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Phase Rush Syndra Guide

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I've tried a bunch of runes – Aery, Comet, Electrocute, First Strike... but I ended up settling on Phase Rush. I finally realized that for an immobile mage with zero self-movement speed buffs, there's just no way to survive in a meta this skirmish-heavy without Phase Rush.

Honestly, if you only look at the 1v1 laning phase, Phase Rush is a bit disappointing. It's not great for poking, it doesn't boost your burst damage, and Syndra isn't a sustained damage dealer so she can't keep DPSing while proccing Phase Rush.

But when it comes to survivability << that one thing just eats up all the other runes. Even if the enemy ganks, you can dump your spells on either the mid or the jungle and run away with Phase Rush. And since Syndra's ult has short range, your body naturally has to lean forward – Phase Rush covers that weakness.

These days I just take Phase Rush regardless of matchup.


1. Runes

As I wrote in the intro, this guide focuses on Phase Rush. Lately I don't even touch the other runes.

Manaflow Band – Scorch is locked in, and Transcendence can be swapped for Celerity or Absolute Focus. If you can't stack 30+ ability haste from items (Luden's path) -> Transcendence If you can stack 30+ ability haste from items (Blackfire Torch, or even Luden's with a Cosmic Drive second item) -> Celerity or Absolute Focus

There's also a split between Celerity and Absolute Focus: If you're against heavy poke champions like Viktor, Xerath, or Orianna, Absolute Focus might as well not exist in lane, so I take Celerity.

On the other hand, against champions that don't trade back and focus on wave clear – roaming, like Hwei, Taliyah, TF, or Anivia, I go Absolute Focus.

Against assassins, there's no set rule. Pre-6 pressure is definitely better with Absolute Focus, but the movement fight favors Celerity.


For secondary runes, I take Inspiration or Resolve. I used to like Precision, but the Precision ability haste rune has almost no impact early game, so I stopped preferring it.

Against Viktor: Second Wind + Font of Life or Overgrowth (fixed) Against Xerath: Second Wind + Unflinching (fixed) Second Wind is also good against Azir or Orianna (explained later), but I usually alternate between Inspiration and Resolve.

Against assassins: Bone Plating + Overgrowth or Unflinching (if they have CC like Qiyana) Bone Plating also works well against champions that dump all their spells at once, like Ahri, Aurora, or Vex.

If you don't think you'll get good use out of Second Wind or Bone Plating, go Inspiration. Ex) Annie, Taliyah, TF, Hwei, Zoe, etc. -Annie can easily pop Bone Plating with her E, and for Zoe, once her sleep hits, she can take off the Bone Plating before hitting you, so it's pointless.

For Inspiration: Triple Tonic + Cosmic Insight (fixed). I used to take Jack of All Trades, but Cosmic Insight reducing summoner spell cooldowns is GOATed.



2. Items

Luden's Companion Blackfire Torch

First item comes down to these two. Against mages, Luden's is always the pick. Blackfire Torch -> Cosmic Drive is for when you need to survive against assassins or Irelia by focusing on wave clear and farming. (Against Yasuo I prefer Luden's because it's easier to pop his passive shield.)


Second item is usually one of three: Storm Surge, Shadowflame, or Cosmic Drive. Storm Surge

Personally, I hate being slow, so if I don't have a Cloud Drake, I go Storm Surge. (Even with Phase Rush, your rotation and return speed depend on your move speed stat – without a move speed item, it feels clunky..)

Shadowflame The safe choice is Shadowflame for the highest damage ceiling. Sure, Storm Surge's move speed is nice, but if you have 1200+ gold on your first recall, you'll naturally buy a Needlessly Large Rod and build Shadowflame lol;

Cosmic Drive For Cosmic Drive, I buy it when the enemy team has good kite/poke and a lot of frontline, making it important to cycle spells frequently. However, if you're the only AP on your team, the enemy will likely have little to no MR by the 2-3 item timing, so shift toward Storm Surge or Shadowflame in that case.

Usually it goes with Blackfire Torch, but if your lane opponent is a mage and the overall comp favors poking – Luden's -> Cosmic Drive.


From third item onward, always be flexible.. Zhonya's, Banshee's, Rabadon's, Void Staff, Cryptbloom – lots of good items. If you're losing, go damage items. If you're winning, go survival items << Just remember that.

