Force of Will Rework (W)
My rework of Syndra's w pulls all existing spheres within a certain range towards her, damaging and slowing all enemies it passes through and stops when in collision with her. The damage should be low medium base damage with a mediocre scaling and decrease damage dealt with consecutive hits. The reason I felt the need to make this change is to replace the old w which was slow and hard to hit, making it a very clunky skillshot. Additionally, the new w can be used to slow enemies who are chasing Syndra, helping her escape pursuing enemies. The exchange of losing Syndra's weak chasing potential for a powerful mitigation tool against engage-heavy enemies is a valuable trade in my opinion.
Unleashed Power rework (R) fast
My rework of Syndra's ultimate ability fires 3 short ranged skill shots with a charge system akin to ahri's r. The skillshots can be fired consecutively without buffer. At the end of each cast, one dark sphere spawns at the end of animation. This preserves Syndra's identity of being able to nuke someone when landing the q-e stun combo. This new ultimate requires more commitment from the player and removes moments that feel unfair for the enemy such as flash + r.
Unleashed Power rework (R) slow
My rework of Syndra's r fires 3 short ranged skill shots within a 5 second window similar to ahri's r. The skillshots can be fired individually in different directions and damages all enemies it passes through. This new r allows for more versatility especially when paired with her other skills. In terms of damage, this skill should have high base damage for her lane phase. Additionally, it can be dodged so the reward should be higher for the risk. It should have a low scaling to diminish the late game damage since the Force of Will ability should be the main damage source at that point.
Sphere duration refresh
Both the new w and r should refresh existing spheres' timers. In my game, the cooldowns for each skill is set to the in game values at max rank.(q = 4s, w = 8s, e = 12s, r = 80s) Because each cast of the r refreshes and due to the fact that the r duration is 5 seconds, the longest time a ball can currently be in existence is 6s + 6s + 5s + 6s + 6s = 29s. This is achieved by q, w after 6s, r after 6s , r after 5s, and because the 8s cd of the w has passed, w for another 6 s. During this 29s window, q can be cast 7 times. Including the 3 spheres spawned by the ultimate ability, 10 spheres can exist at the same time. However, the final w is activated at 23s where only 5 q spheres + 3 r spheres can exist, allowing for a max of an 8 sphere Force of will.
Scatter the Weak/Force of Will combo (E/W)
My rework of Syndra's w allows a powerful interaction of e and w being used in quick succession, allowing for a damage follow up after landing a stun. This should be her staple burst combo pre 6 or while her ultimate is down.
Force of Will/Scatter the Weak combo (W/E)
My rework of Syndra's w also allows her e to cancel the w's trajectory to earlier launch the spheres forward. This should be used after setting up multiple spheres behind enemy lines either with multiple q's or the ultimate ability for a strong aoe followed up by multiple stuns. This should be her main late game teamfighting combo.
Full Combo
In this video, a glimpse of the full potential of syndra's kit is demonstrated. Both q and r should be used to spawn spheres and set up for large aoe stuns with e and damage with w. In the current version of Syndra's ultimate ability, a strong emphasis is placed on the idea that syndra's other abilities build up the damage of her final burst. I have preserved this identity by shifting it into the w and to a lesser extent, the e. The build up of damage in her ultimate has now been changed into a build up of damage in the w. Additionally, her ultimate also builds up the area of effect of the e. Although Syndra's ultimate ability is weaker, she is still more threatening when her ultimate ability is available.