Build Guide by Obligation
Not Updated For Current Season
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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.
Singed - Shaken Not StirredThis build is for Singed as an off-tank with decent damage, and game changing utility/initiation
I feel this build is comprised of items that best suit his abilities and compliment them well.
Now let's get to business.
The additional Mana helps Singed greatly, adding even more with his passive, giving you both Mana and a little more health earlier on to help you stay in lane longer. Also allows you to get the Catalyst even sooner
As Singed doesn't have many mana problems(Unless you keep poison on 24/7) early on and potions keep you in lane longer. Also a better buy than the mana potions for him because you have a nice amount of mana regen via runes/masteries.
Now, eventually you'll have to back, no problem, especially if you've gotten Teleport.
Catalyst the Protector
Still complimenting his passive with the additional mana, now giving him even more staying power from the additional flat health and passive health/mana gain on level.
Boots of Swiftness
I cannot stress how much Singed needs his mobility, even with Ghost and his Insanity Potions these boots are a must. Mobility is such a staple for him, better initiation, team chasing power (Catch up and Fling back), and more area hit by Poison Trail
Rod of Ages
A staple item on Singed, compliments him greatly. As I've explained, the health and mana are both great, but now you finally have some AP to boost your Fling(1:1 ratio) and your Poison Trail.
Force of Nature
Helps amplify his mobility even more while adding to his off tank role with the massive magic resist and health regen.
Rylai's Crystal Scepter
Causes your poison to slow anyone in it, always a plus especially in team fights when everyone is in your poison. Also, if you do find yourself running, the chase is usually behind you and now being slowed from your trail. The AP, of course nice, boosting Poison Trail and Fling damage still. The Health, adding to his survivability for his tankiness and boosting the health regen gained for Force of Nature even more.
Will of the Ancients
Woo, now we are giving Singed a nice pat of AP, and a great support to anyone on your team in need of AP. Adding to support and how much you give to the team. Now time for the best part... Spell Vamp works with your poison and poison. In team fights where everyone is being hit by your poison you will be even more invincible with your great health regen via Force of Nature and Spell Vamp, and you'll be holding this health quite well with your additional Magic Resist and soon, Armor.
Do I even need to explain this item? You will now pretty much never NEVER die. A great passive and resistance against anything the enemy team can throw at you.
Optional Items, Your sideboard
Against hard physical damage, awesome.
Great against auto-attacking champions like Yi and Xin Zhao, etc.
Mana adding to his health.
Once again, awesome against physical damage, In my opinion better than Frozen Heart in most cases, especially against, say Pantheon(Physical Damage via Skills not Auto Attack)
Adding even more to your health regen and giving you an amazing active ability in the team fight when you are almost always in the middle, poisoning the field and changing the tides with yoru Fling.
Derp, get only if getting rolled by amazing auto attackers like a fed Twitch or Tryndamere.
Skill Order Explanation
Taking Fling first helps greatly in early game ganking and is an awesome mechanic to have at level 1 earlier on for the utility. Great for tossing fleeing enemies or people into turret range just to get pinged quite nicely.
Maxing poison first afterwards to boost his main source of DPS and to have it maxed come the time a team fight breaks out.
Tossing the one point into Adhesive to complete his basic skill set.
Mega Adhesive also another skill great to have as a level 1 utility.
Stops chasers prevents runners, traps people in after you fling them back to give your allies even more time to damage them.
And of course take your ulti whenever you can, completely amazing.
The additonal movespeed allows you to intiate a gank more effectively, run up, fling, slow them.
Additional AP boosting your Fling's 1:1 ratio and your poison's damage
Additional hp/mana regen to keep you in the fight for longer with minimal losses to resources.
And lastly, the additional AD. Not too great in terms of the fight with the enemy champions, but amazing against turrets and because of Insanity Potion's decently short cd it is worth it to use it to push a turret down faster.
I usually find myself appreciating this AD mostly right after winning a teamfight, sometimes your ulti is still up and it really helps that after team victory push.
After your posion get's maxed, max your fling.
The extra DPS is really nice and by now you should be using it alot more.
Lastly, max Adhesive.
Adds to the slow % and is now even better to trap people in/out with.'
Masteries and Runes
Mreg/5 runes + Meditation allows him to never leave lane for mana and to spam his poison a little longer and more early game.
Mpen marks and offense 9 granting his poison and fling even more damage.
Magic resist glyphs adding to his off-tank role and ability to take damage for casters
Thes 21 in Util giving him boosts to his summoner spells and his mobility, while also giving him more of and edge via increased experience gain. CDR is also a plus as well.
Ghost being a must with its additonal mobility needed on Singed and it's ability to to boost your initiating without worry of unit collison. Also atackable with his ult.
Teleposrt grants Singed the ability to almost always get to any teamfight he isn't already at and gives amazing global control. Another goo use is to teleport to those minion farms that can build up and devestate a tower if underestimated.