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Spells:
Flash
Teleport
Ability Order
Noxious Slipstream (PASSIVE)
Singed Passive Ability
Introduction
My (summoner) name is Kinaré and in this guide I will tell you how I play Singed.
Singed has been among the first champions I ever bought and it has been the absolute first to have survived as one my mains up to this day. I like to think that I play Singed differently than other players, but then again I have always thought that I was special. Regardless, I will try to cover everything about Singed that I think is absolutely awesome as well as explaining my item-, mastery- and rune-choices along with my tactics.
I hope you will have as much fun reading my guide as I will have writing it, and that it results in an even more vivid enjoyment of playing Singed.
A minor point of thanks goes out to JhoiJhoi by offering some good reference (Good Karthus Guide) and some tips and tricks in (very important:) her guide on making a guide.
If you liked my guide, please pay her guide a visit.
The mark of insight is a typical caster rune, and given the fact that most of the damage that Singed deals is magical you will want to get as much damage through your enemies' resistances as possible. The nine marks of insight add up to a significant 8,55 magic penetration.
Singed always inquires whether the player would like a drink. Why? Obviously because Singed himself is a very empathic person, and if there is one thing he can relate to, it is thirst. This is because Singed is an extremely mana-thirsty champion. I felt that this thirst should be dealt with properly through the use of the standard mana-regeneration seals, which add up to a significant 3,69 MP/5, which is better than the 3,00 MP/5 that the Faerie charm offers.
Singed excels at disrupting the enemy team and at escaping from 1v1 action as well as from team ganks. If played properly, he can save teammates and destroy anybody in the enemy team by using his two disruptive abilities. That is where the runes of celerity join into this build.
I chose to use these runes instead of the Greater Glyph of Cooldown Reduction and the Greater Quintessence of Cooldown Reduction because I feel that especially Singed's slow reaches its full potential at a higher level, which is also when the runes of celerity surpass the runes of focus.
Why do you not use ability power runes?!
That is an excellent question! I believe that Singed is best played as disruptive as possible. His damage output is slow whether you use ability power runes and items or not, but it is punishing to remain around him because he takes a lot of damage to take out and is also capable of destroying any carry by 'misplacing' them.
Resistance and Hardiness provide Singed with the necessary resistances for early game laning, giving him that slight and necessary advantage to be able to remain in the fight longer than his opponent.
Vigor gives Singed a minor but noticeable early game HP/5 bonus that will allow him to sustain in lane against harassing champions.
Veteran's Scars will guarantee that little more health necessary to survive in early battles while Durability will grow into a welcome 108 health as the game progresses
Taking three points in Enlightenment complements our rune choices well, providing a final 23,22% Cooldown Reduction.
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