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Singed Build Guide by report singed ty


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League of Legends Build Guide Author report singed ty

The Extensive Singed Bible with SEASON 8 Runes

report singed ty Last updated on December 6, 2017
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Cheat Sheet

Toplane Singed

Singed Build

Inspiration
LoL Path: Inspiration
LoL Rune: Unsealed Spellbook
Unsealed Spellbook
LoL Rune: Perfect Timing
Perfect Timing
LoL Rune: Future's Market
Future's Market
LoL Rune: Approach Velocity
Approach Velocity

Sorcery
LoL Path: Sorcery
LoL Rune: The Ultimate Hat
The Ultimate Hat
LoL Rune: Celerity
Celerity
Bonus:

+20% Potion and Elixir Duration and +18 Ability Power or +12.6 Attack Damage, Adaptive

Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R


Threats to Singed with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Garen Very easy. You simply outdamage him in all early trades and can zone him off from all cs. Spread poison across your minions and he'll have to trade 1/5th of his hp every single time he goes in for one.
1
Lee Sin Rare to see lee sin top but when you do it's free. Dodge Q and you can outdamage him in every trade.
1
Malphite You can completely put him out of lane and zone him off from cs. There's nothing he can do about it. He's also insanely bad at tower farming AND tanking minions in lane, so if you proxy all through laning phase he's completely screwed. He's forced to either miss half of his cs under tower or give you a free kill by trying to tank it in lane a bit.
1
Yasuo One of the easiest lanes. Your poison make his shield passive irrelevant and you can just keep running around and killing him in lane. Even if he gets ult off on you it forces him to poison himself for the duration, so you simply fling him after and he's dead.

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Welcome to my guide. I'm a onetrick Singed player who reached platinum with an over 60% season winrate playing only singed. I'm approaching 400,000 Singed mastery so far between my 3 Singed accounts (I play him on other servers as well as NA) and am hoping to finish climbing to diamond during preseason as I only stopped climbing due to lack of time before the season ended (started late).

I started this guide because of the lack of good up-to-date Singed guides. I'm hoping this guide will be a good reference for any situation you find yourself struggling with on Singed, and will be covering everything about Singed and his gameplay extensively, as well as covering differences in how to win with him in both low elo and high. Singed really needs a lot more explaining than other champions because his playstyle is vastly different even relative to the most unique champions in the game, and you'll start to see that when reading this guide. I have spent 20 hours making this guide and plan to spend even more as time goes on.

NOTE that I'll be updating this guide with video clips of actual games as I record them and as they are relevant to each tactic I explain in the guide.

Singed can be a really annoying champion to try and pick up, so if you're new to Singed and want someone to review a replay feel free to add me in game and send me a video, and I can help point you in the right direction. IGN = 'report singed ty'
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>> Table of Contents <<
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Pros
+ Long ranged poke
+ Amazing Teamplay
+ Always useful
+ Absolute tilt god
+ Teaches you macro-play instead of micro-play
+ Can turn games around easily
+ Amazing game presence
Besides Singed's great teamfight potential, the ground effect on his Mega Adhesive and his CC with Fling can be great use to the team even if he lost lane. Another great thing about Singed is that he's a TILT GOD. When you finally get the hang of him, you WILL make your enemy laner ragequit every now and then and it's just as fun as it sounds. A unique feature of maining Singed is that you will be forced to learn how to think about the game in the macro aspect rather than focusing on the micro aspect. This means that picking up Singed can and will actually make you a substantially better League of Legends player overall, but only if you're serious about putting in the time for him.
Cons
- Poor late-game
- Tons of hard counters
- Fling is hard to master
- Very weak pre-6
- Reliant on ultimate
- Relatively hard to get into
- Almost as hated as Teemo
Singed has the most difficult matchups by far of any champion I've played. You can expect every other game to be a matchup you wish you didn't have to fight, but since Singed can proxy this is less of a big deal than it sounds. Properly learning Singed also requires many many games of straight up feeding, and I think this is a big factor in why he's so rare as a main. Singed is also widely hated like Teemo, but true singed players embrace this fact and enjoy the salt from both teams.

