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Singed Build Guide by Zalika


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League of Legends Build Guide Author Zalika

[8.13] Initial Singed - Master Singed Guide

Zalika Last updated on June 27, 2018
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Singed Runes & Builds

Cheat Sheet
Previous Champion Build Next Champion Build

1 : Easy/Medium Difficulty

Singed Build

Sorcery
LoL Path: Sorcery
LoL Rune: Summon Aery
Summon Aery
LoL Rune: Nimbus Cloak
Nimbus Cloak
LoL Rune: Celerity
Celerity
LoL Rune: Scorch
Scorch

Inspiration
LoL Path: Inspiration
LoL Rune: Future's Market
Future's Market
LoL Rune: Time Warp Tonic
Time Warp Tonic
Bonus:

+12 Attack Damage or +20 Ability Power, Adaptive

LeagueSpy Logo
Top Lane
Ranked #7 in
Top Lane
Win 53%
Get More Stats

Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R


Threats to Singed with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Illaoi Recommended Runes & Build: 1 or 2. As long as you dodge her abilities you're fine. You should be able to out damage her before 6 but after 6 be careful with her ult, get bramble vest if you're having trouble with her healing.
1
Nasus Recommended Runes & Build: 1 or 2. Ez LP. Poison his creeps when he tries to go for them with his Q, fling him into your creeps to win a free trade! You shoudn't have any problems with him in lane, you shouldn't die (Although later in the game he can be an issue). Get minion dematerializer in case he goes for Banner.



T A B L E O F C O N T E N T S

Intzi, currently Zalika E account.
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
C O N S
+ 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 Reverie.

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.





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.
In these matchups Singed's good too because he can disrupt certain patterns that champions use, for example, using Fling on Riven so she can't get her combo off on Singed, or using Mega Adhesive underneath her so she can't finish off her combo either.
G H O S T
F L A S H
+ 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

G H O S T + T E L E P O R T
F L A S H + T E L E P O R T

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

G H O S T + I G N I T E
G H O S T + T P
F L A S H + T P

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.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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.

Dodging Jax's E (TO DO)
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.

Punishing Csing (TO DO)


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.

Turret Aggro (TO DO)

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.

Cancelling Hookshot + TP (TO DO)


Mega Adhesive casting animation can be canceled with Flash and Hextech Protobelt-01 as shown in the following video:

Cancelling Mega Adhesive with Flash and Protobelt (TO DO)

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.

Sky Auto (Lagging)

Singed420 Sky Auto Technique


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.

Wall FLing (Lagging)


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.

Canceling Rocket Jump (TO DO)


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.

Canceling Vault (TO DO)


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.

Goo Fling next to wall (Lagging)


You can also join up the animation cancel of Mega Adhesive with Flash or Hextech Protobelt-01 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 Protobelt-01 + Fling (at the right).
Goo + Flash + Fling (Lagging)
Goo + Protobelt + Fling (Lagging)

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

The Dark Seal
350

Refillable Potion
150

The 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

Control Ward
75

Rejuvenation Bead
150

The Dark Seal
350

The Dark Seal
350

Doran's Ring
400

Corrupting Potion
500

Aether Wisp
850

Raptor Cloak
900

Bramble Vest
1000

Elixir of Sorcery
500
Warning! Do not buy ALL of the items listed here, just buy the ones you feel like you need in the early game. These are situational items that are oriented towards making your early game stronger as Singed can get a lot out of it.
Try to buy at least 1 or 2 Control Wards per game. Control Wards in early game are very useful to scout the enemy jungler, and help your jungler assist you in invading or ganking your lane.

This is a good item to pick up when you're in a bad matchup and you need more HP sustain, such as Jayce, and you got pushed out of lane very early so you haver very little gold to spend. It can later be built into a Righteous Glory or Zz'Rot Portal if against AP.

Stacking a couple of these The Dark Seal boosts your sustain in lane by quite a lot, increasing your potion healing, mana and AP. They are also very cost effective and selling for 70% their original price, so don't be scared to invest in 3 of these as they can give you a huge Early Game advantage.

This item gives you more mana regen in case you need it in lane. Usually I'd go The Dark Seal and Corrupting Potion instead for mana, but if you're barely using any HP when trading and its mostly mana, this is a good purchase.

