User:Penuile/Syndra rework

Short version
Skip if you want to read the whole thing. Passive: Dark Sphere moved to the passive ability slot and can be cast via left-click. Uses the stockpiling mechanic similar to. Damage rescaled. Spheres last 10 seconds, up from 6. Syndra's other abilities will destroy any Dark Spheres they "used up", e.g. if you throw a sphere with W or E it will disappear after dealing damage. New Q: Syndra surrounds herself will all active Dark Spheres and can recast Q to toss them, one at a time, as a linear collision skillshot, or toss them all at once by casting the new R. The three dark spheres orbiting the live Syndra are removed. W does less damage, costs less mana, doesn't slow, has lower CD and higher grab and toss ranges. E can be cast at a single Dark Sphere out of the normal cast 800 range (but within 1100 range) to send it 300 units away from Syndra, applying a decaying 99% slow for 1.5 seconds instead of stunning. R knocks up the target enemy champion and deals damage. During the knockup, if Syndra has Q activated, it's possible to reactivate R to cast all Dark Spheres at the target, but they are not guaranteed to hit (can collide with any other enemy units in their path, or if you recast it too late the victim might flash out).

Long version
After Veigar's buff and some nerfs to Syndra she took quite a few steps down in the tier list, outclassed in just about every matter, except for early game lane pressure which barely means anything with her early damage gutted so hard. I feel like Syndra should be different from Veigar in two ways - having more, uh, "control" over what's going on, and having better outplay options.

The main change here is that Dark Sphere is moved to innate and you have to decide how to use those spheres with your other abilities. You do have more spheres to work with, but you need fast and good decision-making. Should you hold onto your spheres and mana, or, perhaps, put some spheres on the ground so you have more "ammo" for Q? Do you go for the cheap but good passive+W pokes, or for the big and risky Q barrage? Last but not least, should you set up "mines" to slow anyone that comes near from up to 1400 range, or hold onto the spheres you might need for a fight?

Innate: Left-click anywhere on the ground (within the same 800 cast range) to cast. Dark Spheres now last 10 seconds instead of 6. I would like to assume this innate won't harm normal interactions with and. This innate is considered a spell for all purposes such as, and effects that forbid spell casting. Syndra stockpiles one Dark Sphere every 5 seconds, affected by CDR, and can hold up to todo 1\2\3\4\5 (levels 1\6\11\16) at any time. Cost: 12+Syndra's level (from 13 to 30 mana Damage: todo (Sona's innate proc damage or I dunno) Cooldown: todo 3\2.66\2.33\2 (can be reduced with CDR, base CD changes at levels 1\6\11\16)

Q (new ability): Call\Throw Syndra surrounds herself will all active Dark Spheres (similar to the R animation where all spheres are assembled around Syndra before they're sent at the opponent) and resets their duration to 10 seconds. During the next 10 seconds she can toss them, one at a time, in the target direction as a linear collision skillshot. The initial cast requires at least one active Dark Sphere, and the ability goes on cooldown upon tossing the last sphere. Cooldown between tosses is 0.5 seconds. Unused spheres will expire. Cost: 30 (+5\10\15\20\25 per sphere) CD: 10 (+3\2.75\2.5\2.25\2 per sphere tossed) Damage: todo

W: Same as live W, but halved cooldown, cost and damage. Slow removed. Range: 925\950 Cost: 30\35\40\45\50 CD: 6\5.5\5\4.5\4 Damage: 40\60\80\100\120 E: On ground cast or enemy cast - same as live. Can be cast at any single Dark Sphere out of 800 range to send it 300 units away from Syndra, dealing reduced damage and applying a decaying slow instead of a stun.

R: Telekinetic Crush Syndra knocks the target enemy champion airborne and deals magic damage to them. If she had Q activated, she can recast it during the knock-up to send all Dark Spheres directly at the target. The spheres are not guaranteed to hit, as they might collide with any other enemy units in their path, and it's possible to dodge them after the knockup expires if Syndra threw them too late. Total damage: todo x\x\x (x\x\x  per Dark Sphere tossed)

Total potential burst: todo

Suggested build paths: todo