Talk:Syndra/@comment-25912163-20150601162315/@comment-9533487-20150601200341

Cass has 50 more range on her Q, significantly more damage on it now that Syndra's has been nerfed, gains movespeed on said Q, and if I remember right (Syndra's page used to list a specific time on her Q's delay, but someone removed it during the site's remodel of character pages) their Q's both have the same delay timer of 0.4 s. Cassiopeia also has 5 more base movespeed than Syndra.

Like most lanes though, things are a bit complicated, and will have different results depending on player skill/strategies. Here's what I could see happening during laning:

a. Syndra tries to Q Cass or vice versa, both players land Q's, Cassio follows up with more damage than Syndra (e.g. outrades them) unless Syndra uses E to disengage, possibly winning that trade. If Syndra used E, Cass can go aggressive and easily win trades for the next ~17 seconds until E is back up, or simply zone Syndra from farming if the Syndra realizes to back off.

b. Syndra does something a bit clever to win a trade, such as managing to land W from a long way away (an unreliable spell to land, mind you, on ~11.4s cd) then following up with a swift and decisive Q --> run the heck away.

c. Neither player wants to instigate trades for whatever their reason may be, and Cass unfortunately probably ends up outfarming Syndra due to her kit--but the game after that largely depends on the results of teamfights/roaming anyway, so it's not like there's a clear winner.

Note: DFG was never "core" on Syndra imo. It felt best used as an item that increased the chance to succeed while roaming or splitpushing; any other situation there was a better item for. Sure, you could secure more kills with it in fights instead of letting your team pick them up, but I've never been one to be selfish with kills once I got 10+, which was quite common in winning games back in s4--I haven't played much of s5 yet though.