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The new rune system doesn't fit with Singed quite as well as the old ones, but there are still a few options. Some notes on the new runes:
  • The Resolve tree does not do enough for Singed to justify using it as your primary. He only benefits enough substantially from Unflinching and Conditioning, but the secondary runes you get from the Sorcery tree ( The Ultimate Hat + Celerity) outdo it.
  • The new Deathfire Touch is now Scorch and it doesn't hold up to the glory that Deathfire Touch was on Singed, so it's no longer a must-have rune.
  • Neither Precision nor Domination is good for Singed. There's the Tenacity rune in Precision but you won't be getting enough kills to make it worth it, especially since you have to forfeit a whole rune to something useless to go this route.
  • Glacial Augment sounds good in text but isn't as useful as it sounds when in-game. Same goes for Phase Rush.
  • Waterwalking in the Sorcery tree is good for teamfighting, but Celerity is just plain better overall I think so far. You can't trade away The Ultimate Hat because The Ultimate Hat is fairly essential for Singed with the new runes.

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INSPIRATION TREE

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Inspiration as a main tree gives Singed 20% elixir duration. This works so well with Singed because it's as if you got a second The Dark Seal for free. The Dark Seal no longer stacks it's AP passive, so you only get the elixir sustain from stacking it anymore. Inspiration means you don't need to stack it even for that now.

Unsealed Spellbook is very good on Singed because he is fairly reliant on his Summoner Spells. You don't need to use the switch-out aspect of this rune, it's just for the 30% CDR on your Summoner Spells, but you can start with Ignite and then switch it for Teleport at the 10 minute mark or so if you want an extra edge early on. You can also try starting Smite to counterjungle during proxy farming and then switch it for Teleport for teamfight phase. The best way to start Smite is to arrange for your jungler to steal at level 1 with you. You proxy the first wave, then run to the enemy buff and smite as a leash for your jungler. I demonstrate this in the following video, which also has some clips of doing tons of jungle stealing that game.
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Biscuit Delivery effectively gives you 160 bonus maximum mana and can help with tough lanes. You can switch this out for Perfect Timing if you want to, because it will end up saving you if used right. Even though it doesn't build into anything good on Singed, you can sell it for a decent amount of gold towards your next core item once you've used it.

Future's Market is pretty good on Singed and lets you get Corrupting Potion and Boots of Speed on first back instead of just the Corrupting Potion. It's also great for getting your first core items in good time. You don't want Magical Footwear because you get boots long before you get these.

Approach Velocity is great on Singed because it activates every time you Mega Adhesive and enemy that's running away from you. Cosmic Insight is fairly good but I think Approach Velocity has an edge over it. [celestial body is pretty good as well. These are all decent choices for singed, and I personally have been sticking with Approach Velocity

SORCERY TREE

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Sorcery gives you a bit of extra AP which makes up for the loss of old runes. Secondaly, the Singed rework may have left him more viable, but his Insanity Potion cooldown nerf really hurt him, and anyone who was playing him pre-rework will know just how bad his Insanity Potion CD is now. This is the main reason Sorcery is the must-have secondary for Singed is because of The Ultimate Hat. The Ultimate Hat effectively removes this nerf to a noticeable extent.

Celerity is my favourite last rune to have on Singed for his secondary, but Waterwalking and Gathering Storm are both viable alternatives.
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This page is more of a laning focused page rather than a proxy and teleport everywhere for plays page. It's fairly straightforward. You go Summon Aery because Arcane Comet doesn't land with Singed, so Summon Aery does more damage and it does it consistently.

You can trade Cheap Shot and Ravenous Hunter for Triumph and Coup de Grace if you prefer. Ravenous Hunter is kind of like a replacement for the old spell vamp quints you used to run on Singed and I think that's better for him than Triumph, but Coup de Grace is such a good rune overall it might be worth the sacrifice for you.

