Throwing the former will refund 10 mana to Syndra upon cast and will reduce the cooldown of Force of Will by 1 second, while throwing the latter will apply the Crest of Cinders burn to any affected units in the area of effect.
Edit Scatter the Weak. Scatter the Weak is blocked by the portion of Wind Wall it collides with. Spheres thrown will stop upon colliding with the wall. Enemies and spheres will be knocked into the direction directly away from Syndra , and the knock back has no dispersion. Conjuring a Dark Sphere at max range or close to or inside the edge of Scatter the Weak's conic-area of effect will knock back the sphere immediately once it has formed.
This considers the sphere's center. If the terrain they're inside in cannot be surpassed, the Spheres will be knocked in the opposite direction. Scatter the Weak will delay the expiration of a Sphere until after it finishes being knocked back.
Scatter the Weak will cast from wherever Syndra is at the end of the cast time. Once Scatter the Weak has been learned, an arrow directly in front of every Dark Sphere will appear to signify the direction the sphere will be knocked towards, each one corresponding to Syndra's position. This is only visible to Syndra. Edit Unleashed Power. Unleashed Power makes Syndra enter a brief cast time, but the initial cast is completed instantly.
If she dies during this cast time, Unleashed Power will still complete the remaining effect. Unleashed Power's cast interrupts Syndra's current movement orders. Casting Unleashed Power on a target that becomes untargetable while the spheres are in flight will not destroy them but cause them to deal no damage instead.
Spheres already in flight will still travel if Syndra's target dies, but any remaining sphere will not. However, their duration will still get reset. A Dark Sphere summoned very shortly before Unleashed Power will be used as one of the spheres that get thrown.
Depending on how many spheres are on the map and how far away the enemy is upon casting Unleashed Power it is possible that Syndra would conjure the sphere behind her as if she was going to throw it, but she won't. Spheres that are being pushed by Scatter the Weak normally ones that were made late during the push will not get picked up for Unleashed Power.
Spell shield will only block the damage of a single sphere. Map-Specific Differences. One for All differences edit Unleashed Power will grab all nearby spheres, regardless of whose they are. The damage is still capped at 7 spheres, which appears to be the first 7 spheres. Additionally spheres will visually collide with the target but deal no damage.
Base armor increased to 25 from Dark Sphere Bug Fix: When attempting to cast it outside of its maximum range immediately after Flashing , the ability's position will now properly update and cast at its post-Flash max range. Mana growth reduced to 30 from Base mana regeneration increased to 8 from 6.
Force of Will Bug Fix: Fixed a bug where it failed to make grabbed targets invulnerable to minion attacks. The three spheres orbiting her now properly materialize even if Unleashed Power's target dies as the ability is cast. Syndra's movement no longer becomes funky for a few seconds if Unleashed Power's target dies before all spheres have fired. Dark Spheres that didn't damage Unleashed Power's target now properly interact with her other abilities.
Dark Spheres that didn't damage Unleashed Power's target no longer move erratically when affected by her other abilities. Dark Spheres created shortly after Unleashed Power ends no longer move erratically when affected by her other abilities. Health growth increased to 90 from Unleashed Power Bug Fix: Fixed a bug where, in some languages, the tooltip contained information about an in-testing mechanic that was never released.
Bug Fix: If Syndra's target dies mid-cast, remaining nearby Dark Spheres will continue to pummel their corpse. Bug Fix: If Syndra's target becomes untargetable during Unleashed Power , Dark Spheres that were in-flight now drop in place rather than disappearing entirely. Bug Fix: Fixed a bug where getting crowd-controlled while grabbing an object could put Force of Will on cooldown. Unleashed Power New Effect: Now continues to check for spheres during the entire cast duration, rather than only on-cast.
Bug Fix: Fixed a bug where spheres produced by Unleashed Power would become impossible to use if her target died during the cast. Previous effect removed. As well as later on, scaling-wise, it's honestly pretty good, especially against, like I said, a lot of the tank compositions that people are playing earlier, you're not getting as much value out of just purchasing magic penetration, so just having the ability to get extra rotations of your cooldowns can be more valuable than just getting more damage.
In games when Syndra feels she doesn't need more damage, but needs more utility, these boots are a great option. Otherwise, Lucidity Boots are also a great option when Syndra recalls at a time where she needs items but doesn't have the gold to complete the Sorcerer's Shoes. Although it will not give her more damage, it will indirectly, because she can use her spells more often because of the Ability Haste that the Ionian Boots of Lucidity provide.
Something else that might get overlooked, but is actually quite critical, is making sure that you have a mouse and keyboard that you can count on in the clutch. We recommend the HyperX Alloy Origins Speaking of mice, the ultralight HyperX Pulsefire Haste clocks in at under 60 grams.
That reduction in weight just might help shave off those fractions of a second that can make the difference between clutch or crushed. My tip for Syndra would be: Make sure you're playing very aggressively with your Q in the early levels, because your Q is on a very short cooldown and it outranges most of the other champions that you are going to be seeing mid lane. So use that to harass them consistently, and at level 6 you should be able to threaten an all-in, and if not, you should be able to just freely push the wave and move around the map and threaten your one-shot with your ultimate on anyone.
