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Singed Build Guide by Anastasios

AP Offtank Singed: Chemical Chaos

AP Offtank Singed: Chemical Chaos

Updated on November 4, 2012
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League of Legends Build Guide Author Anastasios Build Guide By Anastasios 165 13 895,450 Views 49 Comments
165 13 895,450 Views 49 Comments League of Legends Build Guide Author Anastasios Singed Build Guide By Anastasios Updated on November 4, 2012
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Choose Champion Build:

  • LoL Champion: Singed
  • LoL Champion: Singed
  • LoL Champion: Singed

Soon (Valve time)

An update with more matchups is coming soon, as well as a Twisted Treeline and Dominion part (not as extensive as SR)
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Introduction

Hello everyone, and welcome to Singed: Chemical Chaos by Anastasios. (That's me! :D)




In this guide, i focus on how to effectively play Singed in the top lane, with three types of builds:
1) A hybrid AP/Tank build, the most common and flexible one,
2) A full Tank build, for when you just want to never die and
3) A full AP build, my personal favorite and the most dangerous.
The builds in the cheat sheet are just examples, and can be easily customized with any combination of items shown in the respective chapters.

Something that i would like to remind you now, since apparently many people forget it:
BUILD SITUATIONALY.
This goes for Masteries, Runes, Summoner Spells, Items, and Skill ranking. Don't blindly follow whatever you see in this, or any other, build.
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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 his slow and fling.

space
Pros:

+Huge AoE damage with Poison Trail
+Excellent disruptor
+Huge stat boost from his ultimate
+Easy assists
+OP /laugh
space space
Cons:

-No range.
-Weak early game.
-Somewhat kitable.
-No hard CC (stun)
-Stoopid joke.


You can play Singed in 3 roles:
1) Solo top: The most common lane for Singed.
2) Jungle: Jungler Singed will not be covered in this guide. If you want to jungle as Singed, i recommend Dyrus Inspired Jungle Singed by Xenasis.
3) Mid: Singed can go mid, but only against specific opponents ( Akali, Katarina, Sion, Fizz etc). He will not be covered here.
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Summoner Spells

Ghost is a must for Singed, no matter how you buld him. The speed boost synergises very well with his ultimate and his overall role.

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.

Extremely useful for escapes through walls, also finds use in a surprise Flash+ Fling, leaving no time to react. A tricky combo, however, as you need quick fingers to pull it off. You can take it instead of Teleport.

A good summoner spell, can stack with the DoT from Poison Trail for a lot of damage early on. It's main use however is the Grevious Wound it applies, making it an excellent choice when laning against a Dr. Mundo or Swain.

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 fits more in the bottom lane.

A particularly useful spell on Singed, it has good synergy with your CC reduction. However, you should only take this against very, very CC heavy teams.

This spell has seen a boost in Season 2, not my favorite on Singed, but if you like it i'm not going to stop you.


Any other summoner spell is pretty much useless on Singed.
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Masteries & Runes

~OFFTANK~


These masteries and runes are a mix of magic damage and defense, as expected for a tank/AP hybrid like Singed.

In the Offensive Mastery Tree we get:
In the Defensive Mastery Tree we get:
  • Resistance for the extra Armor, to boost our defenses.
  • Hardiness for the extra Magic Resist, for the same reason.
  • Tough Skin for reduced minion damage, and to fill in a point.
  • Vigor for the extra HP/5, for a bit more sustain.
  • Durability for the small health boost, and to unlock the next mastery.
  • Veteran's Scars for a decent flat HP boost, helpful early on.
  • Indominable is a pretty decent mastery. Might not seem a lot, but it helps.
  • Initiator for the extra movement speed, having very good synergy with Singed.
  • Juggernaut is probably the best mastery of all. Gives a really good HP boost, and CC reduction synergising with your ultimate.


Runes are pretty standard, without many alternatives.

~ Greater Mark of Magic Penetration x9 in conjunction with Arcane Knowledge will give you all the MPen you need.
~ Greater Seal of Armor x9 gives a lot of early armor, helping against heavy AD opponents.
~ Greater Glyph of Scaling Magic Resist x9 gives you magic resist that scales with levels, helping against the AP carries later in the game.
~ Greater Quintessence of Movement Speed x3 is the most fitting Quint for Singed, as movement speed is a core stat.




