

Syndra vs Samira Counter Pick
Matchup Summary
What the Data Means
Samira wins through proximity, which is precisely what Syndra is built to deny. Her attacks reach 500 units, 50 short of Syndra’s 550, and Daredevil Impulse pays additional magic damage for attacks made in melee range, so the kit pulls her forward into sphere territory. Over 174 games on patch 16.13.1 Syndra holds 60.92%, an Easy grade, and the ability list shows why.
- Wild Rush is a dash through an enemy, which telegraphs the entry point and hands Scatter the Weak a target to knock a sphere into.
- Blade Whirl destroys enemy missiles, but only briefly, so spacing casts around its duration removes most of its value.
- Inferno Trigger wants Samira surrounded at full combo, a position a single knockback breaks.
The statistics support the same reading from another direction. Samira carries more health at both ends, 630 at level 1 and 2,466 at level 18 against 583 and 2,283, and moves faster at 335 against 330. Her 105.9 armor at level 18 is irrelevant against magic damage, while Syndra’s 25 base armor is the stat under pressure whenever Samira does close the distance. Flair also fires along her path when it is cast during Wild Rush, so the two abilities tend to be spent together, which narrows the window in which she is genuinely dangerous to a few seconds. Difficulty 8 against 6 still means Syndra pays more for the same result, since every stun she lands depends on sphere placement made before the dash arrives.
FAQ
Yes — Syndra holds the statistical advantage in this matchup. Syndra wins 60.9% of the recorded games.
60.9% from Syndra's perspective, measured on patch 16.13.1.
174 ranked games at Emerald rank and above, across all regions.
The current Syndra build — items, runes and skill order from the same data set — is on the Syndra build page.