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Innate: Each of Syndra's abilities gain an additional effect at maximum rank.

"My potential is limitless!"

  • The earliest possible champion level required for Transcendent to take effect is level 9, as this is the lowest level at which a basic ability can reach rank 5.
  • Syndra's abilities gain additional visual effects when they reach rank 5. Her spells will also gain a red colored tint outlining the VFX.

Dark Sphere
EFFECT RADIUS: Range center.png 180
COST: 60 / 65 / 70 / 75 / 80 Mana
Dark Sphere.png

Active: After 0.6 seconds, Syndra conjures a Dark Sphere at the target location, dealing magic damage to all enemies hit, which then remains for 6 seconds.

Magic Damage:
70 / 105 / 140 / 175 / 210 (+ 65% AP)

Transcendent Transcendent Bonus: Dark Sphere deals 25% bonus damage against champions.

Bonus Damage:
52.5 (+ 16.25% AP)
Total Damage:
262.5 (+ 81.25% AP)

  • Dark Sphere can be conjured inside terrain, but cannot be thrown there with Force of Will Force of Will.

Force of Will
TARGET RANGE: Range center.png 925 / 950
EFFECT RADIUS: Range center.png 225
COST: 60 / 70 / 80 / 90 / 100 Mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Force of Will.png

Active: Syndra telekinetically grabs the nearest Dark Sphere Dark Sphere, enemy Minion icon.png minion or non-epic Monster icon.png monster within 400 range from the target location for 5 seconds, or if not found it grabs the nearest Dark Sphere. If a Dark Sphere is grabbed, its duration is refreshed; if a minion or monster is grabbed, it is put in Stasis icon.png stasis. Force of Will can be recast at no delay.

Force of Will 2.png

Recast: Syndra throws the grabbed target towards the target area, granting Sight icon.png sight of the projectile's surroundings as they fall. Enemies struck, including the grabbed target, take magic damage and are Slow icon.png slowed for 1.5 seconds.

Magic Damage:
70 / 110 / 150 / 190 / 230 (+ 70% AP)
25 / 30 / 35 / 40 / 45%

Transcendent Transcendent Bonus: Force of Will deals Hybrid penetration icon.png 20% bonus true damage.

Bonus True Damage:
46 (+ 14% AP)
Total Mixed Damage:
276 (+ 84% AP)

  • The initial cast does not count as an ability activation for the purposes of on-cast effects such as Spellblade and stacking Force Pulse Force Pulse.
    • Detonating the ability manually does.
  • Force of Will does not destroy in-flight Projectile.png projectiles for the Minion icon.png minion or Monster icon.png monster grabbed.
  • Syndra can grab Summon- Tibbers.png pets, such as Shaco's Shaco's Jack in the Box Jack in the Box.
  • Casting Teleport Teleport or Recall Recall will cause Syndra to cancel Force of Will autonomously and drop anything she is holding.
  • Grabbing prioritizes Dark Spheres.
  • Once upgraded to maximum rank Force of Will gains a total damage increase of (20 + enemy's MR ÷ 5)%.
  • Enemy Summon- Tibbers.png pets that passively have an effect on their surroundings will continue to affect the area around them while they are being held. For example, Annie's Annie's Tibbers Tibbers will continue to inflict burn damage on surrounding units while being held.
  • Grabbing a Dark Sphere Dark Sphere will cause the duration on it to refresh, but only on the first cast, not when it is thrown.
  • Force of Will has additional effects when targeting the Blue Sentinel Blue Sentinel and Red Brambleback Red Brambleback. Throwing the former will refund 10 Mana resource.png mana to Syndra upon cast and will reduce the Cooldown reduction icon.png cooldown of Force of Will by 1 second, while throwing the latter will apply the Crest of Cinders Crest of Cinders burn to any affected units in the area of effect.

Scatter the Weak
TARGET RANGE: Range model.png 700 / 800
ANGLE: Range model.png 40° / 60°
SPEED: 2500
COST: 50 Mana
COOLDOWN: 18 / 17 / 16 / 15 / 14
Scatter the Weak.png

Active: Syndra Airborne icon.png knocks back all enemies in a cone in the target direction for 400 units and up to 800 units away from her based on proximity, dealing magic damage.

Magic Damage:
85 / 130 / 175 / 220 / 265 (+ 60% AP)

Dark Spheres Dark Spheres can also be knocked back for 1000 units and up to 1300 units away from Syndra based on proximity, knocking back all enemies they collide with for 100 units and Stun icon.png stunning and Sight icon.png revealing them for 1.5 seconds, and dealing Scatter the Weak's damage if they were not affected by the initial cast.

Transcendent Transcendent Bonus: Scatter the Weak's area of effect is 50% wider.

  • Scatter the Weak is blocked by the portion of Wind Wall Wind Wall it collides with. Spheres thrown will stop upon colliding with the wall.
  • Enemies and spheres will be knocked into the direction directly away from Syndra, and the knock back has no dispersion.
  • Conjuring a Dark Sphere Dark Sphere at max range or close to or inside the edge of Scatter the Weak's conic-area of effect will knock back the sphere immediately once it has formed. This considers the sphere's center.*
  • Scatter the Weak will knock back Spheres even farther if they are inside terrain, up until they reach open space. If the terrain they're inside in cannot be surpassed, the Spheres will be knocked in the opposite direction.
  • Scatter the Weak will cast from wherever Syndra is at the end of the cast time.
  • Once Scatter the Weak has been learned, an arrow directly in front of every Dark Sphere Dark Sphere will appear to signify the direction the sphere will be knocked towards, each one corresponding to Syndra's position. This is only visible to Syndra.
Dark Sphere directional arrows.png

Unleashed Power
TARGET RANGE: Range center.png 675 / 750
COST: 100 Mana
COOLDOWN: 120 / 100 / 80
Unleashed Power.png

Active: Syndra grabs up to 4 nearby Dark Spheres Dark Spheres and the three orbiting around her and hurls them at the target enemy Champion icon.png champion, dealing magic damage per sphere.

Magic Damage per Sphere:
90 / 140 / 190 (+ 20% AP)
Minimum Damage:
270 / 420 / 570 (+ 60% AP)
Maximum Damage:
630 / 980 / 1330 (+ 140% AP)

The Dark Spheres Dark Spheres will then remain on the ground for 6 seconds.

Transcendent Transcendent Bonus: Unleashed Power's cast range is increased.

  • Unleashed Power has a brief cast time before it activates, but Syndra does not have to remain in place while the spheres apply their damage. She can walk away as soon as the casting has completed, as the spheres only begin dealing their damage after the casting time.
  • Each one of the sphere hits is considered a Disintegrate.png single target spell, triggering Muramana's Muramana's shock each time.
  • Casting Unleashed Power on a target that becomes Playful.png untargetable while the spheres are in flight will cause them to deal no damage.
  • Spheres already in flight will still travel if Syndra's target dies, but any remaining sphere will not. However, their duration will still get reset.
  • A Dark Sphere summoned very shortly before Unleashed Power will be used as one of the spheres that get thrown.
    • Depending on how many spheres are on the map and how far away the enemy is upon casting Unleashed Power it is possible that Syndra would conjure the sphere behind her as if she was going to throw it, but she won't.
  • Spell Shield.png Spell shield will only block the damage of a single sphere.

Map-Specific Differences
Mirror Mode profileicon.png One for All differences
  • Unleashed Power will grab all nearby spheres, regardless of whose they are.
    • The damage is still capped at 7 spheres, which appears to be the first 7 spheres. Additionally spheres will visually collide with the target but deal no damage.


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