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Singed Build Guide by Silent Stigmata

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League of Legends Build Guide Author Silent Stigmata

Singed Tank - Procrastinate, Initiate, Celebrate!

Silent Stigmata Last updated on August 29, 2013
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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.



Offense: 9

Honor Guard

Defense: 21


Utility: 0

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Hello summoners,

This guide is designed to show you how to make the most of out Singed, turning him from a difficult to play champion, into a dominating force. Whilst this build is made for Summoners Rift, the same principles can be swapped out for ARAM, Dominion or Twisted Treeline.

My main is Singed, and I like to think I know how to play him well, so hopefully this guide will show you how to play him, and steam roll with the mad alchemist.

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Pros and Cons


- Great build to initiate.
- Good for aggressive front-line tanks.
- Will help your team win nearly every team fight.


- Lack of burst damage.
- No AD, so solely reliant on Poison Trail and Fling for damage.

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Skill Order Explained

Okay so let's look at Singed's skills and their practical uses:

Passive: Empowered Bulwark - Increases Singed's Health by 25 for every 100 mana Singed has.

Q: Poison Trail - Singed leaves a noxious cloud of poison behind him dealing damage to any enemy caught within the path. This follows Singed and is toggled on and off.

W: Mega Adhesive - Singed throws a vial of adhesive onto the ground, slowing enemy champions that walk through it.

E: Fling - Singed targets an enemy champion and flings him over his shoulder and behind him. The initial fling causes damage to target champion.

R: Insanity Potion - Singed drinks a vial of insanity potion, causing his health and mana to regenerate, gives him increased speed as well as extra tenacity.

Take a point in Fling first, this will allow you to pick up very easy kills in the early game if the target champion decides to get cocky and tower dive, or just get a little bit too much farm in the early game. This works great against champions like Nasus who have to farm their abilities, you can exploit this and wait for the right moment. However, Fling is more of a "utility" spell, and only really good late game to set up kills or peel for your team, therefore you should take a point first and max it last.

Mega Adhesive is a great combination with fling, which is why you should take a point at level 2. You can use it either to keep an enemy behind you for longer, or to initiate on the target before you hit a fling for an easy kill early game under your tower. As the game progresses, you can use it to prevent enemies from fleeing, and allow your team to escape... and as it plays a bigger roll in team fights, you should max it second.

Poison Trail doesn't get good until you hit roughly level 11 and have your Rod of ages, so taking a point in it at level 3 doesn't harm much. When you do his level 11, and combine it with the other 2 skills, you're almost guaranteed to pick up a kill or two just by running in front of the enemy. Because it is your main damaging ability, you should max it first and use it primarily for picking up early game kills and creep farming.

Insanity potion is the magic spell you will come to love if you use it correctly. The versatility of this spell can be used in many ways, and you should not hesitate to use it when the time is right. You should use your ulti when:

- You're low on health and want to stay in lane for more EXP.
- For chasing down a target in your lane with low HP.
- Escaping ganks from the jungler and mid lane.
- Initiating ganks.
- Initiating team fights.

Don't worry about using your ulti early, it's better to pop it early and secure a kill or two, than to use it far too late and it be useless in a team fight. The cooldown isn't that high, so you should use this in the above situations.

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Surviving the first 6 levels...

The first thing you need to understand with Singed is you're not going to be great until you hit level 6. This is the "Procrastinate" part of the guide, and is vital to being able to play Singed.

The first thing I will say is don't worry about early CS, as by the end of the game your poison trail will wipe out whole minion waves, and speed up your build. Many a times, by the end of the game, I have a higher CS purely from one lane and team fights than the AD carries.

You want to spend most of the time just close enough to the enemy minions to get EXP, but far enough away from them so that you don't get bursted down. This works great against melee/tanks who have taken solo top, but a bit harder against ranged or duo top lanes. If you're being harassed, turret hug, and try to keep the enemy minion wave around your turret. You may even find their melee or tank gets a bit to cocky, so you can use your Fling ability to pick up an easy kill... it's not pretty, but you can't argue with the results.

By the time you hit level 6 and have your ulti, you can start playing more aggressive and pushing your lane, however this does not mean "Just pop your ult and charge in" like the Champion Spotlight would have you believe. Choose your time to use your ulti carefully, as it's a big part of Singed arsenal that needs to be used. But just hold out until you get that sweet level 6 tag come up.

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Team fighting...

This is your time to shine. When you're all team fighting, you should be at the forefront, charging in with your poison trail on, and picking out a target. The movement speed increase from your ulti and your boots will help you with this.

Your main aim in a team fight is to force the team into a 5 on 4 situation, by forcing an enemy out of position and making it an easy kill for the team. Your order for target priority should be:

- AD carries
- Supports
- Mages
- Melee Assassins
- Bruisers
- Tanks

Of course, there are some champions you don't want to fling, for example flinging a Rammus into your team is a sure fire way to get wrecked... however if you target correctly you should avoid this kind of a situation. Same thing with Fiddlesticks, unless you can fling him whilst he is channeling his ultimate to prevent it.

Once you've done this, look at your situation. You can either continue the push, provided your on high enough health or have your insanity potion ready, or you can retreat, back off, wait for cooldowns and go again. Just remember that you're a lot harder to kill than you look, especially with your ultimate.

However the most ideal situation after the kill setup is that you get to around 1/2 or even 2/3rds health, because the enemy will be fooled into thinking they have you for the kill. Just pop insanity potion and make them chase you through your poison cloud. Before they know it they'll be the ones on 1/2 health, and you can re-initiate.

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Doing all the above can change the tide of a game, even if you lose some of your lanes and things are looking somewhat desperate. You should look to play Singed as a sacrificial wolf dressed as a lamb.

Be aggressive but have control... avoid getting "Singed Vision" where you focus soley on one target even though you have no hope of getting him, and work to protect your team rather than go out in a blaze of glory.

A good Singed is a dangerous Singed... remember this my followers, and it will not disappoint you.

Any questions? Add me as Silent Stigmata on EU West.