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Singed Build Guide by HighTemplaris

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League of Legends Build Guide Author HighTemplaris

When Life Gives You Poison

HighTemplaris Last updated on August 9, 2011
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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.


Brute Force
Improved Rally

Offense: 0

Strength of Spirit
Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

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The Man, the Myth, the Legend...

Singed descended from a long line of Zaun's revered chemists. Even in his youth, his talent for concocting potions far outstripped that of his peers, and he quickly distinguished himself from his less extraordinary chemist compatriots. It came as no surprise to anyone when he was selected for apprenticeship by the infamous Warwick, master apothecary on a lucrative retainer with the Noxian military during their campaign against Ionia. Within Warwick's laboratories, Singed toiled without end, rapidly absorbing every detail of his predecessor's deadly craft. Singed had little concern for the death and destruction that was the fruit of his labors. By the time the curse of lycanthropy descended to claim his master, Singed was poised and eager to make the transition from workhorse to innovator; he was ready to share his genius by bringing a new brand of suffering to the Ionian front. His zeal for progress was unquenchable, and when suitable test subjects proved to be in short supply, the eager chemist was often thought to turn his volatile mixtures on his own flesh.

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On any team, 3v3 or 5v5, Singed is an extremely manageable, versatile champ. He is one of the better lane pushers in the game, he has one of the Best slows in the game giving the edge in Crowd control, and beyond that, he is a beat of a champion. He outputs insane damage, makes and a great ganker and chaser. This in depth guide will tell you how to utilize all of these great aspects of singed and in the most efficient way possible. Get ready for some easy kills and wins. This build provides you with an intense guide on playing Singed as an AP/Tank Hybrid. Enjoy and leave feedback and recommendations in comments below. All reputation positive and negative are well appreciated!

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Why should I use this build of all the other great builds that Mobafire Has

I'll give you a few little comparisons! Cleanse: No cleanse. I will explain why it makes a poor summoner skill choice below. Spellvamp: No spellvamp because of Singed's great survivability when using item slots for defense items rather then health steal items. The base statistics: Just take a look at some of the other builds and their stats. You will recognize that almost all of their numerical values are falling below mine. I will tell you which items stack well with others and how to use prime items to become a threat on the field of battle. I provide you with counters for each and every champion and will update it every time the game patches. I will not allow this build to go out of date. I provide viewers with video and pictures of games that provide great examples of counters and how to use the champion efficiently. If anyone ever has a question, after leaving a comment I will answer it within less than 12 hours. I also provide you with an explanation for every little detail I add to this guide. It will help beginner players better understand the game as a whole. In case you have problems understanding my abbreviations or terms at any time, here are some clarifications.
CC: Crowd Control
AD: Attack Damage
AP: Ability Power
DPS: Damage per second
Ranged: able to deal damage from a distance
MR: Magic Resist
HP: Health Points
Regen: regeneration Health/Mana
FoN: Force of Nature
RoA: Rod of Ages
Carry: A Champion with a terrible early game (levels 1-5), however can easily pick off champions without dying around lvl 5+

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Recent Changes

Now that the build has been finalized and published, I will archive recent changes to the guide underneath this section in this form. I will update the guide every time the game updates in order to provide the guided counter new champions and cope with riot's item updates.

*(8/9/11)(Massive update) Guide became outdated since I have not been overlooking it for the last 5 patches. This update will bring it "Up to Date". Enjoy all of the improvements.

I will be editing the Counters section daily adding one or two champs each day because the typing can get tedious and in order for me to get a proper bio on the Champion, I need to study them for a bit before making assumptions. Be patient if you are waiting for the Zilean counter ahahaha. It will all be worth it!

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Runes Explained

For my choices in runes, I have chosen Greater Mark of Magic Penetration, Greater Seal of Armor, Greater Glyph of Scaling Magic Resist, And Greater Quintessence of Movement Speed.I will state my case on why I have chosen these runes just below.

