Singed Build Guide by Anastasios
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
| Health | 3372 |
| Health Regen | 57 |
| Mana | 2475 |
| Mana Regen | 16.5 |
| Armor | 233.69 |
| Magic Resist | 195.3 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 429.94 |
| Gold Bonus | 0 |
| Attack Damage | 117.4 |
| Attack Speed | 0.802 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 140 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 30% |
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Mastery Tree Is Outdated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
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)
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
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.
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 +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
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 (
Summoner Spells
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Ghost is a 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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A good summoner spell, can stack with the DoT from |
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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 fits more in the bottom lane. |
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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 & Runes
~OFFTANK~
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Movement Speed 3 |
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These masteries and runes are a mix of magic damage and defense, as expected for a tank/AP hybrid like
In the Offensive Mastery Tree we get:
-
Summoner's Wrath
for the improved Ghost. -
Mental Force
for the extra AP, since you won't be autoattacking a lot. -
Sorcery
for the CDR, also needed for the next mastery. -
Arcane Knowledge
for the Magic penetration, since all of Singed's damage is magical.
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.
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~TANK~
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Movement Speed 3 |
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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:
-
Summoner's Wrath
for the improved Ghost.
In the Defensive Mastery Tree we get:
-
Resistance
for the extra Armor. -
Hardiness
for the extra Magic Resist. -
Tough Skin
for the damage reduction. -
Vigor
for the extra HP/5. -
Durability
for the health boost. -
Veteran's Scars
for the flat HP boost. - Indominable for the damage reduction.
-
Initiator
for the extra movement speed. -
Juggernaut
for the HP boost and the CC reduction.
In the Utility Mastery Tree we get:
-
Summoner's Insight
for the improved Teleport/Flash. -
Expanded Mind
for the increased Mana, synergising nicely with our passive. -
Swiftness
for the much needed movement speed boost.
Runes are the same with Offtank, since that is the optimal setup for tanking.
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~ABILITY POWER~
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Health 3 |
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Masteries are standard core AP, with runes trying to counterbalance the lack of defense.
In theOffensive Mastery Tree we get:
-
Summoner's Wrath
for the improved Ghost. -
Mental Force
for the extra AP. -
Sorcery
for the CDR, also needed for the next mastery. -
Arcane Knowledge
for the Magic penetration, since all of Singed's damage is magical. -
Havoc
for the overall increase in damage. It's not much, but it's decent. -
Blast
gives another small boost to our ability power. -
Archmage
is like a mini Rabadon, increasing % of our AP. -
Executioner
gives that final extra damage to finish off opponents with your
Poison Trail.
In the Utility Mastery Tree we get:
-
Summoner's Insight
for the improved Teleport/Flash. -
Expanded Mind
for the increased Mana. -
Swiftness
for movement speed.
This time for runes we switch quints for a bit more early defense.
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~ALTERNATIVES~
Alternative masteries:
This setup goes heavy in the Utility tree for the general bonuses it offers.
In the Offensive Mastery Tree we get:
-
Summoner's Wrath
for the improved Ghost. -
Mental Force
for the extra AP. -
Sorcery
for the CDR, also needed for the next mastery. -
Arcane Knowledge
for the Magic penetration.
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
This is a quite unorthodox setup, aiming to get the major buffs from each tree.
You can change
Rune Alternatives:
~Marks
Greater Mark of Armor can help when going against someone with really heavy physical damage, like
Gangplank,
Renekton,
Pantheon, or
Riven.
~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
Greater Glyph of Magic Resist is a better choice than mr/lvl when facing opponents like
Kennen,
Vladimir or
Rumble, to give you an extra bit of early defense againt magic damage heavy lane opponents.
Greater Glyph of Scaling Ability Power and
Greater Glyph of Ability Power aren't choices i recommend, but if the enemy team has more physical damage, you can skip MRes for some more AP.
Greater Glyph of Mana is another viable option, giving you some nice mana to help with your early mana troubles, as well as a bit of health thanks to your passive.
~Quintessences
Greater Quintessence of Ability Power is decent, but generally outshined by MS Quints.
Greater Quintessence of Health these are generally very good, and i use them on AP Singed in order to make up for the lack of early defense. You can go for them if you don't really need the mobility.
Greater Quintessence of Armor works great when you are up against those ad heavy people like
Garen,
Renekton and
Riven. Not a lot of use for them other than that.
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 very good synergy with certain items, and gives a considerable HP boost.

