Singed Build Guide by Vaank
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.
This guide's focus is to not only help new players get accustomed to Singed, but also to help more experienced players acquire some advanced tactics and provide a different outlook on this unique hero. Within this guide you will find tips for laning, item progression, ganking/roaming, and overall strategy. I thank you in advance for taking the time to read this guide and appreciate your criticism. Should you decide to leave a comment critiquing my guide, please leave an intelligible comment and it will be considered.
I'm not going to lie to you and tell you the most effective way to play Singed is with a certain, custom rune build. Your standard AP rune page will most likely do a fine job, but I like to use Magic Pen. Marks, Armor-per-level Seals, and AP-per-level glyphs. Depending on how you look at Singed, this may seem odd. People sometimes tend to lobby for a more defense build or even AD runes if they're looking to be terrible, but I find the extra magic pen and AP help quite a bit. The armor seals are simply to make you a beefy tank. The armor from the seals can actually be used in lieu of an item with armor for low AD teams and can hold you over early game until you get an item with armor such as Sunfire Cape or even a Thornmail .
With the new masteries I have found that the movement speed, cdr, resistances, health and damage reduction in the Defense tree work wonderfully with Singed. Going deep into the Defense tree allows you to grab all of these and you'll still have 6 extra points to dump into the other trees to increase your Ghost and Flash abilities, while also picking up some mana and mana regen. Of course, if you enjoy running your Singed with a different kind of masteries, be my guest, this part of the build is not set in stone.
I originally wrote this guide when Singed's place in the laning phase was not a solo, but rather as a hero that supported bot. This was a long time ago and obviously Singed's role has changed in the meta. Singed is now almost always run top, except for the occasional jungle Singed. Due to this shift in the meta, it is imperative that you max Poison Trail first, as you will be farming creeps, rather than flinging your prey into the jaws of your lanemate.
Singed has the ability to be an excellent roaming hero as he comes equipped with a powerful AoE slow, movement speed increase, and pull back skill. Should you decide to roam the map as Singed, which is a very effective strategy, you should do so only once you have your Catalyst the Protector and Boots of Speed. Ganking before this tends to be a waste as the Catalyst heal can save you during ganks where you get turned around on or you need to dive a tower to fling someone, and the Boots of Speed are self explanatory.
Should you decide to take Flash as your second Summoner spell, you open the door to a world of kills and assists.
When ganking Top or Bottom: Remain in the river bush, the jungle bush off to the side (depending on which team you are), or in one of the two lane bushes.
When ganking Middle: Stay in one of the bushes in the river until your ally gives you the go-ahead to initiate the gank.
Start by leading the enemy with your slow. Once you do this you must pop your speed increasing skills in order to get that Fling off. Pop your Ghost or Insanity Potion to close the gap, use 1 or both depending on how much speed you think you'll need.
Next, the most crucial part of the gank, landing a productive Fling. Be sure to Fling your opponent away from their tower and into your allies or your tower. Also, try not to fling enemies into your low-hp allies, as they will be mad.
Flash-Flinging: This combination will usually net you at least 2-3 kills a game. Use it to set up a kill on someone who is standing just barely in tower range by sitting in a nearby bush and Flash directly in front of them, nearly on top of them, and immediately cast Fling. You need to be swift with this as you're taking advantage of the element of surprise and the person's most likely horrible reaction time. This will toss the person out of tower range into your allies who can set up a stun or nuke of some-sort in order to drop the enemy.
Use it to initiate team fights. Nothing is better than popping your Insanity Potion, Ghost and flashing in to the enemy team and ripping their carry away from the support.
As of recent, Singed has become a solo lane hero. Grab the classic Singed starting items: Mana Crystal and Health Potion x2.
