Demon Speed Demon Silver
Rarity
Silver
Tier
T2
Win Rate
48.55%
Pick Rate
4.75%
Games
758

Whenever you damage an enemy champion with an ability, gain 200 bonus movement speed decaying over 0. 75 seconds.

View augment details
SilverT148.55%4.75%758
It's Killing Time It's Killing Time It's Killing Time Gold
Rarity
Gold
Tier
T1
Win Rate
47.01%
Pick Rate
6.08%
Games
970

Upon casting your ultimate ability, you apply Zed's Death Mark to all enemy champions (8 second cooldown). The mark stores 40% of all post-mitigation damage you deal to the affected target, detonating after 5 seconds to deal true damage equal to the damage stored against them.

View augment details
GoldT147.01%6.08%970
Infinite Recursion Infinite Recursion Infinite Recursion Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
58.17%
Pick Rate
2.53%
Games
404

Gain 60 ability haste , increased by 3 each time you score a champion takedown .

View augment details
PrismaticT258.17%2.53%404
Stats on Stats! Stats on Stats! Stats on Stats! Gold
Rarity
Gold
Tier
T1
Win Rate
56.70%
Pick Rate
4.07%
Games
649

Gain 3 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils.

View augment details
GoldT256.70%4.07%649
Vampirism Vampirism Vampirism Gold
Rarity
Gold
Tier
T1
Win Rate
56.62%
Pick Rate
3.60%
Games
574

You can no longer be healed by allies and your health regeneration is set to 0 . Gain 25% omnivamp .

View augment details
GoldT256.62%3.60%574
Ocean Soul Ocean Soul Ocean Soul Silver
Rarity
Silver
Tier
T3
Win Rate
55.79%
Pick Rate
2.11%
Games
337

Grants the Ocean Dragon Soul , which has a modified base heal value of 100, or a different Dragon Soul if you aleady have it.

View augment details
SilverT255.79%2.11%337
Transmute: Chaos Transmute: Chaos Transmute: Chaos Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
54.66%
Pick Rate
1.95%
Games
311

Gain two completely random augments, excluding the other two offerings in your current assortment.

View augment details
PrismaticT254.66%1.95%311
Soul Eater Soul Eater Soul Eater Gold
Rarity
Gold
Tier
T1
Win Rate
54.49%
Pick Rate
3.85%
Games
613

Immobilizing or grounding an enemy champion grants you 20 bonus health , stacking infinitely (5 second cooldown per cast instance ).

View augment details
GoldT254.49%3.85%613
Mind to Matter Mind to Matter Mind to Matter Silver
Rarity
Silver
Tier
T2
Win Rate
53.93%
Pick Rate
3.59%
Games
573

Grants bonus health equal to 50% maximum mana .

View augment details
SilverT253.93%3.59%573
Stats! Stats! Stats! Silver
Rarity
Silver
Tier
T2
Win Rate
53.83%
Pick Rate
2.30%
Games
366

Gain 2 Stat Anvils .

View augment details
SilverT253.83%2.30%366
Bread And Cheese Bread And Cheese Bread And Cheese Gold
Rarity
Gold
Tier
T3
Win Rate
53.78%
Pick Rate
3.90%
Games
621

Your champion's third basic ability (E) gains 100 ability haste .

View augment details
GoldT253.78%3.90%621
Donation Donation Donation Gold
Rarity
Gold
Tier
T2
Win Rate
53.33%
Pick Rate
3.01%
Games
480

Gain 1750 upon acquiring this augment.

View augment details
GoldT253.33%3.01%480
Red Envelopes Red Envelopes Red Envelopes Gold
Rarity
Gold
Tier
T1
Win Rate
53.31%
Pick Rate
3.22%
Games
514

Red envelopes will now randomly appear around you every 25 – 15 (based on level) seconds. You can pick up these envelopes by moving over them, granting you between 8 – 15 (based on level) and 22 – 46 (based on level) gold , and 100 bonus movement speed for 3 seconds. Additionally, whenever you pick an envelope, you gain one of the following stats by random: 5 bonus attack damage 5 ability power 5 ability haste 5 bonus armor 5 bonus magic resistance 50 bonus health 10% bonus attack speed 5 bonus movement speed 5 Lethality 5 magic penetration

View augment details
GoldT253.31%3.22%514
Transmute: Gold Transmute: Gold Transmute: Gold Silver
Rarity
Silver
Tier
T1
Win Rate
53.27%
Pick Rate
3.74%
Games
597

Gain one random Gold augment, excluding the other two offerings in your current assortment.

View augment details
SilverT253.27%3.74%597
Critical Missile Critical Missile Critical Missile Gold
Rarity
Gold
Tier
T1
Win Rate
52.79%
Pick Rate
3.93%
Games
627

Critical strikes against enemy champions launch 1 (+ 1 per 33. 33 % critical strike chance) Firecrackers at the target that each deal 20 – 100 (based on level) magic damage (4 second cooldown). Additionally, gain 25% critical strike chance .

View augment details
GoldT252.79%3.93%627
Snowball Upgrade Snowball Upgrade Snowball Upgrade Gold
Rarity
Gold
Tier
T2
Win Rate
51.60%
Pick Rate
1.96%
Games
312

Your Mark is empowered to hail a snowstorm at the location where the target was hit for 2 seconds, granting sight of the area and dealing [ 200 (+ 200% bonus AD) (+ 120% AP) magic damage ] to enemies within over the duration, as well as slowing them by 50% (+ 6% per 100 AP) . Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT251.60%1.96%312
Skilled Sniper Skilled Sniper Skilled Sniper Gold
Rarity
Gold
Tier
T2
Win Rate
51.08%
Pick Rate
2.33%
Games
372

Hitting an enemy champion with a basic ability while located at least 700 units away from them at the time of the hit reduces its current cooldown by 80% of its total cooldown, modified to 65% for damage over time abilities.

View augment details
GoldT251.08%2.33%372
Infernal Soul Infernal Soul Infernal Soul Silver
Rarity
Silver
Tier
T2
Win Rate
50.94%
Pick Rate
2.01%
Games
320

Grants the Infernal Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT250.94%2.01%320
Bread And Butter Bread And Butter Bread And Butter Gold
Rarity
Gold
Tier
T2
Win Rate
49.82%
Pick Rate
3.41%
Games
544

Your champion's first basic ability (Q) gains 100 ability haste .

View augment details
GoldT249.82%3.41%544
Spiritual Purification Spiritual Purification Spiritual Purification Gold
Rarity
Gold
Tier
T2
Win Rate
49.72%
Pick Rate
3.32%
Games
529

Scoring a champion takedown causes the area around the slain champion to explode in a 500 unit radius, dealing adaptive damage to enemies within equal to 15% of their current health and leaving behind a zone for 1. 5 seconds that slows enemies within by 60%.

View augment details
GoldT249.72%3.32%529
Rabble Rousing Rabble Rousing Rabble Rousing Gold
Rarity
Gold
Tier
T2
Win Rate
47.86%
Pick Rate
2.35%
Games
374

Casting an ability heals you for 5 – 60 (based on level) (+ 1% maximum health) .

View augment details
GoldT247.86%2.35%374
Marksmage Marksmage Marksmage Gold
Rarity
Gold
Tier
T2
Win Rate
47.73%
Pick Rate
2.35%
Games
375

Basic attacks deal bonus physical damage equal to 75% AP .

View augment details
GoldT247.73%2.35%375
Buff Buddies Buff Buddies Buff Buddies Silver
Rarity
Silver
Tier
T3
Win Rate
47.57%
Pick Rate
2.45%
Games
391

Grants the Crest of Cinders and Crest of Insight buffs permanently. Crest of Cinders: Empowers your basic attacks to slow the target by ( 10% / 15% / 25% / 5% / 7. 5 % / 12. 5 %) (based on level) for 3 seconds and inflict them with a burn for 2 seconds, which deals 8 – 76 (based on level) total true damage over 3 instances over the duration. Each instance deals 2. 67 – 25. 33 (based on level) true damage , with the first instance being applied on-hit and the second and third instances dealt each second over the burn's duration. Subsequent attacks against a burning target will only refresh its duration. While out-of-combat with enemy champions and turrets , you regenerate [ 0. 5 % / 1% / 3% / 9% (based on level) maximum health every 5 seconds.] This effect counts as a Burn source. Crest of Insight: Grants 10 ability haste . If your champion uses mana , restores [ 5. 5 % of maximum mana every 5 seconds;] if your champion uses energy , instead restores [ 5. 5 % of maximum energy every 5 seconds.]

View augment details
SilverT247.57%2.45%391
Vulnerability Vulnerability Vulnerability Gold
Rarity
Gold
Tier
T2
Win Rate
47.20%
Pick Rate
2.02%
Games
322

Damage dealt by items and damage over time effects can now critically strike for (145% + bonus critical damage ) damage (5 second cooldown per cast instance ). Additionally, gain 25% critical strike chance . If both Jeweled Gauntlet and Vulnerability are equipped, only rolls the critical strike chance of the augment that has the higher critical damage (or either if equal).

View augment details
GoldT247.20%2.02%322
Pinball Pinball Pinball Gold
Rarity
Gold
Tier
T2
Win Rate
46.67%
Pick Rate
1.69%
Games
270

Your Mark is empowered to instead throw a pinball, which deals 100 – 500 (based on level) bonus true damage and ricochets off of terrain that it collides with. Each time the pinball ricochets, its remaining travel distance is reset, it increases in radius by 25%, deals 20% increased damage, and reduces Mark's remaining cooldown by 30% of its total. The pinball can ricochet up to 4 times, for a maximum radius increase of 100% and a damage increase of 80%. Additionally, your Mark's cooldown is reduced equivalent to 50 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT246.67%1.69%270
Cheating Cheating Cheating Gold
Rarity
Gold
Tier
T3
Win Rate
44.90%
Pick Rate
1.84%
Games
294

Your Recall is now functional and is upgraded to Empowered Recall . Completing an Empowered Recall channel enables the shop . Additionally, the spawn platform will now provide healing and resource restoration for you.

