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Spells:
Teleport
Ghost
Ability Order
Noxious Slipstream (PASSIVE)
Singed Passive Ability
Introduction
GUIDE IS A WORK IN PROGRESS. I AM A STUDENT INVOLVED THE SCHOOL MUSICALS AND OTHER ACTIVITES. PATIENCE. Give me time, and I will explain my crazy ways and reasons for my insanity. Also, my first guide
Hello. My name is TheAlmostMadHatter. I started playing League for a little less than a year. It is quite interesting seeing how far this game has come, just starting to play right before Nocturne was released. Anyway
Singed was the first champion I played. Just the ability to run around and still help my team. But, at that time, I didn't know anything about tanking so all I built was AP, stacking Archangel's with a Rabadon's. Doing over 1000 damage a second with poison trail sold Singed as my main. BUT, lame story aside, this guide shall be about tanking, with a side note of AP Singed later on.
I think Singed is by far one of the most versatile tanks and can be customized to so many different builds. I will try to add some of my example builds to show how great Singed really is.
Pros
1. Can make huge plays to the team by running around and going "HURRR SUPLEX" to the enemy carries.
1.5 Makes a great laning partner
2. Almost comical passive, even if only AP Singed
3. Purple cloud of death
4. Has one of the best slows in the game.
5. Great spamable low CD buff for an ultimate.
6. Indestructable
7. Best Laughs ever
8. Difficult to get denied
9. To push a lane, walk through the minion wave. ???? Profit
Cons
1. Very melee based. If you can't close the distance, very useless. Only has W to get close.
2. Useless if oom.
1. Can make huge plays to the team by running around and going "HURRR SUPLEX" to the enemy carries.
1.5 Makes a great laning partner
2. Almost comical passive, even if only AP Singed
3. Purple cloud of death
4. Has one of the best slows in the game.
5. Great spamable low CD buff for an ultimate.
6. Indestructable
7. Best Laughs ever
8. Difficult to get denied
9. To push a lane, walk through the minion wave. ???? Profit
Cons
1. Very melee based. If you can't close the distance, very useless. Only has W to get close.
2. Useless if oom.
I really thing Singed is one of the most cartoony champs in LoL. His abilities further my statement.
Empowered Bulwark- 25% of your mana gives you bonus health. I LOVE this passive. If it doesn't scream "BUILD ME AS A COURSING RIVER OF AP TANKINESS" then I don't know what would. A simple
Sapphire Crystal gives you 50 health. A Catalyst gives ~370 and RoA gives ~600 compared to the usual 450. This makes getting health items not needed, unless you want that extra "YOU CAN'T DESTROY ME" (Which is why Warmog's is still a viable item)
Poison Trail- Your bread and butter, signature move, pusher, automatic assist grabber, "you can't chase me". Taunting smoke, as my friends and I call it. Pretty basic, you ask yourself "Am I near an enemy, or is one coming towards me?" If yes, you hit Q, until no.
Mega Adhesive- One of the best slows in the game. I don't grab until 5, because you really don't need it until then. You really need the pushing power of your poison, and you will get the advantage that way. Just throw it ahead of your enemy if they are running or chasing. If chasing, you can just suplex them back into it, so your friends can use them as a shooting gallery.
Fling- Some tanks have taunts. Some have shields. Some have stuns. They gave Singed a frakken SUPLEX. If you are ever in a VoIP with my friends and me, then you will here us go HURRRRRR SUPLEX a lot. Tanks are often known for displacement of the enemy team, or getting someone out of position. In this case, you can fling someone towards your team to get eaten up, or get a pedo off of your Annie or other carry. You can even throw people over small walls. It is so much fun to have a team fight in progress, and you throw their tank over the baron wall and having the other team ripe for the picking.
Insanity Potion- Who wouldn't want nearly all of their stats buffed? In a team fight? Pop it. Chasing? Pop it. Getting chased? Pop it. Tower diving? Pop it. Pushing a tower? Pop it. With a minute or so cooldown, there is no reason NOT to pop it. With the extra AP, MS, MR, Armor, and AD, it is useful for about everything.






Ghost
Remember how I said you need to be fast as a coursing river? This is often needed for it. This is much like your ultimate, giving you a tasty speed boost. In fact, when used in time with your ultimate, you can be come a fierce typhoon of purple smoke. Now, this isn't NEEDED. But it is HIGHLY HIGHLY HIIIIIGHHHLLLY suggested that you take this.

This has been one of my favorite spells. Just went b, and the other team is distracted, leaving a lane open to push? Tele. Need to go grab your philo stone, but don't want to miss the early levels? B, Grab it, and tele back. Friend need a gank on a ward in a bush? Tele to it (Singed has really good ganking abilities) This is the more optional spell, compared to the HIGHLY suggested Ghost.

Haven't tried a Jungle Singed. Don't think it works. I will try eventually, but until then... HELL NO

This is a maybe. I prefer the utility of Ghost for the constant running away uses. This is better for the Houdini type of dissapearing over a wall, but isn't that great if you are running back from a lane. It seems to be a turn off for people to chase you... And being chased as Singed is kind of your calling card. So PLAUSIBLE.