Q: What if the game is even? If your team has enough other damage dealers, you can go survival items to kite and poke. Or you can build damage and help focus fire together. But this depends on both team comps, so it's hard to say for sure.


Ionian Boots of Lucidity Sorcerer's Shoes Boots of Swiftness Boots are one of these three. Lately I've been buying Lucidity Boots a lot. I can always get magic pen later from Void Staff if needed, but ability haste is harder to come by. Plus Lucidity Boots are cheaper and reduce summoner spell cooldowns, which is nice.

If you're building Cosmic Drive, you'll have enough ability haste, so swap to Sorcerer's Shoes or Swifties. With builds like Luden's->Shadowflame or Luden's->Storm Surge, it's hard to stack ability haste, so Lucidity Boots are locked in.

I don't build Swifties much after the nerf, but I always get them against Hwei.

+With patch 25.19 cutting the cooldown of Scatter the Weak by 2 seconds, I'll probably go Sorcerer's Shoes more often than Lucidity Boots now.

3. Counters

If I wrote the matchup guide for every champion individually, this would be way too long, so I'll just briefly cover the notable ones.

For bans, I pick whoever has the best win rate at the time among Zed, LeBlanc, Akali, and Galio. Irelia and Yasuo are also worth considering for bans. I usually end up banning LeBlanc or Zed.

Very Hard (4.5~5 / 5) Fizz Irelia Yasuo Zed If you're on the same skill and experience level, you'll never win lane against these. Even if you're better, their kit designs are just unwinnable for Syndra, so banning one of these four is convenient.

Irelia and Yasuo have to all-in without a backup plan and aren't great roamers, so they're slightly better than Zed or Fizz. Though they might be harder to gank?

Fizz isn't picked often so I don't ban him, but if I do see a Fizz later, I'm considering going Hextech Rocketbelt first item. Once you manage to dodge his ult, you can just mindlessly shove and run away, so it might not be bad. Rocketbelt is meaningless against other champions, so it's probably only viable against Fizz.. I'll test it and add my thoughts later.


Hard (4~4.5 / 5) Akali Diana Ekko LeBlanc Xerath Zoe These are still a step down from the Very Hard tier because their engages are more telegraphed, or you can actually trade back. But be aware that depending on the opponent's skill level, they can become downright brutal.

Akali is tough because she has high magic resist, shroud, and multi-dash. Early poke is nearly meaningless. But you can't just not poke..

The only way I can think of is to deliberately give Akali ult range, then predict her engage with Scatter the Weak to knock her out of her ult and reset the lane. It'd be great if I could interrupt her R1 on reaction, but maybe my reflexes are too slow because I can't do it.

One thing to watch out for: if you're too obvious about using Q-E, Akali can back E to dodge (and if you get hit by that E, you're dead lol), then infinite deny you during your E's cooldown, so be careful.

Both Zed and Akali can kill you the moment they flash-ult if you don't have flash. I think Diana is about as hard as they are among the Hard matchups.


For Ekko, as long as you avoid his W, you rarely need to give him distance.. but his wave clear is faster than Syndra's, so I often find myself being pushed in all lane. (This guy one-shots the backline minions from level 7;;) If Ekko pushes and roams first, you can't follow into fog, and if you step out mid lane, he might use W and sprint at you.. Pretty annoying overall.

Against Xerath and Zoe, you can at least look for solo kills. For Xerath, wait for him to charge his Q (which self-slows him), and for Zoe, punish her when she uses R. If you lose push priority against these two, you're screwed, so try to secure push from the start.

And if you get hit by Xerath's stun or Zoe's sleep, consider the lane over.


Tricky (3.5~4 / 5) Ahri Lissandra Anivia Twisted FateHwei Yone Sylas Ahri and Lissandra get bonus points for their gank setup rather than 1v1 lane. Anivia, TF, and Hwei get bonus points for their crazy fast wave clear. +Lissandra and Anivia are also hard to solo kill because of ult and egg respectively.

When Syndra is matched against a mage, she needs to pressure first and snowball – champions that completely shut that down are tricky.

For Yone or Sylas, one mistake can ruin your lane forever, so they're in Tricky, but the actual 1v1 lane isn't that hard. Just don't randomly use Scatter the Weak. And if Sylas's second E is guaranteed to hit, you can use Q-E to interrupt his dash.

