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Singed Build Guide by Da Duracell

AP/Tank - Professor Singed (REVEALED!!)

AP/Tank - Professor Singed (REVEALED!!)

Updated on September 21, 2011
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League of Legends Build Guide Author Da Duracell Build Guide By Da Duracell 19,932 Views 13 Comments
19,932 Views 13 Comments League of Legends Build Guide Author Da Duracell Singed Build Guide By Da Duracell Updated on September 21, 2011
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Introduction

Who's that champion? It's... THEY CALL ME " THE RUNNING MAN " , IT'S SINGED, HE'S COMING FOR US, HE'S GRABBING MY ***- *whoop* *thud* -SAVE ME... NO NO RETREAT, JUST SAVE YOURSEL- *gurgle* -HUUUH- *dead*


This guide intends to demonstrate how you can make the most out of Singed's sweet utility, helping you control the flow of team fights and protect your carries. For classic and always effective Singed guides, refer to Dyrus' guide, How to play Singed for Dummies, and TheRainMan's guide, A Mixed World. My humble thanks to them for showing me how to troll and laugh at everything as I play Singed.

Singed is good for carrying teams because he can tank, push, do moderate deeps, bring some utility, and STILL get away with it all, like a well-wrapped, yummy burrito... with legs. Seriously, how many other tanks can do that? If your teammates can't get a job done, you can do it for them. Worried that you might get a downs tank that initiates poorly? You initiate. Team not giving enough pressure? Ward top, extend as much as you want, and push the hell out of it. Stalemate at dragon where both teams are just dancing around each other? **** that, push top and teleport down if the situation calls for it.

Okay, so is the crazy finally starting to soak into you? Yes? Well, don't let it. If you're just picking up Singed, you're probably going to find him awkward, and you're probably going to fail hard with him. Regardless, Singed is still a good tank. Just watch some streams or videos and practice until you're good enough to adopt the Chaox mindset,

"I'M SINGED! I LIKE CAKE!! I DO WHAT I WANT!"
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Runes

    Admittedly, I am recommending the same runes that TheRainMan and Dyrus use. What can I do about it? Smart people make smart choices.

    Move speed quints because you want to run everywhere and farm, catch up to people, run away from people, and spread a huge poison cloud everywhere.

    MPen reds because you deal magic damage.

    Dodge yellows for nimbleness procs and more move speed.

    Flat MR because you're a tank and because dragon fights can start before level 10. You're mid-late game is strong already, so might as well give your early game some extra padding.
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Masteries


    0/15/15 so you can sustain and farm in top lane and have that bonus move speed.

    Nimbleness so you get move speed for dodges from running through minion waves or team fights.

    Expanded Mind gives you more mana for your passive.

    Strength of Spirit gives you HP regen from your catalyst/ROA/Expanded Mind's extra mana.

    Teleport since you can split push.

    Bonus move speed.

    No buff duration because you should leave buffs to others, and your time is better spent farming lanes and small camps quickly anyway.
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Skills


Passive: Empowered Bulwark
Increases Singed's health by .25 for each mana point he has.

Explanation:

Singed's passive grants him some bonus HP for his mana, giving you extra incentive to build mana items like . All this mana will also give you HP regen because of Strength of Spirit.



Q: Poison Trail
Toggle: Singed lays a poisonous trail which deals 22 / 34 / 46 / 58 / 70 (+30% of ability power) magic damage per second.
Cost 13mana per second
Range 20


Explanation:

Singed's main source of damage. Use it to farm everywhere.
During laning phase, you can conserve mana by toggling it on and off for one second and letting out a small puff of poison. Your small cloud will persist for 3-4 seconds, long enough to poison a minion wave that walks in a straight line through it.
Combined with Rylai's slow, chasing Singed becomes very painful. During team fights, the slow also helps your squishies kite enemies who get past you.