~TANK~


This setup aims at having maximum defenses and mobility, in order to fulfill your role as a tank as effectively as possible.

In the Offensive Mastery Tree we get:

In the Defensive Mastery Tree we get:

In the Utility Mastery Tree we get:

Runes are the same with Offtank, since that is the optimal setup for tanking.


~ Greater Mark of Magic Penetration x9 for the magic penetration, in lack of any better alternatives.
~ Greater Seal of Armor x9 for the armor boost.
~ Greater Glyph of Scaling Magic Resist x9 for the magic resist they offer
~ Greater Quintessence of Movement Speed x3 for even more MS.



~ABILITY POWER~


Masteries are standard core AP, with runes trying to counterbalance the lack of defense.

In the Offensive Mastery Tree we get:
In the Utility Mastery Tree we get:

This time for runes we switch quints for a bit more early defense.

~ Greater Mark of Magic Penetration x9 for the magic penetration.
~ Greater Seal of Armor x9 for the armor boost.
~ Greater Glyph of Scaling Magic Resist x9 for the magic resist.
~ Greater Quintessence of Health x3 for some more early HP, to make up for the lack of defensive masteries.




~ALTERNATIVES~


Alternative masteries:
Offensive Mastery Tree we get:
In the Utility Mastery Tree we get:
  • Summoner's Insight for the improved Teleport/Flash.
  • Good Hands even though you shouldn't die often, you are a tank, and sometimes it's your job. This will help you get back in the action faster, especially later in the game.
  • Expanded Mind for the increased Mana.
  • Swiftness for the movement speed boost.
  • Transmutation may seem useless, but it helps a bit with sustain early on, and gets noticeable later in the game.
  • Awareness gives a nice boost to your exp gain, giving you a bit of an edge against your lane opponent.
  • Strength of Spirit is what makes the Utility Tree so worth it, having excellent synergy with your passive.
  • Mastermind is going to make your Ghost come off cooldown much faster, making you even more dangerous.

While this sort of mastery page offers great utility, i really feel you miss out on other, much better bonuses. However, it fits with certain playstyles, so it's up to you to decide if you want to use it.
You can change Transmutation and Good Hands for Improved Recall , Meditation , or Runic Affinity if you want to.


Marks
~Seals
  • Greater Seal of Replenishment is a decent choice if you have a lot of mana issues, but it really falls off later on with all the mana that you will have.
  • Greater Seal of Vitality is good if the enemy team doesn't have a lot of physical damage. Otherwise, however, armor seals give way better stats.

~Glyphs
~Quintessences
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Skill Explanation






Empowered Bulwark


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 very good synergy with certain items, and gives a considerable HP boost.





Poison Trail


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.

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 Absolute Zero.
-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 Poison Trail is most likely Iodine. Iodine is an element that is solid in normal state, but it sublimates into a purple-ish gas. Therefore, Singed can keep large amounts of solid Iodine, slowly allowing the fumes to escape, forming the characteristic trail. Also, he probably uses the radioactive isotope Iodine-131, that is highly carcinogenic in small quantities and in high quantities destroys tissue over time (all because of radioactive beta decay).





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 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' Wither or Karthus' Wall of Pain. You can use this skill to cut off escape routes for fleeing enemies, or stop them from chasing you or an ally. With a very good range and area of effect, it has unlimited potential.





Fling


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. It has an 100% AP ratio, which makes it a very mean nuke with just a bit AP, and is also invaluable as a disruption ability. A well-placed Fling of an enemy inside your team means almost always certain death, unless if they have some sort of blink or dash ( Deceive, Shadow Dash, Riftwalk).

You have to be careful when using this ability, since you can cause damage to your team if you 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: Not as dangerous as others, but still not a smart move.
  • 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.
  • Blitzcrank: Considerable burst, an AoE silence, and his passive that allows him to walk out alive.

Fling also has huge potential in teamfights as it cancels channeled abilities. This means you can save it, and use it on the right moment to peel people off your carries, or stop those nasty AoE ultimates:




Insanity potion


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.

This is the best steroid ability in the game, granting immense defenses and overall power. Always, always use this in fights since you are significantly stronger. It can also be used to give you sustain while laning, since it has a relatively short cooldown.




