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Choose Champion Build:
- 1 : Easy/Medium Difficulty
- 2 : Easy/Medium Difficulty CC
- 3 : Hard, Burst Matchups
- 4 : Full Utility/Banner
- 5 : Full Utility/Banner CC
Recommended Items
Runes:
Spells:
Flash
Teleport
Items
Ability Order
Noxious Slipstream (PASSIVE)
Singed Passive Ability
Threats & Synergies
Akali
Recommended Runes & Build: 1, 2, 4 or 5: Go Nullifying and against her to help with skirmishes. She is really hard to beat in lane due to the way she trades, hard to punish and can just run you down later on, wouldn't recommend this rune choice against her but you can try it if you believe you're better player. She won't build Banner so you can take Future's market to help with item advantage. Bramble vest helps with handling her healing.
T A B L E O F C O N T E N T S
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Introduction
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Runes & Builds
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Laning & Proxy
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Mid & Late Game
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Itemization Summon Aery Aftershock Predator Unsealed Spellbook |
Level 1 Proxy Laning Proxy Farming Ganking Mid/Bot Banner & Zz'Rot |
Teamfighting Sidelane Pressure Objective Control |
Special Thanks Resources Change Log To Do List |
Intzi, currently Zalika E account.
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Hi! I'm Zalika, previously known as Intzi or Itzi and I'm the author of this Singed guide. I've previously reached master tier with just Singed with over 66% win rate and a bit of Teemo in season 7. I've studied many Singed players and watched vods from EU, KR and NA.
I hope I can help show people the ways of Singed since I haven't really been able to find any good up to date guides out there and noticed many people playing the champion without exploiting his full potential. I'll get into lots of depth explaining Singed's game play in detail since its not intuitive and its different from other champions. I don't think Singed is a champion that should be blind picked since he can get countered very hard by Fiora, Vladimir and others, but more of a good champion to have to counterpick popular toplaners in the current meta such as Jax, Camille, Maokai, but nevertheless I'll go over every single matchup for those of you who like picking Singed blindly into any matchup. |
Hope you enjoy reading and learning from the guide, I'm open to any advice, suggestion or just general questions that any of you might have, just leave me a message down below, dm me on Twitter or join my Discord server and I'll gladly take your advice into consideration or answer any questions, or just come by when I'm streaming in Twitch.Tv and leave me a message in chat, I'll gladly answer :).
My League OPGGs : Adowable (D4 currently) | Zalika E (Master in season 7) | Itzi (Unranked)
Warning! : Currently I do not have a computer in conditions or internet, therefore I'm unable to record some of the clips included in this guide, or edit some of the imagery with PhotoShop since it doesn't run properly on the laptop I'm using. Hopefully I'm able to fix these issues soon and update the guide with the corresponding content. |
P R O S
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+ Great Wave Clear with Poison Trail + Easy kit to play mechanically + Unique play style + Great Mid Game scaling + Lots of build options + Counters current top meta |
- Gets countered easy, hi Jayce! - Hard to play against CC - Very simple kit - Easy to kite |
Singed is a great champion in the current toplane meta since he counters most of the current toplaners such as Jax, Cho'Gath, Ornn, Camille. He adds tons of pressure into the game. He isn't mechanically challenging, however, he rewards you for matchups and game knowledge. He is great at mid game and early game team fights after 6 due to Insanity Potion and his AOE damage. He can build many different items and play in different ways, like going for Rylai's Crystal Scepter and Liandry's Torment for more damage or going for a more utility focused build to help the team out with Zz'Rot Portal and Shurelya's Battlesong. Last, he is very good at punishing enemy's mistakes as shown in the clip below. |
The downside of playing Singed, is that he has many many counters! such as Jayce, Teemo, Vladimir, Swain, Fiora and the list goes on, so if possible he should be picked as a counter and not as a blind pick. He also gets negated heavily by CC, such as Morgana's Dark Binding or Zilean's Time Warp, so its recommended not to be picked into team comps that have much CC or else he won't be very useful. His kit is extremely simple and even though there is some outplay potential in it, it is limited. Singed is also very easy to kite specially with champions that have some sort of slow or speed buff, such as Karma. |
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Should you blind pick Singed? Long story short: NO. But if you really want to play Singed and you don't mind what champion you are up against, even if its the all mighty Teemo! or even Jayce, go ahead. It'll be hard but there are some ways which I'll explain later in the Summon Aery, Aftershock, Predator and Unsealed Spellbook sections which give you some tools and cheeses to outplay those bad matchups and even come up ahead in them! (Although Singed shouldn't really be coming up ahead a Jayce at equal skill).
Singed should be picked into matchups such as:
- Tanks that have a poor early game since they are very abusable by Singed, such as Maokai, Ornn, Cho'Gath.
- Bruisers/Fighters that have a poor early game (except Fiora and Irelia since their kits counter Singed), such as Jax, Camille, Trundle.
- Champions that need their dashes for trading (They can go in but Singed wins in extended fights against them), such as Riven, Wukong, Renekton.
G H O S T
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+ Good in Early Game. + Makes it easy to lay Poison Trail due to the Movement Speed buff. + Good for catching up on enemies. + Good fur running away while proxy farming. - Bad against hard CC. - No outplay potential. - Not as useful in Late Game. |
+ Good for getting away from ganks. + Outplay potential, less predictable. + Makes Fling scarier. + Good for catching out enemies in teamfights. + Better than Ghost against hard CC. + Gets you through walls. - Much higher cooldown than Ghost. - Easy to mess up. |
Some Singed players like to run Ghost while others like to run Flash more. Each of them have a good side and a down side, Ghost is better for Proxy Farming, Early Game and easier to master whilst Flash even though it is harder to master and easier to mess up with, its a lot safer against ganks and rewards you more the better you know how to use it with Singed's kit. I recommend for new Singed players to start with Ghost, and for other experienced Singed players that are used to using Ghost, to give Flash a try.
Standard Summoner Spells
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These summoner spells are recommended to be taken whenever you don't have Unsealed Spellbook equipped since you can't switch them out. The advantages of Ghost and Flash have been explained earlier.