W: Mega Adhesive
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 5 seconds.
Cooldown 14seconds
Cost 80 / 90 / 100 / 110 / 120mana
Range 1000


Explanation:

Maxed out, a long-range 75% AOE slow that can block off entire pathways in the jungle is just ****ing annoying. Nobody wants to walk through this ****.
You should toss it early to catch enemies or protect your squishy teammates. If you are chasing a high-threat enemy squishy out of the fight, you can also save your fling and just toss your glue slightly on top of him. Then you can run back to help your teammates while they try to get back into the fight by stepping off and walking around your glue, wasting time.




E: Fling
Singed flings an enemy over his shoulder, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage and slowing the enemy when they land.
Cooldown 11.5seconds
Cost 100 / 110 / 120 / 130 / 140mana
Range 100


Explanation:

Its amusing just how threatening your fling is to enemy squishies. Positioning is very important in team fights, and you're exactly one of those champions who tries to force enemies into a position they don't want to be in (ooh la la). Whoever you fling will be further CCed when they land in your poison cloud with Rylai's slow.

Don't fling an enemy to safety.
Don't fling an enemy just because its not on CD. A Singed with fling has much more pressure than a Singed with fling on CD.
Hold on to it until you can make a decent fling that will actually help your team.




R: Insanity Potion
Singed drinks a potent brew of chemicals, granting him ability power, armor, movement speed, and regeneration per 5 for 25 seconds. As of now, it also gives magic resist and crowd control reduction(10%/20%/30%)(Thanks, TheRainMan)
Cooldown 120seconds
Cost 150mana
Range 20

Explanation:

This is basically a steroid that transforms you from Dr. Jeckyll into a frickin' monster like Mr. Hyde mid game, especially if you've already completed part of your build and have a level advantage from farming top's gold and experience.

Pop it if you need it to get out of a gank.
Pop it at the beginning of team fights.
Its okay to pop it during laning phase for the HP regen if you need to stay in a lane for a little bit longer, since its on a short CD.
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Skill Order

Prioritize and , then get either or .
    Put 1 point in fling at LV1 for the immediate utility it can give to LV1 team fights.

    Put 1 point in glue at LV4 for escaping ganks or catching people.

Maxing out VS. , Utility VS. Damage

TheRainMan maxes out first.
Dyrus says "W/E is user preference, no real order."


Maxing out the slow on your glue first is a sensible choice. After all, it IS a long-range, small AOE slow. Its very nifty. I used to do it, and most Singed players probably do too.

But after trying to max out the damage on fling first many times, I've taken a liking to it. So if you've always maxed out glue first, I'm going to ask you to take a leap of faith with me when I say that its not dreadful.

Sometimes I get parts of Rylai's like right after finishing my , especially if I've been doing well and think I can get away with tanking with just my massive HP and level advantage during early-mid game. Since I have a and , my leveled up fling with its 1.0 AP ratio turns into a sizable nuke. You will have a more threatening presence in lane if your opponent sees that you and your jungler have enough damage and just enough CC to kill or towerdive him. You can also fling and take 20% HP off a squishy before he gets blown up, and have a better chance of finishing off those enemy survivors that are close to death by yourself.

The thing is, is great, but I'm satisfied with getting a long-range, small 35% AOE slow for just 1 point early game. Each extra point you invest in it gives it 10% more slow, but I find that LV1 glue usually offers enough utility to fulfill its job of catching people or protecting your teammates. Investing more points in it during early-mid game feels like I am studying 4 more hours on a test subject so I can get a 99 instead of a 93 on a test. ;3

If you max out fling last, you are basically giving up on the bit of extra damage you could have had during early-mid game. Finishing getting that bit of extra damage at LV 18 won't matter as much because enemies will be tankier or have built some MR, and the squishy that you fling will immediately get blown up regardless of how much damage your fling did.

