

Combos · the Dark Sovereign
Syndra
Practiceable Syndra sequences with a clear purpose, execution note and the ability context behind each input.
PRACTICE LAB
Syndra combo routes
Every sequence states what it solves. Learn the decision before the muscle memory.
Q → E → W throw
Sphere-line stun
Place a Dark Sphere between you and the target, then push it with E. The sphere hitting the enemy stuns; check what W can pick up before following.
Q setup → E → R
Prepare the sphere count
R uses orbiting and nearby spheres. Check the actual spheres and Q charges; two immediate Q casts are not always available, and executing requires the passive upgrade.
W throw → Q → E
Slow into a sphere line
W can throw a minion to slow, but that minion is not an E stun projectile. Create a Dark Sphere with Q and push that sphere through the target.
Ability reference
Syndra conjures a Dark Sphere dealing magic damage. The sphere remains and can be manipulated by her other powers.
Syndra picks up and throws a Dark Sphere or enemy minion dealing magic damage and slowing the Move Speed of enemies.
Syndra knocks enemies and Dark Spheres back dealing magic damage. Enemies hit by Dark Spheres become stunned.
Syndra bombards an enemy Champion with all of her Dark Spheres.
Combo guides
No reviewed analysis is available for this scope yet.