Alongside either of these, Teleport is really important to have!. In solo/duo q, you might see a lot of Singed going Ignite but even though this strengthens your kill potential, as a whole Teleport is better, since:
- It makes Singed have more map pressure since he can easily use TP to assist other lanes.
- Helps him stay ahead in the XP game by using it to get back to lane in Early Game if needed (with Ignite its easier to fall behind if you mess up).
- Better objective control in Mid/Late Game.
Unsealed Spellbook Summoner Spells
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Unlike with the previous section, here Ghost is prioritized over Flash due to being able to switch to Flash later on, and because usually Unsealed Spellbook is picked in either winning matchups that are even more abusable through Ghost or losing matchups which you want to proxy farm against, making Ghost the superior choice again. You can take Flash if you'd like instead, if you prioritize being able to Flash and Fling an important target later on or cheese the enemy laner with it.
Take Ignite over Teleport when:
- You have a winning matchup in lane that you can abuse with ignite such as Nasus or Malphite.
- You outscale enemy toplaner and Ignite helps you duel them in the side lane, like Mordekaiser and Renekton.
- You want to cheese enemy toplaner in a hard matchup where Ignite comes in handy such as Fiora or Irelia (although if you make a mistake with this set up, you'll be heavily punished).
Check the Unsealed Spellbook section for further more use of summoner spells with this keystone.
This section not only describes Singed's abilities, but also goes in a bit more in depth to help you master them mechanically.
Noxious Slipstream (Passive) EFFECT RADIUS: 225 TARGET COOLDOWN: 10 |
Moving near a champion grants Singed 20% bonus movement speed for 2 seconds. This passive makes Singed a very slippery champion, since he can gain lots of Movement Speed with it during team fights. It also helps him engage and disengage during trades. Example below showing how he can dodge abilities like Jax's Counter Strike using his passive. |
Poison Trail (Q) EFFECT RADIUS: 20 COST: 13 mana per second TOTAL DAMAGE: 40 / 60 / 80 / 100 / 120 (+ 80% AP) |
On Toggle Singed leaves a poison cloud behind him for 3.25 seconds. Enemies standing in the cloud's trail are poisoned for 2 seconds, taking magic damage every 0.25 seconds for the duration, continually refreshing while remaining in the affected area. This is Singed's waveclear tool. It has a decent AP scaling, which is why taking AP in the runes helps quite decently with the waveclear at early levels ( Summon Aery > Aftershock). |
Be careful when using this ability, due to it draining lots of mana if not used properly. Remember to toggle it on and off when necesary, and you can save enough mana for an extra Fling or two.
It also serves as a good harrasing tool as shown in the video below, you can drop a poison cloud on top of your own minions when the enemy is going to farm them, to punish them.
Be careful when having poison under the enemy tower! as the enemies can make you take turret aggro. Be extra careful if you have Corrupting Potion too since it refreshes off your Poison Trail as shown below.
Mega Adhesive (W) TARGET RANGE: 1000 EFFECT RADIUS: 175 COST: 60 / 70 / 80 / 90 / 100 mana COOLDOWN: 17 / 16 / 15 / 14 / 13 |
Singed covers the target area with a potent adhesive for 3 seconds, slowing by 40% and grounding all enemies within. This ability helps for Singed to catch up on to enemy champions. Place it in front of them so they have to walk into it when you're chasing them. You can also place it underneath the enemy champion when trading against someone like Yasuo or Riven to not let them use their dashes. |
It can also be used to canceled some channeled displacement abilities, such as Camille's Hookshot or Teleport as shown in the video below.
Mega Adhesive casting animation can be canceled with Flash and Hextech Rocketbelt as shown in the following video:
Fling (E) TARGET RANGE: 125 COST: 80 / 95 / 110 / 125 / 140 mana COOLDOWN: 10 MAGIC DAMAGE: 50 / 65 / 80 / 95 / 110 (+ 4 / 5 / 6 / 7 / 8% of target's maximum health) (+ 75% AP) |
Singed flings the target enemy over his shoulder 550 units, dealing magic damage. This is Singed's primary ability for trading alongside his Poison Trail. It allows him to displace the enemy, preventing them from either getting away or chasing Singed more. A special mechanic to do with Fling is the "Sky Auto", in which you auto attack the enemy champion while flinging them at the same time. To do this, you use Fling on the enemy, and while you are flinging them, you right click on them to auto attack them. You can also press "A" and left click on the floor beside to do this. Pressing on enemy champion method shown in the video below. |
Enemies can also be flinged through certain terrains as shown below. It only works through thin enough terrains, and you need to be positioned next to the wall and aim the Fling opposite of the wall.
Fling is a great tool for catching out enemies, and when paired up with Flash, you can Flash + Fling to catch enemies off guard. Be careful when using this mechanic since if you flash behind the enemy champion, you will fling them the opposite way.
Fling can be used to cancel dashes if timed properly, such as Rocket Jump and 90 Caliber Net as shown below.
Cast lock Fling (Keep pressing E on the enemy champion) to fling enemies through some abilities such as Vault or Thundering Blow as shown below.
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Mega Adhesive + Fling (W + E) ROOT DURATION: 1 / 1.25 / 1.5 / 1.75 / 2 |
Targets flung into Mega Adhesive's area of effect are temporarily rooted. When using Fling and landing the enemy into your Mega Adhesive, the enemy will be rooted. This is very useful for picking out enemies, since once in the Mega Adhesive's area of effect, they are grounded and therefore cannot use their Flash. |
This mechanic, called the "Goo Flip", is the trickiest to pull off on Singed because its not intuitive to land. It takes some practice before getting used to it. To have it easier to land the "Goo Flip", you can make use out of a wall to position the enemy better that way as shown below.
You can also join up the animation cancel of Mega Adhesive with Flash or Hextech Rocketbelt as explained before, for a more long range and quicker goo flip as shown in the videos below for the Mega Adhesive + Flash + Fling combo (at the left) and the Mega Adhesive + Hextech Rocketbelt + Fling (at the right).