Considering everything above, I'm going to go along with Dyrus and say that it depends on your preference. I've grown addicted to maxing out first, but I agree with investing extra points in if you need to avoid deadly ganks or your team really needs the utility and CC.
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Summoner Spells


Lets you split push a lane when both teams are dancing around dragon or baron. Since Singed is tanky, he won't get blown up if he teleports right into the middle of a fight (for example, on top of a dragon ward).

ghost size 52
Your + + + + Nimbleness procs make you FAST. This allows you to freely move around in team fights, keeping enemy carries at bay or the enemy front line off your own carries, and even make SONIC RAINBOOMS *lie*.

is mandatory. If you don't want to use , take or instead, stupid OP summoner spells.

    Singed is so fast and slows the enemy so much that escaping from or catching up to enemies should not be too difficult. But if they can perma-slow you,
makes you impossible to catch. Get to a wall and flash over it, or flash early before they can pin you down. As for using flash/fling to make a surprise initiation on an enemy who is out of position, I find that gimmicky. Credit to TheRainMan again, because I agree with his views on this. Fling has a very small range, so if you miscalculate your flash range, don't fling ASAP, or your target sidesteps, you may fling him at an odd angle or even not at all. Then not only will you have wasted a summoner spell, you will be out of position, which may bait your team into a poor engagement or force you to blow all your other CDs to get away. Even if you flash/fling flawlessly, your team may be just as surprised as the enemy team, and may not react in time to CC your target immediately (LOL). However, if you've gotten a good grasp of it and can pull it off consistently, I won't stop you. Hell, even I'm going to practice it.

Take if your team needs it. Like flash, its another ****ing get-out-of-jail-free card that can be used offensively or defensively.

Take if your team REALLY needs a healing debuff. But don't expect your lane opponent to be stupid enough to die to a Singed without a gank.
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Item Builds

Starting Items

,
Get this if it gives you enough regen to sustain you in lane until you can buy philosopher's stone, (715g) on your first trip back.

,

Your passive gives you 50 HP from the mana. Get this if you plan to rush an early Catalyst the Protector . You should buy Catalyst the Protector(925g) or even Catalyst the Protector, (1275g) on your first trip back. If you do poorly and have to b without 925g, just buy and some for now. Its okay to expend your teleport a bit early if dragon fights won't start for a while.


or ,

Get these if your lane opponent harasses you with AD. gives you armor, HP, and HP regen. , lets you withstand against real hard harassment. You can sell later on or build it into ninja boots or frozen hearth, .

Always buy Sight Ward, whenever you can so you can stay in lane and farm safely.

Core Items

Catalyst the Protector,

That's it. You HAVE to get that Catalyst the Protector , then rush a or keep it and finish it into a later on. I may get Philosopher's Stonefirst if I started off with , but then I follow up withCatalyst the Protector , and only throw in afterwards if I'm not farming well. If you have your by 11-13 min, it means you're far, far ahead; 15-17 min is normal, and means you're doing alright; ~20 mins means you've really had a rough time.
Besides that, is another item I'm always itching to build. But I won't to label it a "core" item because I don't want to mislead people into rushing it right after . I may just get a and delay finishing it, especially if I have to go tankier for my team first, or if the enemy team isn't easily kited.

Boots

,
Mercury's treads for CC reduction/MR so you're hard to catch. Ninja tabi for nimbleness procs/armor against auto-attackers, AD.

From here, you can diverge and build any sort of tanky Singed build against their team comp. Below is merely an example of a speedy Singed build that I enjoy using. It also gives some nice extra utility to your team.

I generally finish my , then get level 2 boots, followed by and or for some tankiness. Then I finish or or , and end with if the game lasts that long.

Final Build


(15225g)

Other Notes



I'm not a big fan of on Singed. You can't finish it off if you still want to get catalyst procs (rushing it is dumb anyway). Also, Singed can already be quite tanky with , , - . is more useful for squishies who get instagibbed by CC or nukes, both of which Singed would gladly absorb for his carries. So by not getting , you're almost provoking them to CC or nuke you. I actually feel masochistic pleasure when people see me as being threatening enough to expend nukes and CC on me. I feel even more pleasure if I still manage to catch them and make it out alive.


gives Singed some AP, and the extra mana gives you HP because of your passive. It also keeps giving you catalyst procs.