Not only does Corrupting Potion have really good HP and mana sustain which is made even greater by The Dark Seal stacking and Time Warp Tonic, but it also increases Singed's Poison Trail damage by 7.5 to 15 over 3 seconds (2.5 to 5 per second) depending on your level.

This is a good item to pick up on Singed due to the AP it gives and the movement speed bonus which helps him catching up to enemies. It can also be built into Shurelya's Reverie later on if wanted.

This is a nice item to pick up specially when you are Proxy Farming, since you take damage from minions and towers, it gives you armor to tank it better, health regeneration to heal up and movement speed to get away from enemies.

Good to pick up against heal reliant champions in lane such as Aatrox or Fiora to cut down on their healing significantly, helping you out sustain them in fights. It also applies Corrupting Potion with its Thorns passive.

Very nice potion to pick up at level 9, helps Singed with a big power spike helping him deal significantly more damage to enemy champions in fights, and helps his autos do a lot more damage to turrets. Its specially good when bought while winning, since it helps Singed get a lot more from his lead.


Boots

Item Sequence

Ninja Tabi
1100

Mercury's Treads
1100

Boots of Swiftness
900

Sorcerer's Shoes
1100

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).

Ninja Tabi are ideal to pick up against champions that utilize auto attacks as their main source of damage, such as most adcs and champions like Tryndamere. They are also good to pick up against mostly AD compositions, and in late game they mitigate quite a bit of damage from ADCs. These are the boots I end up picking up the most since most of the damage I end up taking is AD.

Mercury's Treads are good to pick up against heavy cc comps and mostly magical damage comps too, since they help reduce the cc duration and the magical damage too. If these are picked up due to heavy cc but the enemy team comp does mostly AD damage, consider switching them out for Ninja Tabi later on and purchasing Elixir of Iron for the Tenacity instead.

Boots of Swiftness are very VERY situational and should only be picked if you decide to split push against a champion that has many slows and you have kill potential against, such as Rumble or against team compositions that are exclusively built around slows without hard cc, such as Nunu & Willump, Nasus, Anivia, Ashe.

Sorcerer's Shoes can be built when your team has a very big frontline already, and you need to dish out a bit more damage for your team since they can already tank for you enough. Don't get baited into building them early in against the enmy toplaner, since most toplaners end up building Magic Resistance against Singed which negates the Magic Penetration from Sorcerer's Shoes.


First Item

Item Sequence

Shurelya's Reverie
2250

Rylai's Crystal Scepter
2600

Liandry's Torment
3100

Righteous Glory
2650

Always pick any of these items as your first item:

Shurelya's Reverie is a good item to pick up specially if you've already got Aether Wisp. It gives AP for waveclear, HP for survibability, cd to have your Insanity Potion more often and movement speed to catch out people. Its good to be built when ahead, and wanting to transition your lead into other lanes.

Rylai's Crystal Scepter is a nice item when you're ahead of the enemy champion and have kill potential. It lets you stick to the enemy champion better with Poison Trail applying a slow and prevent them from getting away. It also makes Singed be more annoying in Early/Mid game team fights.

Liandry's Torment is a good pick up whenever facing an oponent that you don't need to slow lock with Rylai's Crystal Scepter to kill. Amplifies your damage in extended combats which is what Singed is really good at at.

Righteous Glory works similar to Shurelya's Reverie but it makes Singed more tankier, and have better initiation. Its good to pick up this item if to look for advantages in other lanes and pick off enemy champions. Its also good to pick up when losing an AD matchup since it lets you roam better.



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

Elixir of Sorcery
500

Shurelya's Reverie
2250

Rylai's Crystal Scepter
2600

Liandry's Torment
3100

Hextech Protobelt-01
2500

Zhonya's Hourglass
2900

Morellonomicon
3000

Mejai's Soulstealer
1400

Elixir of Sorcery not only can it be picked up in Early Game as mentioned before, but it can also be picked in in the Mid game when an important fight happens such as a Dragon or Baron fight, to have an inmediate powerspike in it and be able to get more out of it due to the pushing power you get with the True Damage to towers.

Shurelya's Reverie can also be picked after your first item purchase, it has lots of utility appart from the AP it gives you so it serves well to help your team disengage or engage better and pick off enemy champions.

Rylai's Crystal Scepter is a good item to pick up even later on in the game, to mess with melee champions in team fights and kiting them to either peel for your damage dealers or zone those melee champions from the fight, whilst also making Poison Trail deal more damage.