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Rylai's Crystal Scepter: The reason you go for Rylai's Crystal Scepter on Singed is because the 20% slow you get when combined with your Insanity Potion and Ghost allows you to win trades with enemy top laner's you simply shouldn't be able to win. Rylai's Crystal Scepter is also a cheap item considering you get 300 HP and 75 AP with it as well. It's all around an incredible and underrated item for Singed and I rush it every game.

Furthermore, Rylai's Crystal Scepter can be used to disengage your team from fights by trailing poison across the lane and slowing any enemies trying to chase, which has proven invaluable for my team time and time again.

Liandry's Torment: Core on Singed when even with/ahead of your enemy top laner. It gives an additional 300 HP while giving you an awesome 15 magic penetration and decent AP. Another reason it's so useful is because its passive works together with the slow on Rylai's Crystal Scepter to do tons of % health damage. I rarely skip this item, but have skipped it when I'm behind and need to prioritize building tank right away.

Ninja Tabi: The best general boots choice for Singed because of a few factors.
  • Your enemy top laner will do far less damage in trades
  • It will get you through team fights better when the enemy ADC is auto attacking you
  • You take LOTS of tower shots when playing Singed, and Ninja Tabi drastically reduces tower damage to you and allows you to tank them easily.

Boots of Swiftness is good when the enemy AD is not a threat and the enemy team has no hard CC.

Mercury's Treads is good when the enemy team has lots of CC, or when you're against a top laner that does magic damage and cc like Teemo

Dead Man's Plate: Gives you awesome movement speed, as well as great survivability after laning phase. It's not an item you rush on singed, it's best purchased after your boots and rylai/liandry combo. It can be bought directly after Rylai's Crystal Scepter if you are planning on flat out skipping Liandry's Torment.

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Situational Items
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After you have your core rylai/liandry combo you prioritize becoming as tanky as possible. You don't need more offensive stats by this point and your main goal is to peel for your most valuable player in team fights, disrupt the enemies, fling and disable their MVP (usually the ADC) and overall make the fight as easy as possible for your team while staying alive.

The first good choice is Righteous Glory. You'll know when you need to build this because you will constantly be unable to get quite close enough to catch who you need to. When you're in this situation, Righteous Glory is going to fix it, especially when against someone like Ashe who can just keep slowing you down with autos and her W if you don't have this. Righteous Glory is able to over-compensate for slowing effects and let you catch them anyways. Another use for Righteous Glory is to get your team a free pick when the enemy team is retreating. You can simply use this to run up and fling an enemy of your choice back into your team while the enemies are fleeing, just keep in mind that this can initiate full blown fights in some cases.

Now, if the threats on the enemy team is their AP mid-laner, you have 2 great options. Option 1 is Spirit Visage, which is just good survivability vs magic. The next choice though comes into play if you're ahead. If you're ahead with Singed and the main damage on your team (which can happen) then you should be going Banshee's Veil instead. This gives you the awesome passive as well as huge MR, but sacrifices the extra HP boost for a significant AP boost, which is just what you need when you're doing all the damage.

I personally hate Rod of Ages. I tried to enjoy it but I just think it's a weak item on singed and always go back to these other items. I included it in my item section at the top though because it isn't a bad item by any means, and I'm sure it will feel good for some players willing to try it.

Thornmail is easy to grasp. You buy it if the enemy ADC is shutting you down in team fights or if you want to trash their sustain with grievous wounds.

Randuin's Omen is similar to Dead Man's Plate mixed with Righteous Glory. Just don't forget to activate it when you're in the middle of the enemy team. I don't find myself needing to build it much but still do sometimes.

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Something cool about Singed is that he can skip one of his weakest points in the game completely. Singed level 1 to 3 is straight up awful in lane, but he ca simply proxy the first 3 waves of CS, execute, and walk back into lane with a CS and item advantage at no cost. I do this every single game because there really isn't any reason not to considering what you get out of it.

