- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quint of Ability Power x3
Greater Mark of Hybrid Penetration x9
Greater Seal of Armor x9
Greater Glyph of Magic Resist x9
Quintessences: Flat AP - allows for just some general damage that will help you at all times of the game, especially early laning phase.
Marks: Hybrid Pen - allows to get extra damage off enemy champions mid, as their MR will most likely be low.
Seals: Armor - Nothing out of the ordinary here, you'll need the armor
Glyphs: Flat MR - allows for easier laning as most of the time you will be going against another magic dealing champion.
Alternative Rune Builds:
- If you are playing against a physical damage anti-mage (Pantheon, Talon, etc.) use MR per level or AP glyphs, as you won't need the early Magic Resist. CDR is also an option
- Points Available: 30 / 30
Season 4 masteries have changed but I think 21/0/9 is still the way to go for Syndra considering her very aggressive nature, the best mastery combos will be found soon but this is what I like as of right now.
Ignite is great for AP mid champions as it allows you to finish off people in fights.
Flash is almost always needed with almost all champions. It is a great offensive spell, a great defensive spell. Seriously, take flash.
You could take teleport if you would like to be more mobile on the map, or heal/cleanse if you are incredibly afraid of your opponent. But this is super situational, you'll use Ignite/Flash in 99% of matchups.
- Page 5 of 7