Liandry's Torment synergyzes great with Rylai's Crystal Scepter to help Poison deal a lot more damage in fights, giving Singed a very big Teamfighting powerspike, although it falls off later into the game.

Hextech Protobelt-01 is somewhat of a nieche item on Singed but can work very well as a second buy after Shurelya's Reverie when ahead for canceling the Mega Adhesive animation and picking off more people while also having a nice burst and more damage. The cdr also helps with keeping Insanity Potion off cooldown more frequently which makes Singed even more of a threat when ahead.

Zhonya's Hourglass is another nieche item on Singed. Its good to get against Jarvan IV to bait his Cataclysm in Teamfights, to bait the enemy team into over commiting and for Towerdives.

Morellonomicon is great to pick up alongside Sorcerer's Shoes for tons of damage. As explained before with Sorcerer's Shoes, its nice to pick up if you are one of the main damage dealers on the team, and you have enough of a frontline to tank for you, or if you are really ahead and want to kill the squishies in Teamfights quickly.

Mejai's Soulstealer Is a nice item to have when you got a few stacks on The Dark Seal, since at 10 stacks it gives you 10% movement speed which is really nice to have, and a lot of flat AP. Its easy to gain stacks during team fights due to assists and kills so it stacks up deceptively fast.


Armor Itemization

Item Sequence

Randuin's Omen
2900

Thornmail
2900

Frozen Heart
2700

Dead Man's Plate
2900

Randuin's Omen is the ideal Armor item to deal with most adcs in Late game that have a lot of crit, such as Tristana. It also helps to deal with other champions that stack crit such as Yasuo and Tryndamere. The active is specially good for keeping enemies close to Singed, let it be for peeling or zoning.

Thornmail is a good Armor item to pick up against champions that rely on attack speed and healing, such as Aatrox. I barely pick up this item as most champions that have attack speed and healing usually are more of an issue due to their crit chance, but it can be picked up if their healing is annoying or they have someone to heal them such as Soraka.

Frozen Heart is a good item to pick up against champions that just rely on attack speed for their damage, such as Kayle and Jax. It doesn't health so be careful on stacking up too many resistances, and compensate it when a health item after.

Dead Man's Plate is good to pick up against AD champions that don't use attack speed or crit for their main source of damage, such as Riven or Zed. Usually these champions have a lot of mobility, so this item also helps with catching up to them.


Magic Resistance Itemization

Item Sequence

Adaptive Helm
2800

Abyssal Mask
2900

Spirit Visage
2800

Adaptive Helm is a really nice item to pick up against most AP damage dealers that damage you constantly with the same ability (somewhat like Cassiopeia. It also works against Ability Power empowered auto attacks such as Hextech Munitions or Righteous Fury mitigating them by quite a decent amount, even better if paired up with Ninja Tabi.

Abyssal Mask gives you survibability against AP champions but it also helps your team deal more AP damage. Its passive also gives Singed some nice HP and mana sustain during fights.

Spirit Visage is a somewhat situational Magic Resistance item that works specially well when paired up with healers in your team such as Soraka, since it increases their healing by a decent amount which makes you even tankier during fights. Other than that, I'd recommend either Adaptive Helm or Abyssal Mask more for Magic Resistance, and Warmog's Armor for Health Regeneration and HP if you don't have a healer in your team.


Other Tank Itemization

Item Sequence

Warmog's Armor
2850

Elixir of Iron
500

Warmog's Armor is a good item to pick up when fighting against poke comps, to keep up in HP (champions like Xerath) when sieging, and also to make up for the lack of Health in a build, since its also useful to keep healthy when fighting around Late game objectives such as Baron Nashor and Elder Dragon.

Elixir of Iron can be picked up either Mid game to gain an inmediate powerspike when an important fight happens, or when you have your build finished. This is the best consumable for the Late game stage, since Elixir of Sorcery stops being as useful since AP isn't that great on Singed in Late game. The movement speed buff from Elixir of Iron also makes it easier for your allies to follow up on your engages.


Utility Itemization

Item Sequence

Shurelya's Reverie
2250

Righteous Glory
2650

Locket of the Iron Solari
2200

Knight's Vow
2200

Zeke's Convergence
2250

Redemption
2100

Zz'Rot Portal
2700

Shurelya's Reverie can also be picked after your first item purchase, it has lots of utility appart from the AP it gives you so it serves well to help your team disengage and engage better and pick off enemy champions.