To start the level one proxy, you wait in front of Rift Herald until minions spawn, then walk your way over between the enemies outer and inner towers. Make sure you always start The Dark Seal and Refillable Potion, and not Corrupting Potion, because your level one proxy will mean you get back into lane with both of these anyways, and the AP from dark seal is better for your proxy than a 3rd dose of healing (you generally only use 1 sip of refillable during all 3 waves, and only use 2 if the enemy top tried to contest your proxy a bit at the start)

The idea is to proxy your first 2 waves between their outer and inner towers, and then proxy the third wave with the siege minion between inner tower and inhibitor tower. This is the absolute safest way to proxy, but it's going to take practice. You should always execute yourself rather than recall after your level 1 proxy because the risk of the jungler catching you is high during this instant, since your third wave of proxy being finished coincidentally is right when the jungler will be done their camp closest to you and be looking to kill you (assuming they walked to your side to continue jungling directly after clearing their buff, which does happen commonly). After you execute, you can walk back to lane. You don't need to use Teleport since you will only miss 1 melee minion of cs by the time you get back to lane since you cleared your third wave so close to the enemy base. You only use Teleport this early if you were killed early or had to execute early, since Teleport this early is less valuable than the cannon wave.

I'm going to include a video on how to do a level 1 proxy at the bottom of this section after I explain warding.

Now there's some thought that goes into doing executing a level one proxy effectively:
  • Make sure you watch your enemy laner and see how they handle farming under tower. This is essential in order to decide if you're going to proxy most of the lane or if you're going to try and bully them in lane. When you execute, tab during the death screen to check their cs vs yours. You should have 19 cs. If they have 14 or less to your 19, then you know you can come back and keep proxying the lane to put them far behind.
  • Sometimes the enemy jungler will see your proxy and go straight from their first buff over to the other side in order to take a free kill. You need to be really careful with this. Depending on the enemy jungler, you can bait them to blow Flash on you while still getting executed that same instant to waste it.
  • When against Tryndamere, you need to keep in mind that Tryndamere's W counts as a kill if he uses it while you're executing. Don't execute if hes in W range to you, even if his E is down.
  • Since the enemy tower will kill their cs wave before you kill yours, the enemy top will constantly chase you down between waves for the first 3 waves of the game. This isn't a big deal, all you have to do is turn back around and they will give up in order to not miss out on the next wave of CS. This is also a big reason why you want to proxy your third wave between the inner and inhibitor towers.

So, there's a few situations that can occur during the level 1 proxy. The first situation is that the enemy knows you're going to proxy and will try to block you. If this happens, you can usually just walk the other way around and proxy anyways. Here are maps of both routes you can go for both blue side and red side.
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Starting on Blue Side
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Starting on Red Side
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The safest way is always to go north instead of south from rift herald, however as I said before, sometimes the enemy will be trying to stop you from going to proxy, in which case you go south. They will usually think you gave up and not expect you to be going the other way.

Another situation that occurs is that the enemy top laner walks down to you and starts a fight during the first wave. This is not necessarily bad, and is why you always want Ghost on Singed. When this happens, sip your Refillable Potion and fight them back a bit and then blow ghost in order to ensure you get out safely. They can usually only auto you, while you have auto and poison at the same time. You can almost always go right back to proxying without having to recall and your enemy laner will now be too weak to try anything further. This can actually work to your advantage, since blowing Ghost around 1:20 essentially costs you nothing with its low cooldown through Insight . You simply finish the 3 waves and come back with a Corrupting Potion and The Dark Seal, meanwhile your laner has had to blow their only potions and still has an HP disadvantage.

This doesn't always go well though, as sometimes they hurt you enough that you can't finish your cannon wave. If this happens, you simply execute during the cannon wave and use Teleport to get back into lane. You should always have enough for Corrupting Potion even if you didn't get to finish your cannon wave. If you had to wait a few seconds before teleporting back to get it then that's fine.

So here's a quick demonstration of how the level one proxy goes.
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When to Proxy
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Proxying on Singed is not a gimmick, it actually opens up incredible opportunities for you game. I'll cover more on this in the game presence section, and for now will start with when it's a good idea to proxy and how you initiate it.