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
-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'

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
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.
- 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

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,
This is a very important question, as it can seriously affect the early/mid game. Generally, when going AP, level up
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
~NO --> Look below.
2)Is your opponent someone with mobility or that needs to be kited (
~YES --> Level up
~NO --> Look below.
3)Are you losing the lane?
~YES --> Level up
~NO --> Then you are winning, or are equal. You can now level up
Follow this simple process every time you level up. This means that you are free to level up both
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

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A pretty standard starting item, this will give you good mobility to spread your poison and |
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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 |
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This will offer you significant sustain, and can either be built into an early |

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This item has amazing synergy with |
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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. |
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Rylai's works great on |
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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. |
Items i do not recommend:
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You will need to get a
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It does give some AP and MRes, but it's just not worth it. Mana regeneration isn't as useful on
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It offers no defensive stats, and you don't really need more MPen. Marks,

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Frozen Heart is undoubtedly an amazing item, giving the second most armor (99, the first being |
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An excellent tank item, builds form |
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Force of nature is fantastic on |
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This isn't really a common choice on |
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Sunfire Cape gives you decent armor, some HP, and a nice damaging aura that synegises with your |

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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. |
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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 |
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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. |
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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:
~
It gives a good amount of health, but as i said before, the mana regeneration isn't as good on Singed.
~
Now this is just a bad item. Never buy it, since it just sucks on you. Supports or guys like

~~BOOTS~~
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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 |
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I see them often on |
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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 |
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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:
Ionian Boots of Lucidity give mainly CDR, which is not as important on Singed and can be obtained through other, more fitting items (
Frozen Heart,
Shurelya's Reverie etc).
Boots of Mobility give 130 flat MS when out of combat for 5 seconds. These suit mostly roamers like jungle
Twitch, and since you are not a roamer, why take them?
Berserker's Greaves. Now i won't say anything about this one, read what it gives and reach your own conclusions.
~~ELIXIRS~~
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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. |
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The second Elixir we buy, this gives some CDR for lower cooldowns on our CC and ultimate, plus some extra AP for more damage. |
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Now this is a special case. Oracle's is a great item when the enemy team has a lot of stealth ( |
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This item is pretty much It removes ALL debuffs from your champion, including suppressions like A great item when you are getting focused a lot, it can definitely be a good choice. |
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This is probably the least bought item in the history of LoL. However, it is really not bad on |
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~
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HP:3410 Mana:1750~~~~ AP:611 |
Armor:131 MRes:87 |
-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~
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HP:3878 Mana:2125~~~~ AP:481 |
Armor:81 MRes:162 |
-Spell Block every 45 seconds
-20 flat enemy MRes reduction on an 1000 range.
Ap build with some extra MRes.

~AP vs AD~
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HP:3535 Mana:2250~~~~ AP:494 |
Armor:255 MRes:30 |
-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~
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HP:3878 Mana:2625~~~~ AP:160 |
Armor:180 MRes:181 |
-Spell Block every 45 seconds
-20% enemy AS reduction on a 1000 range.
Hybrid build focused more on tanking. Depending on the enemy team,

~Hybrid #2~
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HP:3535 Mana:2625~~~~ AP:390 |
Armor:180 MRes:131 |
-20% enemy AS reduction on a 1000 range.
Hybrid build focusing more on damage.

~Full Armor~
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HP:3523 Mana:1525~~~~ AP:180 |
Armor:375 MRes:30 |
-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

~Full MRes~
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HP:3878 Mana:2125~~~~ AP:230 |
Armor:81 MRes:238 |
-Spell Block every 45 seconds
-20 MRes reduction on a 1000 range.
Vs teams with only magical damage.

~Support Singed~
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HP:2823 Mana:1525~~~~ AP:180 |
Armor:222 MRes:166 |
-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~
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HP:3015 Mana:1375~~~~ AP:390 |
Armor:81 MRes:136 |
-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~
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HP:3410 Mana:1750~~~~ AP:350 |
Armor:131 MRes:131 |
-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~
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HP:4312 Mana:1900~~~~ AP:0 |
Armor:255 MRes:181 |
-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 |
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!
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.
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.
Lane Matchups
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Rumble vs Singed is a matchup that can go either way. Rumble has pretty good harass with |
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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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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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Fallen completely out of favor, his early game is very bad. A random crit from his passive might hurt, but just a |
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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 |
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Warwick also has a lot of sustain, but he has serious mana issues if he keeps using |
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Her CC reduction won't help her with |
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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 |
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He has very good sustain with |
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Darius is very strong against Singed, as he can zone you effectively with |
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Wu has some decent burst harass with |
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.
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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Build Guide
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