Goo + Flash + Fling (Lagging)
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Goo + Protobelt + Fling (Lagging)
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Insanity Potion (R) COST: 100 mana COOLDOWN: 120 / 110 / 100 BONUS STATS: 30 / 55 / 80 REGENERATION: 7 / 12 / 17 |
Singed drinks a potent chemical brew, gaining bonus ability power, armor, magic resistance, movement speed, health regeneration, and mana regeneration, for the next 25 seconds. This ability is one of Singed's best powerspikes, if not his strongest one. It gives him all in potential at level 6 due to the great increase in stats he gets, but he also depends a lot on it for team fighting since this is what makes him so tanky during team fights. |
Try to play around your ultimate, only looking for fights when you're Insanity Potion is up (unless you can easily win without it).
Starting Items
Item Sequence
Dark Seal and Refillable Potion are your go to items as Singed at the start of the game. They give you AP for better wave manipulation and trading with your Poison Trail, more mana to be able to use more abilities in lane, and increased healing, which combined with your Refillable Potion and in most cases also the Time Warp Tonic rune, gives the Refillable Potion a total of 187.5 x 2 healing for more sustain (usually it would be 125 x 2).
An exception to this buy, would be in the Yasuo matchup, where you can opt for getting a Corrupting Potion instead to help with keeping his shield down if timed properly.
Early Game
Item Sequence
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Boots
Item Sequence
Boots should be picked up whenever pleased, they are a good early game purchase for Singed due to giving him lots of Movement Speed which makes him be able to do his job better. Usually boots are picked up early but sometimes they can be a bit delayed due to the rune Magical Footwear or delaying the purchase due to them not being an optimal buy (example, the ideal boots to buy against Tryndamere are Ninja Tabi but since the enemy team composition has Ivern, Anivia, Ziggs and Morgana its better to delay the boots purchase to later purchase Mercury's Treads).
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First Item
Item Sequence
Always pick any of these items as your first item:
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After your first item, every item after is completely situational and depends on the flow of the game. If you are lost with itemization buys even after reading this guide, I'll describe some cookie cutter builds that some players use (its better to buy items that work better for the game you are in though since its more optimal and you can get more out of them).
Ability Power Itemization
Item Sequence
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Armor Itemization
Item Sequence
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Magic Resistance Itemization
Item Sequence
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Other Tank Itemization
Item Sequence
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Utility Itemization
Item Sequence
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Balancing Your Build
Singed has a lot of resistances thanks to his Insanity Potion so its important to be stacking enough Health and not over stacking in resistances (Specially with utility items that give resistances but no Health).
Below are a few example builds that are nicely balanced out:
Lehends Utility Build
Item Sequence
Ninja Tabi
1100
Turbo Chemtank
2800
Zz'Rot Portal
2700
Shurelya's Battlesong
2200
Knight's Vow
2200
Locket of the Iron Solari
2200
Elixir of Iron
500
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Standard AP Build
Item Sequence
Ninja Tabi
1100
Rylai's Crystal Scepter
2600
Liandry's Torment
3000
Zz'Rot Portal
2700
Randuin's Omen
2700
Abyssal Mask
2400
Elixir of Iron
500
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Shurelya's AP Rush
Item Sequence
Ninja Tabi
1100
Shurelya's Battlesong
2200
Hextech Rocketbelt
2600
Zz'Rot Portal
2700
Rylai's Crystal Scepter
2600
Thornmail
2700
Elixir of Iron
500
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Shurelya's Utility Rush
Item Sequence
Ninja Tabi
1100
Shurelya's Battlesong
2200
Zz'Rot Portal
2700
Turbo Chemtank
2800
Abyssal Mask
2400
Randuin's Omen
2700
Elixir of Iron
500
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This is the basic Rune Page for Summon Aery on Singed. Its focused around having a much better laning phase and Early Game since it gives a lot of combat stats, so its intended to be picked in matchups where you are able to look for some advantages in lane. I wouldn't recommend picking this page into hard counters unless you plan on hard cheesing against them (like Freezing your wave outside your turret, to then Mega Adhesive + Flash + Fling the enemy champion into turret range and kill them). Against hard counters, its better to pick a different Rune Page that scales better into the Mid Game and helps with Proxy Farming ( Predator or Unsealed Spellbook) or not being poked out in laning phase ( Aftershock).
Usually with this Rune Page, you'll end up building AP items until you reach 2 items, and then building Tank/Utility items since Singed falls off in the Late Game and its important to prioritize survival and utility in team fights then since his damage falls off. Standard AP Build and Shurelya's AP Rush are two good example builds with this Rune Page. You can also opt into building more utility and tankiness instead ( Lehends Utility Build as an example) if your team already has enough damage and getting picks is more important.
Further more of this rune choice explained in build nº1 at the top of the guide.
In Depth Explanation
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Variations
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vs as Secondary Trait
Due to the nature of this rune page being picked into punishable lanes, is superior to .
- Even though Singed is squishier withthis set up, he is able to punish enemies a lot harder due to the increased AP he gets from secondary, also making his wave clear superior.
- The lack of is made up by sustain with and , as when picking this rune page, its picked into punishable matchups that wont trade with Singed as much, and most of the times they do trade, they end up losing due to minion disadvantage.
- Last, gives more freedom around back timers and lets Singed be able to punish harder with more items in the Early Game.
Aftershock can be picked either against burst champions ( Riven), to negate their burst with the armor and mr increase, lethality building champions ( Pantheon) to negate their armor penetration with it too, and also against bad AD matchups to be tankiner in lane and not be punished as hard (against hard matchups, Predator or Unsealed Spellbook due to active item use use and utility).
Typical builds to go with Aftershock, are similar to the Summon Aery when against an easy matchup or when ahead and being able to have lane prio, or Lehends Utility Build when in a hard matchup and behind or even.
Further more of this rune choice explained in build nº 3 at the top of the guide.
In Depth Explanation
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Variations
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vs as Secondary Trait
Even though having Sorcery as secondary gives you more AP than Inspiration does, Inspiration is superior with this rune page due to:
- Minion Dematerializer and Time Warp Tonic are more useful in difficult matchups than Celerity and Scorch, thanks to the sustain and the ability to contest minions better when being pushed in.
- In easy matchups, getting a back at second or fourth wave with Future's Market to purchase some The Dark Seak more than makes up for the lack of AP, and added with Time Warp Tonic, it makes it superior to Celerity and Scorch combination.