Mark of insight: Throughout the entire game I tend to avoid any magic penetration items, because of the lack of utility of most of the items to singed compared to the many included in my build. This helps me get that needed penetration for my poison trail without having to waste one of my item slots.

Seal of Resilience: Most of the time, I find myself getting some sort of earlier magic resistance, item I would like to give my seal spot to one that might provide more armor. Even the slight bit of armor given to me by these runes can hold me over until my fourth item.

Glyph of Shielding: Because my 3rd item would almost always be a magic resistance, I have chosen to give my glyph spot to one with magic resistance. I would not need a non-per level rune in order to help me out early game, but instead i need something that can help me out in the long run. This glyph gives me magic resistance per level. Because of my early game magic resistance item, I am given the lenience I need in order to sacrifice things like the Greater Glyph of Magic Resist and Greater Seal of Magic Resist.

Quintessence of Swiftness: These are a no-brainer. This allows you to put off those Boots of Speed until after you have Catalyst the Protector in order to maximize the use of the item's passive. It is not only useful in this case at the very beginning of the game, but for the entire game, you have the edge when escaping and chasing your enemies and it is essential that you run ahead of them and not chase behind them.

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Definitely want those defense masteries in order to focus a bit more on ability power/ magic penetration. For utility I selected Meditation as the final mastery because of this guide's dependency upon how long Singed can stay in lane for that initial push. I have seen other guides go for greed. I did the math just like always and found that in the very unlikely case that the game should last 1 hour (60 minutes/ 3600 seconds) you would only receive 360 gold in the entire round. Now as far as minion waves go, there are 6 or 7 minions in a wave. Each smaller minion gives 27 gold while each siege minion gives 32 gold. Now if a wave with 7 minions (one siege minions is destroyed by singed he would get [(6X27)+32)] gold which comes out to 194. In 2 minion waves, you would get even more than that much. With the extra 1 mana regen per 5 seconds that you get from Meditation , you would get 720 mana in a game. Poison Trail costs 13 mana per second therefore you would get about 1 minute worth of Poison Trail in a one hour game. with 60 seconds of poison, I could finish off about 12 minion trails... If we were to destroy 2 waves we would even out with the Greed mastery. Well there you have it. The method to my madness!

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Summoner Spells

Ghost: Your champion ignores unit collision and moves 27% faster for 10 seconds. This is a MUST HAVE summoner spell when playing singed. When chasing an enemy, it makes a very nice surprise factor and gives you the upper hand in speed when stacked with his ultimate Insanity Potion. Beyond chasing, is Singed's secret art of running ahead of an enemy in a gank. Even if you are close enough to Fling them back into your team, You may want to get ahead of the enemy in order to get in some extra damage with Poison Trail before flinging the enemy back into your team. Just take a look through this build and try to count the amount of times I say Ghost.

Ignite: Ignites a Enemy Unit, dealing 50 damage plus 20 x Level over time to a single target which ignores their magic resistance, reduces the health regeneration and the healing effects gotten by 50%. When used along with your
Poison Trail, this makes a deadly Summoner Spell. It makes a great tool when getting some early game tools and throws of enemies that will be trying to chase you down. I only recently switched this spell out for Exhaust, and it has proven very loyal to it's cause. Give it a try and you'll be raking in the kills. Singed also only has one targeting skill. This gives him one more damage spell to use on the enemy giving his other skills a chance to cooldown.

Warning! Most Singed builds recommend you get the Summoner Spell Cleanse. This skill's cooldown is 150 seconds while most crowd control skill cooldowns are nearly a 10th of that. In the item portion of the guide, I recommend an item called Quicksilver Sash. This makes a great substitute for the summoner spell when you face a heavy CC team and it is fairly cheep. It costs less than 2000 gold!