I only build if their nukes can hurt me a lot, or if they have HP spells/items like Malzahar's pool or that make stacking HP unattractive, or if I have nothing else to build my extra into after I already have my .
If you're trying to stack MR, you can also try buying a 2nd foce of nature(LOL). You don't get the 0.35% HP regen/second, but you do get more MR, more move speed, and a bit of HP regen. It doesn't seem like too bad of a deal, but I'll have to see if better players have a different opinion.



You can replace with another item that you think will help you or your team out more if you don't want to have 15% CDR wasted on you. is a possibility.



The reason I may sell heart of god and build instead of is because item slows do not stack. That means you won't get much out of Randuin's slow when you already have Rylai's slow, and so you'll only get Randuin's reduced attack speed.
gives you more stats you want. You get some of the reduced attack speed that Randuin offers, more armor, and the extra mana gives you HP because of your passive.
However, the 20% CDR is really a pity, so I would go with or if they don't have a lot of auto-attackers who thrive on attack speed.



Paying 800g for the burn is meh. Its usually used as an HP item that helps tanks like Shen, Amumu, and Malphite clear lanes. But Singed can get HP from elsewhere, and he doesn't stand still when he farms. So its only okay on Singed, not spectacular.



Come late-late game, your will still give you enough AP to make a sizable dent on a squishy's HP, but it will only tickle bruisers and tanks. You can consider buying this if you feel that you are already tanky enough.
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Team fights

Team Fights
In every team fight, you can mentally divide each team into two lines - a front line and a squishy line. Sort of like football.
The front line has linemen... tanks, bruisers, and assassins who want to either dive on the other team's squishies and rip them to shreds, or act as a meatshield for their own squishies, soaking up damage, CC, and CCing whoever tries to get behind them.

The squishy line has ranged carries, AP, and support who want to unload as much damage as they can or support at a safe distance behind their front line.


Sometimes, the squishy lines can't reach each other unless they put themselves at a not-safe distance from the enemy's entire team - which they don't want to do. So what happens is that these teams trade front lines. As one team's front line falls, their squishy line becomes more accessible and vulnerable. So **** all the dimwits who whine, "OMG, WHY FOCUS THE TANKS, GET THE CARRY". Of course everybody wants to instagib the carries. But sometimes you just can't.
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Early Game

I'd say that Singed is weak during early game, snowballs from early-mid to become overwhelming mid-late game, but tapers off during late-late game.

More credit to TheRainMan here since I am basically repeating his words (sorry!).

As Singed, you want to solo top because you want to farm and teleport down to dragon during mid game. However, Singed has a lot of bad lane match ups since he is so easily harassed. Thus, you should choose your match ups carefully so you won't get destroyed in CS while your opponent free farms. If top is a bad match up for you, you should consider duo laning bot.

As solo top, you should start off by just last hitting minions. If you are against a melee champion, you can fling your opponent into the middle of your minions/poison when they come up to last hit. Only do this if trading hits like this actually puts you ahead.

Otherwise, you should just last hit near turret as best as you can while saving up for your Catalyst the protector , since any ranged champion who starts out with boots, along with other champions like Teemo, Akali, and Garen will be able to easily harass you and free farm.
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Mid Game

Mid Game
During early-mid game, you should have your . Now that you have some solid sustain, you need to FARM, FARM, FARM for your items and get a level advantage so you can snowball out of control later on!