What should i max first, Fling or Mega Adhesive?

This is a very important question, as it can seriously affect the early/mid game. Generally, when going AP, level up Fling first, since your goal is to deal tons of damage. When going pure tank, Mega Adhesive brings much more utility to your team, and thus fits your role better.
The question is, what happens when you are neither pure tank nor pure AP. In that case, here is a simple, 3-step thought process to show you what to do.


1)Is the enemy jungler / your jungler ganking a lot?
~YES --> Level up Mega Adhesive to protect yourself from enemy ganks and/or to secure kills for your own jungler.
~NO --> Look below.

2)Is your opponent someone with mobility or that needs to be kited ( Garen, Udyr, etc)?
~YES --> Level up Mega Adhesive to have an easier time while laning.
~NO --> Look below.

3)Are you losing the lane?
~YES --> Level up Mega Adhesive and get your jungler to gank, then go back to step 1.
~NO --> Then you are winning, or are equal. You can now level up Fling to deal more damage.

Follow this simple process every time you level up. This means that you are free to level up both Fling and Mega Adhesive equally, in order to adapt to whatever the current situation is.
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Items: Starting, Offensive, Defensive, Utility

Singed has great flexibility on his builds, being able to mix and match all sorts of items to make very formidable combinations. In this chapter, i will list the items that are most viable for each of Singed's stats, according to 3 attributes:
-Offensive
-Defensive
-Utility



STARTING ITEMS

A pretty standard starting item, this will give you good mobility to spread your poison and Fling people. It also leaves you with ca$h for 2 Health Potions and 1 Mana Potion for sustain.

This one gives you a lot more mana to work with, as well as 50 extra HP thanks to your passive. A nice boost if you don't have an opponent that needs high mobility, get 2 Health Potions for some sustain.

This will offer you significant sustain, and can either be built into an early Philosopher's stone or a Force of Nature later on. get a Mana Potion with it.



VIABLE ITEMS: OFFENSIVE

This item has amazing synergy with Singed, giving some good AP, and a lot of HP and Mana (see Empowered Bulwark). This should be bought early, to get it charged as soon as possible.

Abyssal Scepter gives you a nice amount of AP and Magic Resist, as well as a MRes-reducing aura synergising with your short range, as well as helping your entire team.

Rylai's works great on Singed, giving more than a decent amount of AP and HP. However, the best part is it's passive: a 15% slow on your poison is nothing to pass up, jumping up to 35% on your Fling.

This is the big buy for every AP champion. A tremendous boost in your AP, this will make you a very scary opponent. However, it doesn't offer any defense, so take it later in the game.

Zhonyas gives a lot of AP, as well as some Armor. What's really good about this item though is it's active, making you invulnerable and untargetable for 2 whole seconds, with the enemy team choking helplessly in your poison while trying to damage you in vain.

Lich Bane is a debatable item. It gives you AP as well as some Mana, converted to HP, and some MRes, as well as Movement Speed. The main part of it, however, is it's passive. Since you won't be autoattacking a lot, and all your skills have high CDs, it won't be as useful; however, it can be used as an additional nuke with an AP build.


Items i do not recommend:

~ Archangel's Staff ~
You will need to get a Tear of the Goddess very early in order to charge it up with you long cooldowns, and it can cripple you, since you will lack defense. Even with your passive, remember, you must be much tankier than that.


~ Athene's Unholy Grail ~
It does give some AP and MRes, but it's just not worth it. Mana regeneration isn't as useful on Singed.


~ Void Staff ~
It offers no defensive stats, and you don't really need more MPen. Marks, Arcane Knowledge , and Abyssal Mask are all you need.



VIABLE ITEMS: DEFENSIVE

Frozen Heart is undoubtedly an amazing item, giving the second most armor (99, the first being Thornmail with 100), a whole lot of mana that is converted to HP thanks to Empowered Bulwark, and an excellent aura that is a huge pain in the azz for AD carries. The extra CDR also helps with Flinging, slowing, and getting your Insanity Potion up faster.

An excellent tank item, builds form Catalyst the Protector and gives you decent MRes as well. It's passive can really help in the beginning of teamfights, when you just have to run through the enemy team to get to the carries.