You proxy on Singed the first 3 waves, but there's more situations in which you want to proxy and they are as follows:
  • If the enemy can't farm effectively under tower and misses a lot of CS
  • If you are hard countered by the enemy top and need to farm safely
  • If you want to set up tons of free time to roam mid or make a Teleport play bot lane
  • If you want to recall and shop soon absolutely free
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How to Proxy

So you know when it's useful to proxy, but maybe not how to do it properly or what it should look like when going in for it. There's a lot more to it than just running behind and poisoning minions, and there are ways to make the most of it.

Firstly, how you get into your proxy during laning phase can go 3 ways:
  • If the lane opponent is easy against you, you can aggressively kill the wave and push it to tower, and then walk right passed the enemy and their tower and start proxying.
  • If the lane opponent goes fairly even with you, you should try and kill 3 of the 6 minions as soon as you can and then run around through the jungle to go proxy as fast as possible to not miss any more. Sacrificing 3 CS to proxy is generally worth it.
  • If the lane opponent counters you, you should forfeit your whole wave to go proxy. The reason why is because you will miss more than the 6 CS by trying to stay in lane with someone who can force you out.

NOTE: You should never go to proxy if there's a siege minion wave in lane. Always stick around for the whole siege minion wave, even if only for the XP. Wait for a regular wave if you want to go proxy. If you use one of these waves to go proxy you're just putting you lane opponent way ahead of you while also giving them the necessary minion power to do damage to your turret.

ALSO NOTE: An easy way to tell if you'll make it to the proxy the long way around is if the first minion of the upcoming wave is not yet at the inner tower. Since your minions will match the enemies, look at your own wave to determine if you will make it to proxy in time. Once the first minion about to pass your inner tower, you know you will not make it to proxy and should try again after the next wave (assuming it's not a cannon wave). Of course this doesn't apply at all if you're going to simply hard-shove the wave and walk right by their tower instead.

Next up, refer to this map below. If you proxy a wave between tower 1 and tower 2 (inhibitor and inner towers respectively) and recall right after, you can actually walk back to lane before the next wave of enemy cs even gets there. This means you can recall to shop absolutely free. The advantage of this is actually pretty profound. Furthermore, recalling after proxying between these two towers means that if you want, you can run in and gank midlane from behind or teleport botlane to turn a fight around and your top laner can't follow without missing two whole waves of CS and sacrificing fair amounts of tower health. This is one of the reasons Singed can have such incredible game presence if played right - he can roam for free by buying himself time through proxy farming.
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Because of all of this, it's not uncommon to get 10 CS per minute on Singed, because he can make all the same plays for his team without sacrificing any CS for it or tower vulnerability.

NOTE: Sometimes you need to be using Teleport to get back to lane instead of walking, since the proxy can be interrupted occasionally and stop you from clearing the wave between tower 1 and tower 2. When this happens, it's generally best to use it on your siege minion . Since they do so much damage to enemy minions, using it as a teleport will stop it from killing off any of the enemy CS before you finish channeling. If you don't have a siege minion in lane then it's not worth teleporting in the first place and you should just walk. It's only worth using Teleport to catch a siege minion wave.

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Next up I will show where you ward and why. Ward 1 is to keep tabs on your laner and see if they're walking down to try and stop you. Ward 2 is for keeping tabs on the enemy jungler to see if they are trying to stop you. I always use Ward 1 on my way to proxy my first wave, because the chance of the jungler coming to stop you at this point is slim. It may seem unnecessary to ward here when it's easy to spot them walking down to you, but the reason you do it is because sometimes they will try to go passed their buff in the jungle to catch you from behind, and without this ward you don't have enough warning.

Ward 2 comes into play when you have 2 wards and can ward both spots, or if the jungler is starting on your side of the map and is a bigger threat to your level 1 proxy than your top laner is. This makes proxying sound dangerous, but it's really not since during levels 1 to 3 you can execute yourself long before they can catch you as long as you see them coming.

