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Singed Build Guide by iWalkWounded

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author iWalkWounded


iWalkWounded Last updated on September 1, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

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Please try the build before you vote. that's always nice, so i hear. also, i apologize for the lack of "support" for the stability for the build. I have severe LOL ADD, wherein i cannot usually play the same character 10 times in a row without getting bored. However, one of my friends plays along this style, though more of a traditional singed, so perhaps i will screen shot his victories sometime. If you don't believe me about the build working, you can do one of two things; don't use it or use it and find out for yourself. I will say that playing singed takes getting into a mind set unlike many other characters, so make sure you realize how to play him before you think the build is ******ed. Ty bromeos.

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Hey there everyone, uh, iWalkWounded here (iSound like some lame *** reporter... but hey, everyone seems to start off like this. whatever.). This is my first guide :D so be easy on me with the flames. I am absolutely sure there are people out there who will look at my build and be like "WTF Mate??" (yes, that's you, classic singed players and other people who love pure tanking). but! it does work for me. I'm not going to say "I've never lost a game" as ap carry singed; anyone who says they've never lost a game either is A] lying or B] someone who started on beta and then made a new account. :D moving right along. Poison ftw, bros, posion ftw. (i mean for the win, by the way... certainly nothing else ;D) I'm being absolutely serious. poison will win you games. perhaps piss off your teammates for "killstealing" but hey, if they want the kill, they should commit. and besides, we all know a fed singed is just scary. Well, here e go.

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Runes - AP Nuke Runes

So, I'm sure some of you are looking at my runes and are like, "Uh. Sir. You realize you're playing Singed, right? I see a lack of health seals, mr glyphs and speed quints," etc. Right, right. I know. haha. Here's the thing though. If you read the title, you and I, we are building AP CARRY SINGED. That's right. So, AP CARRY runes, ftw, you see? I legit had someone tell me I was playing Singed wrong in a game we were losing because they wouldn't "wait for me" and they told me we should just surrender. of course i said no. Of course we turned it around as soon as we started legit team fighting and i started being able to carry. it was fun. they ran at the sight of me. lol. "lil 'ole singed". So yes, i say, to the marks of insight, my seals of potency, glyphs of celerity (very important! you want to ult and ult often, as singed! ... dont spam it, but pop it when theres multitudes of people around you. You will get multikills. lol.) and yes, hell yes, to my quints of potency. once again. you aren't tanking. you will probably be fat, this is true. you can even go a little off tanky, if your team needs it or if you feel like. but remember, you're playing AP CARRY SINGED, get a helluva lot of AP and start gasin' people!

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I feel like these are more or less common sense, right? In the offense tree, obviously you want the ability power, the cdr, and the magic pen. duh. i threw a point in deadliness because A] you sure as hell better not be jungling with singed; he's too good in a lane for that and i doubt its even viable XP (that gives me an idea for a troll build...) B] if you're using exhaust you are simply over anxious to slow someone. you have a slow.... learn to land it. (ok. there are some situations, like when playing on TT, wherein you would want the exhaust, say when you are going for an opening gank. A] this guide is for fives. B] change your masteries before you enter threes then, bromeo, because tele is borderline overkill in threes due to the small size of the map. just sayin'.) i skipped the defense tree because, again, you aren't tanking. and lastly, in the utility tree. spatial accuracy is for our tele, duh. good hands is a key mastery, as no one likes to spend an elongated time dead, duh (though only two points in it because we've got other **** to get). and then the rest just continues to make sense. expanded mind sucks in general. you really shouldn't be getting any buffs as singed, nor should you be using clarity (to be discussed in the next section). and lastly, we are not using flash, nor clairvoyance as we are not a support character, like a janna or soraka, nor do we particularly want to be flashing away from people (and if you cant catch them without it, chances are you shouldn't be catching them. as an ap carry, you want to stay alive, remember? ;P lol. many a singed player gets cocky and will turret dive like crazy [a good friend of mine does all the time, cough* feaster of ribs* cough], butttttttt I prefer to be a bit more cautious, stay alive and continue to aid my team in objectives and such so as to win sooner. i do love forced surrenders.) well that's all for the masteries section,