Warmog's isn't really necessary on Singed, since he naturally gets high HP from his passive, but if you want to go for total indestructability, it's a great choice. Thanks to your great faming potential and tons of assists, it will be easy to charge it up.

Force of nature is fantastic on Singed, giving great HP/5, the most MRes out of all the items, and a passive movement speed boost that our chemist just loves.

A lot of armor, some Hp and HP/5, as well as some CDR. This item however shines thanks to the passive debuff chances, as well as the active, that can offer a huge advantage to your team in teamfights. It also has good synergy with your ultimate, gaining an extra 0,65 seconds thanks to the bonus resistances you get.

This isn't really a common choice on Singed. It is fairly cheap and gives some HP and MRes, and the CDR is acceptable too. It's passive can greatly increase your health regeneration though, especially later in the game. However, i don't feel it is worth it, when you can buy something that makes you a whole lot tankier.

Sunfire Cape gives you decent armor, some HP, and a nice damaging aura that synegises with your Poison Trail. Not a bad choice, but definately not the best either.

GA is an item that every single champion can buy, no exceptions. Gives both armor and MRes, plus you can revive in the middle of a teamfight to troll some more. It has a fairly long cooldown though, so don't get too cocky.


Only take this if the enemy team has way to much physical damage. Gives the most armor in the game, plus a damage-reflecting effect. Pretty much the item you want when the enemy AD carry is focusing you (protip: he shouldn't)



VIABLE ITEMS: UTILITY

Decent regens, good HP, and a huge burst of speed for your whole team, this is worth it. It also builds for a Philo stone, that you can buy early for a bit of a lane boost.

WotA may seem strange, since your poison gets only 33% of the total spell vamp as an AoE spell (6,6% SV total), but in fact it works great, since you usually poison a lot of units. Plus, you get a a good chunk of HP can every time you Fling something. The AP you get isn't bad either, plus you help your team with it's aura.

Meh armor, meh HP, meh HP/5.The shield is pretty good though. Not a tank item per se, you can take this if you are going support Singed.

This is actually a great item, giving excellent stats for its price, plus a nice aura to help your team. It gives both Armor and Mres, so it's a good item against balanced teams.


Items i do not recommend:

~ Soul Shroud ~
It gives a good amount of health, but as i said before, the mana regeneration isn't as good on Singed.

~ zeke's heraldzeke's herald
Now this is just a bad item. Never buy it, since it just sucks on you. Supports or guys like Olaf work better with this.



BOOTS & ELIXIRS

~~BOOTS~~

IMO, i believe those are the best boots you can get. 70 flat MS, 25 MREs, and most importantly, 35% tenacity, having great synergy with your ultimate, and helping you with all the CC you will have thrown at you to prevent a Fling.

I see them often on Singed, and they actually work well with him, since he needs all the movement speed he can get. However, these are viable mostly when the enemy team doesn't have much CC. These give 90 flat MS.

A pretty straightforward choice when facing a lot of AD champions, it gives 70 MS and 25 armor. It also gives 10% damage reduction from autoattacks. This means it is not as effective on AD casters like Urgot and Pantheon, but it is still a good choice.

All of Singed's damage is magical, so this is a logical choice when you are not in danger and want to deal an extra bit of damage. 70 flat MS and 20 MPen come from this.


~Boots i do not recommend:


~~ELIXIRS~~

This is the first Elixir we buy after we have finished our build. It gives some AD, that we don't care about, and a decent amount of HP to help us with tanking.

The second Elixir we buy, this gives some CDR for lower cooldowns on our CC and ultimate, plus some extra AP for more damage.

Now this is a special case. Oracle's is a great item when the enemy team has a lot of stealth ( Teemo, Shaco, Akali), and you may be asked to buy it earlier. If the above condition does not apply, feel free to take it end-game to find and destroy wards to deny enemy vision.


~ Elixir of Agility doesn't deserve any attention, since it is utterly useless. Take it in a "why not?" scenario, perhaps for faster(?) tower pushing.