You will get caught out by the jungler and feed first blood many times when practicing this. It takes a lot of screwing up in order to build an intuition on where the enemy jungler is in order to execute in time.
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Warding on Blue Team
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Warding on Red Team
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Many argue that double proxying is not viable at all, and while I find it becoming less useful in high elo, Singed420 has demonstrated that it can be viable up to Diamond 2. Chances are, if you're reading this guide, you're below that, so don't worry about what everyone says about it and just do what makes sense to get the win. The double proxy is a specialized and situational tactic on Singed that allows you the following benefits:
  • Substantial gold advantage
  • Substantial level advantage
  • Forces the enemy team to defend 2 lanes
  • Forces the enemy team to waste a lot of time to stop you
  • Cuts off the enemies entire push potential in all but one lane

There are some downsides to this tactic though which are:
  • Deprives an ally lane from farm and xp for a brief period of time
  • Chances of dying are high
  • Very situational and not always viable
  • Team will generally not understand the advantages you're affording them and flame you

So what the double proxy is, is essentially walking into the enemy base and taking aggro of as many minions as you can and farming them. Double proxy gives you vast control over the map by choosing exactly what lane the enemy team is allowed to try and push and which they have to go defend.

You will know you're ready to double proxy when you have your Ninja Tabi, Corrupting Potion and first core item. You need Ninja Tabi in order to mitigate the enemy tower shots you'll be taking to start the double proxy and escape it. Know that you will take 1 - 2 tower shots upon entering the enemy base, but this is no big deal with Ninja Tabi and 1 dose of your Corrupting Potion.

So, there are 3 lanes and you can take out the middle lane and 1 other of your choice. You need to decide which you want by looking at the map and establishing your goal. Possible reasons to double proxy a lane are:
  • The enemy team is grouping to push mid, bot, or top and you want to cut off their supply of minions to take tower with
  • You're extremely behind, are not worth much gold, and need a way to catch up while also wasting the enemy teams time to come stop you
  • Your enemy top laner is trying to counter-proxy and you need an extra edge on them

Execution of the double proxy is difficult and surviving it is more so. You'll need to note that the botlane/midlane proxy is easier to pull off than the toplane/midlane proxy because the midlane minions are leaning closer to the botlane minions. This is because the inhibitor is right in their way so they have to walk to the side, and that side so happens to be the bot side. Here's a map to visualize what this means.
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I recommend doing normals and double proxying every single game so that you can get the required experience to use it when it counts. You need to pay attention to the map at ALL times in order to know when the enemy team will come stop you, and you should only initiate the double proxy when you know every enemy is on the map at that time. It's not uncommon or even bad for 1 or 2 enemies to come stop you, but you need to at least get 1 wave in beforehand to make it worth it. It's also worth nothing that optimal timing to start the double proxy is when the cannon wave is coming up. A cannon wave double proxy gives you a massive advantage, and you'll be levels ahead when the enemies are trying to stop you meaning you can easily turn it around on them or simply run away before they can damage you substantially.

Make sure that in between waves during your double proxy that you always start recalling, and cancel it just in time for the next wave. The 2 reasons for this are that the enemies are far less likely to waste time going back for you if they think you'll be recalled by the time they get there, so the fake recall gives you a free extra wave every single time before they catch on. The second reason is that when they do come stop you, there's a chance you'll be close enough to finished recalling already that you can get out for free. Here's a quick demonstration of the double proxy below:
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Now, when the enemies come stop you and you can't recall (usually because you currently happen to be doing a wave), you have 3 choices: execute, run away or waste their time. Running away means you simply blow Ghost and run through their towers and into the jungle until you're safe. Wasting their time means you blow Ghost and Insanity Potion and start doing laps around their base while they chase you, finishing your wave of farm in the process. The benefit to this is the enemy will not get back to lane in time for chasing you and so your team gets to shove for free and commonly gets the tower out of it as well. That sounds a lot better than running away, but that doesn't mean it's always better. If the enemy is a lot stronger than you or has effective CC, it's always better to just run because you won't survive long enough to waste the required time to make it worth it. Running away wastes less of their time but still wastes it nonetheless. Executing on the other hand, is a common sense tactic. Usually if they come to chase you from the outside of their base rather than from their fountain, you can run over to their fountain and let it delete you instantly before they have a chance to hit you for any damage.