View augment details
GoldT244.90%1.84%294
Escape Plan Escape Plan Escape Plan Silver
Rarity
Silver
Tier
T3
Win Rate
59.56%
Pick Rate
0.85%
Games
136

Upon dropping below 35% of your maximum health , gain a shield for 65% of your maximum health , 150% bonus movement speed , and reduced size (75 second cooldown). These effects all decay over 5. 5 seconds.

View augment details
SilverT359.56%0.85%136
Leg Day Leg Day Leg Day Silver
Rarity
Silver
Tier
T4
Win Rate
58.49%
Pick Rate
1.00%
Games
159

Gain 50 bonus movement speed and 40% slow resist .

View augment details
SilverT358.49%1.00%159
Goredrink Goredrink Goredrink Silver
Rarity
Silver
Tier
T1
Win Rate
57.73%
Pick Rate
0.61%
Games
97

Gain 15% omnivamp .

View augment details
SilverT357.73%0.61%97
Guilty Pleasure Guilty Pleasure Guilty Pleasure Silver
Rarity
Silver
Tier
T3
Win Rate
57.14%
Pick Rate
0.61%
Games
98

Immobilizing or grounding an enemy champion heals you for 30 – 250 (based on level) (+ 1. 5 % maximum health) (5 second cooldown per cast instance ).

View augment details
SilverT357.14%0.61%98
Stats on Stats on Stats! Stats on Stats on Stats! Stats on Stats on Stats! Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
56.10%
Pick Rate
1.29%
Games
205

Gain 4 Stat Anvils , with a higher chance of obtaining Gold and Prismatic tier anvils. Additionally, on the next round of augment selection, you gain an additional reroll per augment slot.

View augment details
PrismaticT356.10%1.29%205
Homeguard Homeguard Homeguard Silver
Rarity
Silver
Tier
T4
Win Rate
55.24%
Pick Rate
1.56%
Games
248

Gain 100% bonus movement speed . This bonus is lost for 6 seconds after taking damage from champions.

View augment details
SilverT355.24%1.56%248
With Haste With Haste With Haste Gold
Rarity
Gold
Tier
T5
Win Rate
54.84%
Pick Rate
1.36%
Games
217

Grants bonus movement speed equal to 70% ability haste .

View augment details
GoldT354.84%1.36%217
Veil of Warding Veil of Warding Veil of Warding Silver
Rarity
Silver
Tier
T5
Win Rate
54.19%
Pick Rate
0.97%
Games
155

Grants a spell shield that blocks the next hostile ability (30 second cooldown, timer does not restart from champion damage taken).

View augment details
SilverT354.19%0.97%155
Zealot Zealot Zealot Silver
Rarity
Silver
Tier
T2
Win Rate
53.73%
Pick Rate
0.84%
Games
134

Gain 35% (+ 5% per 100 AP) bonus attack speed and 25% (+ 5% per 100 AP) critical strike chance .

View augment details
SilverT353.73%0.84%134
Watch Out Grapefruit Watch Out Grapefruit Watch Out Grapefruit Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
53.72%
Pick Rate
0.76%
Games
121

周期性地出现一个小蛋糕快速飞越整个大桥。接住小蛋糕会获得50 %i:goldCoins%金币。小蛋糕还会为你和附近的友军回复? + ?已损失生命值,但你们会被施加持续0.5秒的?减速。你的小蛋糕每治疗1000生命值,就会提供150 %i:goldCoins%金币。获得治疗的总和:?已赚取的金币:?

View augment details
PrismaticT353.72%0.76%121
Juiced Juiced Juiced Silver
Rarity
Silver
Tier
T5
Win Rate
51.88%
Pick Rate
0.83%
Games
133

Basic attacks on-hit against enemy champions consume 2. 5 % of your maximum mana to deal bonus magic damage equal to 4. 5 % of your maximum mana . This damage can critically strike for (100% + 30% ) bonus damage.

View augment details
SilverT351.88%0.83%133
Restless Restoration Restless Restoration Restless Restoration Gold
Rarity
Gold
Tier
T4
Win Rate
51.75%
Pick Rate
0.72%
Games
114

Heal for 0. 2 – 1. 2 (based on level) (+ 0. 01 % maximum health) per 10 units travelled.

View augment details
GoldT351.75%0.72%114
Searing Dawn Searing Dawn Searing Dawn Gold
Rarity
Gold
Tier
T5
Win Rate
50.81%
Pick Rate
0.78%
Games
124

Gain Leona's Sunlight . Sunlight: Your damaging abilities mark enemies, causing them to take 40 – 200 (based on level) bonus magic damage from your ally's next basic attack or ability hit against them (0. 75 -second cooldown per target).

View augment details
GoldT350.81%0.78%124
Goldrend Goldrend Goldrend Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
50.43%
Pick Rate
0.72%
Games
115

Damaging basic attacks or abilities against enemy champions deal 50 – 150 (based on level) (+ 40% bonus AD) (+ 20% AP) bonus magic damage , and grant you 30 and 25% bonus movement speed for 1. 5 seconds (30 second cooldown per champion).

View augment details
PrismaticT350.43%0.72%115
Biggest Snowball Ever Biggest Snowball Ever Biggest Snowball Ever Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
50.25%
Pick Rate
1.24%
Games
197

Upgrades your Mark into a massive snowball, empowering it with an increased size radius and the ability to pass through non-champions. The snowball additionally explodes upon impact of the target hit to deal 200 – 350 (based on level) (+ 100% bonus AD) (+ 60% AP) magic damage to all nearby enemies, knock them up for 0. 75 seconds, and slow them by 20% for 2 seconds. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark . Non-champions hit by the snowball are stunned for 1. 25 seconds.

View augment details
PrismaticT350.25%1.24%197
Pandora's Box Pandora's Box Pandora's Box Prismatic
Rarity
Prismatic
Tier
T3
Win Rate
49.58%
Pick Rate
1.48%
Games
236

Your current augments transform into an equal number of completely random Prismatic ones.

View augment details
PrismaticT349.58%1.48%236
Bread And Jam Bread And Jam Bread And Jam Gold
Rarity
Gold
Tier
T4
Win Rate
49.40%
Pick Rate
1.04%
Games
166

Your champion's second basic ability (W) gains 100 ability haste .

View augment details
GoldT349.40%1.04%166
Hextech Soul Hextech Soul Hextech Soul Silver
Rarity
Silver
Tier
T4
Win Rate
49.33%
Pick Rate
1.41%
Games
225

Grants the Hextech Dragon Soul , or a different Dragon Soul if you aleady have it.

View augment details
SilverT349.33%1.41%225
Tormentor Tormentor Tormentor Silver
Rarity
Silver
Tier
T4
Win Rate
49.25%
Pick Rate
0.84%
Games
134

Immobilizing or grounding an enemy champion inflicts them with a Burn for 5 seconds, dealing magic damage equal to [ 0. 8 % of the target's maximum health per second] (5 second cooldown per cast instance ). This Burn stacks infinitely and refreshes with each application.

View augment details
SilverT349.25%0.84%134
Snowball Roulette Snowball Roulette Snowball Roulette Gold
Rarity
Gold
Tier
T2
Win Rate
48.90%
Pick Rate
1.42%
Games
227

Hitting an enemy champion with Mark casts a random harmful summoner spell on them, and also casts a random beneficial summoner spell on yourself. Using Dash casts the beneficial summoner spell on yourself again upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. Harmful summoner spells include Exhaust and Ignite , while beneficial ones consist of Barrier , Clarity , Cleanse , Ghost , and Heal . If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
GoldT348.90%1.42%227
Nightstalking Nightstalking Nightstalking Gold
Rarity
Gold
Tier
T3
Win Rate
48.60%
Pick Rate
0.67%
Games
107

Scoring a takedown against an enemy champion within 3 seconds of damaging them renders you invisible for 1. 5 seconds. Attacking or casting abilites ends the stealth immediately.

View augment details
GoldT348.60%0.67%107
Purist - Caster Purist - Caster Purist - Caster Silver
Rarity
Silver
Tier
T5
Win Rate
48.48%
Pick Rate
0.62%
Games
99

Convert all of your bonus attack speed into ability haste at a rate of 0. 65 ability haste per 1% bonus attack speed . Additionally, your abilities' total cooldowns are reduced by 10%.

View augment details
SilverT348.48%0.62%99
Apex Inventor Apex Inventor Apex Inventor Gold
Rarity
Gold
Tier
T4
Win Rate
48.36%
Pick Rate
1.53%
Games
244

Grants 100 item haste , which is equivalent to 50% cooldown reduction for items.

View augment details
GoldT348.36%1.53%244
Adamant Adamant Adamant Silver
Rarity
Silver
Tier
T4
Win Rate
48.34%
Pick Rate
0.95%
Games
151

Immobilizing or grounding an enemy champion grants 10 bonus armor and bonus magic resistance for 10 seconds, stacking up to 10 times for a total of 100 bonus resistances, and refreshing on subsequent triggers (5 second cooldown per cast instance ).

View augment details
SilverT348.34%0.95%151
Ice Cold Ice Cold Ice Cold Silver
Rarity
Silver
Tier
T2
Win Rate
48.06%
Pick Rate
1.29%
Games
206

Your slowing effects reduce the movement speed of targets by an additional 75 .

View augment details
SilverT348.06%1.29%206
Glass Cannon Glass Cannon Glass Cannon Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
47.62%
Pick Rate
1.05%
Games
168

You gain a health threshold equal to 70% maximum health which cannot be modified nor exceeded by any means. In return, you deal bonus true damage equal to 15% of all of the damage you deal pre-mitigation.

