ARAM Mayhem Classements ARAM / builds / optimisations
T2 Rang #47 FAQ
Syndra

Syndra FAQ

Syndra est actuellement classé T2 dans les données ARAM Mayhem.

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Syndra FAQ

Syndra the Dark Sovereign

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.

How do I use Scatter the Weak well?

Use Scatter the Weak when a sphere is already placed in a line the enemy must respect, not as a panic button every time someone moves forward. If an assassin or bruiser dives, aim to push and stun them before they reach your carry line, then back up while your team hits them. Missing it is your biggest punish window, so step back immediately instead of trying to finish the combo in melee range.

When should I use Syndra's ultimate?

Use Unleashed Power to remove a high-value target after they are already in kill range or unable to dodge follow-up damage. If you ult a full-health frontliner just because they are closest, you may win a small health trade but lose your execute threat on the enemy carry. The better play is often to hold it until your stun, ally crowd control, or Snowball pressure forces a squishy target to commit.

Is Snowball good on Syndra?

Snowball is risky on Syndra because she usually wants distance, but it can still be useful for vision, finishing, or following a guaranteed team engage. Take the second cast only when the target is isolated, already controlled, or your team is moving with you. If you fly into multiple enemies without Scatter the Weak ready, you are offering them the easiest punish of the fight.

How should Syndra play against tanks?

Do not dump your entire burst into the first tank unless killing that tank clearly wins the fight. Use spheres and slows to make them pay for walking forward, then save Scatter the Weak for the moment their backline tries to follow. The tradeoff is that ignoring tanks completely lets them zone you, but overcommitting into them leaves you with no answer for divers.

How should Syndra play against assassins and divers?

Keep a sphere available near your feet or slightly in front of you when assassins are missing from vision or holding engage tools. If they commit, push them away, stun if possible, and move behind your team instead of chasing the counterkill. You can burst them, but only after their entry is stopped; if you greed for damage first, they get the fight they wanted.

What teammates make Syndra stronger?

Syndra loves teammates who start clean fights or hold enemies in predictable positions, because her stun and burst become much easier to land. Tanks, hook champions, and reliable area control give her time to place spheres before the enemy can scatter. The tradeoff is that in a low-engage poke team, Syndra must be more patient and use her stun defensively instead of expecting free setups.

What enemy comps are hardest for Syndra?

Heavy dive, long-range engage, and fast flank pressure are difficult because they shorten the space Syndra needs to set up. Against those comps, play farther back, keep Scatter the Weak for protection, and let enemies overextend into your team before spending your burst. If you walk up for casual poke, they can force your defensive spell and attack during the recovery window.

What augments should I look for on Syndra?

Prioritize augments that improve mage burst, spell uptime, mana comfort, survivability, or reliable access to targets. If an augment helps you cast more often but does not help you survive dives, pair it with safer positioning and avoid solo angles. Pure damage choices are strongest when your team already has peel; defensive or utility choices are better when enemies can reach you easily.

Should I build full damage every game?

Full damage is good when you can stand safely and the enemy team has squishy targets you can actually reach. If the enemy has multiple divers, strong poke, or crowd control that punishes immobile mages, mix in survivability or utility so you can cast a second rotation. The tradeoff is losing some burst, but staying alive usually adds more total damage than dying with perfect items.

How do I recover after falling behind?

Stop fishing for solo kills and turn Syndra into a zone-control champion until your team creates a cleaner fight. Use spells to slow pushes, protect carries, and punish enemies who walk through narrow angles. You may not one-shot anyone from behind, but a well-timed stun on an overconfident carry can still reset the game.

What is the biggest mistake Syndra players make in Mayhem?

The biggest mistake is using every spell the moment it is available, then having no answer when the enemy engages. Syndra is strongest when opponents know she can stun and burst them, even before she actually casts. If you make them respect your threat, they move worse; if you waste it, they run straight at you.

How do I close games with Syndra?

When your team is ahead, do not stand on the front line just because you can kill people quickly. Control the space around objectives, minion waves, and choke points, then punish the first enemy who face-checks or walks past their tank. The tradeoff is slower finishing, but it avoids the classic throw where Syndra gets caught before the final fight starts.