Syndra picks up far more of the map than most players expect, and whiffs on a few things that look like obvious targets.
Here's every pet, clone, trap and wall on the current champion roster sorted into what Force of Will [W] can grab and what it can't, plus the reason each one lands where it does.
Syndra's Force of Will
What She Can and Can't Throw
Updated August 2026Syndra picks up far more of the map than most players expect, and whiffs on a few things that look like obvious targets.
Here's every pet, clone, trap and wall on the current champion roster sorted into what Force of Will [W] can grab and what it can't, plus the reason each one lands where it does.
How Force of Will actually works
One sentence answers most of the list below. Force of Will [W] grabs the nearest Dark Sphere [Q], enemy minion, or non-epic monster near where you click, holds it beside Syndra for five seconds, and throws it when you recast.
That gives you three categories of legal target:
- Her own Dark Spheres [Q]. Grabbing one refreshes its timer, which is how you keep a sphere alive long enough to line up a bigger combo.
- Enemy minions. Melee, caster, cannon, super minion, all of it. The wave is a free ammo dump you're standing next to every lane phase.
- Non-epic monsters. Raptors, wolves, krugs, gromp, both buffs and the scuttle crab all count. Baron, the drakes, the Herald and the void grubs are epic, so they stay put.
The fourth category is the interesting one. The game files a lot of summoned things as minions, and anything filed that way is a legal grab even when it doesn't look like a minion. That's why turrets, plants and dogs are all on the table.
Everything she can't take fails for one of four reasons: the game calls it a champion, enemies can't target it at all, it's a trap or a ward rather than a unit, or it's terrain. Learn those four and you never have to memorize a list again.
What happens to the thing she's holding
The grab puts the unit in stasis, and stasis is why several of the answers below surprise people. A unit in stasis is invulnerable and untargetable, and it can't attack or cast anything.
- It stops working while she holds it. A grabbed Heimerdinger turret doesn't fire. Neither does anything else with an attack.
- You can't kill it in her hands. Stasis makes it invulnerable, so trying to burn down a held pet is wasted time. Wait for it to land.
- Passive auras are the exception. Tibbers keeps burning everything around him the entire flight, because that burn is an aura rather than an attack.
- The grab is a rescue. Holding a unit cleanses its crowd control and stops it dying, so grabbing an enemy minion out of execute range denies the last hit.
Enemy pets she can steal
This is the part that wins games and the part nobody expects the first time it happens to them. Every one of these is somebody's investment, and you get to decide where it lands.
The Apex turret is the best one on that list. Heimerdinger's ultimate turret is immune to crowd control with exactly one exception, and that exception is stasis, which is what Force of Will [W] applies. So the biggest turret he has is the one she gets to relocate, and it's silent the whole way.
What she can't take
Four different reasons, and every failed grab you'll ever have falls into one of them.
Clones, because the game calls them champions
A clone is a copy that counts as a champion for targeting. Syndra can't throw a champion, so she can't throw any of these, no matter how much they behave like pets.
Pets enemies were never allowed to touch
These are real units, but nothing on the enemy team can target them at any point, which puts them out of her reach along with everyone else's.
Traps, which are a different thing from pets
Shaco's box is the odd one out here. Every other trap on the roster stays exactly where it was planted, and shooting it down is your only counterplay.
Wards, objects and anything mid-flight
The game groups these with wards rather than with minions. Some can be destroyed and some can't, but none of them can be picked up and thrown.
Terrain and structures
Player-made walls are map geometry, not creatures. Walk around them like everyone else.
Wards and epic monsters round it out. A ward isn't a unit she can lift, and Force of Will [W] explicitly skips epic monsters, so Baron, the drakes, the Rift Herald and the void grubs all stay where they are. Enemy champions are never targets, no matter how low they get.
The extras nobody tells you about
The throw carries more attached rules than the tooltip lets on, and a few of them are worth building a play around.
- Throwing the blue buff pays you back. Chucking the Blue Sentinel refunds 10 mana and knocks a second off the cooldown.
- Throwing the red buff spreads the burn. Everything caught in the landing zone picks up the red buff burn.
- Thrown monsters land dazed. A monster is taunted for a moment after it hits the ground, which is why relocating a camp into a fight isn't purely cosmetic.
- It counts as crowd control. Force of Will [W] and Bard's ultimate are the only two stasis effects in the game that register as crowd control against an enemy.
- Recall and Teleport drop everything. Start either one while holding something and Syndra lets go of it on the spot.
- A spell shield eats it. Anyone holding one blocks the throw outright, so the target matters as much as the object.
Two answers that used to be different
If you played Syndra years ago, two entries you remember describe champions who don't work that way anymore.
- Yorick's ghouls became Mist Walkers. His 2016 rework swapped one for the other, and she picks the new ones up just the same.
- Mordekaiser's ghost is gone entirely. His old ultimate enslaved a dead champion as a pet, and the 2019 rework replaced that with the death realm.







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