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Syndra vs Locke

Syndra
You
VS
Locke

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Who Wins

  • You win pre-6 decisively due to range advantage and the ability to place spheres to deny Locke's Q stacking range — at level 2 your Q-E stun combo can punish any aggressive step he takes, and level 3 gives you a full poke-stun rotation that outpaces his damage output.
  • Post-6 you retain kill threat with a fully charged R, but Locke's R execution mechanic means you must avoid letting him stack Q marks on you while you're below half health or he can chain R into a lethal combo.

How to Trade

  • Your best trading pattern is to place a sphere with Q near Locke, bait his E blink with a fake retreat, then stun him mid-dash with E and follow with W-Q for maximum damage — his E commits him to a location which makes landing your stun more reliable than against mobile targets.
  • In extended trades you win cleanly because his W true damage costs him health while your poke is free, so force him to either engage poorly or take sustained chip damage.

Wave Control

  • Keep the wave slightly frozen near your side of mid to deny Locke roam opportunities and prevent him from collecting R souls, which directly limits his execution threshold scaling — a Locke who cannot collect souls has a weaker R and less kill pressure in teamfights.
  • Use your wave clear with Q-W to maintain control without shoving too deep, as Locke can punish overextension with a surprise E-W all-in when you're out of position.

Mistakes to Avoid

  • Do not let Locke freely stack 3 Q marks on you without trading back — each stack exponentially increases his E and basic attack burst damage, and a 3-stack Locke with W active can delete you faster than your R can respond if you're below 50% health.
  • Avoid using your R as an opener when Locke has W available, since he can recast W through CC to heal a portion of the damage and survive a threshold you expected to be lethal.
Created on 08/19/2026
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