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Skills and their Order Explained

Q: Poison Trail->The skill that gives singed his name in the league of legends. singed leaves a "trail of poison" behind him while moving that deals 22/34/46/58/70 magic damage on top of 30% of your AP power. For example 100AP with maxed poison trail=100 Magic Damage Per Second. Not bad huh? This skill is primarily used to taunt (forces you to attack the enemy champion who casts the skill), and deal serious damage. Using Fling or Ghost you can get the enemy behind you and run ahead of them leaving the life threatening trail of poison. It costs about 13 Mana per second.

W: Mega Adhesive[/color]-> Singed throws a vial of mega adhesive on the ground causing all enemies who touch it to be slowed by 35 / 45 / 55 / 65 / 75% for 5 seconds. This crowd control skill can cause one hell of a sticky situation. It provides one of the best slows in the game slowing the enemy by 75% when maxed out!! when chasing an enemy, this can be your best friend. It helps you catch up to the enemy and get in a quick Fling and can also help you escape from a gank. I also thoroughly enjoy tormenting my enemies that are defending a turret by scaring them with a quick dab of my adhesive. They tend to fall behind the turret when I use it allowing an opening for the minions to get in some damage.

E: Fling-> Singed flings an enemy over his shoulder, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage and slowing the enemy when they land. I consider fling a tool that deals a lot of damage while putting the enemy in the path of my Poison Trail. It has a fairly short cooldown and a very small range of 100, so movement speed is crucial in for closing in on the enemy for the use of this skill. Ghost can help you catch up to them and scare them because of the extreme damage you can put out with this skill. Another fun trick with fling is, when enemies are at the turret, you can try to fling them into the turret to deal a little bit of damage and teach them a lesson about trying to push Singed in his own lane.

R: Insanity Potion[/color]->Unlike most ultimates, this one has a fairly short cool-down time. Insanity Potiongrants him 10 / 20 / 30% crowd control reduction and 35 / 50 / 65 ability power, armor, magic resistance, movement speed, health regeneration per 5, and mana regeneration per 5 for 25 seconds. I tend to use this skill when rushing to an enemy champion. as soon as it comes up, I tend to gank other lanes creating a surprise factor in the game causing the enemy to play more passively. I also use this with Ghost for a nice stack on it's movement speed. It is also a skill that shouold be overlooked when trying to escape a gank. the magic resist beats down their damage output. It is also unbelievably useful for pushing towers!

Below I will give you the order only using the letters corresponding to the skills. I feel this would be visibly easier on the eyes than that blasted chart.

Order: E/ Q/ Q/ W/ E/ R/ Q/ E/ W/ Q/ E/ R/ Q/ W/ E/ R/ W/ W

Due to the extreme versatility of your Poison Trail skill, It will be the skill I max first in this build. In game, It becomes an important tool while farming minions, while discouraging ganking enemies from chasing you and any teammates you may be with. Why wouldn't I utilize this amazing skill as my first level choice you may ask? While it may be very useful for getting that 2nd skill very early, I feel that in an early game gank, with any team composition, that Fling proves much more useful when trying to get that first blood, which I am sure you might come to see. Using your Ghost to chase the targeted enemy and Fling him back into your team before you Ignite him can nearly guarantee your team that first blood. If you feel more comfortable playing it safe earlier in the game, and looking for that early experience opportunity, go with Poison Trail as a first skill and swap the first two skills in the skill order I have provided you.

