User blog comment:HeresyHorus/Syndra, a tale of a lost potential/@comment-9280387-20131029164456

I know you'v put a lot of time and effort into this post, and I'm glad to see you so passionate about one of my favorite champions, but simply put, I dont think she needs to be changed at all. Early mid game, you're looking to farm, and because you're not as strong as the enemy until that point, you're waiting for them to become impatient and make a mistake. Syndra's Q is very strong, im not sure how much faster it is than karthus's q, but it does full damage regardless of how many enemies are hit. Use it to harass your opponent when they cs, it makes it impossible to dodge unless they decide to miss the cs. And once they run out of pots you're looking to go on the offensive because of how dangerous syndra is when she decides to go in for the kill. Honestly her ult doesnt need to be managed in order to get your kill potential out of it. She does not need all 7 spheres in order to do all the damage necessary. Here's what my combo looks like when I decide to go in. I q the target, reposition my sphere with my w and e immediately. Another q goes out while they are stunned.. If I decide that my target will not die to ult ignite I will follow and put one more q down, because by level 6 I should have 3 points in my q which should make it have about a 3-4 second cd or so, (too lazy to look.) If you look back, I should now have 3 spheres alive during this time. As syndra chasing a low health target you should be moving and Q'ing since you can cast the spheres whithout interrupting your movement. This should keep you in range of your ulti, and the sphere grab range is quite large, so you will have 6 spheres flying at your target which is pretty much overkill at this point, as the target is probably around 80% health and by the time you do the combo as mentioned above they are probably around 25 % health. Your ult should kill them on its own and your ignite is just a bit smaller than ult range but you should still be able to mark them with it if you want to be absolutely sure that you got the kill. Syndra is a champion that capitalizes on enemy error, and will punish them for allowing themselves to be poked down. Syndra's playstyle lines up directly with her lore, as she is slowely getting more power she suddenly becomes an unstoppable force of pain as she can 80-100 to 0 an adc that she catches out with her stun, turning the following teamfight into her team's favor.

She doesnt really need help with the laning phase to be honest. The only thing I would suggest is that Riot standardize AP champions base ad so it makes last hitting more of a wave management thing instead of perfectly timing your auto so your 50 damage auto attack kills the minion, because although I do my best and I get decent cs by end game (due to syndras awesome wave clear ability by that time,) csing early game in laning phase SUCKS. I remember missing 4 cs out of a wave because they would have 3 health or something rediculously low after I auto them thinking my attack will kill them only to frustratingly lose the gold and lose in my cs advantage.