Singed Build Guide by Anastasios
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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Singed
| Health | 3450 |
| Health Regen | 17 |
| Mana | 1975 |
| Mana Regen | 16.5 |
| Armor | 183.69 |
| Magic Resist | 139.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 117.4 |
| Attack Speed | 0.802 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 610 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello everyone, and welcome to my second guide on Mobafire. My first guide, Malignant Malzahar, had a decent score, so i decided to make another one.
In this one, as you guessed, we will be focusing on
Singed. But not tank or tanky AP Singed; we will focus on pure AP Singed. You might think Singed is unable to go pure AP, but it is suprisingly successful, and i use it quite often. More on when and why pick AP Singed is discussed below.
-Intrigued?
-You're flinging, flanging right i am!
Good! So let's move on to the good part!
Singed, The Mad Chemist
Singed is a 1350 IP / 565 RP tanky AP fighter. He can deal heavy and continuous AoE damage with his poison, and can disrupt the enemy team with an amazing slow and his
Fling.
+ Totally sick skillset
+ Amazing AoE damage with
+ Very good disruptor with one of the best slows in the game and
+ Huge stat boost from his ultimate, with a good duration as well
+ Quite durable even without pure defense items
+ Piece of cake to get assists
+ OP laugh
- Not the juggernaut a tanky build makes him
- Needs to be in very close range
- Weak early game, until you hit level 6
- Tends to get CC'd a lot to prevent a
- Expensive build
Summoner Spells
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I find Ghost to be an absolute must for |
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A very good choice, used by most solo top champions; helps Singed get in the middle of the action to help his teammates from anywhere on the map. |
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Extremely useful for escapes through walls, also finds use in a surprise |
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If you want to troll more, pick this. Another heavy-hitting DoT will make people rage, but i take it only against champions like |
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Always a useful spell, it can shut down people and give you the upper hand. However, there are better alternatives, since you already have a slow, and this usually goes to AD carries. |
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A particularly useful spell on |
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This spell has seen a boost in Season 2, not my favorite on |
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Any other summoner spell is pretty much useless on
Masteries
As you can see, i go 21/0/9.
In the Offensive Tree we pick:
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Summoner's Wrath
for the improved Ghost. -
Mental Force
(3 points) since this is the most useful for us, providing AP. -
Sorcery
(4 points) for the CDR. -
Arcane Knowledge
is a fantastic mastery. 10% magic penetration from this one. -
Havoc
(3 points) for some extra damage. It is not as much as you'd think, but it's ok. -
Blast
(4 points) for some more AP. -
Archmage
(4 points) for an awsome 5% increase in AP! -
Executioner
for a very nice damage increase to low-health targets, this is awsome for your poison, ensuring a kill even it the enemy runs away.
In the Utility Tree we pick:
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Summoner's Insight
for the improved Flash/Teleport, if you happen to pick one of them. -
Expanded Mind
(3 points) for the increased mana, also synergising with your passive. -
Improved Recall
is a mastery i absolutely love. It has saved me countless times, when every fraction of a second counts. However, feel free to swap it with
Good Hands
or
Runic Affinity
, although you probably won't get jungle buffs often. -
Swiftness
(4 points) is essential, since speed is very importand on Singed; also synergises well with your ultimate.
The particular mastery setup described here is for maximised damage, but depending on your and the enemy team's composition, you can swap to defense or utility. However, i believe you MUST have 9 points in offense, for the improved
Runes
For runes, i pick:
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This rune build aims at fixing your decreased defense, but is by no means binding. An AP-oriented runepage can also work, but i believe that you would sacrifice a lot of survivability.
Alternative Runes:
Greater Glyph of Magic Resist for increased early-game Magic Resist, if you are facing a hard AP like
Kennen or
Vladimir.
Greater Quintessence of Movement Speed is probably the best alternative. Movement speed is core on Singed, and these quintessences work perfectly with him.
Greater Quintessence of Ability Power for increased AP, a decent choice, but i prefer defensive runes.
Skill Explanation
Increases Singed's health by .25 for each mana point he has.
A pretty straightforward passive, 25% of Singed's mana is turned into health. It has amazing synergy with
Toggle: Singed lays a poisonous trail which lasts for 3.25 seconds and deals 22 / 34 / 46 / 58 / 70 (+30% of ability power) magic damage per second to enemies for 3 seconds.