View augment details
PrismaticT347.62%1.05%168
Ominous Pact Ominous Pact Ominous Pact Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.37%
Pick Rate
1.19%
Games
190

Your abilities now have a health cost of 5% current health to cast them. In return, you gain ability power based on your missing health , up to 75 – 150 (based on level) at 70% missing health , 0% – 50% (based on missing health) bonus movement speed , and 0% – 20% (based on missing health) omnivamp .

View augment details
PrismaticT347.37%1.19%190
It's Critical It's Critical It's Critical Gold
Rarity
Gold
Tier
T3
Win Rate
46.83%
Pick Rate
1.29%
Games
205

Grants 50% critical strike chance .

View augment details
GoldT346.83%1.29%205
Soul Siphon Soul Siphon Soul Siphon Gold
Rarity
Gold
Tier
T2
Win Rate
45.70%
Pick Rate
0.95%
Games
151

Heal for 12% of the post-mitigation damage dealt by your critical strikes . Additionally, gain 25% critical strike chance .

View augment details
GoldT345.70%0.95%151
Light 'em Up! Light 'em Up! Light 'em Up! Silver
Rarity
Silver
Tier
T2
Win Rate
45.51%
Pick Rate
1.05%
Games
167

Basic attacks generate a stack, up to 4. The fourth stack consumes them all to quickly launch 4 Firecrackers at the target that each deal 11 – 80 (based on level) (+ 35% bonus AD) (+ 19% AP) bonus magic damage on-hit, for a total of 44 – 320 (based on level) (+ 140% bonus AD) (+ 76% AP) .

View augment details
SilverT345.51%1.05%167
Divine Intervention Divine Intervention Divine Intervention Gold
Rarity
Gold
Tier
T3
Win Rate
42.86%
Pick Rate
0.70%
Games
112

Automatically cast Taric's Cosmic Radiance , calling down a protective star upon you that descends over 2. 5 seconds. Afterwards, you and all allied champions within 400 units become invulnerable for 2. 5 seconds (35 second cooldown).

View augment details
GoldT342.86%0.70%112
Ultimate Awakening Ultimate Awakening Ultimate Awakening Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
42.78%
Pick Rate
1.13%
Games
180

Casting your ultimate ability resets the cooldowns of all your basic abilities and grants you 300 basic ability haste for 15 seconds (20 second cooldown). Additionally, gain 30 ultimate haste.

View augment details
PrismaticT342.78%1.13%180
Tap Dancer Tap Dancer Tap Dancer Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
42.76%
Pick Rate
0.91%
Games
145

Basic attacks on-hit against enemy champions and minions grant 10 bonus movement speed , lasting for 5 seconds, refreshing on subsequent triggers, and stacking infinitely. Additionally, gain bonus attack speed equal to 10% total movement speed .

View augment details
PrismaticT342.76%0.91%145
Ethereal Weapon Ethereal Weapon Ethereal Weapon Gold
Rarity
Gold
Tier
T4
Win Rate
40.00%
Pick Rate
0.69%
Games
110

Your abilities apply on-hit effects (1 second cooldown per target).

View augment details
GoldT340.00%0.69%110
Ultimate Revolution Ultimate Revolution Ultimate Revolution Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
38.86%
Pick Rate
1.44%
Games
229

Casting your ultimate ability resets its cooldown once its effect starts or has elapsed (75 second cooldown, reset upon death).

View augment details
PrismaticT338.86%1.44%229
Trueshot Prodigy Trueshot Prodigy Trueshot Prodigy Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
58.54%
Pick Rate
0.51%
Games
82

Upon damaging an enemy while located at over 700 units away at the time of the hit, cast Ezreal's Trueshot Barrage in their direction. The barrage deals 100 – 350 (based on level) (+ 80% bonus AD) (+ 60% AP) magic damage to enemies it passes through (15 second cooldown). This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT458.54%0.51%82
Omni Soul Omni Soul Omni Soul Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
58.44%
Pick Rate
0.48%
Games
77

Grants 3 random Dragon Souls .

View augment details
PrismaticT458.44%0.48%77
Mad Scientist Mad Scientist Mad Scientist Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
56.14%
Pick Rate
0.36%
Games
57

Upon acquiring this augment and each time you respawn, gain either 30% adaptive force , 20% bonus health , and 40% increased size or 70 ability haste , 40% bonus movement speed , and 40% reduced size.

View augment details
PrismaticT456.14%0.36%57
Poltergeist Poltergeist Poltergeist Silver
Rarity
Silver
Tier
T5
Win Rate
52.86%
Pick Rate
0.44%
Games
70

Replace a summoner spell with Poltergeist . Poltergeist: Casts both Barrier and Ghost on yourself, both lasting 5 seconds and with the former granting a shield for 110 – 440 (based on level) and the latter granting 30% bonus movement speed .

View augment details
SilverT452.86%0.44%70
Growth Spurt Growth Spurt Growth Spurt Gold
Rarity
Gold
Tier
T4
Win Rate
52.78%
Pick Rate
0.45%
Games
72

Replace a summoner spell with Growth Spurt . Growth Spurt: Enlarge yourself, causing you to knock up enemies within 400 units for 1 second. For the next 7 seconds, you gain 300 (+ 20% maximum health) bonus health and 50% increased size.

View augment details
GoldT452.78%0.45%72
Erosion Erosion Erosion Silver
Rarity
Silver
Tier
T3
Win Rate
50.54%
Pick Rate
0.58%
Games
93

Each instance of damage dealt to an enemy reduces their armor and magic resistance by 1. 5 % for 4 seconds, stacking up to 20 times for a total of 30% resistances reduction.

View augment details
SilverT450.54%0.58%93
Flashy Flashy Flashy Gold
Rarity
Gold
Tier
T5
Win Rate
50.54%
Pick Rate
0.58%
Games
93

Your Flash now has 3 charges with a 2-second cooldown between casts (120 seconds recharge time for all 3 charges). If Flash is not equipped, you will be prompted to replace one of your summoner spells with Flash .

View augment details
GoldT450.54%0.58%93
Dive Bomber Dive Bomber Dive Bomber Silver
Rarity
Silver
Tier
T3
Win Rate
50.00%
Pick Rate
0.38%
Games
60

Upon death, you explode to deal true damage equal to 20% of the target's maximum health to enemies within 500 units.

View augment details
SilverT450.00%0.38%60
Droppybara Droppybara Droppybara Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
49.25%
Pick Rate
0.42%
Games
67

Replace a summoner spell with Droppybara . Droppybara: Call upon a massive capybara to land down at the target location after 2. 5 seconds, dealing true damage equal to the 30% of the target's maximum health to enemies within a 650 radius. Deals 70% damage to minions. This augment is only offered to up to 1 player on each team for a given game.

View augment details
PrismaticT449.25%0.42%67
OK Boomerang OK Boomerang OK Boomerang Gold
Rarity
Gold
Tier
T3
Win Rate
48.86%
Pick Rate
0.55%
Games
88

Automatically cast an improved version of Sivir's Boomerang Blade at the closest nearby enemy champion within 1250 units, dealing 40 – 200 (based on level) (+ 30% bonus AD) (+ 20% AP) adaptive damage to enemies hit (10 second cooldown).

View augment details
GoldT448.86%0.55%88
Firebrand Firebrand Firebrand Gold
Rarity
Gold
Tier
T2
Win Rate
48.48%
Pick Rate
0.41%
Games
66

Basic attacks apply a Burn for 5 seconds that deals bonus magic damage equal to [ 0. 4 % of the target's maximum health per second.] This Burn stacks infinitely and refreshes with each application.

View augment details
GoldT448.48%0.41%66
Tank Engine Tank Engine Tank Engine Gold
Rarity
Gold
Tier
T1
Win Rate
47.22%
Pick Rate
0.45%
Games
72

Scoring a champion takedown generates a stack, stacking infinitely. For each stack, increase your maximum health and size by 5%. Lose 65% of stacks on death.

View augment details
GoldT447.22%0.45%72
Holy Snowball Holy Snowball Holy Snowball Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
47.22%
Pick Rate
0.45%
Games
72

After using the Dash spell from Mark , you become invulnerable for 1. 5 seconds upon arrival. Additionally, your Mark's cooldown is reduced equivalent to 100 ability haste. If Mark is not equipped, the summoner spell in the slot not occupied by Flash is replaced with Mark . If you also did not equip Flash , then you will be prompted to replace one of your summoner spells with Mark .

View augment details
PrismaticT447.22%0.45%72
Goliath Goliath Goliath Prismatic
Rarity
Prismatic
Tier
T1
Win Rate
47.06%
Pick Rate
0.43%
Games
68

Grants 35% bonus health , 15% adaptive force , and 50% increased size.

View augment details
PrismaticT447.06%0.43%68
Missing Ping Augment Missing Ping Augment Missing Ping Augment Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
46.30%
Pick Rate
0.34%
Games
54

你的敌人消失信号将发射一个飞弹至被信号标记的位置,这个飞弹会对敌人造成? + 10%已损失生命值的魔法伤害并治疗友军? + 10%已损失生命值。

View augment details
PrismaticT446.30%0.34%54
Tank It Or Leave It Tank It Or Leave It Tank It Or Leave It Silver
Rarity
Silver
Tier
T4
Win Rate
46.24%
Pick Rate
0.58%
Games
93

Gain Critical Defend Chance equal to 100% critical strike chance , up to 50%. Additionally, gain 25% critical strike chance . Critical Defend Chance: Grants you a chance to reduce an instance of damage taken by 20% (5 second cooldown per enemy spell cast instance ).

View augment details
SilverT446.24%0.58%93
Quest: Urf's Champion Quest: Urf's Champion Quest: Urf's Champion Prismatic
Rarity
Prismatic
Tier
T4
Win Rate
44.58%
Pick Rate
0.52%
Games
83

Quest: Score 18 champion takedowns . Reward: Upon completing your Quest , you receive The Golden Spatula . If your inventory is full at the time of quest completion, the item will be granted as soon as a slot in the inventory is available.

