Singed Build Guide by Astia
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Welcome to my Singed build. This is my second build-guide on Mobafire, however I archived my other build because I felt it needed improvement. This guide will attempt to help you have a better understanding of how Singed works and what some of his uses can be in partner and solo lanes, and also in team fights.
Singed is a tank/bruiser/melee champion. He has melee range basic attacks, and deals magic damage with his abilities. His job as a tank is to initiate combat with enemies, draw enemy attacks, and to support his teammates with his abilities.
I apologize for the lack of pictures but TBH I'm not sure how to do that and I don't reeeaaaalllyy want to. If it becomes a must, I will painfully and regrettably learn. :\
Passive makes him extremely useful as a tank but with Archangel's Staff, Stacking mana also makes him deadly.
Skills can save allies and yourself from almost imminent death.
Awesome ulti for finishing off kills and taking down turrets.
Requires good positing for Fling.
Mega Adhesive requires aim and timing.
Ulti can easily be wasted.
PASSIVE: Singed's passive is the most important part of this guide. It converts a portion of his total mana into health, meaning the more mana you have, the more health you have. You will see later on that we utilize this in his item build but also in his masteries, so that by the end of the game, Singed is receiving a considerable and varied amount of bonuses simply from stacking mana.
SKILL Q: His Q is Poison Trail. As Singed moves, a trail of poison is left for a short period of time, dealing 22 / 34 / 46 / 58 / 70 (+0.3 per ability power) magic damage per second.
This is perhaps the best thing about singed; if your enemies want to chase you or your team, you can make them pay for it. Early game this is extremely useful, and allows you to get up close and personal in partner lanes with your enemies and is also great for farming. As soon as your enemies initiate, start running away. If they bite and your partner can get damage on them, continue doing it as long as you aren't putting yourself in too much danger. IF YOUR OPPONENTS AREN'T FOLLOWING YOU, DON'T DO IT ANYMORE. They will just wear you down with damage and initiate your partner and you will both die. Unless your partner is leet.
SKILL W: Singed's W is Mega Adhesive, and is his most annoying/satisfying spell. It requires aim, but if used correctly, the results are just lovely. Singed flings adhesive to a target area, slowing enemies that walk through it by 35 / 45 / 55 / 65 / 75 %.
Use this if enemies are trying to flee ganks/teamfights, but also to protect yourself and teammates from incoming ganks. Always use this as much as possible when taking down turrets late game by placing it in nearby entryways. If an ally is being chased through jungle or in a lane, run to them and use this to slow their attackers down. This skill has an impressive range an area of effect, so don't forget its there!
SKILL E: Singed's E if by far my favorite of his skills. This will get you so many early kills if used correctly, its not even funny. Singed Flings his target behind him, dealing 100 / 150 / 200 / 250 / 300 (+1 per ability power) magic damage. You flip your target a distance of about 550, so about the range of some ranged assassin champions (Teemo, Twisted Fate).
This skill is soooo much fun, and is useful in almost any situation. Fling enemies over walls if possible when battling in jungles to keep them away from your teammates. Fling champions with AOE Auras away from the battle, and then slow them with Mega Adhesive. Fling enemies chasing you're allies behind you. ALWAYS HAVE POISON TRAIL ON DURING FIGHTS. Fling is extra useful if you can poison them as well. IF your'e enemies are greedy and are still going after that Annie with 20 health, you can make them sorry they didn't run. The most important thing with this skill is to be creative. Champions with AOE damage like Karthus and Fiddle can become much less deadly for you're team if you fling them away and you are the only one to take damage, It is you're job after all.
ULTIMATE: Singed's ultimate is Insanity Potion. Singed drink a concoction, granting him bonus attack speed, attack damage, ability power, armor, health and mana regen and movement speed.
Use this in all Team fights as much as possible, when taking down turrets, when chasing down enemies, or when escaping. As you can see, you will always want to save this for escaping in team fights towards the end of the game when your team is at the enemy teams base. The bonus speed will help you get away, but the bonus health regen will stack with your already awesome health regen and you will be able to return in about half a minute without having to b. WOOT.