First Trip: Catalyst the Protector and
DO NOT COMPLETE YOUR BOOTS UNTIL YOU FINISH YOUR FIRST Rod of Ages. This will only set you back later on, as the only time you have to actually sit down and farm is early game. Remember, a solid farm is not dependent on you running around like an idiot with Poison Trail on, use your last-hitting abilities to conserve mana and to prevent from pushing your lane. Usually you will finish your first RoA around 12-13 minutes if you're solo and 18-20 minutes if you're bot.
After your first Rod of Ages is complete, now you must choose between , or even (the change to Ninja Tabi makes them quite useful for a heavy ad team.) Get Mercury's Treads 80% of the time, as usually the opposing team will have a decent amount of CC or AP heroes, otherwise, if the team is low on CC or has a ****-ton of AD heroes, get Boots of Swiftness or Ninja Tabi to kite them while you spread your poisons(unless they're ranged </3).
After the completion of your boots you will build your SECOND , starting with the catalyst. This item still saves lives even though the heal was nerfed to a HoT. Completion of this rod can be anywhere from 20-23 minutes in, provided you're doing well. The reason I provide completion times for Rod of Ages is because they need 10 minutes to fully charge.
VERSUS AN AD TEAM
After the second RoA is finished I like to grab a Frozen Heart as it adds mana(which adds some health), a **** ton of armor, and has a nice passive. Grab Thornmail after Frozen Heart, or a Sunfire Cape even though you can't stack them anymore. Who cares, Sunflower capes are still badass.
VERSUS AN AP TEAM
After the second Rod of Ages I'd get a Force of Nature for the movement speed. Get the Negatron Cloak first, as it will be the most helpful. If you still need more Magic Resistance after FoN then go ahead and grab another MR item, such as Banshee's Veil or Abyssal Scepter. It also never hurts to grab a Rylai's Crystal Scepter afterwards.
VERSUS A MIXED TEAM
Usually after the second RoA is finished I grab Frozen Heart as it adds mana, health, armor and a nice passive. You can follow this up with either a Banshee's Veil or a Force of Nature, it's purely your preference. I tend to pick Force of Nature over a BV because I find I have around 4k health after my Frozen Heart and prefer the higher MR, movement speed, and regen on Force of Nature. Of course, if you prefer the spellshield on Banshee's Veil go ahead and grab it. For the final item it depends on how the game looks. I tend to grab Randuin's Omen or a Guardian Angel.
This spell is great for not only cutting people off, but also Flash-Flinging people to their doom. Nothing is better than sitting in a bush with your teammate(s) and just flashing in front of someone and flinging them back into the bush before they have time to react.
Great for chasing people down or being used in combination with to get into team fights faster.
Other spells you may use:
Grab this if you have problems conserving and managing your mana, but otherwise, it's a wasted spell as your double RoAs will provide you with enough mana to keep Poison Trail on nearly all the time.
Always useful for map control, but should not be your first choice in summoner spells.
If you want to be a raging douche, go ahead and grab this spell to help get kills, but it shouldn't be needed as you should be cranking out enough damage to kill opponents.
I've seen this picked up by a lot of Singed players and to be honest, it's quite a viable choice. If you choose to take this, swap it out for Flash. Taking this or flash all comes down to player preference, as both are excellent picks.
As you can tell, this guide was designed to not only make you a viable AP hero, but also a viable tank, all in one. After playing Singed for God knows how long, I've been able to refine the build down to these few item builds. All these builds will provide you with a nice K/D/A , as you will be dropping people like flies from your flings and poisons, all the while remaining alive due to your immense amount of HP and resilience. I'll be updating this later if it receives any feedback or ratings, until then, have a nice day and have fun wrecking kids with Singed, The Mad Chemist.
If you have any further questions, feel free to message me in-game. My ign is vank.
5/27/11- Added the Ganking/Flash-Flinging chapter.
10/5/11- Added Frozen Heart to the Recommended Items against an AD team in the "Item Overview/Quick Reference" section.
12/17/11- Fixed the Masteries section to accommodate the new masteries.
3/11/12- Updated Intro, Skill Sequence, Item Progression, Overview and Item Purchases.