SPECIAL MENTIONS

This item is pretty much Cleanse 2.0
It removes ALL debuffs from your champion, including suppressions like Nether Grasp, Infinite Duress, and Impale. It also removes effects like the sight loss from Paranoia, Armor & MR reduction ( Spell Flux, Slice and Dice), Grevious Wound ( Ignite, Impure Shots, Explosive Shot), other effects like Hemoplague, Chum the Waters, and Children of the Grave.
A great item when you are getting focused a lot, it can definitely be a good choice.


These items are a huge risk. Singed does get a lot of easy assists with hie AoE, but the problem isn't how to get stacks, but how to keep them. If you buy these items, it's like you are carrying a huge sign saying "SHUT ME DOWN OR YOU DIE". If you are easily winning and there is no hope for the enemies, get them, but still be careful.

This is probably the least bought item in the history of LoL. However, it is really not bad on Singed, as it gives him great offensive power with the AP and MPen, and some HP along the way. However, it can only be bought in very special circumstances. I have found this to help immensely when the enemy laner doesn't have too much damage, but i am still losing the lane. This allows me to trade more efficiently, and earn an advantage. It really falls off later in the game though, so keep in mind that you will be a bit weaker during the transition to lategame.
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Full Builds

Here are a few full builds, just to get an idea of what combinations you can make.
The stats do not iclude Masteries and Runes or the boost from Insanity Potion, and are rounded up.



~AP vs balanced~


HP:3410
Mana:1750~~~~
AP:611
Armor:131
MRes:87
-15% slow on Poison Trail and 35% on Fling
-2 seconds of untargetability and invulnerability
-20 flat enemy MRes reduction on an 1000 range.
Standard full AP build, decent survivability and huge damage.


~AP Vs AP~


HP:3878
Mana:2125~~~~
AP:481
Armor:81
MRes:162
-15% slow on Poison Trail and 35% on Fling
-Spell Block every 45 seconds
-20 flat enemy MRes reduction on an 1000 range.
Ap build with some extra MRes.



~AP vs AD~


HP:3535
Mana:2250~~~~
AP:494
Armor:255
MRes:30
-15% slow on Poison Trail and 35% on Fling
-2 seconds of invulnerability and untargetability
-20% enemy AS reduction on a 1000 range
-10% reduced damage from autoattacks
AP build with some extra armor.



~Hybrid #1~


HP:3878
Mana:2625~~~~
AP:160
Armor:180
MRes:181
-15% slow on Poison Trail and 35% on Fling
-Spell Block every 45 seconds
-20% enemy AS reduction on a 1000 range.
Hybrid build focused more on tanking. Depending on the enemy team, Banshee's Veil can be replaced with Randuin's Omen.



~Hybrid #2~


HP:3535
Mana:2625~~~~
AP:390
Armor:180
MRes:131
-15% slow on Poison Trail and 35% on Fling
-20% enemy AS reduction on a 1000 range.
Hybrid build focusing more on damage.



~Full Armor~


HP:3523
Mana:1525~~~~
AP:180
Armor:375
MRes:30
-15% slow on Poison Trail and 35% on Fling
-2 second untargetability and invulerability
-20% enemy AS reduction on a 1000 range
-35% enemy attack and movement speed reduction for 2 (+0,5 per 100 armor&mres) seconds
-40 damage per second on a 400 radius
Vs teams with only physical damage. If they have a lot of CC, you can switch Ninja Tabi for Mercury's Treads.



~Full MRes~


HP:3878
Mana:2125~~~~
AP:230
Armor:81
MRes:238
-15% slow on Poison Trail and 35% on Fling
-Spell Block every 45 seconds
-20 MRes reduction on a 1000 range.
Vs teams with only magical damage.



~Support Singed~


HP:2823
Mana:1525~~~~
AP:180
Armor:222
MRes:166
-20 MRes reduction on a 1000 range
-30 AP and 20% spell vamp aura
-12 Armor, 15 MRes and 8 AD aura
-40% MS boost for 3 seconds
-20% enemy AS reduction on a 1000 range
When you want to help your team. A bit lacking in Hp though.