View augment details
PrismaticT444.58%0.52%83
Dropkick Dropkick Dropkick Prismatic
Rarity
Prismatic
Tier
T2
Win Rate
42.65%
Pick Rate
0.43%
Games
68

Your basic attacks and abilities execute enemy champions below 5% (+ 3. 5 % per 100 base AD) (+ 2% per 1000 bonus health) of their maximum health , which causes their corpse to be sent flying away in a line. Upon collision with an enemy champion or terrain, the target's corpse explodes to deal 150 – 500 (based on level) (+ 100% bonus armor) (+ 100% bonus magic resistance) magic damage to nearby enemies. Successful executions heal you for 100 – 300 (based on level) (+ 25% bonus health) . The execution may also be triggered by the explosion and goes through shields .

View augment details
PrismaticT442.65%0.43%68
Can't Touch This Can't Touch This Can't Touch This Prismatic
Rarity
Prismatic
Tier
T5
Win Rate
42.31%
Pick Rate
0.33%
Games
52

Casting your ultimate grants you invulnerability for 2 seconds (8 second cooldown).

View augment details
PrismaticT442.31%0.33%52
Repulsor Repulsor Repulsor Silver
Rarity
Silver
Tier
T5
Win Rate
41.18%
Pick Rate
0.43%
Games
68

Upon dropping below 35% of your maximum health , you knock back all enemies within a 500 radius by 750 units and slow them by 90% for 1. 5 seconds (25 second cooldown, resets upon death).

View augment details
SilverT441.18%0.43%68
Ultimate Unstoppable Ultimate Unstoppable Ultimate Unstoppable Silver
Rarity
Silver
Tier
T4
Win Rate
40.00%
Pick Rate
0.47%
Games
75

Casting your ultimate ability grants you crowd control immunity for 3 seconds (8 second cooldown).

View augment details
SilverT440.00%0.47%75
Perseverance Perseverance Perseverance Gold
Rarity
Gold
Tier
T1
Win Rate
38.89%
Pick Rate
0.34%
Games
54

Grants 1000% base health regeneration , increased to 2000% while below 25% maximum health .

View augment details
GoldT438.89%0.34%54

Syndra Skill Combos

Extracted from the skill order guide

Skill Order
RQWE

Normal order: R > Q > W > E.

RQEW

If your augments favor crowd control, peel, anti-dive, or defensive resets: use R > Q > E > W.

RQWE

Max Q first in most games because Syndra needs a reliable damage button before she can threaten the lane.

Syndra Counters

Counters and threats extracted from the matchup guide

Counters

Counters

5

Syndra counters these champions in ARAM: Mayhem.

Miss Fortune Miss Fortune Miss Fortune T3
Tier
T3
Rank
#97
Win Rate
49.69%
Pick Rate
1.26%

Miss Fortune is a straightforward marksman who wins fights by softening enemies with lane poke, then punishing grouped targets with a big channeled ultimate. She fits teams that can slow, root, stun, or zone enemies long enough for her damage to land, and she is easy to pick up because her best pattern is clear: hit from safety, keep moving, and fire when the enemy is forced to stand in a bad spot. In ARAM: Mayhem, fights break out faster and augments can make engages more explosive, so Miss Fortune has to be more careful with positioning than in a slower poke game. She is strongest when she plays behind her frontline, saves her channel for committed fights, and uses the narrow bridge to punish enemies who stack together. If assassins or divers are holding tools to interrupt her, she should bait those first, reposition, then ult after the punish window opens. View champion guide

Jhin Jhin Jhin T4
Tier
T4
Rank
#124
Win Rate
47.86%
Pick Rate
1.21%

Jhin the Virtuoso Jhin is a slow, methodical marksman who turns every fourth shot into a critical strike. He does not attack fast. He attacks once, reloads, and makes that shot count. In ARAM: Mayhem, that rhythm stays the same, but the damage numbers and ability haste make him far more dangerous. You are not kiting constantly. You are setting up kills with W, trapping the lane with E, and finishing low-health enemies from across the map with your ultimate. His role is artillery and execution. You stay at the edge of fights, root targets for your team, and use R to snipe anyone who tries to escape. The Mayhem environment favors his long-range tools. Abilities come up faster, so your root and trap uptime improves significantly. You still reload after four shots, but the downtime matters less when your W and E are ready again. What changes here is how often you can influence the fight without auto-attacking. In normal ARAM, Jhin struggles when teams dive him or when he cannot set up traps in advance. Mayhem's pacing lets you throw traps mid-fight more often and root fleeing enemies before they reach cover. You still need protection from assassins and divers, but your ability to punish mistakes from range goes up. Play for the fourth shot, land your W on rooted or slowed targets, and save R for the moment enemies drop below half health. View champion guide

Vel'Koz Vel'Koz Vel'Koz T2
Tier
T2
Rank
#58
Win Rate
51.29%
Pick Rate
0.83%

Vel'Koz is a long-range artillery mage who wins fights by poking from safety, lining up crowd control, and turning a caught target into a clean laser finish. He is best when he can stand behind a frontline, angle skillshots through the lane, and punish enemies who walk in straight lines or burn mobility too early. His signature pattern is simple: soften targets with repeated poke, use knock-up or slow pressure to hold them in place, then commit his ultimate when the enemy team cannot easily interrupt, dodge, or dive him. If Vel'Koz fires first without setup, mobile champions can rush him down. In ARAM: Mayhem, the faster pace makes positioning even more important. Extra chaos creates more clustered targets for his skillshots, but it also gives divers more chances to reach him. Play patient, use terrain and allies as cover, and save your big damage for moments where the enemy is already controlled or forced into a narrow path. View champion guide

Brand Brand Brand T1
Tier
T1
Rank
#5
Win Rate
54.19%
Pick Rate
1.21%

Brand is a ranged damage mage who wins fights by setting enemies up, lighting them on fire, and punishing anyone who stays grouped. He is easy to understand: land spells on clustered targets, follow up when they are already burning, and let the damage spread through the fight. In ARAM: Mayhem, Brand feels especially dangerous because teams collide often and the lane gives enemies fewer safe angles to dodge. His job is not to be the first one in. Stay behind your frontline, throw spells into choke points, and punish dives with quick burst when enemies commit too hard. Mayhem’s faster pace makes Brand less about slow poke and more about clean fight timing. If enemies stack together, he can take over a skirmish. If they spread out, dodge, or force him before he casts, he becomes much easier to kill. Play patient, aim at crowds, and turn every messy fight into a burn zone. View champion guide

Nunu & Willump Nunu & Willump Nunu & Willump T5
Tier
T5
Rank
#142
Win Rate
46.72%
Pick Rate
0.43%

Nunu & Willump – Champion Intro Nunu & Willump are a tanky engage champion built around snowball control, sustained healing, and one massive channeled nuke. They thrive in the middle of fights, soaking damage while disrupting enemy positioning with constant slows and a well-timed ultimate. In ARAM: Mayhem, they become a relentless initiation machine where their signature snowball roll is almost always available. Their core identity is simple: charge in, disrupt, and either heal through the chaos or trap enemies in a devastating Absolute Zero. They work best as a frontline presence that forces enemies to respect their engage range or pay the price when they overcommit. What Changes in ARAM: Mayhem Near-constant Snowball Barrage: The signature rolling snowball ability comes up incredibly fast. You're not waiting for cooldowns—you're looking for the next angle to knock someone up. This turns them from an occasional engager into a persistent threat that enemies can never safely ignore. Healing becomes oppressive: Their sustain ability heals for significant amounts and scales well with ability power and tank stats. In a mode where poke damage is constant, this recovery keeps your team's health bars from chipping down between fights. Absolute Zero pressure: The ultimate charges faster and demands immediate respect. Enemies either use crowd control to stop it or flee the zone entirely. Either outcome creates space and disruption for your team. Build flexibility: They can lean into tank engage with health and resistances, or amplify their healing and ultimate damage with ability power. Both paths work, and the right choice depends on whether your team needs a dedicated frontline or a burst threat. Play them as the engage anchor your team can follow. Roll in, create chaos, heal through the return damage, and force enemies to fight on your terms. The Mayhem pace suits them perfectly—there's always another snowball, and there's always a fight waiting to happen. View champion guide

Read counter details

Countered By

5

Syndra is countered by these champions in ARAM: Mayhem.

Xerath Xerath Xerath T2
Tier
T2
Rank
#61
Win Rate
50.90%
Pick Rate
0.96%

Xerath is a long-range artillery mage who wins fights before they fully start. His job is to sit outside the main brawl, charge up poke, punish grouped enemies, and finish low-health targets when they try to retreat. He is strongest when your team can hold space for him; he is weakest when mobile bruisers or assassins get a clean angle onto him. His signature pattern is simple: keep distance, soften targets with repeated spell hits, then look for a stun or follow-up damage when someone is forced to walk in a straight line. In ARAM: Mayhem, the pace is less forgiving. Augments, extra engage tools, and constant fighting make positioning harder, but they also give Xerath more crowded targets to hit. Play him patiently, punish enemies during their approach, and save your defensive tools for the champion who can actually reach you. View champion guide

Ziggs Ziggs Ziggs T3
Tier
T3
Rank
#74
Win Rate
50.23%
Pick Rate
0.78%

Ziggs is a long-range artillery mage who wins space before the fight fully starts. He pokes from safety, clears waves fast, and punishes enemies who walk through narrow lanes or clump around objectives. His signature pattern is simple: throw bombs to chip people down, use minefields and displacement to make engages awkward, then help finish structures when the enemy team is forced back. In ARAM: Mayhem, Ziggs plays even more like a pressure pick. The map is still tight, but the pace is wilder, so he has to keep moving between casts instead of standing still and farming damage. Augments can push him toward heavier poke, better safety, or faster fight cleanup, but his core job stays the same: control the lane, soften targets before they engage, and make every enemy advance cost health. View champion guide