FARMING WITH SINGED

Singed can farm top lane even after the enemy's first top turret is gone. Sure, any champion can, with proper warding. But few can do it as well as Singed.
    After warding properly (usually at top's red or blue buff), Singed can overextend as much as he wants. To fully push out his lane, all he has to is run past a couple of minion waves with his poison on and fling the cannon minions. Then, while an enemy has to come top and repush the lane, he has all this FREE TIME to run and ward throughout their jungle, farm their double golems and wraiths if he's on blue side (on purple side, the wolves are too risky), or he can run down to push or gank mid before returning top.
    If he knows the enemy jungler's location, he can even farm behind the first top turret WHILE ITS STILL UP, along with the double golems if he's on blue side.
After he's farmed and tanky enough, 2-3 people may not be enough to catch and kill him. Even if he somehow gets caught by 3 people despite having warded properly, he can waste enough of their time for his teammates to take dragon or one of mid/bot's turrets safely.

DRAGON CONTROL


You want to farm and pressure top, but you also want to control dragon, since you're strong and can help win team fights. Tell your 4 teammates hovering around mid and bot that you're pushing top, and that you got tp. Also tell them to place a ward down at dragon if they haven't already. Now, if they send someone top to stop you, you have some options:
    If you pushed your lane far out enough, you can immediately run down to dragon (you should reach it sooner than the person who just went top), then try to take it with a 5v4 advantage. If the enemy 4 are desperate enough to contest for it while their 5th scrambles down, fight them. If they decide not to contest for it and try to trade it for your top turret, finish dragon and see if you can teleport top to salvage it. If not, its not too bad, you can still farm and push top with proper warding.
    You can continue pressuring top while telling your 4 teammates to go ahead and start dragon. If the enemy 4 try to contest for it, teleport down and fight them with a 5v4 advantage. Or if your team is weak and you want to avoid team fights, you can continue pressuring top and only teleport down if the enemy 4 try to take it. Either way, its 5v4... better win.

If the person who they sent top has a global ult or teleport too, it won't be as easy to secure dragon. But that rarely happens, since not as many people like to play global ult champs after Riot nerfed its range, and even less people use teleport. So have faith!

If they don't send anybody top and force a fight by trying to take dragon, you should still teleport down and try to stop them. But if you feel like your team will badly lose a 5v5, don't contest for it. Instead, just have your team keep farming and trade it for their top turret.
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Late Game

If the game manages to drag into late game, you should know that even if you are ridiculously strong after having had a successful early-mid game or having farmed all game, you should really try to end the game with your teammates as soon as possible. That's because...

You can still split push mid or bot if both teams are dancing around baron (you're so tanky that people won't even want to chase you out from mid), but you should generally be roaming as 5 with your team so you can clear wards safely or be right there if someone is caught out of position. Each team fight could possibly end the game now, so lose some of the crazy that you've been penting up so far. Play smart, take advantage of the utility that Singed brings to his team, and hopefully...win!
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Final Comments

Before I picked up Singed, I would often get frustrated whenever....
    I would play the tank
    Our team would win team fights
    My teammates would just passively farm camps and go from lane to lane, not warding, not applying pressure, not pressing our advantage, and dragging that **** into late game

Then I remembered watching grandjudge and Dyrus doing totally nuts stuff on stream, like farming the minion wave behind a turret, farming the enemy jungle's small camps, and even farming mid before returning to solo top, and I thought,

...WHAT THE **** ARE THEY DOING? HOW ARE THEY GETTING AWAY WITH DOING THAT KIND OF STUFF?


So I practiced and improved my Singed in normal games. Then, after not having played any ranked games for 4 months and watching my ELO decay, I recently played my first 5 ranked games of Singed in 1500 solo queue (yes, I'm a nub, carry me)... and...
WHAT HAPPENED?

.. SINGED HAPPENED!

The server even went haywire and decided to take IP from some of my less-awesome teammates and allocate them to me. Sup.


Thanks for reading the world's 3rd best Singed guide credits go to Solo Mid and Kauluwehi. Like it up above, and leave everybody a comment down below with some of your insight! Who knows, if this guide receives enough likes and favorable reviews, it could get approved and have the honor of someday sitting next to the world's 1st and 2nd best Singed guides! ;3
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AP/Tank - Professor Singed (REVEALED!!)

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