Predator is a workaround to abuse the utility build on Singed. This rune page is also great to pick when focusing on Utility, since it gets the most ouf ot the utility builds as mentioned earlier, some examples being Lehends Utility Build, Shurelya's AP Rush and Shurelya's Utility Rush.
Further more for this rune choice explained in build nº4 at the top of the guide.
In Depth Explanation
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Variation
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Another variation of this rune page for really hard matchups such as Teemo, is to take Resolve secondary with Bone Plating and Second Wind instead of Inspiration. Even though this setup is not as optimal, if hard matchups are a bit too hard for you, you can opt into taking this instead, although you'll have less wave clear due to less AP and lack of Minion Dematerializer.
Even though you are able to switch summoner spells, its recommended to start Flash and Teleport if you want to scale into the late game better. You can start Ghost instead of Flash for a safer proxy but it wont scale as well as Flash does into the late game. Some example summoner rotations:
- Ghost and Ignite start : Rotate between Teleport, Flash, Cleanse and Exhaust.
- Ghost and Teleport start : Rotate between Smite, Flash, Cleanse and Exhaust (usually Smite because of the proxyfarm with this set up, being able to counterjungling better too).
- Flash and Teleport start : Rotate between Ghost, Ignite, Cleanse and Exhaust.
Reasons to switch to each Summoner Spell:
- Flash : Good for catching off important targets with a Flash + Fling.
- Ghost : Safer proxy farm in the Early Game, great for Mid Game teamfighting too.
- Ignite : Good to deal with champions that heal a lot, or having a greater kill potential in the Early Game.
- Teleport : Switch to this Summoner Spell whenever your team needs assistance, you can bait out enemy objective calls by not switching till the last moment and then flanking them with .
- Cleanse : Switch to this to bait out enemy CC spells and get to their backline easier.
- Exhaust : Helps to deal with burst damage threats in fights.
- Smite : Cheese enemy jungle camps during proxy farming, can also be used for clutch dragon and baron steals if needed.
This rune is the one that scales the best into the Late Game, since it gives you the option to select a new Summoner Spell every 2 minutes then, giving more Utility.
Sorcery Spellbook
This rune page should be picked in similar situations as the Summon Aery rune page. Its a variant of that rune page, which is picked in scenarios where the enemy team composition has a lot of CC, so you can switch over to Cleanse later on in the game to not have as many issues with the CC. It can also be used starting Ignite and Ghost to cheese in some matchups and get an early kill, or to be able to proxy farm in hard matchups in a safer way.
In Depth Explanation
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Variations
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Domination Spellbook
Similar as with the Sorcery secondary page with Summon Aery, this rune page should be picked in similar situations as the Predator rune page. Its a variant of that rune page, which is picked in scenarios where the enemy team composition has a lot of CC, so you can switch over to Cleanse later on in the game to not have as many issues with the CC. It can also be used starting Ignite and Ghost to cheese in some matchups and get an early kill, or to be able to proxy farm in hard matchups in a safer way.
In Depth Explanation
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Variations
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Before talking about laning phase on Singed, I'd like to talk about the infamous level 1 proxy. This strategy lets Singed skip laning phase for the first 3 waves, by farming them behind the tier 1 and tier 2 enemy turrets with his Poison Trail. Its a good strategy to go for when wanting to avoid a bad laning phase or get item advantages early in the game without being punished.
The optimal way to proxy farm is:
- Without Future's Market : 3 waves then execute gives you enough gold to purchase a Dark Seal or Corrupting Potion and a Control Ward.
- With Future's Market :
- 2 waves then execute : Allows you to purchase a Dark Seal or Corrupting Potion.
- 2 waves + 1 medium and 2 mini krugs then execute (if blue side) : Allows you to purchase a purchase a Dark Seal or Corrupting Potion and a Control Ward.
Due to the nature of death timers being so low in the early game, its just safer to execute and not risk the enemy jungler or laner killing you because of backing, so after finishing your proxy just execute for faster an safer back.
P A T H I N G
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From Blue Side
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From Red Side
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W A R D I N G
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From Blue Side
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From Red Side
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This ward helps check if the enemy jungler is pathing from Red Buff or cheese pathing using the shortest route from Blue Buff. | This ward checks if enemy jungler is pathing towards Blue Buff or Wolves, or attempting to kill you. |
Health Points
A large part of your success during the level 1 proxy is determined by how healthy you manage to be during it. These are a few things to help you keeping healthy during this proxy:
- Kiting minions : Try and drag the minions as much as you can without them auto attacking you. This is easier done in the tier 1 turret proxy, but then the enemy champion is closer to harrass, so I only recommend doing this in the second wave since they'll be busy with their own minions then.
- Ghost : Use Ghost if proxying the first wave behind the tier 1 turret and the enemy champion tries to harrass you, this enables you to out run them and not get in auto attack range to be healthier for the next waves. Don't worry about the Ghost cooldown, since you use it so early, it'll be up soon enough by the next time you need it.
Trading
Trading is a big part of laning, which can determine if you end up winning or losing lane. Its important to be weary of the following points when trading as Singed:
- Minions : Take advantage of minions to trade, since Poison Trail is such a nice wave clearing too, you can use it to wave clear the enemies minions, and if they try to trade with you, they will face you while taking damage from your minion wave.
- Powerspikes : Singed has very big powerspikes during laning, his level 2 powerspike and his level 6 powerspike. Try and get a level advantage over the enemy using your wave clear, and as soon as you're about to hit any of these levels if you're healthy enough, take advantage of hitting your powerspike by trading with them heavily or going for a kill if they're low enough.
- Enemy champion's cooldowns : If the enemy champion is someone that relies on cooldowns to get their damage off, such as Renekton, they wont do that much damage after using their abilities, so you'll end up winning in extended trades against those type of champions. Also go in for a punish if the enemy mis uses an important long cd ability, like Fiora missing her Riposte.
- Poisoning your minions : Pay attention to when one of your minions drops to low hp, using your Poison Trail over it so that if the enemy tries to go for that minion they'll recieve damage for it.
