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Spells:
Teleport
Ghost
Ability Order
Noxious Slipstream (PASSIVE)
Singed Passive Ability
Introduction
I really like how Singed can be deceptively aggressive top lane and how his damage and CC can dominate his lane. I believe that he actually carries his team and AD carry by giving them kills. Remember, as Singed assist count as kills so don't just rage at someone if he takes the kill.
Singed can be played as a jungler but almost no one plays him that way. Usually, Singed goes solo top or mid. I mainly play him as a solo top ap tank.
I prefer to max Q first as this is your main harassment tool in lame or teamfights. Many max E for the damage and consider it a strong nuke but it actually is just a form of CC. I however max W last. Because everyone likes some damage ;P
Q-E-W-Q-Q-R is my main sequence. I don't recommend getting fling at level 1 because of its high mana cost.
The rest is situational. User preference. But remember-always rank up according to the situation. Team fight @ level 1? Fling. Normal farm fest lane? Poison. And so on.
Q-E-W-Q-Q-R is my main sequence. I don't recommend getting fling at level 1 because of its high mana cost.
The rest is situational. User preference. But remember-always rank up according to the situation. Team fight @ level 1? Fling. Normal farm fest lane? Poison. And so on.
Magic pen marks for the extra damage on Q early on. Armor seals for those AD bruiser you will find top or jungle. Magic res per level glyphs for the magic damage you will take late game from a fed AP carry or bruiser. Finally, flat ap quints for the damage. 15 ap at level 1. OP. You can also take hp quints to be moar tanky ;)
Ap marks are also good. Useful when facing an assasin with low resistances where magic pen is not needed. Flat hp or scaling seals are a great defensive option.
Ap marks are also good. Useful when facing an assasin with low resistances where magic pen is not needed. Flat hp or scaling seals are a great defensive option.
For masteries I go the standard ap bruiser 21-9-0 or 21-0-9. I go all the way down to executioner, making sure to take all the ap-related masteries and go for 4 points in durability.
As far as masteries are concerned, there's not much else to say, I am just going to explain why I take some masteries.
I take blast because it allows me to go to the next tier and is the best (IMO) option for Singed in this tier. Now, as for the tier1 defense masteries, I go for 2 in armor and 2 in mres. Of course, these tiny bonuses aren't going to make a big difference but they are something ;)
As far as masteries are concerned, there's not much else to say, I am just going to explain why I take some masteries.
I take blast because it allows me to go to the next tier and is the best (IMO) option for Singed in this tier. Now, as for the tier1 defense masteries, I go for 2 in armor and 2 in mres. Of course, these tiny bonuses aren't going to make a big difference but they are something ;)




Farm fest. Lasthit and only when there are no friendly minions, turn on your poison and walk to your tower. If the enemy starts to harass you and comes close, pop your potion and run away. Remember to turn it off when you don't need it for obvious reasons. Use your fling to throw an enemy in your trai and quickly move away to harass. If your opponent is not going for a last hit or is a good kiter, land the slow first and then the fling. When you go back, ignore the boots and take philo stone, ruby/sapphire crystal or even a catalyst right away. Only if you had 350 G after philo or after back buy boots. WILL ADD MIDGAME AND LATEGAME SOON.
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