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

  • 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
COST: 40 / 50 / 60 / 70 / 80 Mana
Dark Sphere

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

Magic Damage:
70 / 110 / 150 / 190 / 230 (+ 65% AP)

Transcendent Transcendent Bonus: Dark Spheres deal 25% bonus damage against champions.

Bonus Damage:
57.5 (+ 16.25% AP)
Total Damage:
287.5 (+ 81.25% AP)

  • Dark Sphere has no cast time and does not interrupt Syndra's previous orders.
  • Dark Sphere can be conjured inside terrain, but can't be thrown there with Force of Will Force of Will.

Force of Will
TARGET RANGE: 925 / 950
COST: 60 / 70 / 80 / 90 / 100 Mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Force of Will

First Active: Syndra telekinetically grabs the nearest Dark Sphere Dark Sphere, enemy minion or non-epic 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 stasis.

Force of Will 2

Second Active: Syndra throws the grabbed target to the designated area, granting Sight icon sight of the projectile's surroundings as they fall. Enemies struck, including the grabbed target, take magic damage and are Slow icon 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 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, charging Spellbinder item Spellbinder, and stacking Force Pulse Force Pulse.
    • Detonating the ability manually does.
  • Force of Will has no cast time and does not interrupt Syndra's previous orders.
  • Syndra cannot grab any of the following units:
  • Casting Teleport Teleport or Recall Recall will cause Syndra to cancel Force of Will and drop anything she is holding.
  • Grabbing prioritizes Dark Spheres.
  • Even if the unit is put in stasis minion attacks may still kill it during it. The dead unit may still, however, be launched.
  • Once upgraded to maximum rank Syndra gains a total damage increase of (20 + enemy's MR ÷ 5)%.
  • Enemy 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 OriginalSquare Annie's Summon- Tibbers Tibbers will continue to inflict burn damage on surrounding units while in stasis.
  • 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 SentinelSquare Blue Sentinel and Red BramblebackSquare Red Brambleback. Throwing the former will refund 10 mana to Syndra upon cast and will reduce the Cooldown reduction icon Cooldown of Force of Will by 1 second, while throwing the latter will apply the Crest of Cinders buff Crest of Cinders burn to any affected units in the area of effect.

Scatter the Weak
TARGET RANGE: 700 / 800
ANGLE: 40° / 60°
SPEED: 2500
COST: 50 Mana
COOLDOWN: 16 / 15 / 14 / 13 / 12
Scatter the Weak

Active: Syndra Airborne icon knocks back all enemy units for 400 units and up to 800 units away from Syndra, dealing magic damage.

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

Dark Sphere Dark Spheres can also be knocked back for 1000 units and up to 1300 units away from Syndra, knocking back all enemy units they collide with for 100 units and Stun icon stunning them for 1.5 seconds, dealing Scatter the Weak's damage to enemies who weren't affected by the initial cast.

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

  • Launched Dark Sphere Dark Spheres that successfully strike an enemy will grant Sight icon sight of that enemy for the duration of the Stun icon stun.
  • Spheres will stop upon colliding with Wind Wall Wind Wall.

Unleashed Power
TARGET RANGE: 675 / 750
COST: 100 Mana
COOLDOWN: 120 / 100 / 80
Unleashed Power

Active: After a short delay, Syndra grabs up to 4 nearby Dark Sphere Dark Spheres and the three orbiting around her and hurls them at the target enemy Champion icon 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 Sphere 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 Shunpo single target spell, triggering Muramana item Muramana each time.
  • Casting Unleashed Power on a target that becomes Playful untargetable while the spheres are in flight will cause all spheres to deal no damage and be destroyed.
  • 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 Spell shield will only block the damage of a single sphere.


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