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Recommended Items
Spells:
Teleport
Ghost
Items
Ability Order
Noxious Slipstream (PASSIVE)
Singed Passive Ability
IMPORTANT NOTICE
The following chapters have never been added:
- Mid Game
- Late Game
- Twisted Treelines Versus Summoner's Rift
- Advanced Tactics: Battles in the Jungle
- Advanced Tactics: Psychological Warfare - Tilt
- Advanced Tactics: Psychological Warfare - Fear
- Critical Knowledge: Knowing your Enemies
- Critical Knowledge: Choosing your Allies.
- Jungle Singed
This guide is about our favorite noxious Noxian champion;

Singed has been among the first champions I ever bought and he 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 please keep in mind that I have always thought that I were special. Regardless, I will try to cover anything 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 and enthusiastic community of players who play The Mad Chemist.

Increases Singed's health by 25 for every 100 mana he has. This ability is always nice and it is one of the abilities that allow Singed to perform well in a damaging caster role as well as in the role of a tank. Personally I do not make a lot of use of Singed's innate, instead preferring to buy flat-out health or resistance items. Sometimes, however, I do make use of mana items like



Leaves a trail of poison behind Singed, dealing damage to any enemies caught in the path. This is the ability that makes Singed as frightening as he is, and it is his primary source of damage. One of the best things about the poison trail is that it does not need you to be around to be damaging, allowing you to quickly turn complete areas into no-go zones for the enemy. The poison trail is extremely useful in many different ways, and that is why I will give a more detailed explanation of the skill in the tactical chapters.

Throws a vial of mega adhesive on the ground, slowing enemies who walk on it. This is Singed's main crowd control ability, slowing up to a base 75%. It is one of the strongest multi-target slows in the game, and it slows all enemies in a large area. Used in conjunction with his other abilities Mega Adhesive can devastate any vulnerable character in the enemy team, exposing them to your own team to be picked apart by your carries. As if that is not cool enough, Singed sounds like he vomits when he casts Mega Adhesive. This is the first skill that made me decide to use cooldown reduction. Its 14-second cooldown can be brought down effectively, allowing for increased harassing slows, which makes it virtually impossible to either escape from or chase Singed.

Damages target unit and flings them into the air behind Singed Fling is Singed's most disruptive ability. It can be used in ganks, teamfights and chases. It can be used both offensively and defensively, and even if not used it will create a certain 'fear-zone' around Singed. Enemies will try to stay as far away as possible from you because of this skill, but they hardly realize that this too can be used to your advantage. Not only is the utility on this ability absolutely awesome, but it can also be used as a minor damaging nuke, dealing up to a base 250 damage along with scaling 1:1 with your ability power. The ten-second cooldown on Fling can be brought down quite effectively, further allowing Singed to put out a rather damaging nuke on enemies as well as disrupting them further. This is the second skill that made me decide to use cooldown reduction.

Singed drinks a potent brew of chemicals, granting him increased combat stats. This ability is what makes Singed into the great initiator, chaser and tank or tanky caster that he is. Along with providing a maddening bonus movement speed Insanity Potion grants Singed a stacking tenacity bonus (it works in conjunction with tenacity items, such as


The mark of insight is a typical caster rune, and given the fact that most of the damage that Singed deals is magical these marks will help you 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, which is especially useful against the enemy carries.
The Singed we play focuses on late game. We can afford to make this focus since Singed also has a very strong early game, allowing him to increase his strength even further before snowballing into the game. At level 18 these seals will provide 24,3 armor. They surpass the

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


But Kinaré, why do you not use ability power runes?!
That is an excellent question! I believe that Singed is best played as disruptive as possible, taking a strong support/assist role. His damage output is slow whether you use ability power runes and items or not. What really makes Singed so strong is that it is punishing to remain around him because he can survive a lot of abuse while dealing steady damage, combined with the fact that he is capable of destroying any vulnerable carry or support by 'misplacing' them.
Also try:
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

I have taken a 0/21/9 masteries combination, thus putting the emphasis on defensive masteries. My primary concern here is to provide Singed with an even greater survivability as well as guaranteeing that he can safely lane in any lane with as few recalls as possible. I will shortly go over the specific masteries.





Taking three points in



Last but not least




As I stated before, Singed drinks mana with every meal of minions he eats. Especially near the start of the game his outrageous mana consumption can give him a hard time remaining active in his lane. This is why we take three points in



I took [/color]

Singed has an extremely good endurance, and thus likes running, chasing and being chased. Taking two points in[/color]

Usually I follow a standard order while leveling my skills: I take one point in




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![]() But Kinaré, then why don't you pick it as a core summoner spell?! ![]() ![]() ![]() ![]() ![]() ![]() |















Item Sequence






















The





|
Rylai's Crystal Scepter
+ 80 Ability Power + Can be built later + Provides amazing utility (slow) - Costs 3105 gold - Gives 0 mana - Gives 500 hitpoints |
Versus
| | | | | | | | | | | | |
Rod of Ages
- 60 Ability Power, ten minutes to 80 - Needs to be rushed to be really effective - Provides no utility at all + Costs 'only' 3025 gold + Gives an eventual 725 mana + Gives an eventual 811 hitpoints (HP/Mana Included) |