Range:20
Your signature move and what everyone hates about you. An AoE, DoT togglable spell with minimal mana cost (just 13 mana/second). It has a 30% AP ratio, which is not bad at all, considering that late-game our AP will be about 600. We will see some math about the damage later on.
We max this skill first, since it is our main source of damage.
Leave this on at all times during teamfights and when being chased!
-Tip: If you enter a brush, your poison will become invisible to the enemies, just like Nunu's
-Tip: When low on mana, you can release the poison in small puffs instead of a constant trail, having the same effect, but with much less mana cost.
-Note: Singed's
Singed throws a vial of mega adhesive on the ground causing all enemies who touch it to be slowed by 35 / 45 / 55 / 65 / 75% for as long as they are in the adhesive and for 1 second once they are out of it.
Range:1000
One of the best CC in the game, this slow is uncleansable, unlike Nasus'
We max this skill last.
Singed flings an enemy over his shoulder, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage.
Range:125
This is an amazing ability, that shines even more with an AP build. It has an 100% AP ratio, which makes it a very mean nuke, and is also invaluable as a disruption ability. A well-placed
You have to be carful when using this abilty, since you can cause damage to your team if yoy fling someone towards a wounded ally, or out of range in a safe escape route. You must also be careful of who not to fling:
Tryndamere: You just doomed your team. Endless Rage!!!
Wukong: His ultimate can disable your entire team, giving the enemies time to tear you apart.
Garen: Usually very tanky, and his
Judgment deals considerable AoE damage.
Amumu: If you fling him in your team, consider the teamfight lost.
Galio: Same as Amumu, he will destroy your entire team, and you will have helped him.
Alistar: A whole bunch of CC to f**k up your positioning, and 75% damage reduction. Not a smart choice.
- Nunu's
Absolute Zero - Malzahar's
Nether Grasp - Warwick's
Infinite Duress - Fiddlesticks'
Crowstorm, both while channeling to cancel it and after it to throw him away of your team. Works against
Drain too. - Katarina's
Death Lotus - Karthus'
Requiem, as well as to throw him out and deny damage from
Defile
We max this skill second, for the increased damage.
Singed drinks a potent brew of chemicals, granting him 10 / 15 / 20% crowd control reduction and 35 / 50 / 65 ability power, armor, magic resistance, movement speed, health regeneration per 5, and mana regeneration per 5 for 25 seconds.
Amazing ultimate, absolutely amazing. Once you hit level 6, the insanity begins. You can use this skill for sustain in lane, since it has a relatively low cooldown; always use it in teamfights, since it gives superb defensive stats and offensive boosts.
What should i max first,
As AP Singed, your goal is to deal huge amounts of damage. While
Of course, if you prefer the increased utility from the harder slow, or have junglers with no CC (
When and where can you play AP Singed?
This is a very important question. You cannot just call dibs on top lane
Singed regardless of your team.
You can play
Singed in 4 roles:
1) Solo top: The most common lane for Singed.
2) Jungle: Jungler Singed is a rising star, but we will not cover him in this guide. If you want to jungle as Singed, i recommend Dyrus Inspired Jungle Singed by Xenasis.
3) Bot: Singed can fuction as an unorthodox support with his Fling and slow, but he needs completely different itemization than this one, and therefore will not be covered. However, i might write another guide for him.
4) Mid: Singed can go mid, but only against specific opponents.
This means that we will only talk about top and mid lane.
Top:
To play top as AP Singed, you will need:
- Only 1 AP champion, in mid lane
- Tanky jungler to balance your lack of defense (
Olaf,
Rammus,
Shyvana,
Malphite) - Not an AP-heavy support (
Taric or
Leona, but not
Lux or
Blitzcrank)
Mid::
You can only play in mid against specific opponents. Your lack of range restricts you to close-range champions such as
If you go mid, prefer a physical offtank for top lane and a mage in jungle (e.g. Olaf + Fiddlsticks), or vice versa (e.g. Rumble + Riven).
