Thursday, September 27, 2012

Syndra, the Dark Sovereign


League of Legend's latest champion is Syndra, an AP (Ability Power) mage who looks like she would crush you with her big black balls and drop down from her effortless levitating to tap dance on your lifeless body. And she could, assuming she could land all her abilities. This, however, is not easy.

Transcendent (Innate): This passive is a joke. All it does is make her spells match the utility/damage of other champions' spells at rank 5. So prior to maxing out a skill, you'll be fighting an uphill battle.

Dark Sphere (Q): This skill discharges a small magical burst at the targeted area after a brief delay, much like Zyra's Deadly Bloom. It leaves behind a dark sphere for a short while, which you will need to utilize with her other spells. Though a decent farming spell, these types of spells are dicey to use on players because they can predict where you'll use it based on the simple fact that it has a brief delay.

So in order to increase your chances of landing this ability, you'd need to slow or stun your target beforehand. That or out-guess the direction the enemy player will move to after they attempt to bait you into using it first. Well, the good news is she has a slow AND and stun to do just that. The bad news is they're also both skillshots.

Force of Will (W): This skill grabs an NPC unit or a dark sphere for the first cast and throws it towards the targeted area for damage and slow on the second cast. This is also a decent farming spell but it suffers from the same problem as Dark Sphere in terms of reliable damage. As a matter of fact, it's worse than Dark Sphere because not only is the actual toss animation a built-in delay but the enemy will be alerted to your aggression as soon as you grab a unit/sphere. Oh, and did I mention that the grabbed unit/sphere has to be dragged towards Syndra to within a certain range before it can even be thrown, adding even further delay? This means you won't be able to grab and immediately throw right after. You have to grab, wait for it to get close, and THEN throw.

This makes Force of Will feel very clunky and quite difficult to land on a competent opponent. Also, your grab duration isn't that long so you have a short window of opportunity to pull off your combo. If not, you use up your mana for nothing. That's right; the mana cost is applied on the grab, not the throw. Whether you throw or not, mana is spent regardless...

Scatter the Weak (E): Now, this spell is pretty easy to use because it's an instant, cone-shaped AoE spell... except the range is relatively short compared to her other two spells. But that's okay because the real range of the spell is the distance of a propelled dark sphere, which is pretty far. No spell of Syndra's, however, exist without a prerequisite.

In order to land the stun component of the spell, you need to A.) make sure the dark sphere will travel far enough to reach your target and B.) ensure that a dark sphere exists directly between yourself and the target.

Now think about that. In the scenario where you're actually trying to land your Q, there's a HIGH chance you won't get to land your stun because the dark sphere will spawn ON or in very close proximity to your target. At that point, if they move in between or perpendicular to the alignment of Syndra and the sphere, you can kiss that stun goodbye. And if you decide to forgo the damage of your initial Q and cast it in front of your E just to initiate with the stun, you still have to be extremely accurate with the direction and timing of her abilities in that you're lining up two skillshots, both of which has a built-in delay (Q's obvious delayed blast and the dark sphere's travel speed on E), AND you're using significant mana just for an attempt at landing your combo.

Unleashed Power (R): This is the easiest and most devastating spell she has, being that it's your ultimate and all. If you have even one extra sphere out in the field and decent AP, you can easily half-shot anyone that isn't a tank with her R alone. With your full combo, I'm pretty sure her burst damage could rival Veigar's. Of course, executing her full combo is not at all an easy feat to accomplish.

I'm starting to think Syndra is a champ that has to start the fight with her ultimate, after getting two or three spheres out first. Once she casts your R, all the spheres converge onto the target, dispersing around that area's proximity. This makes landing her E's stun much easier as there are so many spheres to propel in multiple directions. Once your R and E has landed, there's a high probability that your target is near death and stunned, which you could follow through easily with a W and Q for the kill.


As of this writing, they just announced a few buffs to Syndra, some of which will definitely increase the viability of her CC skillshots. Hopefully these buffs are enough to offset the incredibly high skill-cap of this champion.

‹^› (': ' ) ‹^›

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