Righteous Glory works similar to Shurelya's Reverie but it makes Singed more tankier, and have better initiation. Its good to pick up this item if to look for advantages in other lanes and pick off enemy champions. Its also a nice pick up if your team lacks initiation and they rely on you to initiate.

Locket of the Iron Solari should be picked up against champions that try to burst your damage dealers, such as Zed but it also works well against AOE high damage champions like Vladimir.

Knight's Vow is great for peeling a damage dealer in extended fights, making you tankiner too due to their damage healing you.

Zeke's Convergence should be put on an auto attack damage dealer on your team. Remember to auto attack the same target they do when this item is active, and they will do a lot more damage to them thanks to it. Its also good to help peel for that damage dealer, due to the area of slow around you when its active.

Redemption is very situational, but fits in very well when being ahead against a Poke Comp, and having the Rune Ingenious Hunter equipped makes it so that it has a much lower CD, letting you siege and end games safer against those comps.

Zz'Rot Portal is a nice sidelane pressure item, although you'll make a lot more use out of it if you're winning sidelane. It helps set up even more pressure and gives you a bit of freedom to roam and get enemies into uneven fights if their toplaner tries to destroy your Zz'Rot Portal.

Quicksilver Sash is ideal to pick up against abilities like Nether Grasp and Impale, but can also be picked up to bait CC in fights to catch enemies off guard.


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

Righteous Glory
2650

Zz'Rot Portal
2700

Shurelya's Reverie
2250

Knight's Vow
2200

Locket of the Iron Solari
2200

Elixir of Iron
500

Standard AP Build
Item Sequence

Ninja Tabi
1100

Rylai's Crystal Scepter
2600

Liandry's Torment
3100

Zz'Rot Portal
2700

Randuin's Omen
2900

Abyssal Mask
2900

Elixir of Iron
500

Shurelya's AP Rush
Item Sequence

Ninja Tabi
1100

Shurelya's Reverie
2250

Hextech Protobelt-01
2500

Zz'Rot Portal
2700

Rylai's Crystal Scepter
2600

Thornmail
2900

Elixir of Iron
500

Shurelya's Utility Rush
Item Sequence

Ninja Tabi
1100

Shurelya's Reverie
2250

Zz'Rot Portal
2700

Righteous Glory
2650

Abyssal Mask
2900

Randuin's Omen
2900

Elixir of Iron
500



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

Sorcery : This as Primary Tree, gives Singed an extra 20 AP which helps his Poison Trail wave clear. It also helps him during trades in Early Game significantly due to his high AP rations on his Poison Trail and Fling.

Summon Aery : This Keystone makes Singed deal a lot more damage during his laning phase. Since the way he trades is usually by being near the enemy with this Poison Trail, it makes it easy for Summon Aery to reset faster and deal more damage.

Nimbus Cloak : This Rune makes Singed get a really high movement speed boost shortly after casting his ultimate that helps him get in range for a Fling, run away better and dodge better in situations.

Celerity : This is probably one of the best runes there is for Singed!, the extra movement speed is always greatly appreciated, letting him keep in front of enemies to damage them with Poison Trail or helping him get in Fling range too. To add on top of this, Singed gets extra AP the more movement speed he has.

Scorch : Really nice rune for Singed to have more punishing trades in the Early Game. This rune even though it might not seem like it doesn't do that much damage, a difference of 200 HP in laning phase can lead to better back timings and even kill potential.

Future's Market : This rune helps massively with back timers, being able to get huge item advantages in the Early Game that give you a much more dominating laning phase. Example: backing after 4 waves to get a The Dark Seal and a Corrupting Potion and using Teleport, so you have whilst the enemy has a (they can't back like you did since you shoved in the wave under their tower).

Time Warp Tonic : With the builds mentioned earlier, there are lots of potions that are benefited from this rune, such as Refillable Potion, Corrupting Potion, Elixir of Sorcery and Elixir of Iron. These potions have increased duration by 20% and they increase movement speed by 5%. Insanity Potion gives you an extra 5% thanks to Time Warp Tonic but its duration doesn't get increased.


Variations

Nullifying Orb : Take this rune over Nimbus Cloak whenever you are fighting an AP based champion in lane to help with close Early Game fights, such as Rumble or Akali. It can also be taken if the enemy team composition is very heavy in AP.