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Starting Off

As soon as I spawn I tend to start off with a Sapphire Crystal one Health Potion and a Mana Potion. The extra mana helps from the cyzstal you stay in lane much longer. I tend to get level 2 before doing any serious pushing, and then I will use my lovely poison to farm minions quickly and efficiently along with my normal melee attack (saving Fling for harass). I will push all the way to their turret and then let my minions do all of the work, just to be careful of ganks and that pesky bush. Once my minions wave has been destroyed I wait for the next enemy wave to come and I start my poison trail up again and let the wave of minions follow close behind me poisoning the entire wave, this way, my minion wave gets to the turret less harmed allowing them to put out more damage. I try to stay in lane as long as possible so the Health Potion helps make up for any mess ups I may make. By staying in the lane and farming very efficiently, I am able to get an experience advantage on my opponent. When the opponent recalls or goes MIA be sure to recall. On first recall, I tend to have enough for at least a Catalyst the Protector and [[Boots of Speed. If I am able to, I like to stay in lane until I have enough Gold for Boots of Swiftness as well. It is very unlikely that the opposing team would have 3 AP champions, but when they do, buy Mercury's Treads for the CC reduction and MR they include. I will continue to farm the same way by staying in my own lane until lvl 6 where I will gank using my ultimate. I will sequentially buy Boots of Swiftnees / Mercury's Treads and then finish my Rod of Ages as my first two items. Often times, if I am up against 2 casters in my lane, I find myself having to recall more often. By getting a Ruby Crystal right after the Sapphire Crystal, I can stay in lane a bit longer without having to worry about dying from ranged harassment. Now pressure that turret with constant minions until their solo either foolishly recalls, or goes to gank! When he does, Start up that ultimate and destroy the tower. I ALWAYS get that tower within the first 10 minutes of the game.

The Breakdown!!!

If you are too lazy to read the extremely important info above. Looky here for I have simplified it for you!

Sapphire Crystal
Health Potion
Mana Potion
Boots of Speed --> Boots of Swiftness / Mercury's Treads
Rod of Ages

Farming- At lvl 2 with Poison Trail, push to their turret, and execute enemy minion waves by running in front of them and as close as possible to them. That way you can poison the entire wave and be much more mana efficient when weakening the waves. Pressure the turret until their solo goes for gank or recalls, then use ultimate and take the turret.

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Here goes the important part I know you've all been waiting for. If you haven't read the rest of the guide yet, you are in for a big loss on some important tips and trick for beginner and experienced Singed players. Here are the countless items that show some usefulness to the knowledgeable Singed player.

Boots of Swiftness: This is one of two build items that will not be too situational. Only in the situation that you have an opposing team of all magic attackers, will you get Mercury Treads for the CC reduction and Magic Resist. The Boots of Swiftnesswill be a must for chasing down enemies, escaping, helping teammates,and getting ahead of your enemies in a gank. This item can make Singed a very feared champion on the field of battle.

Rod Of Ages: If you have found an item in the game that is more useful for Singed than this one, I can bet that the end is near for the balanced Singed we all know and love. Rod of Ages is his bread and butter. Not only does it provide him with the essential needs of Singed's armory (Health[for survivability] and Ability Power [for higher damage output]), but also gives you 725 Mana which does a great job on making Singed extremely beefy using his passive Empowered Bulwark which increases Singed's Health by .25 for each mana he has. Lets do the math! 4 mana= 1 health so Signed receives an additional 181.25 health on top of the initial 630 he gets. There is only one downside to this item. The item will not start off at these statistics, but over 10 minutes, it will steadily increase until it reaches it's max stats.

Warning! The next few items will be situational items. You will want to analyze the other team before purchasing any of these items. By holding tab, you will be able to take a look at the opponent's builds giving you a good idea of which items you should or should not overlook.

Tip:Often times a team will be intelligent enough to avoid choosing all attack power or all ability power champions because of the resist factors. A team will have to be more heavily Attack or ability oriented. You will base your build from here on our on this factor. First I will display all armor items and then the magic resistance items that should be used. Choose wisely


Mercury's Treads: Like I said above under the description of Boots of Swiftness, this is an item you should only use when up against a heavily Ability/CC power based team. The magic resistance proves extremely helpful for the tanking role of this hybrid build. Otherwise, you want to stick to Boots of Swiftness because of the cruciality of having level 3 movement speed.