Fizz Fizz Fizz T1
Tier
T1
Rank
#30
Win Rate
53.38%
Pick Rate
0.71%

Fizz is a slippery melee assassin who looks for one clean opening, dives past the front line, and deletes a fragile target before they can fully answer. His signature pattern is simple: threaten with mobility, dodge the key retaliation, then commit when his shark or follow-up damage can force a panic fight. In ARAM: Mayhem, Fizz plays even more around timing than patience. The map keeps enemies close, so he gets frequent chances to punish low-health carries, but missed engages are punished fast because there is less room to reset. Pick him when your team can start fights or distract the enemy front line; play carefully when the enemy has layered crowd control, shields, or instant peel waiting for your dive. View champion guide

Nocturne Nocturne Nocturne T3
Tier
T3
Rank
#106
Win Rate
49.66%
Pick Rate
0.27%

Nocturne the Eternal Nightmare Nocturne is a dive-focused assassin who wants one clean target, not a long front-to-back fight. His signature pattern is simple: wait for a squishy enemy to step too far forward, cut their vision with his ultimate, then commit hard before their team can react. In ARAM: Mayhem, Nocturne plays more like a chaos punish pick than a patient side-lane hunter. Everyone is packed into one lane, fights start often, and augments can make engages happen from weird angles. That helps him find targets, but it also means bad dives get punished instantly. Look for enemy carries who have already used their escape, cleanse tool, or peel support. Go in when your team can follow, not just because you can reach someone. A good Nocturne makes the backline panic; a rushed Nocturne becomes the first body on the floor. View champion guide

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

Read counter details

Syndra Team Comp Highlights

Partner patterns extracted from the team comp guide

Team Comp
Leona Leona Leona T2
Tier
T2
Rank
#37
Win Rate
51.64%
Pick Rate
0.65%

Leona is a hard-engage tank who starts fights, locks one target in place, and gives her team a clear signal to go in. Her basic pattern is simple: find an angle, land the engage, chain her stun and ultimate, then stand in front while allies finish the target. In ARAM: Mayhem, Leona’s job gets even more direct. Fights happen often, damage comes fast, and augments can make both teams much harder to predict. She shines when your team can follow her first move, but she is punished if she dives too early or picks a target her allies cannot reach. Play her like a trigger, not a solo carry: wait for a real opening, force the fight, then keep the enemy backline or diver under control. View champion guide

Amumu Amumu Amumu T3
Tier
T3
Rank
#62
Win Rate
50.44%
Pick Rate
0.53%

Amumu is a simple engage tank who starts fights, locks enemies in place, and lets his team pile damage onto grouped targets. His signature pattern is straightforward: look for a safe angle, land your bandage engage, then follow with his big area crowd control when multiple enemies are close enough to punish. In ARAM: Mayhem, Amumu likes the constant brawling because enemies are often packed together and fights start fast. That also means bad engages get punished quickly. Play him as the first button for your team, not a lone hero. If your carries are in range to follow, go in hard. If they are clearing waves or backing up, hold your engage and threaten space instead. He is entry-level friendly because his job is clear: absorb pressure, force grouped fights, and turn one caught target into a full teamfight. He struggles when enemies spread out, kite backward, or bait him into diving too far, so patience matters more than flashy mechanics. View champion guide

Nautilus Nautilus Nautilus T3
Tier
T3
Rank
#73
Win Rate
50.39%
Pick Rate
0.83%

Nautilus is a frontline engage tank who turns one good catch into a full team fight. His identity is simple: walk up with threat, hook the target that steps too far forward, then layer crowd control so your carries can finish the job. His signature pattern is hook, lock down, and stand in the way. If an enemy carry mispositions, Nautilus can start the fight immediately. If your team is being dived, he can peel just as well by anchoring himself between the threat and his backline. In ARAM: Mayhem, the constant brawling makes Nautilus feel very natural. There is less time to play slow lane games and more value in forcing clean all-ins, protecting damaged allies, and punishing anyone who uses mobility too early. He is entry-level friendly because his job is clear, but good Nautilus players win by choosing the right target instead of throwing every hook on cooldown. View champion guide

Malphite Malphite Malphite T4
Tier
T4
Rank
#127
Win Rate
47.50%
Pick Rate
0.92%

Malphite – Shard of the Monolith Malphite is a tanky engage champion built around one devastating combo: Unstoppable Force into everything else. His identity is simple—he runs at you, becomes impossible to kill, and turns teamfights with a single well-timed ultimate. In standard modes, he's known as "the press R to win champion," and that reputation follows him into ARAM. What changes in ARAM: Mayhem is how often he gets to do it. The accelerated gold and experience means Malphite hits his power spikes faster and stays relevant longer. He's not stuck farming for twenty minutes waiting for a chance to flash-ult. Instead, he's constantly looking for angles, constantly threatening the engage, and constantly forcing the enemy team to respect his cooldown. The single-lane format actually helps him—there's nowhere to run when a giant rock monster crashes through your entire backline. His role is frontline disruptor. He soaks damage, peels for carries, and creates openings with Ground Slam and Unstoppable Force. He doesn't deal massive sustained damage, but he doesn't need to. One good ultimate can set up his entire team to clean up a fight. The trade-off is that when his ultimate is down, he's much less threatening. Smart enemies will track that cooldown and play aggressively when they know he can't engage. Mayhem's faster pacing also means Malphite has to be more decisive. He can't afford to sit back and wait for the perfect engage forever—the game moves too quickly. He needs to recognize when a good opportunity becomes a great one, commit fully, and trust his team to follow up. Passive play loses games in this mode, even on a tank. View champion guide

Hard-engage tanks: Malphite, Amumu, Leona, Nautilus

These champions force a clean starting point. Syndra is much stronger when the enemy is already locked in place or committed forward, because she can place spheres around the fight instead of fishing blindly from max range.

Morgana Morgana Morgana T1
Tier
T1
Rank
#32
Win Rate
52.56%
Pick Rate
1.14%

Morgana is a control mage-support who wins ARAM: Mayhem by catching one target, protecting the right ally, and making tight spaces miserable for the enemy team. Her signature pattern is simple: land a binding, drop her damage zone under the trapped target, then use her spell shield to block the counter-engage or protect whoever is stepping forward. In Mayhem, fights break out faster and augments can make engages much harder to read, so Morgana is strongest when she plays patiently instead of fishing nonstop. Hold key choke points, punish enemies who walk too straight, and save your shield for the spell that actually starts the fight. If you miss your catch tool, back up and reset; if you land it, your team gets a clean window to burst, follow up, or force the enemy frontline to retreat. View champion guide

Lux Lux Lux T3
Tier
T3
Rank
#66
Win Rate
49.86%
Pick Rate
1.05%

Lux is a long-range burst mage who plays around catching enemies with light control, softening them with poke, and finishing grouped targets from a safe distance. Her signature pattern is simple to understand: stay behind your front line, fish for a binding or a clean poke angle, then layer damage when the enemy is locked in place or already forced to dodge. In ARAM: Mayhem, Lux is still an entry-level friendly backline pick, but the mode is faster and messier than standard ARAM. She gets more chances to hit clustered enemies, yet she is punished harder when divers, Snowball users, or flank threats reach her. Play patiently, value spacing, and use her range to control fights before they fully break open. View champion guide

Blitzcrank Blitzcrank Blitzcrank T4
Tier
T4
Rank
#148
Win Rate
46.94%
Pick Rate
1.01%

Blitzcrank the Great Steam Golem Blitzcrank is a tanky support built around one devastating spell: Rocket Grab. His entire identity in ARAM: Mayhem revolves around landing that hook to drag enemies out of position and into your team. He creates instant kill pressure whenever his Q is off cooldown, forcing opponents to play scared or get punished. In Mayhem mode, Blitzcrank becomes a relentless fishing machine. Reduced cooldowns and accelerated mana regeneration mean he can spam hooks constantly instead of waiting for the perfect shot. He transitions from a punish-heavy support into a persistent threat who can afford to miss a few grabs while hunting for the one that lands. His engage pattern is simple: hook, knock up, silence, then let your team clean up. View champion guide

Thresh Thresh Thresh T5
Tier
T5
Rank
#161
Win Rate
45.37%
Pick Rate
0.86%

Thresh the Chain Warden Thresh is a ranged support catcher who controls fights through displacement, isolation, and peel. His identity centers on the lantern: a unique tool that repositions allies and turns bad engages into instant escapes. In ARAM: Mayhem, he becomes a relentless playmaker who can fish for hooks constantly without running dry on mana or cooldowns. He plays as a frontline-adjacent warden. You stand near your carry, threaten hooks to zone enemies off the wave, and look for grabs that drag someone out of position into your team. The lantern gives your team a safety net most supports cannot offer, letting allies play aggressive and still have a bail-out button. Mayhem accelerates his hook pattern. Faster ability cycles mean Death Sentence comes up often enough to spam, miss, and still have another chance shortly after. The lantern becomes a repeated repositioning tool rather than a long-cooldown emergency button. Flay's knockback is available frequently enough to disrupt dashes and channels on reaction, making him much harder to dive. His signature pattern is simple: land a hook, pull twice, then Flay the target sideways or backward into your team. If the fight turns, drop the lantern for a threatened ally. The Box creates a zone that punishes enemies trying to chase or escape, slowing anyone who touches a wall. In Mayhem, the lower cooldowns and higher resource regeneration let you cycle this entire sequence multiple times in one extended fight. View champion guide

Pick supports and catch mages: Thresh, Blitzcrank, Morgana, Lux

Pick champions create the exact punish window Syndra loves: one enemy pulled, rooted, or snared in a lane where everyone can see the target. Syndra adds burst and follow-up control, turning a small catch into a kill or a forced retreat.

