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Caps LoL Syndra Build

by Zaraki Kenpachi

G2 Caps Season 11 Pro Build for Syndra – The best rune build, item path and more! Learn how G2 Caps plays Syndra in season 11 of League of Legends!

Syndra

The Dark Sovereign

Role: Mid

Type: Mage

Caps’ stats on Syndra:

Win Rate: 75%

KDA: 5.1

CS: 6.8

Abilities

Passive

Syndra’s spells gain extra effects at max rank.

Dark Sphere: Bonus damage against champions.

Force of Will: Bonus true damage.

Scatter the Weak: Increased width.

Unleashed Power: Increased range.

Transcendent
Q

  • Cooldown: 4
  • Cost: 60/65/70/75/80
  • Range: 800

Syndra conjures a Dark Sphere, dealing magic damage. The Sphere remains for 6 seconds and can be manipulated by Syndra’s other Abilities.

Dark Sphere
W

  • Cooldown: 12/11/10/9/8
  • Cost: 60/70/80/90/100
  • Range: 925

Syndra grabs a Dark Sphere, enemy minion, or non-epic jungle monster. She drags it with her and can Recast for up to 5 seconds.Recast: Syndra hurls the grabbed unit, dealing magic damage and Slowing by 25/30/35/40/45% for f 2 seconds.

Force of Will
E

  • Cooldown: 18/17/16/15/14
  • Cost: 50
  • Range: 650

Syndra projects a wave of force, Knocking Back enemies and Dark Spheres and dealing magic damage.Dark Spheres that are pushed Stun enemies for 1.5 seconds and deal magic damage.

Scatter the Weak
R

  • Cooldown: 120/100/80
  • Cost: 100
  • Range: 675

Syndra draws on her full cataclysmic power, launching the 3 Dark Spheres orbiting her plus up to 4 more previously created at an enemy champion. Each Dark Sphere deals c magic damage (max c magic damage).

Unleashed Power

Skill Order

Q

  • Cooldown: 4
  • Cost: 60/65/70/75/80
  • Range: 800

Syndra conjures a Dark Sphere, dealing magic damage. The Sphere remains for 6 seconds and can be manipulated by Syndra’s other Abilities.

Dark Sphere
E

  • Cooldown: 18/17/16/15/14
  • Cost: 50
  • Range: 650

Syndra projects a wave of force, Knocking Back enemies and Dark Spheres and dealing magic damage.Dark Spheres that are pushed Stun enemies for 1.5 seconds and deal magic damage.

Scatter the Weak
W

  • Cooldown: 12/11/10/9/8
  • Cost: 60/70/80/90/100
  • Range: 925

Syndra grabs a Dark Sphere, enemy minion, or non-epic jungle monster. She drags it with her and can Recast for up to 5 seconds.Recast: Syndra hurls the grabbed unit, dealing magic damage and Slowing by 25/30/35/40/45% for f 2 seconds.

Force of Will

Summoners Spells

After channeling for 4 seconds, teleports your champion to targeted allied structure, minion, or ward and grants a Movement Speed boost. The cooldown of Teleport scales from 420-240 seconds depending on champion level

Cooldown: 300 seconds

Teleport

Teleports your champion a short distance toward your cursor’s location.

Cooldown: 300 seconds

Flash

Runes

Sorcery

Hitting an enemy champion with 3 attacks or separate abilities within 4 seconds grants 25 – 40% Movement Speed (40 – 60% for melee champions) and 75% Slow Resistance for 3 seconds.

15 seconds cooldown.

Phase Rush

Hitting enemy champions with a spell grants 25 maximum Mana, up to 250 Mana.

Upon earning 250 Mana, Manaflow Band restores 1% of your missing Mana every 5 seconds.

15 seconds cooldown.

Maneflow Band

Gain bonuses upon reaching the following levels:

Level 5: 5 ability haste.

Level 8: 5 ability haste.

Level 11: On champion takedowns, reduce the remaining cooldown of your basic abilities by 20%.

Transcendence

Your next ability hit sets champions on fire dealing 15 – 35 (based on level) bonus magic damage after 1 second.

10 seconds cooldown.

Scorch

Inspiration

You get free

Slightly Magical Boots at 12 minutes (-45 seconds per takedown), but you cannot buy boots before then.

Slightly Magical Boots give you an additional +10 Movement Speed.

Magical Footwear

Gain a

Total Biscuit of Everlasting Will every 2 minutes, until 6 minutes. If the inventory is full while receiving a biscuit, it will appear as soon as a place in the inventory is freed.

Biscuits restore 10% of your missing Health and Mana over 5 seconds (Calculated upon consuming the biscuit). Consuming any Biscuit increases your Mana cap by 50 permanently.

You will also gain the increased mana if you sell the biscuit for 30 gold.

Manaless Champions restore 12% missing Health instead.

Biscuit Delivery
Bonus

OFFENSE – +9 Attack Speed

OFFENSE – Adaptive Force+9

FLEX – +8 Magic Resist

Starting Items

  • 15 Ability Power
  • 70 Health

Focus: Attacks deal an additional 5 physical damage to minions.