But these guys are skirmish monsters – being good doesn't automatically win you the fight. If I had a tip, maybe build early boots against Yone?

Champions in this tier depend on how much the enemy jungler focuses mid and how badly skirmishes go, so the 1v1 lane itself is about a 3 out of 5.


??? Orianna Viktor Azir These are traditional stand-and-fight mages. This matchup is purely skill-based, so I can't assign a rating.

Syndra has an advantage in finding kill angles, but if she can't execute, she loses.

The most important thing is never to overextend your position first. These champions are good at pulling you in, and their spell cooldowns are short, so stepping forward recklessly can lose you trades. It's important to only fire from a distance and at clear timings.

How well you land spells early and stack your passive drastically changes the lane dynamic later, so focus intensely on the first few levels. If you get Q evolution by level 7, you're doing well.

Against Orianna, her hitbox is small, so don't randomly use Scatter the Weak. It might hit other champions even if it grazes them, but against Orianna, you have to hit the exact center of her ball.

The best option is to call your jungler. Orianna and Viktor are immobile anyway – get ganks before they buy health-stacking mage items to solidify your priority.

A bit more on Viktor: He usually takes Q level 1 against Syndra. You should assume it's virtually impossible to get level 2 first against him.

Usually at level 1 you have three options:

  1. Keep auto-attacking
  2. Hit the enemy champion with spells
  3. Push the wave with spells

Level 1 Viktor can control all three against Syndra:

  1. If you keep autoing without using spells – he moves forward and pressures with Q.
  2. If you focus spells on him – he uses Q on minions to shield and take the push, securing level 2 first.
  3. If you push the wave – while your Q is on cooldown, Viktor walks up to prevent you from autoing, either chipping you down or taking level 2 priority. His Q is targeted, so it draws minion aggro – if you're near your ranged minions when hit, you lose push priority.

The best play is to auto as much as possible, then use your spells on the enemy's three ranged minions. Just relax – it's correct for Syndra to lose level 2 priority to Viktor. It's Viktor's unique trait of having a shield and damage in one ability. Against other champions, just play the normal mage dynamic.

If the disaster happens where Viktor evolves his E before you evolve your Q.. you're in for a living hell. Just don't get solo killed.



Qiyana Talon These two aren't seen much in mid lately, but they're tough. Talon is similar to Ekko in a way, and Qiyana varies a lot by player skill – if you face a good one, it's rough.

4. About Syndra

Honestly, Syndra is a really unique champion. Looking at her passive, you might think she's a late-game hypercarry, but looking at her other spells, she's not.

Should I call her a snowball-type hypercarry? If she scales normally, her value is naturally higher than champions that rely on snowballing, but then compared to other stand-and-fight mages, her value falls short. This isn't because her late-game payoff is small – it's due to her innate kit design, which can't be helped.

From here on, this only applies against late-game mages like Viktor, Orianna, Azir, etc. Against assassins or Irelia/Yasuo, just farm safely.

So if Syndra goes even in mage matchups, she gradually becomes useless. Against Orianna, Viktor, Ryze, Azir, etc., Syndra must either take lane priority and impact the map or find solo kills.

That doesn't mean she has to apply heavy pressure from level 1. Syndra's power spike starts after Q evolution, which is why getting it even a little faster is crucial.

Once your Q evolves, it's like you have an extra spell. Use that to keep up the pressure. Use one Q on the wave and one for poking, simultaneously achieving push priority and poke, then use that to hold priority and snowball it.

What's the best way to execute this process? Simple – use your jungler or support. That's also why Syndra synergizes well with ganking junglers. It's not because her early game is weak – it's because she needs to take over the game, and scaling junglers lack that ability.

Even if both sides burn flash, Syndra feels better because she has Scatter the Weak, an S-tier CC. (Though which junglers are on each team matters too..)

Once you have Q evolution, most mages at about 80% HP are one-shot by the 6-ball ultimate combo – unless they have both HP and MR items.

So when you have some spheres built up, be aggressive – use Flash forward to land a preemptive ult, then trade Flash, or go for the kill if possible. It's a high-risk play, but you need to try it a few times to get good at Syndra.














5 comments
  1. 1
    Level 64마스터추

    What about support Syndra?

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    Reply 2
    1. MaidenVoyageOP

      after the rework it's trash..

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    2. 마스터추

      MaidenVoyagefr

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