Since Syndra's early game is so strong, it's critical to play it correctly to maximize her strengths. The most important thing, as previously mentioned, is obviously utilizing her low cooldown, high range, and high damage ability Dark Sphere, to poke enemies out of lane and develop pressure and priority. Syndra's Dark Spheres not only deal damage that help generate priority, but their sheer presence alone are enough to create pressure because of her kit design, where her other abilities synergize so well with the Dark Spheres.
It is not even that problematic to miss every Q in lane, because Syndra can easily pick up the Dark Sphere and throw it again with her W Force of Will or threaten a stun with her E Scatter the Weak. As long as Syndra has a Dark Sphere out in the lane, she is applying pressure and should be respected for it. The only way to really punish Syndra is to be agile enough to avoid all of her abilities, or wait for her to use all of them before pursuing a trade or all-in. With that in mind, good Syndra players will predominantly be using Q in lane, and not her W or E to have that constant threat of its use to apply pressure and generate leads.
In terms of the mid game, Syndra's weakness is in her lack of mobility. In order to play the mid game correctly, it is important to keep that in mind.
Especially when attempting to pick up gold and experience in the side lanes, it is key to understand Syndra's weakness and minimize it effectively. That is why her build and rune choices are so important to creating options to keep herself safe in this stage of the game when she is weakest, but at the same time the most impactful.
Syndra is best at getting picks on rotations and around objectives by initiating with her abilities, or at least following up and dealing the finishing blow with her ultimate. Her problem, however, is that she must stay ahead of the curve in terms of income to make sure she is as impactful at this stage of the game as possible.
The best way to do that consistently is with CSing in the side lanes. In the side lanes, Syndra must be extremely careful because of her lack of mobility. If Syndra can match an enemy side laner it isn't as problematic, because then her weakness is ultimately mitigated with appropriate map awareness. When she cannot easily match an enemy side laner, Syndra will likely only be punished for moving to the side lanes to catch waves, and so instead, should be looking to setup plays for picks in the jungle, and only move to side lanes when it is safest to do so.
For competitive, side laning is a bit harder compared to solo queue. In general, you want to be split pushing when it's safe to, and if you beat the person that you are going to be splitting against it's not a problem. Otherwise, if you're not able to beat the person you are side laning against, you should probably just group with your team, until the wave in the side lane crashes into your tower, and that's when you need to go back and get the wave.
But either way, come the midgame situation, you're not necessarily looking to just farm up into the late game. At that stage, Syndra really excels at getting picks and especially getting picks in the jungle for people who are looking to get vision or just wandering around, and I think that is one of Syndra's biggest strengths at that stage of the game. Knowing Syndra's strengths of the early game, and weaknesses in defenses and mobility is important to play Syndra well. But, to play Syndra exceptionally, it's crucial to know how to balance her strengths and weaknesses in a teamfight setting.
In teamfights, no matter what champion a player picks, it's important to be as aware as possible of all features of teamfights to come out on top. Syndra is perhaps one of the champions that is so dependent on this awareness that it really makes-or-breaks her gameplay.
Positioning around her Dark Spheres to play aggressively is one thing, but also positioning to minimize her chances of getting killed at the same time, is a whole different challenge. I think the most important things during teamfights are, making sure that: 1. You have balls stacked up before the fight starts in order to get the maximum number of balls for your ultimate. As well as: 2. Setting up just potential balls for you to look for stuns off of.
I think once you have balls in a good position, just looking for any sort of stun to start the fight off or any kind of stun on a key target is a good way to look at it, or just following up on someone's engage. Otherwise, after that, once your Summoners are down, you do have to play kind of conservatively because it's very easy for people to jump on you after your E is down, and yeah, after that, it's just about DPSing them with the rest of your spells and playing with the rest of your teammates.
The most basic way to play Syndra in teamfights is to spam her Q to make sure she has the Spheres available at all times in the event she can use her ultimate to one-shot a carry. On top of all of these factors, Syndra can also play a fight in more of a utility role where she uses her ultimate to position all of her Dark Spheres in front of her to set up an easy and also massive stun that can potentially hit the majority of the enemies.
As the fight continues, her role gets a bit easier as she just needs to position for safety, while using abilities to continue dealing damage.
Although Syndra is an incredible blind pick, she still has some counter picks. There is no limit as to how many Dark Spheres can be active at a time. Active: Syndra telekinetically grabs the nearest Dark Sphere, enemy minion or non-epic monster within range from the target location for 5 seconds, or if not found she grabs the nearest Dark Sphere.
Scatter the Weak: Cone width increases. Syndra conjures a dark sphere at a target location, dealing magic damage in an area. First Cast: Grabs a target dark sphere, enemy minion or neutral monster. Maxing Dark Sphere first is highly recommended. This will increase the damage versus champions, while the other Transcendent bonuses offer improved utility but no extra damage. Users questions. How many orbs can Syndra have? Can Syndra picking up multiple spheres? How do I use Syndra R?
What is the range of Syndra Q? How good is Syndra? What are Syndras abilities?
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