Gathering Storm : Take this rune over Scorch when you want to prioritize proxy farm over laning phase. I don't recommend taking this rune page for this since it doesn't scale that well into the Mid Game as Predator or Unsealed Spellbook, but it does give slightly more damage than those two by sacrificing utility.

Minion Dematerializer : Take this rune over Future's Market if you plan on proxy farming mostly since it helps greatly with wave clear and clearing the cannons while proxy farming since they usually take a long time to clear.


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

Resolve : This tree doesn't start with much health given, but for when the important power spike is reached (level 6) it gives 100 health and it just keeps growing from there. There is no AP in this rune page since its not designed for wave manipulation, but more for lane survival instead, so the health comes in handy here.

Aftershock : This is a really nice rune for preventing enemies such as Riven or Pantheon from bursting you down, and gives you the high ground against them in the trade in an even scenario. Against ranged matchups such as Jayce, it helps you have more survibability when all inning since these matchups tend to be hard for Singed. Important to play around Aftershock's cooldown for trading.

Bone Plating : Similar to Aftershock in the way that it mitigates burst damage. In easy matchups, it works somewhat similar to Aftershock in that regard, but in harder matchups, you can play around Bone Plating to go some more minions than usual or manipulate the wave and not get punished as hard by the enemy champion.

Second Wind : This rune is to be picked into champions that mostly poke during laning phase (such as Pantheon or Lucian), or champions that are hard to lane against (such as Fiora). This rune heals you up slightly after recieving a trade or being poked.

Unflinching : Not that big of a rune but its better than the other two in this section. Overgrowth doesn't give you that much, HP, and tenacity on Singed is more important than the little HP that Overgrowth gives in Early. Revitalize unfortunately doesn't work with Health Regeneration so its not good either.

Future's Market : (For easy matchups). This rune helps massively with back timers, being able to get huge item advantages in the Early Game that give you a much more dominating laning phase. Example: backing after 4 waves to get a The Dark Seal and a Corrupting Potion and using Teleport, so you have whilst the enemy has a (they can't back like you did since you shoved in the wave under their tower).

Time Warp Tonic : With the builds mentioned earlier, there are lots of potions that are benefited from this rune, such as Refillable Potion, Corrupting Potion, Elixir of Sorcery and Elixir of Iron. These potions have increased duration by 20% and they increase movement speed by 5%. Insanity Potion gives you an extra 5% thanks to Time Warp Tonic but its duration doesn't get increased.


Variations

Conditioning : (For non poke matchups). This rune is nice to have against easy matchups since you wont be getting that much out of Second Wind due to the short bursty trades. Instead, this rune gives you a moderate power spike at 10 minutes, that also increases your Insanity Potion's resistances, giving you more freedom to invest into AP items without being punished for being too squishy in teamfights.

Minion Dematerializer : (For hard matchups). Take this rune over Future's Market when against champions like Jayce that can zone you from minions and prevent you from csing. Usually in these bad matchups, you don't build much AP and get more tanky and utility items instead, so the extra damage to minions also helps you wave clear better.


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:


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

Domination : This tree gives plenty of flat AP like Sorcery which helps for wave clearing and trading in lane mostly. Many of the matchups using this page require proxy farming so having the AP is great to help with this.

Predator : In the early game this keystone can be used to get back to lane faster and miss less minions than usual, it can also be used to get around the tier 1 turret to reach the minion wave fast enough to be able to proxy it in hard matchups like Swain. Later on in the Mid/Late game, it scales into being a nice engage/roam tool.

Taste of Blood : Gives quite a lot of sustain when being chased while proxy farming, or just laning. It increases its heal with AP, so when ahead with this build, the AP items you get ( Shurelya's Reverie and Hextech Protobelt-01 being the most efficient with this rune page) increase your survibability a little too.

Zombie Ward : Great rune to have when laning or proxy farming. When laning, it gives increased ward coverage against ganks, which is nice since usually if laning with this build you want to do it against easy matchups like Maokai so you'll be pushed up. When proxy farming against hard matchup, it lets you be able to spot the enemy jungler for a longer time span.

Ingenious Hunter : This rune is probably the second most important if not the most important in this rune setup. It abuses the cooldowns of active items such as Righteous Glory to make the most out of it. If ahead with this page, you can be very obnoxious and be able to pick enemies out of position more often with Shurelya's Reverie and Hextech Protobelt-01.