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Summoner Spells

As i've been saying, we're going to use tele and ghost (ok, i hadn't mentioned ghost yet, but seriously? Singed is the king of chasing bar almost everyone but like, yi, kassadin, and trynd. and even then, he has his sexy fling to prolong it. so idk, i think he's king ;D). Tele for map control (you can even solo top with singed, i've seen it, it works, provided your jungler doesn't blow [-_- i was said jungler one time when my friend solo'd. i felt awfully. lol] and even without the jungler, you should have the turret pushed [dude, he laned against an irelia, arguably one of the strongest solo laners in the game and her turret was at half and his was at full, despite him backing. like i said. map control! ... i hope i said map control already... right?). anywho. tele is, by far, one of the most op summoner spells in the game. 4 seconds to traverse anywhere friendly in the map. damn gurl, how you get all of that? (see, chingy, dem jeans). so. think of the possibilities. you can defend turrets, clean up lanes, gank ppl from within bushes via wards, get back into a team fight as soon as you respawn, etc. its a frickin nice spell guys. use it. esp on singed. ghost is a no brainer. chase down the enemy team. duh.


other possibilities but not as awesome ;D (sorry if i'm a bit passive aggressive)

clarity - singed does run low on mana in the early game, i will give you that. but seriously, that's more of an issue of learning when to use ur gas and when not to. once you get the catalyst it should be less of a problem, and once you get rod of ages (which i always rush, btw) it wont be, ten to one.

exhaust - unneeded due to your mega adhesive. just toss that baby down in front of where they will be running to (but not too far or tehy will simply go around) and you are set. if you are playing on the TT, then maybe, but it's only really usefull for that opening gank. and at that point i'd take an ignite instead just because i like damage over time ;P lol.

ignite - see the above reason for using it and then disregard it for fives; as i will explain later, though have mentioned a bit already, you are a slightly less suicidal singed who likes to be in control.

cleanse - you know. this one is actually fairly viable now that i think about it. but. here's the thing. when i am chasing people down, i am not thinking anything more than "i. must. fling!" lol. so good luck having the presence of mind to use this. whatever works for you bromeo.

flash - kinda viable, but really, we want sustained poison damage, so essentially you aren't going to want to just skip ahead in the pool. good for chases though, or counter flash escapes. but come on, you're singed. just run.

-lesser wanted summoner spells

fortify - kinda viable. but you are a carry now, kiddies, not a support character. leave it to the true tank or the support character.

heal - what are you? a vagimonster? heal is for teh noobs ;P no i jk. if you are to solo top maybe you want it?

revive - don't insult yourself... or troll

clairvoyance - you are not a janna.

rally - well. just no. i understand the pro's use it to screw up smart aim. but. just no. lol. leave it to someone else. or just dont.

smite - get the **** out of the jungle

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ok. the first two items are fairly classic singed items, but perhaps i order them differently, except for the first: boots and health potions. stay in the lane and be ready to run around.

i rush the catalyst the protector because the first couple of levels as singed are a little scary. you're still a tad squishy and you run out of mana quickly if you don't learn to toggle the gas on and off appropriately.

after that, i try to get the blasting wand, or a full rod of ages so i can start ap carrying for reals.

next is the swifty boots. you are the king of chase, not roaming, ergo forego the boots of mobility, as you will always be doing damage when you are chasing.

after these two items, it gets situational. depending on who you're up against you should either get a rylai's or a force of nature. note that getting the force of nature is going to set you back on the ap building, though it will increase your speed (nice for if you really need to chase faster champs) and your mana regen; you can almost leave your gas on always XP. as for the rylai's it makes you fatter, always nice, and it slows. i know some people disagree with this item choice. i used to as well. however. think about it this way. if you are already slowing them, you can merely run circles around them to keep the slow active. and if your team needs a get away, you can run at the back and slow the other team's chase.

hextech revolver is nice for a little bit of mid game spell vamp. note that it's nothing phenomenal but, when you later build it into a gunblade, the slow is super nice for the one target "you're ****ed", say, that pesky trynd that thinks he can just spin to win away.