- Under tower : When pushing a melee enemy champion under their turret, you can lay your Poison Trail in front of the caster minions to punish them further.
If trading doesn't work or is not a viable option (really hard matchup or poke matchup), there are other options available:
Wave Manipulation
There are three important types of Wave Manipulation to use in laning: "Shoving", "Freezing" and "Slow Pushing".
Shoving : Poison Trail is a great tool for shoving, its a very oppresive way of manipulation your minion wave to push it into the enemy tower. When doing this, be weary of the following points:
- Back advantage : Shoving is great to have a back advantage due to the enemy having to deal with your minions before backing themselves, its important to get the most out of this.
- Utilize cannon waves so the enemy clears the wave slower.
- Try to play around backing during the second or fourth wave with Future's Market as this allows you to buy 1 or 2 . Without Future's Market you'll have to stay a wave or two extra to get the same backs.
- To get an extra edge when backing, you can shove in the wave to set up a proxy farm before backing, to catch the enemy wave before it gets to your tower.
- Warding : After shoving a wave, you get enough time to place a Stealth Ward to watch out for enemy jungle ganks, or get deep vision into their jungle.
- Health Plant : You can opt to go into riven to have the Health Plant after shoving a wave due to the enemy not being able to respond.
Warning! : Many players will try to freeze the wave outside their turret when being shoved in, don't let this happen as Singed can't get to the caster minions without taking turret aggro, therefore being unable to break the freeze and putting him in an awkward spot. |
Freezing : This is when you manage the wave so that it keeps at a certain position and doesn't advance towards your or the enemies tower.
- The closer to your tower, the more caster minions needed to freeze the wave (3 extra), the further away from your tower, the less (only 1 extra needed at the center of the lane).
- This is great for punishing when ahead, since if the enemy tries to walk up to farm, you can trade heavily since they have to over commit to farm.
- Freezing with Singed is difficult to maintain due to his Poison Trail, it usually gets broken into a slow push.
Slow Pushing : The act of having a big groups of minions pushing slowly into the enemy tower. What this does, is it makes even more minions accumulate so you end up with an even bigger group of minions, which can be used for the following:
- Safer trades and all ins against the enemy having a large group of minions to back you up.
- Tower dives, making the enemy take damage from all those minions at the same time.
- Setting up a slowpush for your jungler to dive the enemy makes it not as risky.
Farming Under Turret : Going to quickly mention this here and give some tips on how to miss less minions when farming under tower:
- Let melee minion creeps take 2 tower shots before last hitting them.
- Use Poison Trail slightly on a caster creep before they get hit by a tower shot, and after they'll be at enough hp to last hit.
- Try to use Poison Trail to get the siege minion to last hittable hp, but if not succesful, you can use Fling to not miss that cannon! (try to save Fling if possible though).
This is just a very brief overview, for further information on wave manipulation you can visit: Commanding Minion Waves: The Art of Minion Manipulation .
Junglers
Its important to play around your jungler and the enemy jungler. As much as many summoners say toplane is a 1v1 lane, it depends heavily on junglers too and ends up being more of a 2v2 lane, specially for a champion like Singed who has lots of pressure, bringing in more jungle attention.
Tracking Enemy Jungler : First of all, check where the enemy jungle started, see if their botlane or toplane leashed them. If their jungle started botside:
- Expect the enemy jungler to come around the third wave or just before.
- If your jungle started topside, you'll be in a 1v2 situation so be careful.
- If your jungle started botside, you'll be in a 2v2 situation, if you call for them to countergank. Analyze the situation and see if the 2v2 is something reasonable to go for.
- Be weary for being ganked if they start Red Buff. Champions like Twitch can do this.
- If your jungle started topside too, you'll be in a pure 1v1 situation, no worries about jungler if they didn't gank after wave 1 or 2 for the first minutes.
- If your jungle started botside, you'll be in a 2v1 situation, making it ideal for ganks, maybe even towerdiving if the enemy is low enough HP.
W A R D I N G
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From Blue Side
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From Red Side
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If the enemy jungler starts topside, there is no need to ward during the first waves. If the enemy jungler starts botside though, usually the fastest route for toplane ganking is 3 camps to then gank top, warding after the second wave gives you enough vision for the next 2 waves which is when junglers usually gank. |
Scuttle : Taking scuttle gives you river coverage, and also prevents the enemy jungler from taking it, giving your jungle more freedom to move around top and midlane. Its a bit tedious to take scuttle though, so its recommended to follow these tips on when and how to get it:
- It's good to do scuttle when the enemy has frozen the wave outside their turret (kill the melee minions before going to scuttle if the next wave is cannon, since its hard to freeze against siege minions). Getting scuttle will give vision as stated before, and gold that you would be missing. It also gives time for the wave to unfreeze for when you get back to lane.
- Be careful when doing scuttle if your jungler isn't near since the enemy jungle can collapse on you with the enemy toplaner if caught out of position.
- After 8.10 scuttle now gives a significant amount of XP and spawns at 2 minutes so try and communicate with your jungler to take it over the enemy jungler if possible after the second wave (usually 2 mins or a bit after).
Communicating With Your Jungler : It is very important for you and your jungler to be on the same page when making a play, this applies to:
- Invading : If your jungler wants to invade or is invading, its important for you to have lane priority to be able to assist them in case they run into trouble. This can be done by shoving in waves, since enemies can't contest it very well. In case of being in a lane where you can't do this, warn your jungler before they invade.
- Being Invaded : You can help your jungler if they are being invaded unless you are being pushed in and have to deal with a big wave under tower. If you try to help them in this situation, you will lose a lot of XP therefore being behind in levels, falling even more behind in a hard matchup which dooms you.
- Ganking : Let your jungler know when ganking is a optimal. Notify them on the enemy laner's used summoner spells if any, and enemy warding, so they can adapt their pathing better. Also let your jungler know of your cooldowns if you just used your Fling and you don't have it up, or important enemy cooldowns, such as Spinning Slash.
- Counterganking : If your jungler is near and you get ganked, let them know in case they are missing on it so they can assist you if necesary.
- Enemy Jungler's Pathing : Ping the position of the enemy jungler whenever spotted, this will let your team know where they are and play around them better.