This skill sequence is just a basic idea, be mindful of what is going on in game to decide what you want when.
Singed is a tank, so the final mastery skill in defense is a must. I go with a point to get the cleanse buff because cleanse is the best tank spell in the game and can save you from what would be deadly CC. Be sure to grab the bonus 4% AP, it makes your Flings and Poison deadlier, but also increase the AS bonus you get from your ultimate. BE SURE TO GET THE HEALTH REGEN BUFF. IT WILL GIVE YOU 43 BONUS HEALTH REGEN AT LEAST. It's very important. The 4% boost to health and mana regen is also useful, and the extra boost to mana is perhaps the most important part of the entire mastery build. Those four points in expanded mind will give you bonus AP, Health and Health regen.
For runes, we go with mana glyphs and Quints To get the bonuses to Health AP and H Regen. As stated before, with this item and mastery build, The more mana, the better.
Health Per Level runes. I choose these instead of mana because mana seals are baaaaaaad, and the health per level seals are just too good.
And last but not least, Magic Resist Marks, because I'm not sure what else to do with marks and magic resist is nice/kindofextremelynecessarrytohave.
Cleanse is beastly, and will get you out of situations that would lead to death. It makes your opponents put their CC on CD, and it means that you can run away with Insanity Potion even earlier.
I go with Ghost because this plus Insanity potion makes you super fast. And its also help to use this if you simply want to chase down an enemy and let's you save your ulti.\
OTHER USEFUL SUMMONER SPELLS:
Exhaust: Can be useful to catch running enemies to fling them towards your allies, but you should be fast enough to so that anyway. And if not, its probably not worth it.
Clarity: This will help early game, but late game it is useless useles you are using it to help your allies.
Heal: You could, but I wouldn't if I were you. Cleanse and Ghost will help you survive much more than heal will.
Starting off with a Doran's Ring migh contradict my previous statements about how "The more mana the better" especially since it gives no mana whatsoever, but there is reasoning to why this item is gotten first instead of a mana stone. The pluss 100 health is very very good to help with taking damage, and the 15 AP with give you an early boost to the damage of your poison and fling. The mana regen helps with a somewhat mana hungry singed early game. Overall, it is the most helpful item for your gold.
As soon as possible, B and get a mana stone and boots if possible.
After the boots, upgrade to boots of swiftness and work towards getting your first Catalyst.
Rod of ages goes first and then its on to Archangel's
Deviate from this order if you are taking lots of damage early on, and your team isn't doing enough damage to compensate. Get your banshee's veil with your first catalyst and then go for frozen heart.
After Archangel's, get Banshees Viel and Frozen Heart. These are important because they give you mana but also offer bonuses that are extremely valuable to tanks, aside from their armor and magic resist.
LAst but certainly not least comes Force of Nature. By now, you have a lot of mana, which means you have a lot of bonus health regen from your masteries. Sell that Dorans Ring, and get either the health regen or magic resist, whichever you need most. Force of Nature will give you bonus MR, but also more Health regen. Not only that, but our stacking of mana, and the health bonuses that came with that will also help make Force of Nature even more awesome, as it regens .35% of your total health every second!! This will make your health regen awesomely awesome, especially while you have your ultimate going. Not to mention, it also gives an 8% bonus to movement speed, which is also perfect for singed.
IF you don't want Force of Nature, for whatever reason, Rylai's Crystal Scepters is also good to have, butttt I much prefer getting Force of Nature.
Why no AP/AD Enemy Team Variation?
The point of this build is ultimately to give Singed an amazing health boost, along with the ap and H regen that will come from stacking mana as well. The two defensive items that also give him mana have passives that specifically deal with the issues either AP or AD enemies will give you. I have found that no matter what type of team I am facing, it is extremely difficult for a team to kill me simply because of my health and the passives Banshee's and Frozen Heart provide.
All in all, mana is by fsr the most important thing about this build (hence the name.) Give it a try, and if it works for you, leave a positive comment and rating. And if you hate it, do the opposite (although constructive criticism is always preferred!!) :D