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Enemy Jungle

Because of proxy farming, Singed has ways he can start to impact the game really early on. The first is that you will be spending a lot of time around the enemy jungle, and can capitalize on this between CS waves. You can place ward 2 covered earlier to keep an eye on which camp the jungler is at and how low they are. It's very easy to go in and kill them while theyre taking gromp or blue sentinel , and even if you don't get the kill you can generally scare them off and put them behind. Just make sure the enemy top laner isn't coming down to 2v1 you. If they do, you can Ghost out.

You can also steal ancient krug or gromp (depending on which side you're on) between waves by going from taking the wave between inhibitor tower and inner tower, to taking a jungle camp, and then taking the next wave which will now be entering between inner tower and outer tower. It's worth experimenting with taking Smite instead of Teleport if you want to completely tilt the enemy jungler. You can also use Smite to heal up during a fight when the enemy jungler, top laner, or both are coming to fight you by smiting a nearby camp.
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Ganking Midlane

Singed can gank midlane for free while also being able to do it from the most optimal angle. You simply have to proxy the wave between inhibitor tower and inner tower and then walk over and enter midlane from behind. Some great things about this tactic are:
  • You know 100% that they won't have the area you're coming in from warded
  • If you get there and the enemy laner is too backed up to go in on, you actually can just walk back to proxying without missing any CS since you'll be back in time to proxy between inner tower and outer tower

NOTE: You shouldn't do this without having level 6 for Insanity Potion, and don't tower dive for a fling if they have any CC ready. You will also need upgraded boots to get there and back in time to catch the next wave, but you should have these by level 6 anyways.
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Ganking Botlane

Next up is a standard play for any top laner. If you bring Teleport you should always be looking to make plays bot lane when the enemy ADC and support are over-extended. This only works if your bot-laners were smart enough to ward any of the bushes behind the enemy ADC prior. If all goes well, your jungler will be with you by now and you can take bot-lane's outer tower or go for a dragon (or even both).

This is most effective of course when you've proxied a wave between the enemy inhibitor tower and inner tower, because this means you will miss minimal CS, and also force your enemy toplaner into deciding between taking serious tower damage and missing 2 extra waves of CS by using Teleport after you, or staying to protect their tower from your minions and give your team a 3v2 or 4v2 bot. This is an example of why Singed is such a great champion, is he has extra ways he can constantly force enemies into lose-lose scenarios.

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The first thing to note with Singed is that he's fairly useless until level 6, and fairly useless after 40 minutes. This is why it's essential to start winning in any way you can early on with the methods I touched on earlier in the "Early Game Presence" section. You want to end before 40 minutes if you can help it, and snowballing your team early will ensure this.

The reason Singed falls off lategame is because since he is so good at farming and fight participation, and usually will get first tower gold due to proxy. This means he will hit level 18 and full build far before anyone else. I'm talking 2-3 levels ahead of everyone else in the game by the time you hit level 17 or 18. This means that once he caps out at his 6 items and level 18, all that can happen now is that the enemy team is going to slowly catch up, and that generally happens at 40 minutes. When this happens, you'll notice you're suddenly fairly useless and it's going to be a lot harder to close off the game and win.

Singed does not require a great KDA to win and have an impact. You shouldn't focus on getting kills. Singed can win games no matter what his KDA is, so it's generally better if your teams main damage output gets the kills. If you end up as the main damage then go for it and steal every kill you can though. I've carried games where I went 0/5 or 0/6 early on because as long as you don't tilt, Singed is always going to become useful and decently strong later on. This isn't to say you should leave kills on purpose, but if it's obvious the ADC can finish it off then don't scramble to fling-steal it from them.