Rabadon's is a must on all ap carries. idc who you are or what you say. that much ap plus the passive of 30% more ap in according to whatever ap you already have is sick.

now. we're at the point wherein we have a decent amount of ap and slow. so i suggest you take a look around and see what your team needs. perhaps there's a fed ad carry on the other team; go for a thornmail, perhaps (not a big fan, but i do o so love when a player is ******ed enough to try to auto attack me, as singed, with it on and my gas going XP). if you have an ap heavy team, perhaps get a will of the ancients. if not the, perhaps the gunblade. if you want to get tankier and get even more slow, perhaps a frozen heart. really, at this point in the game, you should either be building more ap (if you are winning and true carrying) or you should be building items to help turn the tide in the team fights. with any luck, you're an intelligent player that doesn't simply stick to a build and only the build (i do love people on the other team that do that; one instance stands out where this mf absolutely refused to build any mr what so ever; needless to say i ran straight for her every team fight and she ended up with an awful kdr.) ;P don't be that kid. really. just don't.

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Passive: Empowered Bulwark - Increases Singed's health by .25 for each mana point he has.

Q: Poison Trail - Toggle: Singed lays a poisonous trail which deals 22 / 34 / 46 / 58 / 70 (+30% of ability power) magic damage per second.

W: Mega Adhesive - Singed throws a vial of mega adhesive on the ground causing all enemies who touch it to be slowed by 35 / 45 / 55 / 65 / 75% for 5 seconds.

E: Fling - Singed flings an enemy over his shoulder, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage and slowing the enemy when they land.

Ultimate: Insanity Potion - Singed drinks a potent brew of chemicals, granting him 35 / 50 / 65 enhanced damage, attack speed %, ability power, armor, movement speed, and regeneration per 5 for 25 seconds.

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Skill Sequence

I've a very simple mentality for the skill sequence. Get one point in each skill and then max them in the following order; Poison Gas, Fling, Mega Adhesive. Obviously, when you get the opportunity to put a point into your ult, do it. Duh. On the note of the first skill point you get I personally go with the gas if A] i don't know my laning partner/can't communicate with them very well or B] i know my laning partner isn't overly aggressive. This is because the skill, "Fling" is a first blood skill. Not a farming skill. If I have a nice, aggressive laning partner, say a Xin or something, I will most certainly get fling and we will get first blood. Its more or less that simple. If I have someone who is more or less useless until level 6 or something, say... a Warwick, or a Trynd (i swear, trynd players are super cautious before they have the "press r to be a god" skill). Farming is key. Remember that. If you've ever watched HotShotGG play, he literally gets every single last hit in the lane possible. I honestly cannot recall a time wherein he didn't out farm basically everyone. Therefore, getting your farming skill is always nice, not to mention it pushes the hell out of the lane.

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Ok. A quick note about the farming. Obviously you're going to be running around the minions and gassing them. However. If your laning partner becomes fed (and they are a useful person to have fed, say a Tryndamere), gas the minions just enough for the other person so last hit half of them or something. I'm not saying you should stop farming; far from it, An ap nuke's build is an expensive one. I"m just saying don't unfeed your teammates by sucking up all the farm. I've seen Singeds, with insanely high amounts of farm. You know what good that does them after their build is done? Almost nothing. Congrats, you can buy and chug all four potions. Seriously, don't do that. Carries need farm. Let them have it. Better yet, help them get it. Ok?

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In Summary

In Short;

Play aggressively, but be sure to share the farm; underfeeding your teammates is not considerate nor does it make for a good team. You can zone people by merely running at them, sometimes you should even just fling them. Speaking of Fling, learn when to use it and use it properly. I've seen many a Singed, myself included, Fling sn opponent on top of a dying ally in hopes of getting the kill. Bold move, Cotton, but nine times out of ten you're just going to piss off your teammates and feed the other team a kill; although you may get a kill as well. I'd recomend that you remember you're "AP Carry Singed" and therefore you dont want to be the speediest **********er around, you want to be doing a lot of poison damage, actually. Good Luck, Have Fun, and I hope this guide helped you play Singed in a new and exciting way. Don't knock it before you try it! Its insanely fun, not to mention funny for the people you don't know who you are playing. :D

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To Give Credits Where They Are Due:

I want to give a special thanks to EvilDice, here on Mobafire, for his Singed Guide: I initially started on his guide until I learned to play him my way (though I still go back and reference it often!).

Also to my friend, Feaster of Ribs, on PVP.Net LOL for playing as Singed in a way fairly similar to what I'm talking about (albeit he insists on having all his speed and his force of nature ;P), reinforcing my beliefs in AP Carry Singed, and for generally putting up with my *****ing when I play a "Carry" and become "***itamere!" lol. (the same thanks goes to the rest of my friends, if you are, by some chance reading this.)