Zhonya's Hourglass: This is one of the more valuable armor items in this game for a Beefy AP character. It gives a very nice boost of 100 AP which allows us to continue building on top of our AP in order to become a more threatening source of damage. Meanwhile were making our favorite champion less vulnerable to those pesky attack damage champions with some 50 armor. Not only does it do all these great things, but it's active pushes it over the edge for me. Your champion becomes invulnerable for 2 seconds giving you chasers something to think about while they're being poisoned. It's downside is that it leaves you unable to command your champion, but our poison can help us deal damage while we are in this state of stasis. I find this item very useful while being chased down in a gank or even during a team fight! If the team is focusing you in a team fight, it's time to use the active!

Randuin's Omen: In the recent update, Riot has added cloth armor to the recipe increasing armor from 55 to 75. In some other aspects in the later updates, Riot has dumbed down the item quite a bit, so the recent buff up was good to see. Even the cooldown reduction function was lowered to 5% from 15%. Even though they have reduced many of it's stats I will still highly recommend this item. The passive is a 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speed by 35% for 3 seconds and the active slows movement speed and attack speed of surrounding units by 35% for 2 second + 0.5 seconds for each 100 Armor and Magic Resist which is nice if the game is looking tank heavy. Ever 60 second cooldown. This important when facing attack power chasers such as Nocturne, Tryndamere and Xin Xhao. It helps you escape and chase with the slowing passive and active. It is as Charlie Sheen would say "Bi-Winning"

Frozen Heart: Grants you 99 Armor and 500 Mana. It's Reduces ability cooldowns by 25% and reduces the attack speed of nearby enemies by 20%. If you want to take a whopping 2 or more seconds off of that cooldown for fling while destroying some of your Attack Damage enemies this is the item for you. It's passive also aids your Mega Adhesive in slowing your enemies for collective team ganks. When facing a heavy Attack Damage team, invest in this item as your 3rd because of the high amount of armor you get from it and it's great base items. It's slow also stacks well with
Randuin's Omen.

Guardian Angel:Grants the champion 68 Armor and 38 Magic Resistance. It's passive revives your Champion upon death, restoring 750 Health and 375 Mana, this effect can only occur once every 5 minutes. Because Singed makes such a great escape artist, the revive is extremely helpful and the health and mana combined with Empowered BulwarkMakes the item any enemy's nightmare.

Thornmail: A great item to use for situations involving High AD/AS champions like Warwick, Yi and Tryndamere.It grants Singed a whopping 100 Armor and the passive makes it so that upon being hit by standard attacks it returns 30% of damage taken as magic damage. If your opponents are completely neglecting magic resistance, Thornmailinstantly becomes overkill!

Sunfire Cape: The cape grants him +450 Health +45 Armor UNIQUE Passive: Deals 40 magic damage per second to nearby enemies. With this item singed deals 110 with 30% of ap in magic damage with Poison Trail while enemy champions are within your range. This is a very tempting armor item.

Magic Resistance

Banshee's VeilAhh yes! We cannot forget the Banshee's Veil. This will almost always turn up as my 3rd item in a match. You are provided with substantial magic resist(50 MR) and 375 Health and another 375 mana. You may often see your enemies use this item. They will often get it to counter Singed due to the amazing passive it provides. The Banshee's veil blocks 1 negative spell every 45 seconds. One negative spell late game could mean as much as 1500 damage (random number) and for a champion like Singed, they lose any chance of targeting the enemy champion since he only has one damage dealing non-toggle skill. And the mana works well with Empowered Bulwark.This is definitely a high priority item in this build. That is why I colored the name indigo rather than the yellow I have been using. Never overlook this item because it could be the difference between your win or loss!

Abyssal Scepter: If you are looking for a slight edge of using ability power and magic resistance for a caster heavy team, this item is where its at. It grants 70 Ability Power and 57 Magic Resistance it has an aura that reduces the Magic Resist of nearby enemy champions by 20. If you are playing a MR tank heavy game, Best you invest in one of these.