Janna Janna Janna T2
Tier
T2
Rank
#25
Win Rate
51.90%
Pick Rate
0.45%

Janna is a defensive enchanter who wins fights by denying the enemy’s engage, shielding the right carry, and turning messy brawls into clean retreats or re-engages. Her signature pattern is simple: stay just behind the frontline, interrupt dives with wind control, then use her healing and disengage to reset the fight when opponents overcommit.In ARAM: Mayhem, Janna is less about sitting back forever and more about reacting fast in constant skirmishes. The single-lane pressure gives her plenty of chances to punish predictable dashes, protect low-health allies, and save teammates from bad trades. She is entry-level friendly if you focus on one job first: keep your damage dealers alive, and only step forward when your team can immediately punish. View champion guide

Milio Milio Milio T2
Tier
T2
Rank
#64
Win Rate
51.34%
Pick Rate
0.40%

Milio is a backline enchanter who wins fights by keeping carries safe, extending their threat range, and turning messy trades into survivable ones. His signature pattern is simple: stay behind the damage dealers, shield or heal before the burst lands, then use his defensive tools to let allies keep hitting instead of backing away. In ARAM: Mayhem, Milio is less about quiet lane support and more about fast reaction in constant brawls. Augments and nonstop teamfights make good positioning matter even more: if he is caught first, the fight can collapse, but if he survives the opening engage, his team gets much harder to finish off. Pick him when your side has strong carries that want time, space, and a second chance in every fight. View champion guide

Karma Karma Karma T4
Tier
T4
Rank
#120
Win Rate
47.92%
Pick Rate
0.70%

Karma the Enlightened One Karma is an offensive support mage who defines games through poke, disengage, and burst shielding. She sits in the backline, charging her Mantra to decide when a fight turns. Her identity is simple: land Qs, empower the right ability, and keep her team healthy while chipping away at the enemy. In ARAM: Mayhem, she becomes a relentless spam engine. The mode's accelerated gold and experience let her hit her cooldown reduction cap quickly, turning her from a tempo mage into a constant pressure source. She does not one-shot tanks, but she makes sieging impossible for the enemy and surviving easy for her team. Core Identity and Role She functions primarily as a poke and disengage support. Unlike pure enchanters who heal, Karma prevents damage with shields and speed bursts. Unlike burst mages, she relies on sustained damage and crowd control over time rather than a single rotation. She fits best on compositions that want to kite backward or siege towers without diving. Her signature pattern is the Mantra Q. She activates her ultimate, fires an empowered Inner Flame, and creates a wide explosion that slows and deals heavy area damage. This creates a zone the enemy cannot walk through. If they force the issue, she uses Mantra E to shield her whole team and grant a massive movement speed burst, repositioning everyone instantly. What Changes in Mayhem Mayhem speeds up her entire game plan. In standard ARAM, Karma often struggles with mana early or feels weak if she falls behind on gold. Here, she reaches her power spikes faster and stays relevant longer. The increased ability haste available in the mode means her Mantra cooldown drops rapidly, letting her empower abilities in almost every skirmish. Constant Mantra access: She empowers abilities much more often, making her burst shielding or poke available for every engagement. Enhanced disengage: The mode favors aggressive engages, but her Mantra E shuts down dives harder when she has the haste to cast it repeatedly. Sustained poke pressure: She forces enemies off objectives or towers faster because she never runs out of resources to throw. She excels at keeping her team at full health while forcing the enemy to recall. Her weakness remains her lack of hard crowd control and low durability if caught. If the enemy has unstopabble engages or long-range burst, she has to play further back and rely on her empowered shields to recover. In Mayhem, her ability to dictate pacing makes her a consistent and reliable pick for players who prefer positioning over mechanical execution. View champion guide

Lulu Lulu Lulu T4
Tier
T4
Rank
#121
Win Rate
47.27%
Pick Rate
0.46%

Lulu the Fae Sorceress Lulu is a whimsical enchantress who controls fights through disruption, buffs, and crowd control rather than raw damage. She excels as a support or utility mage, turning enemy engages into chaos while amplifying her allies. Her signature pattern revolves around Polymorph—shutting down divers or assassins the moment they commit—and using Whimsy to speed up engages or peel threats. In ARAM: Mayhem, her constant poke and shielding become even more oppressive, and the faster pace means her ult and polymorph are available for nearly every skirmish. View champion guide

Protective enchanters: Lulu, Janna, Karma, Milio

Syndra’s damage is threatening, but she is vulnerable when divers cross the lane and force her to spend stun defensively. Enchanters give her the extra second she needs to kite, turn, and punish the diver rather than just retreat.

Jinx Jinx Jinx T1
Tier
T1
Rank
#6
Win Rate
54.66%
Pick Rate
1.18%

Jinx is a backline marksman who turns one good kill into a full team wipe. She pokes and farms safely with rockets, swaps to minigun when a target is locked down, and uses her traps to punish anyone who walks too far forward. Her signature pattern is simple: stay alive, tag a low-health enemy, then use the takedown speed reset to chase the next one. In ARAM: Mayhem, Jinx loves the constant fighting and narrow lane, but she also gets punished harder for poor spacing. More brawls mean more chances to snowball with resets, yet divers and long-range engage can reach her quickly if she stands too close. Play behind your frontline, fire rockets when enemies group up, save traps for incoming threats, and only step forward once the first enemy is already falling. View champion guide

Pyke Pyke Pyke T3
Tier
T3
Rank
#122
Win Rate
48.56%
Pick Rate
0.71%

Pyke the Bloodharbor Ripper Pyke is a support assassin designed to execute low-health targets and share the gold with his teammates. He plays as a lane bully who fishes for picks with Bone Skewer (Q) and sets up kills with Ghostwater Dive (W). His entire identity revolves around his ultimate, Death from Below (R), which executes enemies and grants bonus gold to the last ally to assist. In ARAM: Mayhem, he is a relentless kill-stealer who turns every skirmish into a gold fountain for his team. Mayhem accelerates his already aggressive playstyle. The mode's increased gold generation and constant fighting mean Pyke hits his power spikes faster and finds more execute opportunities. He thrives in the chaos, slipping in and out of combat with his camouflage and mobility. The single-lane format forces enemies to cluster, making his Phantom Undertow (E) stun easier to land on multiple targets. He is not a traditional healer or shielder; he keeps his allies alive by killing the enemy first and sharing the wealth. View champion guide

Kai'Sa Kai'Sa Kai'Sa T4
Tier
T4
Rank
#137
Win Rate
47.78%
Pick Rate
1.15%

Kai'Sa Daughter of the Void Kai'Sa is a hybrid marksman who evolves her abilities based on the stats she builds. In ARAM: Mayhem, she becomes a high-octane carry who hits her evolution breakpoints much faster than on Summoner's Rift. You are looking to stack attack speed and ability power quickly, unlock your evolved abilities, and turn into a late-game raid boss who can dive the backline or melt frontline tanks. Her signature pattern revolves around isolation damage and her ultimate engage. She wants to catch enemies alone for massive bonus damage, then use Killer Instinct to reposition and shield herself. In Mayhem's chaotic environment, she excels at cleaning up scattered fights after the initial burst goes out. What changes in Mayhem is the pace of her power curve. The accelerated gold and experience mean you will often have two or even three evolved abilities by the time teams start grouping hard. This lets her play more aggressively around Snowball and engage angles that would be too risky in standard ARAM. She transitions from a poke-heavy early game into a versatile damage dealer who can adapt her build to whatever the enemy team throws at her. View champion guide

Samira Samira Samira T5
Tier
T5
Rank
#150
Win Rate
46.68%
Pick Rate
0.63%

Samira the Desert Rose Samira is a high-octane hybrid marksman designed to style on enemies through close-range combat and ability weaving. She occupies a unique space between an AD carry and an assassin, relying on her Style meter to unlock her devastating ultimate. Her entire kit rewards aggressive play and rapid input execution, making her one of the most adrenaline-heavy picks in the game. In ARAM: Mayhem, Samira thrives because the constant fighting accelerates her entire game plan. The single-lane format removes her biggest weakness—getting kited or flanked in side lanes—and replaces it with non-stop targets for her dashes and ultimate. She builds Style faster here than in any other mode, letting her fire Inferno Trigger repeatedly throughout a single extended teamfight. Her signature pattern is simple but demanding: stack abilities and auto-attacks to reach Style grade S, then unleash her ultimate for massive area-of-effect damage and healing. Miss the timing or get interrupted, and she pops. Land it, and she turns a messy brawl into a pentakill highlight. View champion guide

AD finishers and reset carries: Jinx, Samira, Kai’Sa, Pyke

Syndra often leaves enemies low, displaced, or too scared to walk forward. Reset carries and execution champions convert that pressure into a full fight win. They also punish opponents who itemize or position only against magic burst.