Proxy farming is the act of farming behind enemy turrets which Singed can do efficiently due to his good wave clear with Poison Trail. Its a convenient way of farming without having to deal with the hasle of laning, its good to use in the following scenarios:
- Back Advantage : You can shove in the wave and proxyfarm before backing to not miss minions when coming back to lane.
- Hard Matchups : Proxy farming is a great way to avoid hard matchups, letting you farm safely without being poked out.
- Enemy doesn't have waveclear and can't tank minions : In this scenario, proxy farming can be a good way to get turret damage if the enemy doesn't deal with the minion wave, and getting the enemy to low health if they try to tank the minion wave.
- Can't punish enemy laner : If the enemy laner is too tanky to be punished, you can proxy farm to have a better tempo in lane, and be able to roam and look advantages somewhere else such as counterjungling or ganking mid/bot.
- Invading : If your jungler decides to invade topside, its a good idea to proxy farm to be able to help them faster if they get into trouble.
- Ganking Mid/Bot : Before ganking mid or botlane, its good to proxy farm so that you lose less minions while ganking.
Be Safe!
Its important to be safe when proxyfarming to not give any unecessary kills to the enemy team. Track the enemy jungler like mentioned in Laning but also pay attention to the enemy toplaner and midlaner since they can also roam to kill you. Below are some good wards to place for either blue side and red side:
From Blue Side
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From Red Side
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If enemies are going after you and there is no where to run, try to go for an execute to not give them any gold! Its important to have vision and information of them so you can prevent this situation or be able to execute in time in worst case scenario.
Counterjungling
Counterjungling is a great way to punish the enemy jungler if forced to proxy due to it being a hard lane, or just being unable to punish the enemy laner. Be careful of the enemy jungle and track their pathing using the tips, rules and wards mentioned before.
When proxying, you are able to take enemy jungle camps between each wave without missing minions if positioned properly. To take jungle camps in blue team:
- Krugs : Proxy behind tier 1.
- Raptors: Proxy behind tier 2, you might need to catch the wave behind tier 1 since it takes long to get to raptors.
- Red Buff: Proxy behind tier 2, use the blasting cone to get you back behind tier 1 faster if available.
- Wolves: Proxy behind tier 2, catch the wave behind tier 1.
- Gromp:: Proxy behind tier 2, catch the wave near the tribush behind tier 1.
- Blue Buff: Proxy behind tier 2, catch the wave near the tribush behind tier 1.
For better counterjungling, learn enemy jungle timers, such as raptors usuall spawning at 4:20.
Double Proxy
The double proxy is the art of killing two minion waves at the same time whilst being in the enemy's base. I consider double proxy to be very situational, due to it having a high risk and also punishes your midlaner if not done properly. To set up for a double proxy, make sure to proxy behind the tier 2 turret first. After this, check if the enemy laners are in their respective lanes, if so, you are ready to go! The following are scenarios in which the double proxy is a good idea:
- Midlane Back and/or Roam : If your ally midlaner wants to back or roam, you can go for a double proxy so no mid minions are lost to the enemy mid turret.
- Mid Gank: If midlane is being ganked, a double proxy is a good call since if it ends up being bad, it saves the mid tower from recieving damage.
- Contesting Dragon: If the your team or the enemy is trying to set up for a dragon fight, double proxying helps with getting you into a better position to lose less minions when using Teleport to join in the fight. It also prevents midlane minions to be lost to the tower if your midlaner is pressuring dragon too.
Make sure to start a recall after each double proxy, so that in case one of the enemy laner decides to back, you can finish that recall and back safely. You don't need to finish of your recall if nobody is going after you and its good to keep double proxying.
Ganking Mid and Bot is a great way to extend your lead to other lanes. Its important to try to extend your lead into other lanes to have a much bigger impact in the game, and be able to have more tempo than the enemy team has with rotations. Be careful with forcing ganks though, just look for the right timing and don't go for anything too risky unless you're in a game where something drastic is requiered for you to end up winning.
Ganking Mid
- Proxying Before Ganking : Proxy farming behind tier 1 or tier 2 will give you more time to gank midlane without losing many minions in exchange. It also makes your toplaner lose minions and turret hp if they try to answer the roam, since they haven't wavecleared the wave in time when responding.
- Mid Matchup : Take into account if your midlaner can help you much with damage or set up during the gank or not. Ask him to use his cooldowns if needed on the enemy champion, and see if the enemy champion uses any important cooldowns too.
- Summoner Spells : Ask for the enemy midlaner's summoner spells to see if you have to take into account if they have Flash and such.
- Care For Globals : Be careful if the enemies have global ultimates to assist in the fight such as Nocturne does, this can turn it into an unfavorable fight easily.
- Diving Mid : Make sure that your laner pushes in their wave before diving the enemy midlaner. This makes sure the minions take tower aggro and not you before getting close to the enemy midlaner.
Ganking Bot
- Proxying Before Ganking : Proxy behind tier 2 if possible before using TP or backing to gank botlane. This will save you from losing some unecessary minions. If using TP to gank bot, base after and go toplane, if you instead decide to back and walk to gank botlane instead, you can use TP to get back to your lane after.
- Bot Matchup : Understand what your lane can do for you when you gank them. For example, a Janna + Ezreal against a Caitlyn + Morgana is a very hard lane to gank, in which you'll have to do most of the work.
- Summoner Spells : Ask for information on the enemies summoner spells to take them into account when ganking.
- Care For Globals : Be careful if the enemies have global ultimates to assist in the fight such as Nocturne does, this can turn it into an unfavorable fight easily.
- Diving Bot : Same as with mid lane, make sure the minions push in before diving bot lane so you take less turret aggro when going in.
- 4 and 5 man ganks : You can also communicate with your team to ask for a 4 or 5 man gank in botlane with your jungler and midlaner too if it fits with their pathing. This usually leads to a much bigger objective gain.
Banner of Command and Zz'Rot Portal are two very effecive side lane pressure items that if used properly can be very devastating for the enemy team in terms of pressure. I'll go on to explain each one of them when to buy them and how to use them efficiently. ( Banner of Command has been removed for the game for now so the section is put in a spoiler for now since I'm not surre if its being removed forever or just temporarily).