~Maximum Mobility~


HP:3015
Mana:1375~~~~
AP:390
Armor:81
MRes:136
-15% slow on Poison Trail and 35% on Fling
-40% MS boost for 3 seconds
-100% of your AP as extra physical damage on your autoattack after each spell cast
When you just run. RUN LIKE THE WIND, YOU CRAZY, CRAZY CHEMIST



~Maximum Sustain~


HP:3410
Mana:1750~~~~
AP:350
Armor:131
MRes:131
-15% slow on Poison Trail and 35% on Fling
-2 seconds of untargetability and invulnerability
-Aura of 30 AP and 20% Spell Vamp
heal from harass instantly, never die in teamfights. So much sustain it becomes stupid.



~Full Tank~


HP:4312
Mana:1900~~~~
AP:0
Armor:255
MRes:181
-35% enemy attack and movement speed reduction for 2 (+0,5 per 100 armor & mres)
-Spell Block every 45 seconds
-20% enemy AS reduction on a 1000 range.
Full tank. Loads of HP, loads of Armor, loads of MR, but subpar damage.



~lolwat~


HP:6155
Mana:4650~~~~
AP:400
Armor:81
MRes:30
lolwat
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Early Game Phase

Pick your starting items, depending on your opponent, get a point in Fling and head to your lane, or cover your jungler. I used to start with Poison Trail first, but after extensive experimentation, i believe Fling is more useful, not only for level 1 teamfights in jungle invades, but as well as lane brawls. The burst provided by Fling can scare off an opponent, and combined with the fact that Singed has one of the highest starting attack damage in the game, you can really get off to a dynamic start.

You are now level 2. Get your point in Poison Trail. 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 forget to call MIA/ss!
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Mid - Late Game Phase

During the mid game, the first minor teamfights start to erupt. Top lane is usually isolated, but Teleport and your relatively high speed allow you to get to your team to help fast.

The main objective now is Dragon, giving global gold and xp, meaning a pretty big advantage for whoever takes it. Whenever your team goes for it, you have to be there to help, or the enemy team will probably get a couple of kills.

While your team doesn't need you for teamfights and Drake, keep farming.



When the late game comes around, Baron Nashor becomes a very important objective, with its buff helping immensely.
Teamfights can now make or break games, since the respawn timer start to get really long. Fortunately, you should be really farmed and tanky, meaning you can take a LOT of beating and still survive and dish out considerable damage to the entire enemy team.


With good team coordination, proper warding and objective focus, you and your team can have a dominant presence in the game, leading to a victory.
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Teamfights

So, a teamfight is about to start. Wat do?

Here is a list of the important things you must accomplish:

1) Kill the enemy carry.
2) Protect your own carry.
3) Disrupt the enemy team.
4) Mop up / Run away.


Let's take this step by step.


~1~ Kill the enemy carry

When we say carry, we mean the highest priority target. If the enemy Ashe has boots and 3 D's Blades, and their jungler Gangplank has Triforce and Infinity Edge, you obviously go for the pirate.
And when we say kill, we don't mean you, we mean your team.
- Pop Insanity Potion and Ghost, plow through their team and Fling the carry straight in the front line to get murdered. If needed, throw Mega Adhesive as well. Watch out for all the CC you're going to get, but you will probably be able to handle them, and you will make the enemies waste the most important spells on you.


~2~ Protect your own carry

This is pretty simple. As soon as someone tries to get close to them, instantly Fling them away and let your team take care of them. You can also throw Mega Adhesive around your carry for extra safety.


~3~ Disrupt the enemy team

Self-explanatory objective. You must be such a huge nuisance and attract enemy aggression, shifting focus from your carry through poisoning everyone (bonus points if you have Rylai's), slowing them to near-0 MS, and flinging everyone who tries to channel/cast/attack anything.


~4~ Mop up or run away

After the teamfight is over, there are 2 possible outcomes: either you won, or you lost.
- If you won, start chasing the remaining people (if there is anyone left) with your poison on, do your standard slow+fling, receive ace, push like crazy for the win or do baron.
- If you lost, keep your poison in, throw a Mega Adhesive behind you, start running and don't look back. Well, look back and save your carry if he/she is still alive, but other than that don't stall. Heal and buy, wait for your team to respawn, hold your base the best you can, and do better next time.
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Lane Matchups

Nasus is, well, Nasus. Whatever you do, don't let him farm. His passive gives him decent sustain, and he generally plays passively. This is generally an easy lane for you, the problem starts when you get to the late game. Cripple him early on and keep a big advantage over him, try to finish the game early or he will catch up.