Siphon: Killing a minion restores 6 Mana. If you can’t gain Mana, restore 3 Health instead.

Cost: 400 (400)

Corrupting Potion

Core Items

  • 80 Ability Power
  • 600 Mana
  • 20 Ability Haste

Torment: Dealing damage with Abilities causes enemies to burn for (15 + 1.5% Ability Power) + 1% max Health magic damage per second for 4 seconds. Whilst burning, they lose 5% Magic Resist per second (max reduction 15%).

Mythic Passive: Grants all other Legendary items 5 Ability Haste.

Cost: 3400 (1200)

Luden’s Tempest

  • 65 Ability Power
  • 45 Armor
  • 10 Ability Haste

Active – Stasis: You become Invulnerable and Untargetable for 2.5 seconds, but are prevented from taking any other actions during this time (120s cooldown).

Cost: 2500 (50)

Zhonya’s Hourglass

  • 100 Ability Power

Hypershot: Damaging a champion with a non-targeted Ability at over 750 range or Immobilizing them Reveals them and increases their damage taken from you by 10% for 6 seconds.

The Ability that triggers Hypershot also benefits from the damage increase. Pets and non-immobilizing traps do not trigger this effect. Only the initial placement of zone Abilities will trigger this effect. Distance is measured from the Ability cast position.

Cost: 3000 (700)

Horizon Focus

Full Build

  • 80 Ability Power
  • 600 Mana
  • 20 Ability Haste

Torment: Dealing damage with Abilities causes enemies to burn for (15 + 1.5% Ability Power) + 1% max Health magic damage per second for 4 seconds. Whilst burning, they lose 5% Magic Resist per second (max reduction 15%).

Mythic Passive: Grants all other Legendary items 5 Ability Haste.

Cost: 3400 (1200)

Luden’s Tempest

  • 65 Ability Power
  • 45 Armor
  • 10 Ability Haste

Active – Stasis: You become Invulnerable and Untargetable for 2.5 seconds, but are prevented from taking any other actions during this time (120s cooldown).

Cost: 2500 (50)

Zhonya’s Hourglass

  • 100 Ability Power

Hypershot: Damaging a champion with a non-targeted Ability at over 750 range or Immobilizing them Reveals them and increases their damage taken from you by 10% for 6 seconds.

The Ability that triggers Hypershot also benefits from the damage increase. Pets and non-immobilizing traps do not trigger this effect. Only the initial placement of zone Abilities will trigger this effect. Distance is measured from the Ability cast position.

Cost: 3000 (700)

Horizon Focus

  • 65 Ability Power
  • 40% Magic Penetration

Cost: 2500 (400)

Void Staff

  • 120 Ability Power

Magical Opus: Increases your total Ability Power by 35%.

Cost: 3800 (1300)

Rabadon’s Deathcap

  • 18 Magic Penetration
  • 45 Move Speed

Cost: 1100 (800)

Sorcerer’s Shoes

Situational Items

  • 70 Ability Power
  • 250 Health

Affliction: Dealing magic damage applies 40% Grievous Wounds to enemy champions for 2 seconds. If the target is below 50% Health, this effect is increased to 60% Grievous Wounds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

Cost: 2500 (450)

Morellonomicon

  • 65 Ability Power
  • 45 Magic Resist
  • 10 Ability Haste

Annul: Grants a Spell Shield that blocks the next enemy Ability (40s cooldown).

Item cooldown is restarted if you take damage from champions before it is completed.

Cost: 2500 (400)

Banshee’s Veil

  • 60 Ability Power
  • 860 Mana

Awe: Gain bonus Ability Power equal to 5% bonus Mana.

Empyrean: Increase your total Mana by 5% (+2.5% per 100 Ability Power).

Cost: 3000 (3000)

Seraph’s Embrace

Quick Analysis

SUMMONER SPELLS:

Caps in season 11 runs Syndra with Teleport and Flash in all of his games. Although Ignite can be useful, Caps likes join team fights with Teleport whenever the opportunity arises.

RUNES:

Phase Rush is the keystone Caps favors on Syndra. This is champion that has a very quick burst of three spells, so Phase Rush can always be activated after level 3.

The rest of the runes are focused on mana regeneration and utility, except Scorch. Scorch is an excellent damaging tool in the 1v1 lane and Caps takes advantage of it by constantly poking his opponent whenever this rune is off cooldown.

ITEMS:

No surprise here, Luden’s Tempest is the strongest mythic item on Syndra in season 11. And Caps rushes to complete it every game, no matter what the situation is.

An interesting choice of items Caps makes when purchasing Horizon Focus on Syndra. This is an item meant for extremely long-range mages like Xerath or Zoe, but Caps makes it work on Syndra too. Her R gets an increase in range at max level, so with the extra damage of Horizon Focus, the ultimate is super strong.

Zhonya’s Hourglass, Rabadon’s Deathcap, and Void Staff are all classic mage items and should be bought regularly on Syndra.