Meta, tier list & top-player builds from the China server · live
辛德拉 · 暗黑元首 Mage S+
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 16 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Syndra: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Syndra players, captured in-game.
📖 How to play SyndraCounted on 17 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
16 of the top 30 players have a public match history; the others keep theirs private.
































































The toughest lane matchups for Syndra on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Fizz counters Syndra: Immobile, shieldless, slow casts: his post-5 all-in processes you faster than you can say Q-E-W.
How to play Syndra into Fizz: The E is reserved ONLY for his jump: the stun on his entry is your one defense. Short poke, never past mid-lane after his 5.
→ FizzWhy Yasuo counters Syndra: The Wall eats spheres and stun, and your immobility is an invitation for his dash train.
How to play Syndra into Yasuo: Place spheres BEHIND you as mines for his entry. Your R ignores the Wall: it is the only thing he must respect.
→ YasuoWhy Kassadin counters Syndra: His shield drinks a whole sphere and his scaling passes yours: your lane dominance has an expiry date.
How to play Syndra into Kassadin: Convert the pre-5 lead into towers, not just kills. Your R still executes him at 3 items if you are 2 ahead.
→ KassadinWhy Ahri counters Syndra: Her dash dodges your E-Q combo, but your range forces her to gamble to start anything.
How to play Syndra into Ahri: Save the E for her dash, not the Charm. At maximum distance you win every poke exchange.
→ AhriWhy Zed counters Syndra: Before 5 you bully him; after, his R against your stun is a coin flip.
How to play Syndra into Zed: Stun the shadow's RETURN spot: the position is known. Spheres pre-set around you before he gets close: his dive must cost dearly.
→ ZedThe champions Syndra works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your page says a dash through your rotation neutralises your damage: after Unstoppable Force (R) nobody is dashing anywhere. They are piled up and still, so Dark Sphere (Q), Scatter the Weak (E) and Force of Will (W) all land.
Your page names Fizz and a post-5 Zed as the divers who kill you before you finish a rotation: Shadow Dash (E) taunts them from range and Stand United (R) shields you from half a map away, two things your kit simply does not have.
Brittle from Bellows Breath (W) makes the next crowd control last 30% longer, including your own Scatter the Weak (E) stun. His knock-ups into terrain are the seconds where a sphere simply cannot be sidestepped.
The third Ntofo Strikes (Q) pulls the target in and stuns for 0.75 seconds, the window where the Scatter the Weak (E) sphere is guaranteed to clip them. Footwork (E) dashes to you and shares his shield, the only peel you will ever get.
This is a pick-composition choice: The Hextech Ultimatum (R) isolates their carry and shoves away anyone who would peel, and a full rotation plus the Unleashed Power (R) execute fits inside that cage. In a messy 5v5 it brings nothing.
Cursed Touch (P) makes every magic hit carry true damage and you are magic from the first sphere to the last, so it amplifies the whole rotation. Curse of the Sad Mummy (R) locks them for 1.5 seconds, more than you need to finish it.
Cease and Desist (R) is unstoppable and point-and-click: the enemy carry cannot dodge it or be peeled off, so they stand still for Dark Sphere (Q), Scatter the Weak (E) and then the Unleashed Power (R) execute. She brings the lockdown, you the damage.
Frenzying Taunt (E) nails the enemy carry in place: your page says a sphere that sails past the target is worth almost nothing, and a taunted target does not step aside. He is also the body that intercepts whoever would dive you.
You have no dash, no blink and no shield: Crescent Guard (R) knocks back everyone except his marked target and blocks ranged damage, peeling the diver off you exactly when Scatter the Weak (E) is already spent.
Only with a real frontline behind you, because you are two bodies that die to one combo. That said, Javelin Toss (Q) hits for up to 225 magic damage from range and its only limit is being dodged, which a target stunned by Scatter the Weak (E) cannot do.
Your page says a whiffed Scatter the Weak (E) is the difference between a full burst and almost nothing: Frost Shot (P) slows with every hit and the sphere stops missing. Enchanted Crystal Arrow (R) stuns from off-screen for a whole rotation.