Starting items
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A very good choice for a starting item, giving you a serious amount of mana, plus 50 HP from your passive. Helps you get that early |
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A good starting item, gives you extra mobility, helping a lot against enemies with a lot of skillshots. Get 2 |
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Some HP, armor, and HP regen. A solid, tanky starting item, but it doesn't upgrade to anything. |
Get this only if you are facing a heavy AD champion like Gangplank, along with 5 |
Core Items
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You will find this in most Singed builds, and for a reason. It gives you a good chunk of AP and HP, plus it gives you the most mana (except a stacked |
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This will boost your AP sky-high. However, it does not give you any defensive stats, so you must take it later in the game. |
Viable Items
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Another fantastic item, gives you Magic Resist, some more AP, and an aura that helps you and your team immensely, especially since your 2 damaging abilities are point blank range. |
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A very good item, gives you some armor, a good amount of AP, and a fantastic active. As AP Singed, you will be sometimes focused in order to prvent getting in close range for a |
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A very good defensive item, you can take it if the enemy casters are giving you a hard time. Swap |
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A huge boost to your armor and mana, and some CDR for a more spammy ultimate. Take this when you are facing a hard AD team instead of |
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Gives you a good bit of all-around defense, and its signature passive gives you a second chance. Swap this when you find yourself dying a lot against mixed teams. Swap it with |
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I haven't seen this a lot on Singed, and personally i don't use it, but i have heard it works miracles. You can take it early, and ignore Rylai's later on. |
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This will give you a HUGE amount of HP, and since you are an amazing farmer, it should be easy to charge it up. Swap it with whatever you find less useful at the moment (Rylai's, Abyssal, Zhonya's) |
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A fantastic item, gives the most magic resist in the game, plus insane health regeneration, and some movement speed. It's drwback is that it doesn't offer any offensive stats. That being said, you can take it instead of |
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Depending on your enemies, pick the most suitable. Boots of Swiftness are not an optimal choice imo, but you can always go for them if you like them. |
Items that i do NOT recommend:
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It offers no defensive stats, and we have more than enough magic penetration from Sorc shoes, Abyssal, and runes. |
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Even though you will have a lot of AP, and this item does give some mana, magic resist, and movement speed, i feel like the passive will go to waste. You shouldn't waste your time with autoattacks, and toggling |
Full Builds
Build #1:: Full AP build
This is against a balanced team, without enough damage to threaten you. You will deal massive damage to everyone, but you will be tanky enough to discourage them from focusing you.
Build #2:Defensive builds
The first build is against an AP-heavy team.
The second build is against an AD-heavy team.
Build #3: Heavy defense
This build is when you get your *** kicked pretty hard. Not as much AP, but a ton of HP and good resistances. You also have GA and ZH to save you from tight situations.
Early Game Phase
Pick your starting items, depending on your opponent, get a point in
Poison Trail and head to your lane. The reason that you don't pick
Fling is that in a level 1 fight, almost everyone can beat you. After you fling them, you have no more damage. And not many players will get close enough for you to fling them in your turret. Start farming carefully. Don't rely on your poison just yet; last hit with autoattacks.
You are now level 2. Get your first point in
Fling. Try to get a gank from your jungler, if he has potent early game ganks (
Shaco,
Lee Sin). Otherwise, keep playing carefully. If you are winning your lane, you can try to push back your opponent, but be careful for the enemy jungler.
When you have farmed enough, go back and get a
Catalyst the Protector, and boots if you can. Once you get catalyst, you have a significant advantage. You can now afford to trade damage, since you can heal up from the passive; but don't overdo it. You should have also bought at least one ward.
You are now level 6.
Insanity Potion will allow you to out-sustain almost anyone (bleh, except
Vladimir), and you can get very aggressive. This is probably when you will start to get kills. If you get ganked, evaluate the situation properly and you might get a double kill.
Don't forgget to call MIA/ss!
Mid Game Phase
The top lane is usually isolated, far from the teamfights and key objectives. Luckily,
Teleport allows you to quickly and efficiently get in the action to save your teammates and turn the tides of a teamfight in your favor.
Try to push your lane with
Poison Trail, and then wander off looking for ganks. Maybe even invade the enemy jungle, you can steal some buffs and walk away.
The fist teamfights will be starting, so try to be there for your allies. You are probably one of the tankiest in this phase of the game, assuming you have at least your
Rod of Ages, so you are the initiator, unless if you have someone better (
Ashe,
Rammus). Fling the carry in your team, slow the enemies with
Mega Adhesive, poison everyone, and generally f**k up their positioning. Use
Fling to get the melees away from your carries, and in the aftermath, chase the survivors with
Ghost +
Insanity Potion.
Ward Dragon and Baron! You can even use
Vision Wards to deny enemy map awareness.
Keep farming a lot, it is very easy for you; you don't have to autoattack,
Poison Trail will do the job for you.
Late Game Phase
As the game drags on, the respawn timers get longer. You have to be very careful, since a mistake can cost you the game. Don't roam alone, stick with your team; you might be tanky, but you can't handle 5 enemies at once.