Zz'Rot Portal
Zz'Rot Portal is a good item to purchase when having a winning sidelane against an AD based champion. In this situation, Banner of Command isn't great since they can deal with it easily, so Zz'Rot Portal is bought instead:
- Sidelane Advantage : Only purchase when being able to contest sidelane. If in a losing sidelane, the enemy can just walk up to it and destroy it uncontested.
- Teamfighting : Place it close to an enemy turret if possible before going for a flank or a teleport play, or just contributing to a teamfight. This will put the enemy team into a situation where if someone responds to the Zz'Rot Portal they'll have a disadvantage in fight, and if not, they will lose significant turret health.
- Placing it Mid : You can place it mid during laning phase to help the enemy midlaner pressure to get that midlane tower. Usually this item isn't completed early enough to be able to do this though since at earliest its a second buy, not a first buy unlike Banner of Command.
- Sieging with Baron Buff : You can place it slightly more aggresively when sieging with Baron Nashor empowered minions since they have to walk through those minions before getting to the Zz'Rot Portal making it harder to contest.
Teamfighting is an important aspect of the game where a win or a loss can be decided pretty quick. Because of this reason, I'll briefly cover the teamfighting basics for Singed, when to pick one and how to have different roles in different teamfighting situations.
Picking a Teamfight
- Stronger team :
- Gold Lead : When having a big gold lead, this means your team has better stats and usually this is a good sign for being able to win team fights.
- Summoner & Ultimates advantage : If your team has more important spells up this can be a good time for going for a team fight as it can make the enemy team weaker and more vulnerable (having Flash down on an adc makes them highly more vulnerable durin team fights and easier to catch off).
- Powerspikes : Completing an important item give you a huge power spike for team fights, its good to teamfight around this to make the most out of these powerspikes
- Numbers Advantage :
- Getting Picks : Fishing for a pick puts your team into a more favorable position for the next team fight.
- Enemy is not Positioned Properly : Enemy team is split up and you are able to engage on juts 3 of them before the other 2 get in time for example.
- Flanking : This is the act of coming from a different direction from which your enemy is pressuring your team, adding a different pressure point for the enemy to handle. This is also great for getting to important picks in the enemy's backline and using Fling to pick them off.
Getting Picks
- Flash : Flashing to use Fling into your team, on an important enemy champion usually results in their death. Its a really important tool on Singed and its always worth to trade Flashes with an important target in the enemy team as it leaves them more vulnerable.
- Flash + Goo Flip : This is a bit greedy but if done properly it can prevent the enemy champion from using their summoners to get away, and also puts them in an more awkward position to get away from.
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Active Items : Usually these are what Singed ends up using to get to the enemy team's important targets since he doesn't have any gap closers. When combined with the Ingenious Hunter rune, these items become more of a menace.
- Turbo Chemtank : Press Turbo Chemtank and just run in! its a pretty straight forward item to use and doesn't have that much to it.
- Shurelya's Battlesong : Not only does it help you get your Fling on an important objective, but it lets you help your team initiate too and follow up easier to your engage.
- Hextech Rocketbelt : Use this item after engaging to cancel your Mega Adhesive animation for an instant Goo Flip as explained in the Abilities section.
Peeling for your Damage Dealers
Specially during the later stages of the game, ADCs outscale the damage that Singed does. Peeling is a good way of keeping those high damage carries like Kog Maw in your team healthier and help them deal even more damage. This can be achieved by:
- Flinging Threats : Using your Mega Adhesive on a Riven when she jumps in to try and burst your damage dealer, or Fling a Shyvanna helps massively in keeping your damage dealer healthier. Save your abilities for decisive decision like these if needed.
- Tanking Damage CC : Position yourself between your damage dealer and the enemy Ryze to prevent him from getting his Q off on your damage dealer for example. This concept can be extrapolated to other abilities and CC too, giving your damage dealer more freedom and manouverability to get more damage off and be healthier.
- Locket of the Iron Solari : Purchase this item when against champions that use burst damage to take down your damage dealer, such as Zed for example. It can also be used against big AOE damage abilities such as Requiem.
- Knight's Vow : Good item to purchase when fights are more extended, since the more damage your damage dealer gets on the enemies, the more you heal of this item. Also mitigates some damage from them onto you to keep them healthier.
- Zeke's Convergence : This item helps peel from enemy melee champions since it has a slow area, but the main effect of it is that it helps your ADC or auto attack damage dealer such as Yasuo deal more damage. Remember tu auto attack the same target they do to utilize this item!.
- Redemption : Very situation item but can be bought to keep your damage dealers and team healthier when sieging against poke compositions and champions such as Xerath. In a teamfight scenario, it can be used with Locket of the Iron Solari to keep your team from recieving too much AOE damage.
Zoning Enemies
Zoning enemy champion threats is a good way to keep your team healthier and let them deal with less enemies in a more favorable scenario for them.
This is a bit tricky to be done since it puts Singed in a pretty risky position, but if ahead during the Mid Game specially with AP items, you can deal tons of damage to the enemy backline and be a big threat to them, making them have to deal with you leaving your team to deal with the rest.
This is hard to pull of in late game since then the enemy damage dealers will have outscaled you and its just better to use the peeling technique mentioned before then.
Items that help with this:
- Rylai's Crystal Scepter : Appart from giving you lots of AP for your Mid Game damage, it also gives you a very useful slow to be annoying when fighting.
- Quicksilver Sash & Zhonya's Hourglass : These items can be used to bait out important enemy abilities such as Nether Grasp so that they waste time and resources on you and not on your team.
- Randuin's Omen : Important item to get towards the Late Game stage since it helps with the enemy ADC's damage, also its active makes you annoying to deal with and keeps them busy.
Singed has great waveclear with Poison Trail which helps him shove waves in fast. He lacks dueling power in sidelane though unless ahead, he gets outscaled by split pushers like Jax and doesn't have enough damage to kill tanks like Maokai once they have 2 or 3 items. Due to this, the way he plays sidelane is a bit different from other toplaners, and I'll explain how to how to apply pressure in the sidelane.