Meh. Can use it to secure first blood, but keep this to your carries

Are you a support? No. You are an indestructible tank. NO

I think this is a meh skill. I think it is like a


Why are you running out of mana? YOU ARE DOING SOMETHING WRONG. NO

I used this once in a troll game when I went AD tank Soraka. One of the most useless summoner spells.

Why are you dying again? Take


If your team seems to be lacking in CC, then pick this up. Pretty nice for chasing, or nerfing a carry for a short period of time.

This is one of my favorite summoner's as well. Good for draft pick and you know the enemy team has lots of CC. If you don't feel this is worth a summoner spell, pick up a


Meh, unless you take the mastery in it. Stopping pushes wins games. Especially when people don't see the splash damage coming. Also good to suplex people into
R>Q>W>E
Got your base formula right there^
FOR DUAL LANE-
I grab Fling at level 1 over Poison for what I like to call "the first blood window" This window is the ~minute before the first waves of minions meet up. You know, the awkward time when both teams are hiding in the bush, or protecting the jungler. When there is an encounter, you want that hard CC. Not a slow, or a DoT of damage (your poison). Fling's displacement gives you this advantage. If you are with a DPS, things will go much smoother. Fiddle is a great lane partner, and when someone walks into your bush, and starts getting drained, you can fling them back towards Fiddle to pretty much secure the first blood
But, it is preference, I have always found fling more efficient
SOLO LANE-
Poison. Hands down.
I max Q for the pushing capacities, and the fact you can easily get some free damage in if the enemy takes a wrong step.
Mega adhesive is a VERY powerful slow, and is great to max second. I grab this at level 4 because A) It is between this and fling. B) Around this time you have the capability to easily get a kill with a partner and the slow helps a lot, especially with Melee partners
WHY I MAX FLING LAST:
The only bonus to leveling up Fling, is the damage. Granted, that little extra nuke is fine, but there is no CD bonus, and costs more mana. You want the DoT and the slow from your other abilities.
Singed can really take what ever magic or tank runes he wants.
Full-tank
Greater Seal of Armor: When against someone in a lane, whether it be casters or physical carries, they have right click basic attacks. I take flat armor to get the boost early game.
Greater Glyph of Scaling Magic Resist: However, Magic damage users scale with their items and their levels much more, so as you go up in level, it is more potent to have the little bit of extra MR from per level runes.
Greater Mark of Magic Penetration: You need that extra bit of punch from your poison. Between that, and the lack of good defensive marks, these are your best bet. The stronger the poison, the faster you can walk through a minion wave to push
Greater Quintessence of Movement Speed: You need to run as fast as a coursing river to run with the bulls. And little bit of extra movement speed you can squeeze out to keep up with those pansy "fast" characters (
Highlander
Master Yi, Zilean'ed
Teemo) If you are not as fast as a coursing river, you are doing something WRONG
AP Singed
COMING SOON
Full-tank







AP Singed
COMING SOON
As a tank, you must be pretty close to being indestructible. Not the ****py "As seen on TV" indestructible. The kind where their entire team needs to jump on you all at once to bring you down. There are have been times that I have been solo pushing my enemies nexus turret and those pansies they call "champions" all jumped on me, and I got back to my own nexus turret before they killed me. No need to mention the fact that they all died soon after because my poison weakened them so much. SO.
For Fulltank
0/21/9 it is
In depth: COMING SOON
AP Singed: COMING SOON
For Fulltank
0/21/9 it is
In depth: COMING SOON
AP Singed: COMING SOON

Often times, this will cover the MR you need. The regen passive is practically giving yourself a blue buff for your health. Since Singed's passive has the tendency to give him tons of healt, it becomes even more effective. I often rush FoN first, because it gives you practically infinite sustain, and the extra movement speed even sooner. RoA could be rushed first, it is all preference, but between philo stone and FoN, your sustain will lead you to be the first to knock your tower down.

Health, Mana (which means more health), and AP. Why WOULDN'T you get this item. There are times when I occasionally don't get this item to fit it with a more armor/MR based item, or if I don't get it till 30 minutes into a game, and I find it silly to get. HOWEVER I don't see why people think this is a NEEDED item for Singed. It is pretty nice to have, but unless you feel that you are resist-y enough to get it. Sure, the AP is nice, but I prefer to usually get a more tanky item

This is your bread and butter, run of the mill armor item. It has a fantastic active, and has another Gold per second item you can replace the philo stone with after you get your FoN.
However, if they are not that heavy AD, or their AD isn't that fed, go














BOOTS:
Really, it is a choice between Boots of Switftness and Mercury Treads.
To sum things up, if you can't choose for yourself:
Merc's for CC heavy teams.
Anything else: Swiftness
If you are worried about their CC, but not enough to get Merc's, Get

Tanking is about versatility. You must know your enemy team better then you know your jungle. Sun Tzsu said that. You can't be like those mentally handicapped carries that can't change their build because they saw it on that one ****py website called Mobafire, and they think they can't do damage because they fluctuate their build.
You must know every champion, learn whether they do physical damage, or magic damage; if they can be built multiple ways which ones. For example,
Kog'Maw can be built AD or AP. But, either way, with his
Bio-Arcane Barrage He deals magic damage, and a lot of it, whether he is AD OR AP, and a little bit of extra MR is needed.
Coming soon
You must know every champion, learn whether they do physical damage, or magic damage; if they can be built multiple ways which ones. For example,


Coming soon
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