Zyra Zyra Zyra T1
Tier
T1
Rank
#16
Win Rate
53.66%
Pick Rate
0.82%

Zyra is a zone-control mage who turns small spaces into a trap. She fights by dropping seeds, growing plants, and forcing enemies to walk through constant poke and bad angles. Her whole pattern is simple: set the ground first, then punish anyone who stays in your space too long. In ARAM: Mayhem, that style gets even better because fights are cramped and messy. Zyra loves grouped enemies, long standoffs, and opponents who cannot reset cleanly. Stay back, build your setup around choke points, and let the enemy walk into your plants. If they reach you first, you are still fragile, so spacing is what keeps you alive and lets your damage take over. View champion guide

Viktor Viktor Viktor T1
Tier
T1
Rank
#41
Win Rate
54.17%
Pick Rate
0.56%

Viktor is a scaling control mage who wins fights by shaping space before the enemy can fully commit. He pokes from range, punishes clumped targets, and turns narrow lanes into bad trades with his area control. Play him as a backline damage dealer: soften the frontline, hold key zones when divers step in, then follow with burst once someone is forced to stand in the wrong place. In ARAM: Mayhem, Viktor gets more chances to hit grouped enemies, but he also gets punished harder when he is caught without room to kite. Augments can push him toward heavier poke, faster fight tempo, or stronger teamfight control, so his best games come from picking the angle your comp needs. If your team has engage, save damage for the locked target. If your team lacks frontline, play slower, clear waves, and make enemies walk through your threat before they can reach you. View champion guide

Heimerdinger Heimerdinger Heimerdinger T2
Tier
T2
Rank
#49
Win Rate
51.56%
Pick Rate
0.63%

Heimerdinger is a zone-control mage who wins fights by making enemies walk through bad space. His turrets hold angles, his rockets punish clumped targets, and his grenade gives him a way to stop dives or set up burst when someone oversteps. In ARAM: Mayhem, the constant fighting makes his setup both easier to use and easier to punish. He is strongest when your team plays around his turret line and forces enemies to engage through it. If he gets caught before placing his zone, he can fold fast, so good Heimerdinger play is about preparing the fight before it starts, then backing up and letting enemies make the first mistake. View champion guide

Anivia Anivia Anivia T4
Tier
T4
Rank
#147
Win Rate
47.07%
Pick Rate
0.51%

Anivia is a control mage who defines teamfights through zone control, terrain manipulation, and sustained damage. She acts as a defensive anchor, turning narrow ARAM bridges into death traps with her crowd control and area denial. Her signature pattern revolves around Glacial Storm (R). She creates a large damaging zone that slows enemies and amplifies her other abilities. In standard modes, she struggles with mana costs and early game fragility. ARAM: Mayhem removes most of those weaknesses. Accelerated gold and experience let her reach her power spike faster, while constant fighting plays directly into her teamfight-focused kit. The Mayhem environment shifts her role slightly. She becomes a sustained damage dealer who can fish for picks more aggressively. The reduced penalty for dying means she can use her passive, Rebirth, as a strategic tool rather than a desperate last resort. She still plays as a backline controller, but she can take risks that would be suicidal on Summoner's Rift. View champion guide

Zone-control allies: Anivia, Viktor, Zyra, Heimerdinger

Zone-control teammates make Syndra’s skillshots easier by shrinking the enemy’s movement options. Walls, turrets, plants, gravity zones, and persistent ground threats push enemies into predictable lanes where Syndra can line up stun or force them away from the wave.

Syndra Syndra Syndra T2
Tier
T2
Rank
#47
Win Rate
51.39%
Pick Rate
0.54%

Syndra is a burst-focused control mage who wins fights by setting up Dark Spheres, threatening stuns, and deleting priority targets once they step too far forward. She plays best from mid-to-long range: poke first, punish clumped enemies with scatter angles, then finish a vulnerable carry with her ultimate when their defensive tools are down. In ARAM: Mayhem, the constant 5v5 pressure gives Syndra more chances to hit multiple enemies, but it also gives divers and long-range poke more chances to punish her. Positioning matters more than greed. Hold your stun when assassins or bruisers can reach you, and use your burst on targets your team can actually follow up on. Pick Syndra when your team needs reliable magic damage, wave control, and a strong punish tool against enemies who walk into narrow lane space. She is entry-friendly if you focus on one rule: make the enemy respect your spheres before you spend your big cooldowns. View champion guide

Team functions Syndra needs most

Reliable first engage: Syndra can catch people, but she is better when someone else forces the first movement. A tank or pick support makes her stun and burst far more consistent.

Syndra ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Scatter the Weak UsagePlayers often throw Scatter the Weak aggressively whenever a sphere lines up, as poke patterns rarely get punished during the downtime.Using Scatter the Weak on cooldown invites divers to kill you; you must save it to stop the first real commit or die.Treat Scatter the Weak as a survival tool first and a pick tool second when divers are alive.
Ultimate TimingSyndra often holds Unleashed Power until a high-value carry is low enough to execute, rewarding patience and careful target selection.Waiting too long is greedy; use Unleashed Power earlier to remove a diver or exposed carry before the fight collapses.Cash in burst quickly when a real target appears instead of saving ultimate for a perfect execute.
Fight TempoSyndra wins by holding space, fishing with combos, and patiently waiting for enemies to misstep into her threat zone.Fights start faster and damage spikes harder; you cannot play like every fight gives five seconds to arrange the perfect stun.Make faster decisions with spheres and do not expect time to set up ideal stun angles.
Snowball RiskSome players take Snowball for surprise range, finishing kills, or dodging awkward positions, as fights are slower and more forgiving.Using Snowball forward is dangerous unless the target is controlled; the enemy can collapse before you finish your combo.Use Snowball defensively or selectively; do not start fights by delivering yourself into melee range.
Augment PrioritySyndra is mostly defined by items, levels, and landing Scatter the Weak, with runes focusing on damage and scaling.Utility or survivability augments let you survive the first dive and cast a second rotation, which often wins the fight.Pick augments that help you live through dive champions rather than just maximizing damage numbers.

Champion Analysis

Role / Current performance

Overview

Syndra the Dark Sovereign functions as a ranged burst mage in Hextech Mayhem (ARAM) mode, bringing extraordinary burst damage and excellent crowd control to the battlefield. Her identity centers on manipulating dark spheres, which she conjures with her core damage ability, Dark Sphere, at a target location to deal magic damage. These spheres are not only direct damage tools but also ammunition for her other abilities. With Force of Will, Syndra can grab a dark sphere or even a minion and hurl it at enemies, slowing them upon impact. Her primary crowd control ability, Scatter the Weak, pushes all darkened spheres outward, stunning any enemies hit by them. This creates a critical combo pattern: Syndra must first create multiple spheres with Dark Sphere, then use Scatter the Weak for a wide‑area stun. Her ultimate, Unleashed Power, gathers every dark sphere on the field and unleashes them all at a single target for massive damage, with each sphere adding to the total. In Hextech Mayhem, Syndra must maximize the number of spheres created with Dark Sphere before activating Unleashed Power to achieve devastating single‑target burst. Her passive, Transcendent, automatically enhances her abilities at specific levels, meaning she must reach higher levels quickly to unlock her full potential. This reliance on leveling shapes her strategic value: she becomes exponentially more dangerous as the match progresses and she accumulates sphere‑based combos. Syndra’s damage pattern revolves around precise sphere placement and timing—she is most threatening when she can set up multiple spheres for either the wide stun or the stacked ultimate. Her positioning must allow her to generate spheres safely and then engage with her crowd control or burst when enemies are clumped or vulnerable. In the chaotic close‑quarter fights of ARAM, Syndra’s burst damage and sphere‑based combos make her one of the most feared mages in the mode, capable of turning fights instantly with well‑timed area stuns and high‑damage ultimate executions.

Core Tips

Long-form tips / Play pattern

Text-heavy module

Syndra wins Mayhem fights by making the lane unsafe before the fight starts, placing spheres where enemies want to walk to force them into losing space or taking damage, then punishing the first champion who steps too far forward. Side-angle stuns are more effective than straight-line shots because players stack behind minions in ARAM. Start fights when the enemy has just used a mobility or defensive spell, and hold your stun for a second movement if they still have escapes. Do not throw your displacement tool casually when your team is ready to engage; the threat of your stun or knockback keeps divers honest. When your team lands crowd control first, follow immediately with sphere damage and burst without overthinking a perfect multi-man hit. In counter-engage, hold your knockback when assassins or Snowball users are fishing, as the threat of stopping their entry is often stronger than using it early. If a diver lands with Snowball, punish the landing point rather than panic-casting while they are still untargetable. Peel sideways, not straight backward, in crowded lanes to change skillshot lines and give your sphere push a cleaner angle. Against hard engage comps, save at least one sphere setup for defense. Retreat in steps, dropping damage as you move and threatening a stun when enemies cross the sphere line, then fully disengage once their chase tools are spent. Use terrain pressure to make chasers clump, creating opportunities to turn with a push-stun. If caught without control, throw the fastest damage while moving and create distance. For narrow-lane spacing, stand one step behind your frontline, not directly on top of your marksman, and shift positions each wave to create better stun lanes. Target priority requires bursting the champion who can actually die; if the carry is unreachable, punish the engage champion after they commit. Use your ultimate-style burst as a fight finisher or tempo breaker, not into a shielded healthy target unless your team can follow. Respect spell shields or invulnerability by baiting with a smaller spell or waiting for a teammate. Take Snowball only when it gives a real finishing angle or reposition option; against dive comps, keep it as a defensive reposition tool. Play around augment triggers without breaking safety: farm triggers through minion waves until a carry missteps, trigger damage during CC chains, take shorter.

