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Spells:
Teleport
Ghost
Ability Order
Noxious Slipstream (PASSIVE)
Singed Passive Ability
Introduction - Please upvote my guide! :D
Some quick info about me. I don't play that much ranked since I mostly play with 2-3 friends (disallowing ranked games). I played something like 100 games in Season 1 and got Gold Bracket, and I'm currently 1400 something in Season 2 after a couple of games. I might've been able to get a lot higher in Season 1 but as mentioned, I play mostly with my friends.
Since this is a guide for ranked games I believe abbreviated terms is not necessary. Else you can probably find it on the forums or in some other guides :)
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Pros
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Cons
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This means for every 100 max mana you have, you gain 25 hp. This is why Singed players tend to build a lot of mana.

- Cost Per Second: 13 mana
- Cloud radius: 20
- Magic Damage Per Second: 22 / 34 / 46 / 58 / 70[/color] (+0.3 per ability power)
You've probably been told this very often: Don't chase Singed! This ability is why. Combined with a good amount of movement speed Singed becomes unchaseable! He will be the one to kite you and not the opposite. He will slowly wear you down, and kill you for being pretty damn stupid. This is a great tool for farming, zoning melee champions and pushing.

- Cooldown: 14 seconds
- Range: 1000
- Radius: 350 (estimate)
- Cost: 70 / 80 / 90 / 100 / 110 mana
- Slow: 35 / 45 / 55 / 65 / 75 %
Pretty damn harsh slow. Actually it is one of the best slows in the game simple because all it does is slowing you in the slimy area. You don't really need more than one rank in it until very late due to diminishing returns. I put 1 point in it early and leave it for later. Personal preference though Use it wisely as it is a skill shot. Also really great for setting up a

One thing though.
Consider leveling Mega Adhesive before Fling, as this spell grants you better zone control and CC, granting you high value of 75% slow, instead of Fling, which grants you only 50 bonus damage per level and increases its mana cost.

- Cooldown: 10 seconds
- Range: 125
- Fling distance: 550 (estimate)
- Cost: 100 / 110 / 120 / 130 / 140 mana
- Magic Damage: 100 / 150 / 200 / 250 / 300 (+1.0 per ability power)
This - in my opinion - is the most unique ability in the entire game. The closest you get to something like this is











- Cost: 150 mana
- Cooldown: 100 seconds
- Enhanced Stats: 35 / 50 / 65
- Crowd Control Reduction: 10 / 20 / 30 %
This spell is useful for chasing enemies and is a useful asset in any major team battle for its all-round bonuses. It has an incredibly short cooldown for an ultimate, so don't worry about wasting it to run away from a gank gone wrong. It's short cooldown also means it can be used in lane to simply regenerate mana and hp.
Singeds ult and Mercury Treads stack multiplicatively
--> Basically this means, it results in dimnishing returns, as in: Shoes do not reduce CC-time by 35% if ult is active, it effectively reduces it by another 24.5% resulting in a total reduction of 54.5%
Note: Even though the effect is reduced, it's still very powerful
1st priority is R for obvious reasons. Max Q first for damage and farm. Depending on the game max either W or E. If your team is low on CC max W after Q.
Masteries
Runes
Runes




Singed only deals magic damage. Therefore





The current meta says:




I say: HELL NO! Singed does not need flash! He needs speed and lane presence/farm! I really don't see other summoner choice as a replacement to


Starting items
Doran's Shield - Is for sustain against AD champions
Sapphire Crystal + 2
Health Potion - Is for rushing catalyst and general sustain.
Boots + 1
Health Potion + sight ward - Is if you're purple (base is in top right corner) and fear a level 2 gank
Boots + 3
Health Potion - Is to be aggressive in lane.
Core Items
These are the much needed items that you want to get in every game.
Catalyst the protector gives great sustain in the early levels and can be built into


Get



Singeds ult and Mercury Treads stack multiplicatively
--> Basically this means, it results in dimnishing returns, as in: Shoes do not reduce CC-time by 35% if ult is active, it effectively reduces it by another 24.5% resulting in a total reduction of 54.5%
Note: Even though the effect is reduced, it's still very powerful
Getting Boots of Swiftness adds a flat 20 movement speed over Mercury Treads, which is noticable but not a whole lot. (in fact, it's reduced too above a certain value of ms..)
In very rare cases or less competitive matches I get


Situational items
After completing your core you want to look at the enemy team setup. AD? Magic damage? Balanced? Who's fed? Are they ranged? Melee? Do they rely on attack speed and such. THINK SMART!
Here are the best suggestions:
HP: Simply any mana item.
MR:



Armor:




Anti-CC:


I recommend




For MR, I almost always get




TL;DR. Be smart please. Think about what items you buy.

So pretty much just farm entire early and most of mid game. Of course ask for ganks if you're being zoned and unable to farm - you must keep farming!
- Flinging a tank into the middle of your team allows him to now have positioning on your carry. If the enemy team is nearby, they can use this as an initiate and you have just initiated the fight for them instead of you.
- Flinging a carry onto your carry when your team is not ready to capitalize. In teamfights, people may not be on your target or people may be chasing. In this case, you might find yourself alone with your carry against 2-3 enemies. In these situations, using fling on their carry can result in him just beasting your carry down.
- Flinging enemies away is not always a bad things. Many times in teamfights when I feel that 2-3 members are underperforming, I will babysit the carry. This means using Goo and Fling as defensive spells rather than offensive. Using Goo near the carry when he is getting focused allows him to kite through it while avoiding damage. Also, using fling to keep enemies off your carry allows him to stay alive and keep pumping out his massive deeps.
Basically always think before you fling. Never use fling to last hit, as you run a high risk of not actually killing your enemy and giving him a free flash away from your team. This is a mistake I see alot of people making as singed. Also, save your fling. You don't "need" to fling every time it is off cooldown, and chances are you won't always have a good fling opportunity. So save it until you get a good opportunity.
-Source: http://www.solomid.net/guides.php?g=810
I got tired of writing obvious stuff so I just copy pasted this :)
C4k3CooKieZ's replay

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