Split Pushing
Even though Singed isn't great at this, in the Early/Mid Game he is able to split push against favorable matchups, and even have kill potential against more squishy matchups like Rumble. When being behind and unable to match your enemy laner in the side lane, its not recommended to split push, instead its better to look for picks with your team and set up a slow push instead for the sidelane pressure (explained after).
The following are things to take into account when split pushing:
- Objectives at Risk : Don't splitpush if this gives the enemy a window to trade objectives in favor for them and you don't have Teleport to assist your team defending them.
- No Waveclear : If your team is defending tower against the enemy team and they lack wave clear, the enemy team have a much better time at sieging. Its not recommended to splitpush then since your team needs you.
- Winning Matchup : Split pushing in a winning matchup adds pressure to the enemy team since you have kill potential over one of them and they can't handle you very well.
- Counterjungling : After shoving in waves, you can opt to counterjungle whilst split pushing if you can't punish the enemy laner.
- Vision : Don't over extend if you don't have enough information on where the enemy team is, since they can group up to go after you. Get deep wards if possible when split pushing to know beforehand.
- Zz'Rot : When in a winning matchup, Zz'Rot Portal helps with adding more of a threat to your split push, since you are able to dish out more tower damage, forcing the enemies to respond to your split or lose turrets.
Splitpushing in the opposite side of an objective helps add pressure to the map since the enemies have to respond in two different parts of it, but be ready to use Teleport to help your team whenever needed, and take advantage of the time gained by pressuring to get a better team fight engage before the enemy toplaner responds.
Slow Pushing
Slow pushing is great when you aren't able to split push against the enemy champion, or when its needed for you to group up with team since the enemies have Teleport advantage or are trying to get an objective since the slow push will create pressure by itself without you having to be in the lane.
Slow pushing was explained earlier, but here its explained more for the Mid and Late stages of the game. When slow pushing in long lanes where tier 1 turrets have been destroyed, larger waves of minions can accumulate.
To set up a slow push, use Poison Trail on the enemy minions, so your wave stacks up against their melee minions and builds up bigger.
Since Singed has so much pressure, knowing which objective to go for is important and even more when playing him. Objectives in volve jungle camps (talked about in Proxy Farming), towers, inhibitors, dragons, Rift Herald and Baron Nashor.
First Tier Towers
Getting first blood tower gives a huge powerspike to anyone on the team who gets solo gold, so that is a pretty big objective to go for. Singed benefits greatly from this since it lets him scale into Mid Game fast and be ahead of the game curve.
- Top Tower : This turret isn't that importat unless its being contested for first blood tower gold. The reason it isn't that important in early game is due to the most important objectives being the dragon, the mid tower and the bot tower.
- Mid Tower : This tower is very important for vision advantage around the map, it lets your team have easier access to the enemy team and force them to play a bit backwards allowing you to have more control over the Rift Herald and the dragon pit. This tower is difficult to get early but several ways in which you can help your midlaner get it are: Using Zz'Rot Portal if your midlaner has the high ground on the enemy, or just look for a dive or gank in mid.
- Bot Tower : This tower is crucial for dragon control in early game. Being able to have bot pressure allows for your team to access dragon easier and have vision control over it too. Once this tower is down, your botlane can rotate to other lanes if needed to have pressure over other objectives (for example, bot tower and dragon is down, so your bot lane can rotate to a lane like mid or top to have pressure over the next objective, Rift Herald, and another tier 1 tower).
Dragons, Rift Herald and Baron Buff
Each team benefits from each dragon differently. Its important to not only evaluate this but, also evaluate how the enemy team benefits from the dragon too, denying it from the enemy team is another way of being ahead of them.
Example: your team doesn't really need the Ocean Dragon but, the enemy team is oriented around sieging towers with Caitlyn and Soraka so this dragon helps the healer be healthier to keep the entire team healthier too. Denying this dragon means they are slightly disadvantaged when sieging now, in comparaison to if they had Ocean Dragon.
After knowing this, ask, is this dragon important? if so, the most optimal play to do when dragon is up, is to keep your botlane near it and someone with teleport in the opposite side of the map to have pressure over it or just prepare a slowpush in that lane and path towards the dragon instead.
The rotations around other objectives like Rift Herald and Baron Buff are similar. Keep the botlane around the most important objective!
Thanks for reading through my guide!, any advice or suggestions that you might have for it are appreciated and I'll keep this guide updated every patch and everytime I find ways in which to improve it more.
Special Thanks
Many thanks to the following people for helping me with my guide:
- Bwipo : Thanks for coaching me, recording some clips and giving me a different outlook and more knowledge on Singed and the game :).
- Ankan : Thanks for coaching me and teaching me more on Singed and the map.
- Apoke : Thanks for teaching me how to use PhotoShop for my panels.
- jhoijhoi : Thanks for your guide on writing a guide.
- Reapercomic : Thanks for your advice related on Singed and on polishing out my guide.
- Jovy : Thanks for fixing some mobafire issues to help fix my guide, and some text formatting advice.
Resources
Here are some useful resources I used to learn how to play Singed myself.
(EUW) Ankan (EUW) Bwipo (EUW) T0rnzer (NA) Akeelo (NA) Inverted Composer |
(NA) Minishcap1
(NA) Singed420 (KR) Lehends (KR) fhojasfhjkanjlfi (KR) NBadL |
Other related resources:
- Commanding Minion Waves: The Art of Wave Manipulation : In Depth document on wave manipulation.
Change Log
To Do List
- Update Rune Section for sorcery + resolve and sorcery + domination.
- Include Ardent Censer item variation.
- Re do and record videos for the "Abilities" section.
- Add "Void Staff" to the Ability power items section in "Itemization".
- "Objectives Control" section:
- Do a section on Early/Mid Game rotations and explain them in more detail, including first tier towers Rift Herald and dragons in it.
- Brief mention of second tier towers in Early/Mid Game section.
- Do a section on Late Game rotations and explain further dragons, further towers (second tier, inhibitor and nexus), Inhibitors, Baron Buff, and Elder Dragon,
- "Matchups" section:
- Champion image + expandable text underneath for all champions in alfabetical order.
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