well, its recorded a 3% win rate increase in 1 day...
thats pretty good growth imo
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Syndra has a few flaws that actually make her pretty damn UP, skill cap can only go so far for covering for some of the following.
1) Her Mana Costs in general, its actually really easy to go OOM with Syndra using her abilities as she was designed (I.E. Poke, Poke, Poke, BALLS TO THE WALL ALL IN!), even with Chalice. Your best bet is to go for a Tear instead. Even then, you can still run OOM in extended engagements with an opponent, Syndra is an outright Mana Pigout Buffet.
2) Going for a Tear delays your damage output, not to crippling levels, but it is a delay that current viable AP Mids don't have to deal with.
3) Her Q's AoE Radius is actually pretty small, which combined with its rather hefty delay before it hits, means that you really need your opponent to be Snared/Stunned/Rooted, or otherwise in a predictable location to hit. Which is fine, usually, except for the fact that it actually doesn't hurt champions all that much until Rank 5.
4) Which brings us to number 4. Her abilities are undertuned until they hit R5 and her passive kicks in. I personally think they should be rebalanced upwards, with some minor adjustments downwards on the Passive's power. That way R5 is still good, but she doesn't get screwed for going with an alternate ability layout in an attempt to counter her opponents.
5)Her W's missile speed. Good Lord does this need to be increased. A max range fling can be dodged WITHOUT BOOTS! With boots, the only time someone should be getting hit by it is in situations where they can't move, or when Syndra actually manages to lead her target into it.