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A great thing about Singed is he can secure any objectives pretty effectively. If your team is going for baron nashor or a dragon , you can simply place Mega Adhesive onto any enemy threat that you think is going to jump over the wall right at the time they'd do it. Mega Adhesive grounds targets meaning they can't get over the wall to steal the objective. They can't even flash.

If your team is going for towers, you can secure these by running behind the tower and spraying Poison Trail everywhere to zone off the enemy team. The enemies are going to be unwilling to take the damage and won't stop your team from taking tower.

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Teamfighting is one of the most important phases for Singed. This is generally where you carry your team to victory or missplay and lose. You will want to complete a teamfight before going for any objective during midgame to lategame.

Singed is a fairly good initiator, especially with Righteous Glory. You should start the fight by first making sure you're durable enough to start it, and then running in and using Poison Trail on everyone you can. Singed's new passive Noxious Slipstream makes this very easy. If you have Righteous Glory then you can fling the enemy MVP right as you begin to poison them all. Use your Rylai's Crystal Scepter to ensure nobody escapes your team, and use Mega Adhesive to stop straddlers.

When you win a teamfight, you should always look to take a turret or objective. It's usually good to take their inhibitor while they're dead and then immediately run to do Baron while they enemies are spawning in and still far away. When enemies are down you should always take your objectives starting closest to the enemy base and work your way backwards to make the most of your time. This is a mistake I see made far to often is players will get an ace and want to immediately go for Baron, when you can actually take a tower and/or inhibitor first and then go do Baron afterwards.

If both teams go even in teamfights, a situation that can happen is that you're pushed up to the enemies base but can't quite get anything, and since both teams are scared of throwing they both will just hover around harassing each other. If this is an issue, Zz'Rot Portal is your item to go to. Place Zz'Rot Portal behind your team so that the enemies can't take it out, and just stay shoved up to their base while the Zz'Rot Portal demolishes their tower. People generally think using it as a splitpusher is better, but the enemy team can take it out right away when it's on its own. It's vastly more effective when you have a team to protect it, and I would not even bother buying it if you don't need it for this specific scenario. Zz'Rot Portal placement should look as follows:
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If your team is losing bad, you will generally need to prioritize full tank and not bother with getting Liandry's Torment, and get Rylai's Crystal Scepter later if at all. The reason why is because you're going to have to rely solely on the utility of your fling and Mega Adhesive to help your team get back into the game rather than running around trying to do damage with Poison Trail.

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Thanks for reading my guide. I'll be always keeping it up-to-date and improving it so that Singed always has at least one relevant guide available.

Special thanks to jhoijhoi for teaching me how to code my guide, as well as the pros and cons coding. Also thanks to LameoGamer for some of the coding for my itemization section.

If you find watching people useful for learning then there are some resources.
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Singed420


Twitch: https://go.twitch.tv/singed420
YouTube Channel: https://www.youtube.com/channel/UCGspWth2YKyaWkvbg1AFw0w
In-Depth Proxy Guide: https://www.youtube.com/watch?v=6tLrT5il9Dg&t=124s
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Minishcap1


Twitch: https://go.twitch.tv/minishcap1
YouTube Channel: https://www.youtube.com/user/JohnnyZina
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Jonny Holmes


YouTube Channel: https://www.youtube.com/channel/UC1BO35Yn6Vqhw9Yct-VDZHw
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Changelog

November 8, 2017: Changed the guide's featured runes from S7 to S8.
November 11, 2017: Various fixes.
November 15, 2017: Fixed some formatting, updated info on rune viability.
November 16, 2017: COMPLETE aesthetic revamp, deleted old rune and mastery section.
November 17, 2017: Updated artwork to look cleaner. Added a smite guide in the Runes
chapter.
November 24, 2017: Added another rune page for players who like consistent damage in lane
November 27, 2017: Added the chapter on double proxying, adjusted some colour coding.
December 6, 2017: Revised some of the matchups for clarity.