Read full guide

Playstyle Guide

Playstyle / Team structure

Play guide

Syndra the Dark Sovereign’s playstyle in ARAM: Mayhem is built around controlling space with precise timing. During levels 1-6, she starts slightly behind the frontline and off-center from the wave to avoid early engages. She trades in short bursts, dropping a sphere when an enemy steps up for a last hit and backing off when her stun is down. Wave choice depends on team strength: push when her team has stronger poke or the enemy waits on melee engage; stall against better long-range poke. Early Snowball is defensive or used only on low, isolated targets. Early augments support poke, safer spell access, or survival, saved for the first real engage if defensive. When ahead, she stands forward to threaten the backline while keeping the wave pushed without chasing past vision. When behind, she stops contesting every wave, farms from range, and keeps stun ready to punish overcommits. Her goal is to reach level 6 with health intact and use her first ultimate to finish a damaged carry, force a key enemy out, or create pressure. Levels 7-11 are Syndra’s strongest tempo window. She plays in the second line, close enough to follow engage but far enough that divers must spend real tools to reach her. When stun is ready, she stands wider; when down, she tucks behind allies. She pokes when enemies are locked into waveclear or chasing, avoiding full combos on healthy frontliners unless that is the only kill target. Her pick pattern uses her control spell to stop movement first, then heavy damage—reversing the order gives enemies a punish window. Snowball extends guaranteed kills, dodges lethal follow-up, or repositions after the team commits; she does not recast without frontline support. Damage augments are best used with crowd control or ally engage; haste or reset-style power is saved for extended fights; defensive augments are held until the diver commits. She pushes when enemies are low or missing cooldowns, stalls when team engage tools are down. When ahead, she uses fog and tower pressure to make enemies guess stun angles, punishing the first overextender. When behind, she peels first, clears waves, and saves ultimate for a target her team can finish. Each clean pick converts into structure damage, not a greedy chase. Levels 12 and beyond require decisive control. Her default spot is behind the engage-absorbing champion and beside a peeling teammate, avoiding standing on top of another carry. Late poke has a purpose—before a wave crash, structure defense, or when the team is ready to follow—not random spam that leaves her without stun. Her ideal target is a vulnerable carry or fragile engager; if unavailable, she controls the closest threat and helps burn it down. Late Snowball is rarely a blind engage; she treats it as repositioning, chase finisher, or follow-up on a won fight. Late augments are tied to the fight’s deciding moment: burst paired with crowd control, durability saved for the committed dive, repeated casting while kiting backward. She pushes after killing a carry or seeing key engage tools used; she stalls when her team is missing ultimates or the enemy wants a clean all-in, by thinning the wave from range. When ahead, she stands with the wave and forces enemies to choose between losing structure health or stepping into her burst. When behind, she makes the enemy’s final push awkward by clearing waves, holding control for the first overconfident enemy, and layering damage with her team.

Read full guide

Strengths and Weaknesses

Strengths / Weaknesses

Pros and cons

Syndra the Dark Sovereign excels at controlling fight tempo through sphere placement and stun threat, with her strengths becoming most apparent when she can force enemies to sidestep into danger or commit into a prepared line. Her primary weakness is fragility: she is easily caught when walking forward to finish a low-health target, when standing without crowd control, or when separated from peel. Ahead, Syndra should stop fishing from max range and instead walk up with her frontline, placing spheres in the lane before the enemy commits and threatening Scatter the Weak from an angle that hits multiple targets. This forces the enemy to either give space or spend mobility early, turning a small lead into map control. She must hold her stun for the moment someone steps forward to clear, Snowballs in, or starts a forced engage, rather than wasting it on poking a tank. When an ally lands hard crowd control, Syndra should layer her sphere damage and ultimate immediately so the target cannot flash, dash, shield, or receive peel. She protects her shutdown by standing one step behind the champion who can peel for her, not beside a diver, and takes guaranteed turret plates, inhibitors, or health relic control after kills instead of chasing into fog. Snowball is best used defensively when ahead unless the target is guaranteed, and augments that increase burst, haste, movement, or zone control all support different ahead playstyles: burst augments shorten the punish window, haste augments let her stagger damage after a pick, and movement augments enable sharper angles without face-checking. The biggest ahead mistake is starting a fight she does not need while her stun is down. When behind, Syndra switches to denial: she clears minions safely, holds Scatter the Weak for the first champion who crosses the wave, and only uses burst after the enemy has committed. She gives ground before she gives a death, saving hard crowd control for the diver or Snowball user rather than the tank’s health bar, and uses her ultimate to stop a high-threat diver from killing an ally, which can flip the fight. Behind Syndra waits for a missed hook, failed dash, or overextended Snowball recast before stepping forward to stun and burst the exposed target, and she never chases low-health enemies through a losing lane. Her augment choices while behind lean toward defensive tools that buy time to survive the first engage, movement augments for better stun spacing, and haste augments that let her clear waves while still having control ready. Damage augments are effective only on committed, exposed targets, and utility augments encourage playing closer to an ally carry. The unrecoverable fight is a 4v5, fighting with her main peel tool down, or standing in front of the wave out of desperation; behind Syndra wins by letting the enemy overextend into her stun and turning their dive into a fight they regret.

Read full guide

Champion Background

Lore / Identity / Text block

Background copy

Syndra the Dark Sovereign’s identity in ARAM: Mayhem revolves around building leverage through consistent spell usage, then transitioning from a poke-oriented controller into a high-burst executioner as her passive upgrades her basic abilities. The passive, Transcendent, rewards clean spell usage and steady fight participation, which is especially valuable in Mayhem’s constant skirmishes. Playing the first waves effectively—landing Q poke, threatening E stuns, and finishing low targets—sets up the point where her threat range and burst reliability become punishing. Missed Qs, wasted E angles, and bad W throws delay this power spike, leaving Syndra as a low-mobility mage without pressure in the chaos of the mode. Her core spell, Dark Sphere, is used not only for direct damage but to create danger zones where enemies must move, placing spheres behind retreating carries, beside last-hits, or on escape paths. Even a Q that misses damage can still matter if it sets up a good E angle. Force of Mind gives Syndra extra control over orb placement and punishes enemies who dodge only Q, but it requires a real plan before pressing it—grabbing the wrong object or holding too long can make her feel clunky in fast fights. Scatter the Weak is Syndra’s most important defensive and offensive button; treating it like a loaded weapon means opponents hesitate to dive her, but wasting it leaves her without peel, pick tools, or a reliable way to stop committed divers. Good opponents will bait E by stepping forward and backing off, or send a tank first so their carry can move after it is used. Unleashed Power, her targeted burst ultimate, is saved for removing the target that actually changes the fight—a fed carry, reset champion, or fragile engager after they commit. Enemies counter R by tracking her spheres, staying outside range, baiting it with defensive cooldowns, or forcing her to use spells before the real fight; tanks can body forward to make her choose between wasting burst or holding it while her team gets pressured. When R is down, Syndra must rely on Q-E picks and kiting with W rather than pretending she still has lethal burst. The overarching takeaway is that Syndra’s success in Mayhem depends on discipline: building toward her passive payoff, conserving E for critical moments, selecting the right ultimate target, and recognizing when to avoid forcing early trades against shielded tanks or engaging dive compositions. Every wasted spell not only loses immediate value but delays or removes the control and execution that define her as a champion in this mode.

Read full guide

Mistakes to Avoid

Common mistakes / Risk control

Avoid traps

Syndra the Dark Sovereign is strongest when she plays one step behind the front line, builds spheres before the fight fully breaks open, and punishes enemies who walk into her stun threat. Most bad Syndra games come from forcing damage before the setup exists or spending Scatter the Weak at the wrong time, turning her into a short-range mage with no escape—a fatal position in ARAM: Mayhem. A common mechanical mistake is casting Dark Sphere only when ready to burst, which leaves too few spheres on the ground for a strong stun angle and reduces Unleashed Power’s threat. The correct habit is to place spheres before the real engage starts, using them to hold space around choke points, health relic zones, and wherever carries need to stand. If she starts a fight without setup, she should back up, drop a fresh sphere in front of the enemy advance, and look for a defensive Scatter rather than a greedy burst combo. Throwing Scatter straight at an enemy champion without lining it through a sphere is another critical error—it only creates a small pushback, misses the stun, and loses the spell that keeps divers honest. She must aim Scatter through an existing or freshly placed sphere, treating the sphere as the real projectile. If Scatter misses, she should immediately kite behind an ally or terrain angle and stop walking forward for damage until her control returns. Using Force of Will on the first object seen without purpose wastes time in a slow, readable animation and adds useless poke; instead, she should use it to extend her zone, slow a target her team can hit, or move a sphere into a better Scatter line. Pressing Unleashed Power the moment an enemy enters range often wastes her biggest threat into shields, damage reduction, or untargetability. She should ult when the target is already committed, crowd controlled, low enough to force a kill, or separated from peel. Walking into engage range to land a perfect combo is deadly since Syndra has no dash; she should let enemies walk into her range, use the bridge width, and cast from behind minions or frontline pressure. Stacking every spell on one target while ignoring nearby threats leaves her vulnerable to a second diver; before committing a full combo, she must check who can reach her. Aiming stuns only at the enemy backline misses high-value peel chances; she should stun the champion actually winning the fight, often the melee threat. On the decision side, playing like a pure poke mage from max range fails to threaten kills; she should use poke to soften targets, then hold a sphere-stun or ultimate threat. Starting fights before her frontline is ready lets enemies back up and engage while her key spells are missing. Holding ultimate forever for a perfect execute loses fights with damage unused; she should use it when it creates a numbers advantage or removes a key target. Blowing Scatter for harmless poke right before an enemy engage window lets tanks and assassins walk in without respecting peel. Taking Snowball aggressively just because an enemy is low delivers her into the enemy team; she should use it only when the landing spot is safe. Ignoring enemy defensive reactions when choosing a burst target gets her combo absorbed; she should burst the target with no answer left. Standing beside her carry instead of offset behind them allows one engage to hit both; she should stand slightly behind and to the side.

Read full guide

FAQ

Syndra

FAQ

Is Syndra a safe pick in ARAM: Mayhem? Yes, if you play her like a control mage and not a front-line burst champion. Stand behind your engage or your strongest peel, place spheres where enemies must walk, and punish anyone who steps too far forward. The tradeoff is that Syndra can feel useless if she wastes Scatter the Weak and then gets rushed before her team can cover her. What is Syndra trying to do in most fights? Syndra wants to create a threat zone first, then convert one enemy mistake into a stun, burst combo, or forced retreat. If the enemy carries walk near your spheres or into a narrow lane angle, use Scatter the Weak to start the fight on your terms. If you spend everything just to poke a tank, you lose your best punish tool when the real target appears. Should I poke constantly or save spells for all-in windows? Poke when the enemy cannot immediately engage on you, especially after they use dash, hook, Snowball, or major crowd control. Save your full combo when a priority target is already slowed, stunned, displaced, or trapped near your spheres. The tradeoff is simple: constant poke builds pressure, but empty cooldowns invite hard engage.

Read full guide

Latest Guides

Latest Blog Guides

Blog articles