Quicksilver SashHeavy crowd control teams can be a pain especially since he bases his abilities on his movement speed. If the majority of the other team has crowd control abilities, you must invest in this. You get 48 Magic Resistance and it removes all debuffs from your character with a short 105 second cooldown. On top of all that it only costs 1440 gold! Never overlook this item in the battle of CC or when faced with a Mordekaiser or Vladmir, because not only does this Active remove CC effects, but all de-buffs/effects. It cancelts Vlad's and Morde's ultimates and Ignite.

Force of NatureThe 8 health regen per second that you obtain from this item is overkill. You also get 78 magic resist and +8% movement speed. The movement speed plays a huge role in the reason I have chosen this item because of Singed's need to chase down his enemies in order to put out any damage. I often stack 2 of these when facing an all AP team. It makes you seemingly untouchable.

Last but not least in my Items portion, I will list some potential "Final Items". After building my tanky items I like to finish off my build with and item that can help my push out a lot more damage.

Rabadon's Deathcap: If your tanky items have quite a bit of Ability power, I highly recommend this item. Not only will it grant you 155 more ability power, but also increases your AP by 30% of it's current number. This will make you an untouchable factor of the game. you will be outputting massive damage. Need I say more?

Lich Bane: You would get 80 Ability Power, 350 Mana, 30 Magic Resist, and and additional 7% Movement Speed! It's Passive give you an 100% chance that when an ability is used your next physical attack deals an additional 100% of your Ability Power in damage. This effect has a 3 second cooldown. This is another item that would require some decent ability power from your tanking items. The 3 second cooldown on the passive allows for some ridiculous magic damage with your fling. The upside of this item next to the Deathcap is the movespeed. If you want to become a serious threat on the field and have the lot of gold to spend. This is what you should invest in.

Rylai's Crystal Scepter: If your enemies tend to escape from you more often then you kill, you need to take a look at some more slowing items. This lovely crystal scepter slows the target's movement speed by 35% for 1.5 seconds (15% for multi-target spells and damage-over-time spells). This means that the Poison Trail skill slows them by 15% and then your fling slows the enemy for an additional 35%. Have fun watching them try to escape the wrath of the mad chemist this time. 500 health is always nice for any beefy/ tanky character and the 80AP helps you keep up with your magic damage.

Void Staff: Ahh yes we can't forget our beloved magic penetration. Almost every game, we come across that one nasty tank. This is the destroyer of all tanks although I like to avoid it. This item gives singed 70 Ability power and 40% Magic Penetration. Since some people do not understand the concept of magic penetration, I will explain. If the opposing Nunu has 100 Magic Resist and you get the void staff, his new magic resist would be reduced by 40% thus making it 60% of 100 which is 60. unfortunately, the flat magic penetration items are very weak and much less useful. Haunting Guise is fairly cheap, but only give 20 Magic Penetration, 25 Ap and 200 Health. Only go with the Void Staff if more than one player on the other team is going with magic resistance. If the other team builds MR earlier on in the game I wouldn't even hesitate to get this as my fourth item or even the third. Singed quickly becomes a useless fighter if Magic resist becomes heavily relied on.

Warning! Many other guides include spellvamp items. When investing in spellvamp, you are giving up some a spot for greater resist and AP items, which leaves less room to increase your survivability and Damage output. Avoid items like Hextech Revolver/ Hextech Gunblade because they are very costly and do not justify the pointless perks to the item like lifesteal! If you are going to invest in spellvamp, go for Will of the Ancients because of its much lower cost and its team aura passive. Sure it looks pretty cool to watch you run away from you enemies while your health bar fills itself up, but maybe it's not really worth it since you have such great survivability in the first place. Save the Spellvamp for the squishy little mages.