Great Boots
Item Sequence






These two pairs of boots can be an excellent replacement for the



Mediocre Boots
Item Sequence









Bad Boots
Item Sequence







Whatever happens, do not pick these boots! It is quite obvious why you should not build the

The



The


Great Items






I want to emphasize how good the passive on this item is. You reduce the attack speed of every enemy around you by 20%, and thus effectively the incoming physical damage by 20%. Practically, it is like giving every allied champion around you a very decent armor item. (And that is without counting in on-hit effects like those on

For the mathematically inclined among us: To translate this effect to physical damage reduction use this formula: (100 - current physical damage reduction) x 0,2. So if you have 0 physical damage reduction, that means you get an effective 20 extra physical damage reduction. At 80%, you get (100 - 80)x0,2 = 4% extra physical damage reduction. It takes 1 : 0.8 = 1.25 times as long to kill you using solely physical attacks if we count only the aura (not the extra armor).












Acceptable Items





















Bad Items













Interesting




Item Sequence








This combination of items gives you a good speed bonus to start with as well as providing you with some potions to lengthen your first show-off in the lane with your opponent.
Item Sequence






These two items are a completely different approach to your first moments in the lane. You plan to stay longer and your


But Kinaré, how do I decide which starting set I will take?!
Once again you ask me a great question! Thank you for reminding me of this important consideration at the start of the game. The items you choose can determine a great portion of your early laning game, and you are picking items to stay in lane as long as possible while maintaining a farm advantage. There are three important main questions you need to ask yourself when choosing your starting set.
- Who is most likely laning against me?
- Where am I laning?
- Who is laning with me?
The first question is one of the most important questions to ask yourself. Are you laning against a ranged champion or a champion with a ranged ability like





The second question does not just apply to your lane, but also to the map. If you are playing on the Twisted Treelines and you occupy the top lane you may find yourself profiting more from speed than from anything else, and the boots may very well be the obvious choice. If you have decided to support your carry on bot in Summoner's Rift you may decide to pick either the



The last question applies mainly when you decide to support on bot on either the Twisted Treelines or Summoner's Rift or when your team has no jungler and instead fields two top laners. Try to synergize with your teammate. If you believe you and your teammate will be capable to pull off a first blood with the speed your


So the game started, and we are on our way to top lane, assigned to us by our friendly team. What is the first thing we do? We observe their team and ours. Use 'Tab' to get a nice overview. Consider the damage your enemies will be dealing, and the roles they will be playing. Do the same team for your team. Are there any weak points that might need defending?
You might have three ability power champions on your team, for example. This may mean that you should focus on helping your attack damage carries deal the enemy, who will naturally build magic resist. I can not tell you what to do in every single situation. That is what you do best! As you play more and more games you learn to adapt and to make the correct estimations.
Our goal during the laning game is to starve our opponent, while getting ourselves fed.

Like I said in the previous chapter, we have chosen for either boots or a regrowth pendant as our first real item. Our goal is to return from our first recall with a Philosopher's Stone and our




Item Sequence







Both before and after our first recall, we want to assess the enemy laner. Do they have some sort of sustainability? What items did they buy? What kind of damage do they deal? Do they deal enough damage to be able to effectively harass us? Are they dependent on mana? Even before my first recall I tend to lane very aggressively, especially if the enemy champion has no real harass and is not ranged.
If the enemy farms from melee range, like




If possible, I push the enemy completely towards their own turret so that their turret may eat the minions. I usually only do this when the enemy has no jungler or if I warded the bush. If I warded the lake, I am practically ungankable because I can fling enemies over my head with

If enemies are missing and you are not sure where they are, retreat to the middle of the lane, between the turrets. When your minions die and their wave once again moves closer, walk towards them, poison them, and lure them towards you. You will kill the entire wave with ease.
If you are faced with two enemy champions or one extremely strong opponent like


We preferably want to stay in lane with our Philosopher's Stone and our


But Kinaré, how do I pick among all those great items that I can build?!
Good question. The answer is quite simple. We are playing a tank. So what do we add to our build? An item to counter the enemy. Examine their team very well, as well as the person you are laning against. Do you receive a lot of attack damage? It might be a very good idea to invest in part of the items needed for or a complete

Are you barely taking any damage and is the enemy starved of experience and minion kills? Or is your enemy dealing a lot of magic damage? Then start building




Now that we are durable and fast we continue to play aggressively, aiming to take down their turret. If we play well and the enemy is forced to recall or retreat very often, the turret should be down very soon. This means that it is time to turn our eyes elsewhere. It is time to turn our eyes to..

You have two responsibilities during this stage of the game. The first is to accompany your carries to give them that edge they need for the
Your responsibility during this stage of the game is to accompany at least one carry to keep them safe and help them kill the enemy for gold, as well as defending any lanes where the turrets are in danger.
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