Singed Build Guide by Nawo
Not Updated For Current Season
Not Updated For Current Season
Hi all, I'm Nawo and I like to introduce myself as a gamer and a successful league of legends player. I decided I'd make a Singed guide and this will be my first guide. I enjoy playing him and have been very successful. I'd like to note that this guide is heavily based on Dyrus's Singed build and gameplay style. He's widely considered one of the best Singed players in the world. If you haven't seen it, go and check out his Singed in the Season One Dreamhack tournament. With that in mind, I'll try to bring you something different and new to the table to your Singed and hopeuflly something very successful.
This guide is still extremely unfinished and just a rough draft. I chose to publish it so people could get going on the build. I will be updating with a guide and other tidbits soon.
And don't worry, you will know the namesake of the guide soon enough.
6/25/2011 - Added RoA and other summoner spells.
6/24/2011 - Added "Items" section
6/24/2011 - Initial posting of Guide
Magic pen helps you dish out the damage you need with minimal AP needed. Not much else to say here. Very standard.
I chose dodge runes for the nimbleness mastery, which increases your movement speed by 10% after you dodge an attack. It will happen with these runes and masteries a lot more than you might think and will often save your life. If you cannot afford these or simply do not like dodge runes take Greater Seal of Armor instead and remove the dodge masteries in favor of Resistance , Hardiness and Strength of Spirit
I chose magic resist per level because you build a lot of decent early magic resist and the runes even out to the flat magic resist runes at level 10. If you want to take Greater Gylph of Warding instead that's fine but I recommend per level.
You are Singed, movement speed is everything. Early levels this really helps you have the edge without boots at the beginning. Coupled with the movement speed mastery you take, you will be an extremely fast champion. Greater Quintessence of Health is fine as well, but I highly recommend movement speed over health for singed. You will have plenty of health later.
Masteries + Summoner Spells
For Singed, I like to go 0/9/21 in favor of the Utility tree. The main thing we are going for is the movement speed near the end. The cooldowns on your abilities and Summoner spells is just icing on the cake.
I get the Nimbleness mastery to improve your movement speed even further. This helps move even faster especially when you are around minions and they are attacking you like mad. You dodge and be able to run circles (literally) around your enemy.
Before you start saying, "But Nawo! Good hands is nothing compared to perseverance!" I would like you to read THIS. I was appalled when I found out how useless the mastery really was.
This spell is a given on singed. Movement speed for chase/escape but really mostly chase :3.
Ignite is a fantastic spell early game and will help you secure those kills early. Coupled with your poison you have a lot of Damage over Time (DoT).
Other Possible Spells
Obviously, this spell can be used in any build but I feel that Ghost does a better job for singed. You get to run around with your poison more and constantly reach the enemy team and has great synergy with your ult.
Fantastic spell on Singed. Because I take Mercury's Treads I decide not to take this spell. With you ult and the boots you already have tons of CC reduction. If you take Boots of Speed instead of Mercury's Treads I might recommend taking this instead of ignite.
Yeah, it can help early game but ghost is enough survivability for me most of the time with 2 health potions.
If your team doesn't have this it might be a good idea to take it. Fortify is great for stopping those pushes that your team just can't get there in time to stop.
Sure, you're mana hungry early game but later it's not that great of a choice.
I love this spell on some characters but I just don't think it's for Singed. If you wanna make sure to stay in lane and maybe help those pushes later game it's definitely a possibility.
Spells Not to Use
Not really that good of a spell in general. Ghost/Ignite are much better.
This isn't your spell to take. Leave this spell up to support.
Wat. You're not jungling.
The items I have chosen gives you a TON of survivability, and allow you to troll by running through the enemy lines and poison where you please. As with any guide, do not follow it exactly in every game. If the enemy team has 5 AP champions there's no reason to build a Randuin's Omen, build some more magic resist instead. With that, I'll get to the items.
This is always a great starting combo. It allows you to farm and harass a little bit more in the beginning and lane a little bit longer. The extra mana comes in handy if you need to use fling early or just want to run around with your poison more early game. The Mana Crystal will later build into Banshee's Veil. I don't feel it neccessary to take boots as a starting item because with your movement speed quints and Quickness mastery you are already quite fast at level 1.
Catalyst the Protector + - 1275 Gold
On your first bluepill back to base you should hopefully have around 1300 Gold. A little bit more would always be helpful because you need to be buying wards. More on this later. Once you have these two items you will be plenty fast and be able to stay in your lane much longer. If you did not have such a great start or are getting shut down, grab Boots of Speed and whatever else you can and head back to your lane.
+ OR +
Hopefully you have farmed enough gold by now to get Rylai's Crystal Scepter. If not, start with Blasting Wand. This provides some very nice early to midgame survivability and a nice chunk of AP for your poison, not to mention a slow on top of your already ridiculous CC. Get this first. I choose to get it over rod of ages because I want to use my Catalyst the Protector for my Banshee's Veil and this way I can keep in my lane even longer. You can opt to get a Rod of Ages instead of the Rylai's of course, especially if you can get a lot of gold before 15 min. Both items are great and you can choose which one you would want to get. It will slow down your Banshee's Veil However.
Remember to also get Mercury's Treads somewhere along the way. They provide very nice CC reduction and early magic resist. With your ult, you will be nearly untouchable and will be able to troll harder than ever.
Once you have gotten the scepter look at the enemy team and see what kind of damage they are dealing. Is it mostly magic damage with a bit or Attack Damage? Start getting Banshee's Veil. At this point it only costs 1390 so getting it is a no brainer.
Afterwards, pick up your Sunfire Cape when you can. If the enemy is dealing mostly attack damage then you might want to consider buying the Sunfire Cape first. The only problem with this is you didn't start building one early so it's going to set you back a lot more than the early Banshee's Veil. In most cases, I would recommend getting the Veil. It has a fantastic passive that can get you out of a lot of situations.
From this point it is really your choice to decide what you want and need. The game should be nearly over and these last few items can provide you with more damage, survivability, or utility. For the most part I like sticking to survivability so I can troll harder. Pick up what is needed. These two items are always great. Force of Nature is a staple tank item against magic damage. Randuin's Omen has a LOT of armor and a nice little active. Guardian Angel is always nice to have. Magic Resist, Armor, and revive? Yes please.
Remember that it's your choice and you don't have to stick firmly to my guide at this point (or any point for that matter). Build what you need to to counter the enemy team and win.