At teamfights,
Fling the main damage dealers, it will take out a big chunk of health with your AP, and leave them oppen for your team. Poison all the enemies, and save your carries. Try to save them even if it meant your death. Your poison will do your job for a while after you are dead, and your team will thank you for allowing them to win the teamfight.
Keep farming and pushing, do objectives like Baron Nashor and Dragon. Keep their respawn times (7 and 6 minutes respectively), and ward the map.
Math
We will now do some math to see the damage dealt from
Poison Trail and
Fling. All information about magic resist and magic penetration were taken from the League of Legends Wiki
The damage is calculated assuming we use the Full AP Build shown in the "Full Builds" Section.
Our AP at level 18: 662,85.
Our MPen at level 18: 10 from
Abyssal Scepter + 28,55 + 10%
Poison Trail:
Unmitigated damage: ~268,8 / second
| Damage at 30 MRes: ~206,8 | ========= | 0 MRes with MPen: ~268,8 |
| Damage at 50 MRes: ~179,2 | ========= | 10,31 MRes with MPen: ~243,7 |
| Damage at 100 MRes: ~134,4 | ======== | 55,31 MRes with MPen: ~173 |
| Damage at 150 MRes: ~107,5 | ======== | 99,31 MRes with MPen: ~134,8 |
You can see that even against heavy tanks (150 MRes), we deal some pretty heavy damage. And this is all without taking into account the 65 extra AP from your ultimate, or any auras like
You can also see that if carries do not buy any magic resistance, they will take true damage.
Fling:
Unmitigated damage: ~962,8
| Damage at 30 MRes: ~740,6 | ========= | 0 MRes with MPen: ~962,8 |
| Damage at 50 MRes: ~642,8 | ========= | 10,31 MRes with MPen: ~872,3 |
| Damage at 100 MRes: ~481,4 | ======== | 55,31 MRes with MPen: ~619,1 |
| Damage at 150 MRes: ~385,1 | ======== | 99,31 MRes with MPen: ~483,1 |
Lane Matchups
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Nasus This is heavy in Singed's favor. Nasus needs to be in close range too, so you can harass him a lot and deny his much-needed farm. Try to avoid getting hit by his |
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Rumble This is a pretty even matchup, Rumble has his |
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Lee Sin Woah, back off. This guy is such a hard counter it's not even funny. A shield with lifesteal to recover from your poison, a huge slow and a powerful knockback to stop your fling, a gap closer, his mobility is just insane. He can just harass you all day long and recover easily. He uses energy too, and his passive just keeps him full at all times. If you see a Lee Sin, pick something else. If you have already gotten Singed, stick behind minion to block his |
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Olaf Another really hard matchup. Olaf scales very good with levels, at he gets the most dangerous at level 9, when he maxes his |
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Gangplank Ugh. Such a frustrating champion. You can start with a |
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Cho'Gath Nasty laner. Very good sustain from |
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Garen Kite. Kite all day long. His early-game damage is huge, so don't get too agressive. He has infinite sustain from his passive, but if he gets low, he must hang back and miss out lasthits. As the game progresses, you will get stronger and stronger, while his effectiveness starts to fall off. Late game, all he does is silence, be a meatshield for skillshots, and ks with |
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Warwick So much sustain. So much ******* sustain. You will need your |
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Yorick A rare pick. Watch out for his little ghouls, their damage is not that small early on. He has good sustain with |
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Dr. Mundo Easy. Stay behind minions, avoid his |
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Irelia She got a nerf in her heal recently, but it didn't hurt her that much. Her CC reduction won't help her with |
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Jax He is still quite strong after his rework. His stun is now much more reliable, but his dodge doesn't affect you. Unfortunately, he does take less damage from AoE abilities from his |
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Akali Singed is pretty good against Akali, he is tanky enough to withstand a beating and can poison her while in the |
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Shen After his buffs, he is almost unstoppable. He can be built both as an AP/tank hybrid and an offtank bruiser, so build accordingly. He has very good sustain with |
Conclusion
This is the end of my
Singed guide. I hope you enjoyed it.
If you find any mistakes (typos, item-related, skill-related), leave a comment and i will fix it as soon as i can.
Check out my other guide, Malignant Malzahar!
Many thanks to:
jhoijhoi, for her guide on how to write a guide!
IceCreamy, for his guide on how to use columns!
All of you who read this guide!
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