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Why I don't like Archangel's Staff

This is an item I commonly see in Mobafire's Singed build guides. Before I get flooded with countless recommendations on why I should add it, allow me to explain why this item is not ideal for Singed.
Item Stats:
+400 Mana
+25 Mana Regen/5 sec
+45 Ability Power
Passive 3% of your maximum mana is converted to Ability Power
UNIQUE: Each time your Champion uses an ability their maximum Mana will increase by 4 (capped at 1000). This effect has a 3 second cooldown.
Gold Cost: 2855

At 1st glance, you may think to yourself that the Unique would stack extremely well with Singed's passive ( Empowered Bulwark), which supplies Singed with 1 health for every 4 mana he has. Let's do the math! From the initial 400 mana singed gets (400/4)100 HP. Now for the Unique. If singed were to reach the max cap for the item's 1000 max mana, that would give him an additional 250 health. 100+250= 350 Health. And lets not forget about the passive... 3% is not a very large quantity. For example, from this item, Singed would technically get 1000 mana, however it would take a fairly long time to achieve the maximum. 3% fo 1000 is 30. So you would get 30 ap from the passive. If Singed has about 3000 mana by the end of the match ( relating this to my build) he would get 90 ap from the item. Now lets compare the usefulness of this item compared to a Rabadon's Deathcap, which is a heavily based AP item. It would give Singed 155 AP and on top of that, an aditional 30% of final AP which in this build (If replacing Lich Bane) would come out to 70.5 AP. So you would be getting a total of 225 AP from one item and the only thing you lost was 1000 mana which is EXTREMELY difficult to stack to the maximum and the 350 health. And here is the killer for me. In order for the item to fully stack, you would get 4 mana each time you use a skill. Fling would and Mega Adhesive would be the only viable skills each with a cooldown of 10 seconds+ (14 for Mega Adhesive) so if we cast 2 spells for every 10 seconds to (make it fair) It would take a total of 20 minutes and 50 seconds for the item to max out. And that is if you use the skills every time you get the chance so please do not get this item as Singed. It will not make a great choice!

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Within the items section I talked a lot about what kind of situations you would use those items in. Here I will relate the situation to individual champions an list the items that go well with them. I will also thoroughly explain how you can become more of a threat to that champion! Whenever you should have trouble with a champion in particular, this is where you should look for some advice. I will list the names next to a number from 1 to 4 (4 being worst) indicating how difficult of a champion it may be to Singed along with a color coat from green to red (red being worst) because I know that some of us are unfortunately colorblind.

(2)Akali- Akali is not much of a threat to singed because She will tend to base her build on ability power. She also has a move called Twilight Shroud in which she conceals herself in an orb shaped cloak. Thanks to our trusty poison, we can completely de-bunk her cloak because when she is attacked, she is revealed temporarily completely removing the aspect of invisibility. Because of the high speed provided by this build, the slowing aspect of Twilight Shroud wont be much to worry about. Counter her build accordingly and you should be just fine! Because she does both Physical and Magic damage we will need to keep an eye on her build to see which side she would be building upon and work on your resistance. She bases her survivability off of spell vamp and lifesteal. Keep your distance early game to avoid her long range harassment. Take 2 health potions so that you can continue to assert your aggressiveness.

(2)Alistar- Alistar's skillset relies heavily upon Ability Power, however, he is a huge threat to turrets and often tanks using HP and bases his build upon the actions of the other team. His health is usually above 4800. To counter him, If you see him building AP, get some magic resistance, and if he builds magic resistance, you may want to invest in a void staff. This item gives you a ridiculous amount of 40% magic penetration. This works accordingly. If Alistar has 100 magic resist, he will only have 60 magic resist. If Alistar has 300 MR it would be reduced to only 180. Another great MR reduction item you could grab is abyssal scepter, which also increases your MR and AP Some great AP Alistar counters are Banshee's Veil, Force of Nature, and Abyssal Mask(His worst enemy).

(3)Amumu- This one is fairly debatable. I rarely have a hard time with if I stack some serious magic penetration. unfortunately for us, