Active:Syndra conjures a Dark Sphere at the target location that appears after a 0.6-second delay, dealing magic damage to all enemies within the area. The Dark Sphere then remains on the ground for 6 seconds.
Active:Syndra telekinetically grabs the nearest Dark Sphere, enemy minion or non-epic monster within 400 range from the target location for 5 seconds, or if not found she 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. Force of Will can be recast at any time while the target is grabbed.
Recast:Syndra throws the grabbed target towards the target location, granting sight of their surroundings as they fall and dealing them magic damage as well as to enemies within the impact area and slowing all of them for 1.5 seconds.
70 / 110 / 150 / 190 / 230 (+ 70% AP)
25 / 30 / 35 / 40 / 45%
Transcendent Bonus:Force of Will deals「 20% bonus true damage. 」「 46(+ 14% AP)bonus true damage. 」
Casting Teleport or 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 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'sTibbers will continue to inflict burn damage on surrounding units while being held.
Grabbing a 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 and Red Brambleback. Throwing the former will refund 10 mana to Syndra upon cast and will reduce the cooldown of Force of Will by 1 second, while throwing the latter will apply the Crest of Cinders burn to any affected units in the area of effect.
Active:Syndra propels a wave of force in a cone in the target direction, dealing magic damage to enemies within its path and knocking them back for 400 units and up to 800 units away from Syndra based on proximity.
85 / 130 / 175 / 220 / 265 (+ 60% AP)
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 stunning and revealing them for 1.5 seconds, and dealing Scatter the Weak's damage if they were not damaged by the initial cast.
Transcendent Bonus:Scatter the Weak's area of effect is 50% wider.
Scatter the Weak is blocked by the portion of 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 at max range or close to or inside the edge of Scatter the Weak'sconic-area of effect will knock back the sphere immediately once it has formed. This considers the sphere's center.(note)
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 delay the expiration of a Sphere until after it finishes being knocked back.
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 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.
Active:Syndra grabs up to 4 nearbyDark Spheres that were last spawned and the three orbiting around her and enters a 0.264 secondscast time. Afterwards, each grabbed Dark Sphere is hurled at the target enemy champion with a brief delay before the next one is done so, each dealing magic damage upon arrival.
Magic Damage per Sphere:
90 / 140 / 190 (+ 20% AP)
270 / 420 / 570 (+ 60% AP)
630 / 980 / 1330 (+ 140% AP)
The Dark Spheres will then remain on the ground for 6 seconds.
Transcendent Bonus:Unleashed Power's cast range is increased.
Unleashed Power makes Syndra enter a brief cast time, but the initial cast is completed instantly. If she dies during this cast time, Unleashed Power will still complete the remaining effect.
Unleashed Power's cast interrupts Syndra's current movement orders.
Casting Unleashed Power on a target that becomes untargetable while the spheres are in flight will not destroy them but cause them to deal no damage instead.
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 Powerwill 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.
Unleashed Power will not add a Sphere that Syndra is holding with Force of Will.
Spheres that are being pushed by Scatter the Weak (normally ones that were made late during the push) will not get picked up for Unleashed Power.
New Effect: Max rank Dark Spheres now last for 8 seconds. Previous effect removed.
New Effect: Max rank Force of Will now grabs up to 2 additional spheres near the target. Syndra will throw the assortment of units in a way that increases Force of Will's area of effect, but it does not cause the ability to deal increased damage. Previous effect removed.
The main purpose of this change is that Syndra will now reset the lifespan of up to 3 spheres, as well as placing all 3 spheres in a convenient location for Scatter the Weak.
Dark Spheres display a small triangle that points directly away from Syndra (similar to the triangle that points to Orianna's ball), indicating the direction the sphere will move in if she uses Scatter the Weak.
Dark Sphere stun detection should now be more accurate.