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Singed General Guide by Persepshun

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League of Legends Build Guide Author Persepshun

Mix, mix, swirl. An inside and out guide to Singed.

Persepshun Last updated on August 26, 2014
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Team 1

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.



Offense: 21

Legendary Guardian

Defense: 0


Utility: 9

Threats to Singed with this build

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Threat Champion Notes
Jax Uncounterable? Hardly, Singed wrecks Jax. Every time he jumps on you just fling and run. Since you can often judge when a Jax is going to leap try to e him while he is out of range and approaching as the second he is close (while in mid air) you will begin the fling. Sometimes evading the jump stun combo before he can drop the stun. Just kite kite kite and Jax might very well ragequit.
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A forward.

Hello this is my first guide ever and thus will not be very pretty. However I will try to be in depth as Singed has been my main for many years and recently someone suggested I make a guide for him so, here I am.

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Introduction, Singed: the mad chemist.

Where to begin, Singed is a melee mage tank that does not play like a melee, a mage, or a tank. In fact he does not play similarly to ANYthing else in league. Singed primarily deals damage from his poison trail (q) which follows him as a literal trail and with his Fling (e) which will throw an enemy behind him. Singed's passive gives him 2.5 bonus health for every 10 bonus mana. This is largely exploited by this build as it is (in my opinion) one of Singed's most powerful skills. Singed has an AoE slow (w) that can be used both to secure kills/an initiate or to defend yourself or allies and to allow escape. It is however both costly in mana and essential to Singed's more complicated plays and thus should be used sparingly and wisely. Singed's ult makes him better at everything, pretty much everything. It grants him extra AP, armor, MR, health regen, mana regen, and movement speed. This makes his ult great for initiate, chasing people down, surviving ganks, defending your base, split pushing, you name it it helps. It's got a reasonably low CD for what it does and when used with the Summoner spell Ghost will allow you to run right through the enemy team, under their turret, and back without dying. This skill set enables Singed to be one of if not the best kiting champion in the game, play accordingly as this build emphasizes on mixing speed, damage, and toughness to build off one another.

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Pros / Cons

- Great damage and durability.
- Great lane bully.
- One of the best at CS farming and split pushing.
- Fantastic at team fights.
- A great tank/initiator.
- Has one of the best chase.
- "Super trollzy".
- Fast and fun!
- Almost all you do is run around.

- Countered easily.
- Little you can do once countered.
- Mana Hungry.
- Has a strict build set.
- Can be hard to master.
- Is reliant on team to follow up.
- Almost all you do is run around.

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Unique Skills, advanced techniques.

Singed's Poison Trail (q) is VERY mana hungry. Toggling it on and off is the KEY to maximizing your class especially early game. Tear of the Goddess procs only once every eight seconds, try to get down the pattern of activating your q slightly before the CD is up then deactivating it after the mana stack procs. You can do this even while in base buying items and while running back to lane. Keep in mind that each mana stack gives your more health. Grinding your Q stacks is Vital. No other champion can max out Tear of the Goddess faster than singed, but don't rush it. Try never to dip below 150 mana, it's the amount you need to Fling (e) and then activate your Q. Singed monopolizes on mistakes, keep enough mana to punish your enemy for his bad decisions. Activating Ghost, ult, and Seraph's Embrace will allow you to run through and entire team to fling and ignite high priority squishy targets like the ADC or AP mage. You can often keep running as the team chases you to allow your team to mop up what kills they can or to push a turret while the enemy tries to seek revenge for the man you bull rushed. Dues to the massive health regen you can often return to the fight again after doing this to provide tank and escape for your team as the team fight you initiated and ran away from ends. Try to activate your q sparely and evenly over both sides of the minion wave. Running up to leave a cloud around the father minions will help deny a melee top any creep. Never forget your Q applies it's DoT even if they just barely touch your poison. So you can often win trades by just flanking your opponent and leaving them no open escape route but through a cloud. Geometry is your friend, plan out the angles of your Flings and leave your trail wisely.


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