Deadly Flourish (W) roots anyone an ally has just damaged, and a single Dark Sphere (Q) from range is enough to arm it. You are then two executioners on the same target: Curtain Call (R) from off-screen, Unleashed Power (R) under 10%.
Her page says the Double Up (Q) bounce always crits and instantly maxes Love Tap (P), adding flat damage and 6% increased damage taken: that marked target is exactly the one you want to delete in a single rotation.
Arc of Judgment (W) is a near-total slow that lingers on the ground, and a target held that still cannot drift off your Scatter the Weak (E) sphere. Neither of you protects the other, though, so you need a real frontline ahead of you.
You are two immobile champions, so this only works with a frontline. But nothing walks away from the pair: Living Artillery (R) punishes anyone under 40% health from absurd range and Unleashed Power (R) executes under 10%.
Death Sentence (Q) hands you a stunned target already dragged out of their formation: from there Dark Sphere (Q), Force of Will (W) and Unleashed Power (R) all land. Dark Passage (W) is the escape route your page says you do not have.
Dark Binding (Q) roots for two seconds, more than double your own stun: the whole rotation fits inside it without spending Scatter the Weak (E) on lockdown. Black Shield (E) then eats the crowd control of the engage that kills you.
The Zenith Blade (E) root into the one-second Shield of Daybreak (Q) stun holds the target without you spending Scatter the Weak (E) offensively, so you keep it for whoever jumps you, which is your only way to survive a dive.
Two answers to the exact death your page describes: Whimsy (W) polymorphs the diver the instant he lands and Rampant Growth (R) knocks him off while adding bonus health. With no dash and no shield, it is the peel you lack entirely.
Worth it against the assassins your page names: Chronoshift (R) rewinds the death you have no answer to, and a second Time Bomb (Q) on the same target stuns for 1.2 seconds, the exact window for your rotation. Against slow poke, much less.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | S+ | 52.96% | 12.13% | 19.2% | #1 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | S+ | 52.81% | 12.38% | 20.78% | #1 / 38 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | S+ | 52.88% | 12.95% | 26.88% | #1 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | S+ | 53.22% | 12.1% | 42.34% | #1 / 41 |
Syndra is a burst mage in Wild Rift who wins fights before they really start, stacking magic damage onto a single target from well outside melee range. Her entire kit revolves around Dark Spheres - conjured with Q, thrown with W, launched through enemies with E, and detonated all at once with her ultimate, Unleashed Power - so she plays less like a spellcaster and more like an artillery piece with a very short fuse. She has no dash, blink, or shield, which means every bit of her power has to come from range and burst rather than from surviving what comes back at her.
Skill order: Q > E > W - max Dark Sphere first for damage and faster sphere uptime, Scatter the Weak second for a bigger stun/knockback window, Force of Will last. Level Unleashed Power at every chance (5, 9, 13).
Play Syndra like a poke mage in lane: drop a Dark Sphere just out of melee range and immediately throw it with Force of Will for damage and a slow, trading without ever entering retaliation range while Transcendent's mana refund keeps your bar full. Avoid all-in trades before level 3-4 - your damage, and your first fragment power spike at 40 Fury Fragments, both need a couple of levels to come online. Weave Q into your wave clear instead of relying only on auto-attacks, since every hit builds fragments and eases your mana problems. Once you hit level 5 and your first burst item (Luden's Echo) is coming online, start hunting for a clean Unleashed Power window on an overextended or low-mobility laner to convert your lead into a kill.
From the mid-game on, your job in a teamfight is to erase the enemy carry from maximum range before the fight collapses into a brawl, not to walk in and trade blows. Sit at the edge of vision, keep a sphere pre-placed, and hold Unleashed Power for the highest-priority or lowest-health target - remember it executes under 10% health and detonates spheres again off a kill, so look to chain it onto a second target the instant the first one dies. Use Scatter the Weak defensively to knock back and stun anyone who jumps you, then immediately disengage, since you have no other way to survive a dive. You win teamfights through range and target priority, not by surviving focused damage, so positioning matters more for you, every second of the fight, than it does for most other mages.