Sorry about this
This was a fail from the moment I uploaded it because I failed to describe real strategy and also playstyle. However, that much I realized twenty minutes after I hit publish. The first three comments, however, showed me a very large problem that I had completely missed. I will rework this into something decent. In the time being, I hope this is not easily found. I will leave all of that, however, so I can attempt to pull out the parts that work.
Introduction
I make no claims as to following this to the letter, partially because that is stupid, partially because I cannot. I am a level 22 summoner. I do not yet have all my masteries unlocked, nor all my rune slots, and I do not even have all the runes that would fit this guide. However, I know
Singed. I know how he works, I know his skills in and out. I cannot tell you how well this guide will work in certain ELO ranges or anything of that sort. However, I can tell you how well it works in general. I can show you what even an incomplete build can do if you are smart and quick, and a little bit lucky.
Singed is, first and foremost, a tank, so he can take a lot of damage. However, he is also quite the support character. More than once have I saved an ally from death by flipping a
Rengar off of them, or saved a group of us by catching most of the enemy team in my
Poison Trail and
Mega Adhesive. His speed allows him to pop into fights quickly, targeting a single enemy to flip and allow the whole team to attack them easier. His health, innate, and especially his ultimate, allow him to run right back out. His poison makes sure that the enemy team does not get away without taking a blow, no matter how inconsequential it may end up being, to their health.
You may notice that I do not build many tanky items. The reasons will be explained throughout this guide. One note to make is that mobafire does not take into account his innate. Upon including that,
Singed has an additional 778 health with full
Archangel's Staff stacks, bringing him to a grand total of 2620.
Pros / Cons
[hi]Pros[/h1]
- Quick, maneuverable
- Great initiating, great disengage
- Good synergy with ranged characters
- Damn hard to kill
Cons
- Rather low damage
- Despite his
Mega Adhesive being a decent CC, it easily fails with a misclick, or a smart enemy who walks around it - Can lead to overconfidence easily
Masteries
Offensive Tree
You grab Summoner's Wrath for the speed buff to
Defensive Tree
You may notice the lack of health masteries here. Yes, I avoid them. I prefer the effectual health given by MR and Armor. This way, your ultimate does the most for you possible. I believe that the wiki states this in terms I could not better, so I shall simply quote it.
Nearly the same thing can be found on the MR page as well. I hope this shows why building resistance is greater than building health on a champion who's ultimate restores health. This, however, in no way means to avoid health items and such. It is just that, in the masteries, I prefer the scaling armor and MR versus the health that declines in usefulness. Build the tanky stuff indirectly in game.
A note with Juggernaut. I want is solely because of its CC reduction. However, if you are in a ranked game, or some other sort of draft pick, and the enemy team lacks CC, I suggest you dump juggernaut and throw the point into meditation. All mana regen, no matter how small, is useful so that you can spam your
If you will not be using
Runes
Quintessences
Ok, I would hope that these are somewhat obvious. I have said throughout this guide how important
Everything Else
Ok, after those movement speed runes, you don't need anything in specific. The runes I have up there will work rather well. They add some bonus mana, and therefore bonus health, to
Summoner Spells
Ghost is the must have spell on
Singed. He is a fast champion. We have a mastery spent just to make him faster. You will have someone escaping from a team fight fairly often, and you will enjoy running up to catch them, sometimes even if they
Flash across a wall.
I expect some questions as to
Teleport. Well, before they all happen, let me just say that that one is entirely personal preference. When I play
Singed, I almost never remember to use flash, and when I do use it, my mouse, without a doubt, is going to be in the wrong place. However, if you are good with
Flash, then by all means get it! It is an incredibly useful spell, and I often find myself in situations where I curse myself out for sucking with it. I personally find
Teleport quite useful in getting around the map and making sure that a large minion wave does not backdoor one of our turrets all by themselves. However, this spell slot is entirely your choice. Grab
Ignite if you want to get that true damage finisher for those you can't
Fling for the kill, or grab smite if you decide to jungle
Singed (but use some other guide for that; I am a horrible jungler, and I doubt this build is any good for one.)
Skill Sequence
Always, always, ALWAYS, get
Fling level one. It is the most useful thing level one. Grab an enemy champion, throw them into the turret. They are forced to pull back and either wait some time, farm for their life steal, or recall. Well, that is under the assumption that your lane partner does not have a stun or didn't get it early on so that you could not do the
Blitzcrank troll Mad Chemist style.
After that,
Poison Trail is the highest priority besides
Insanity Potion. I get
Mega Adhesive at level four normally, but some games, when the enemy laner is just barely escaping me, I will grab it at level three to put an end to it, and probably them. I throw in an occasional upgrade to
Fling, and a rarer one to
Mega Adhesive.
Mega Adhesive should be the last one maxed. The only exception is if your team disengages a lot. The adhesive, if positioned well, can make for an easy escape. However, I would still likely max it last, as the poison is already a large turn away to chasers.
Items
And finally we come to the items! Let me make my first note here: In NO WAY is the above set in stone. In addition, I highly recommend getting components of several before getting full versions of them all. My usual chain is
| Item Sequence | |||||||||||||||
Boots of Swiftness 1000 |
Philosopher's Stone 700 |
Tear of the Goddess 700 |
Hextech Revolver 1200 |
Archangel's Staff 2700 |
|||||||||||
This is the basic game where you can farm, don't die much, get the occasional kill. However, if you find yourself recalling a lot because of the magic damage you keep sustaining, then grab a
The philosophers stone can be left as it is, or built into either of the two things it builds into at whatever point seems convenient. If you find yourself under a lot of CC, such as an enemy
That right there has covered every single situation I have come across in my experience. If you find a situation where you feel a different build order would be more useful, comment it! If it seems like a big enough point, I will add it in.
Team Work
This is essential.
Singed does not have a high damage output. He needs a team to back him up. Well, that, or he needs the enemy to back him up to a turret, but that is besides the point. If he does not have a team to help him in a team fight, he will probably die, and will likely not take anyone with him. However, if he has a team to back him up, all he has to do is get in, throw out their squishy AD or AP carry, and run out, leaving a trail of poison for the entire enemy team to walk through. Then when it is time to chase, turn on ghost and spray some adhesives for a great catch up. If you are losing and need to run, cover your team with some adhesive and leave
Poison Trail toggled on.
Farming
Ok, this is essential, and the hardest thing about
Singed:
To farm, you press q, making sure you turned your poison on instead of off(!), and walk around minions.
What Skill, Speed, and a little luck can do
So, as I find videos that show off what Singed can do with speed, skill, and luck, I will post them here. This one shows off one of my favorite things I have ever done with singed.
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