Originally Posted by Mindllapse
problem is that you need both Tear AND Chalice on her to even keep up with her mana upkeep if you want to be doing damage at every opportunity (which you need to on her, in order to justify her rather low base damages with a low cd/high mana cost trade off), putting you very behind on gold for actual AP
it's like one of those MTG cards that are just terrible because of some absurd cumulative mana upkeep cost
I start Tear+boots+Flask. Flask is basically 3 free mana/health pots every time you go back to base (guessing that includes Reviving,) which lets Syndra cope with her mana problems during early game/midgame much more cost-effectively than Chalice (and Grail's now-laughable 60 AP).
After that, Sorcs/BFT rush helps solve her damage problems, particularly given her strong poking capacity.