Minion Dematerializer : Against bad matchups like Lissandra it helps you get more farm and also increase your damage to minions, since usually against bad matchups, what you want to do is rush Righteous Glory and then more utility and tank with not much AP, so it also helps with waveclear. Its also good to help with those cannon minions while proxy farming.

Time Warp Tonic : With the builds mentioned earlier, there are lots of potions that are benefited from this rune, such as Refillable Potion, Corrupting Potion, Elixir of Sorcery and Elixir of Iron. These potions have increased duration by 20% and they increase movement speed by 5%. Insanity Potion gives you an extra 5% thanks to Time Warp Tonic but its duration doesn't get increased.


Variation

Ghost Poro : You can take this rune instead of Zombie Ward when playing a more around bush vision. The poro lasts forever so its not even that bad as people think after the Vision Totem cooldown has been nerfed.

Ultimate Hunter : This rune can be taken when going for a less active item oriented build. Usually if you wanna go down this path I'd recommend not going for this rune path but if you want to try out Predator for better backs and better catching waves in proxy farm then this rune is alright.

Future's Market : Is to be taken over Minion Dematerializer when in an easy/skill matchup since you aren't going to need as much waveclear and getting item advantages helps more.

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:
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.

Read Me!


In Depth Explanation

Sorcery : This as Secondary Tree, gives Singed an extra 20 AP which helps his Poison Trail wave clear. It also helps him during trades in Early Game significantly due to his high AP rations on his Poison Trail and Fling.

Magical Footwear : This rune is the best out of all the three in the same row. Even though its not convenient to not get boots till minute 10, it lets you focus on building more Early Game items, making it stronger, whilst also giving you a free kill (300 gold) 10 or less minutes into the game.

Future's Market : This rune helps massively with back timers, being able to get huge item advantages in the Early Game that give you a much more dominating laning phase. Example: backing after 4 waves to get a The Dark Seal and a Corrupting Potion and using Teleport, so you have whilst the enemy has a (they can't back like you did since you shoved in the wave under their tower).

Time Warp Tonic : With the builds mentioned earlier, there are lots of potions that are benefited from this rune, such as Refillable Potion, Corrupting Potion, Elixir of Sorcery and Elixir of Iron. These potions have increased duration by 20% and they increase movement speed by 5%. Insanity Potion gives you an extra 5% thanks to Time Warp Tonic but its duration doesn't get increased.

Celerity : This is probably one of the best runes there is for Singed!, the extra movement speed is always greatly appreciated, letting him keep in front of enemies to damage them with Poison Trail or helping him get in Fling range too. To add on top of this, Singed gets extra AP the more movement speed he has.

Scorch : Really nice rune for Singed to have more punishing trades in the Early Game. This rune even though it might not seem like it doesn't do that much damage, a difference of 200 HP in laning phase can lead to better back timings and even kill potential.


Variations

Minion Dematerializer : Take this rune over Future's Market if you plan on proxy farming more since it helps with wave clear and those pesky cannon minions that can take long to clear while proxying.

Gathering Storm : Take this rune over Scorch when you prioritizing proxy farm over laning phase in bad matchups such as Tryndamere.


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.

Read Me!


In Depth Explanation

Domination : This secondary tree gives plenty of flat AP like Sorcery which helps for wave clearing and trading in lane mostly. Many of the matchups using this page require proxy farming so having the AP is great to help with this.

Magical Footwear : This rune is the best out of all the three in the same row. Even though its not convenient to not get boots till minute 10, it lets you focus on building more Early Game items, making it stronger, whilst also giving you a free kill (300 gold) 10 or less minutes into the game.

Minion Dematerializer : Against bad matchups like Lissandra it helps you get more farm and also increase your damage to minions, since usually against bad matchups, what you want to do is rush Righteous Glory and then more utility and tank with not much AP, so it also helps with waveclear while proxying, heps clear cannons a lot quicker.

Time Warp Tonic : With the builds mentioned earlier, there are lots of potions that are benefited from this rune, such as Refillable Potion, Corrupting Potion, Elixir of Sorcery and Elixir of Iron. These potions have increased duration by 20% and they increase movement speed by 5%. Insanity Potion gives you an extra 5% thanks to Time Warp Tonic but its duration doesn't get increased.

Taste of Blood : Gives quite a lot of sustain when being chased while proxy farming, or just laning. It increases its heal with AP, so when ahead with this build, the AP items you get ( Shurelya's Reverie and Hextech Protobelt-01 being the most efficient with this rune page) increase your survibability a little too.