Rumble vs Singed is a matchup that can go either way. Rumble has pretty good harass with Flamespitter, and can kite excellently with Electro-Harpoon. This means he can hurt Singed badly, since he is quite susceptible to kiting. Always keep an eye on his Heat meter, and try to gain the upper hand and zone him out.

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 Resonating Strike, and ask for help.

Another really hard matchup. Olaf scales very good with levels, at he gets the most dangerous at level 9, when he maxes his Reckless Swing. He has very good sustain with Tough It Out, and it is very important to note that his ultimate ignores your slow AND the fling from, well, Fling. Get some early HP in order to handle his true damage, and grab some armor as well.

Fallen completely out of favor, his early game is very bad. A random crit from his passive might hurt, but just a Chain Vest or a Glacial Shroud pretty much makes him powelress against you.

Gangplank has also seen a decline. There are 2 ways of playing GP now: either passive farming all day long, or aggressive, harassing with q. If you see a passive player, try to zone him out and force him to lasthit only with q. If you are against an aggressive player, buy some early armor and let him waste mana on q's that deal minimal damage. Either way, you can beat him.

Cho'gath has monstrous sustain (haha, get it? monstrous? ... ok no more jokes), and that makes him almost immovable from the lane. He also has a lot of CC with Rupture and feral cream that can stop a Fling or initiate a gank. His ultimate also does huge amounts of TRUE damage, so you should prioritise some HP/sustain items to keep up.

Garen is an extremely strong champion early game, and that can be a problem. You can't really farm without taking massive damage, but if you simply survive the lane, you outscale him greatly. Armor is vital.

Warwick also has a lot of sustain, but he has serious mana issues if he keeps using Hungering Strike. All you have to do is farm, and watch out for ganks after he reaches level 6, since his suppression is very dangerous.

Yorick is an insanely strong top laner, and a big threat to Singed. His passive makes him very durable and strong, and his ghouls can zone you out of farm/exp range. A level 2 gank can be really good if it succeeds (e.g. shaco/lee/alistar), but even then he is dangerous. If your jungler can't help, play super passive and focus on defenses.

Her CC reduction won't help her with Mega Adhesive, but she has a good gap closer to make up for it. She has great sustain though through Hiten Style and her ultimate, plus some high dps with her on-hit true damage. This is mainly a farm lane, as it is really hard for her to kill you, and vice versa. You can push the lane much faster than her, and look for opportuinities to gank mid lane/gank with your jungler.

Singed is a direct and complete counter to Jax. He easily wins the lane, if he is left alone. Problem is, You will probably get camped, since Jax relies on his lategame damage to be pretty much a hypercarry. If you have trouble with jungle ganks, call for help from your own jungler. Otherwise, simply deny him all the farm and zone him out of the lane. He can't trade with you at all, and since you don't autoattack much, his Counter Strike isn't very helpful.


He has very good sustain with Vorpal Blade and the energy return fom Ki Strike. You will need some hard CC to gank him, since he has a dash and a shield.If you see him cast his ultimate, go and fling him. The shield will be applied to his teammate, but he won't teleport; this might save your allies. He will usually stack health, and a Wit's End is usually in his build, making him a pretty formidable opponent. He can set up ganks nicely, but lacks kill potential on his own.

Darius is very strong against Singed, as he can zone you effectively with Decimate when you try to lasthit. Try to get ahead with some ganks until you can hold your own, otherwise play defensively and buy armor and HP.

Wu has some decent burst harass with Nimbus Strike + Crushing Blow, probably followed by Warrior Trickster and then running away. Buy a Glacial Shroud early on and you should be fine though, since your poison will gradually wear his HP down.



These come from personal experience, meaning that they are vulnerable to subjectivity. Feel free to post your own experiences in order to get a better picture.
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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.

My other guides:
-Twisted Fate
-Malzahar
-On-Hit Builds

Many thanks to:
jhoijhoi, for her guide on how to write a guide and the dividers!
IceCreamy, for his guide on how to use columns!
Searz and his guide about Runes!
All of you who read this guide!


Constructive criticism is very much appreciated. I will do my best to update the guide often according to your ideas and suggestions.

Have fun spreading chaos!
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League of Legends Champions:

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