Ingenious Hunter : This rune is probably the second most important if not the most important in this rune setup. It abuses the cooldowns of active items such as Righteous Glory to make the most out of it. Since this page is usually picked into hard matchups, this means that you are able to pressure enemy AP champions even more with Predator which is great, and if ahead with this page, you can be very obnoxious and be able to pick enemies out of position more often with Shurelya's Reverie and Hextech Protobelt-01.


Variations

Future's Market : Is to be taken over Minion Dematerializer when in an easy/skill matchup in which item advantage is prioritized over wave clear (since you build more AP in these matchups you don't need damage vs minions as much).

Zombie Ward : Great rune to have when proxy farming (Taket this over Taste of Blood if prioritizing proxy farm). It lets you be able to spot the enemy jungler for a longer time span when proxy farming, but it also gives you more vision in case you're being ganked if you have to lane.

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:
Gold Calculations

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.


Level 1 Proxy Video Guide (Without Cannon)

What If Enemy Jungle Starts Top

P A T H I N G
From Blue Side
From Red Side
  • Path nº1 : This path is the optimal path if you don't get spotted. It leads you behind the second tier turret which is safer from your enemy laner.
  • Path nº2 : This path is designed in case you spot someone scouting the first path, its not as safe but its worth a try if you're able to slip through to get to the second tier turret.
  • Path nº3 : Third and last option, only do this if the first two paths are not possible. This is riskier since it puts you behind the first tier turret, at risk of the enemy laner harrasing you.


W A R D I N G
From Blue Side
From Red Side
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 Warding Totem 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.
In the example video below you can see how Orianna punishes Fizz for over extending when trying to farm, since the wave is frrozen he needs to get in a risky position to try to get any farm at all.

Freezing Video Example

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.
If the enemy jungle started topside:
  • 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
From Blue Side
From Red Side
  • Ward nº1 : Place when playing ahead and shoving aggresively. Care lack of vision in river.
  • Ward nº2 : Place if shoving in waves and already have information on enemy Red Buff. Be weary of being collapsed on by the enemy toplaner, make sure to shove properly.
  • Ward nº3 : Getting deep vision when shoving in waves.
  • Ward nº4 : Defensive ward to be placed when playing at the center of the lane, near your turret or if your jungler pathed botside.
  • Ward nº5 : Defensive ward to play to scout enemy jungle going in for a potential dive.
  • Ward nº1 : Place when playing ahead and shoving aggresively.
  • Ward nº2 : Get information on Blue Buff and Gromp at the same time, place when shoving in lane fast.
  • Ward nº3 : Defensive ward to be placed when playing at the center of the lane, near your turret or if your jungler pathed botside.
  • Ward nº4 : Defensive ward to play to scout enemy jungle going in for a potential dive.




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
From Red Side
  • Ward nº1 : Very sneaky Control Ward that usually lasts for for 5 to 10 minutes. Gives information on enemy junglers pathing.
  • Ward nº2 : Gives information on enemy laner in case they try to go for a kill on you.
  • Ward nº3 : Gets information on enemy jungle's raptors, pretty important ward, only put after proxying behind tier 2 to not miss minions.







  • Ward nº1 : Sneaky Control Ward that gets information on pathing from wolves, blue buff and gromp if placed right on the edge of the bush. Usually gets spotted as soon as the enemy jungle goes to do blue buff but its worth the purchase.
  • Ward nº2 : Gets information from enemy jungler at wolf camp and pathing from blue buff. Also gets information on enemy midlaner roaming from their lane.
  • Ward nº3 : Control Ward that usually doesn't get taken out for even up to 10 minutes, but gives less information than the first ward.
  • Ward nº4 : Gives information on enemy laner in case they try to go for a kill on you..

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.
To take camps in red team:
  • 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.
Of course, you don't need to go back to proxying after counterjungling, you can always just back after doing so. Having Unsealed Spellbook equipped post 6 minutes, you are able to switch to Smite and do the camps much faster than usual.

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.

Singed420 Advice on Double Proxy


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).


Banner of Command


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.
  • 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.

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.
And also many thanks to my subscribers, donators and viewers, thanks for supporting my stream and guide!


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:

Change Log

27/06/2018

17/06/2018

13/06/2018

01/06/2018

May 2018

April 2018



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.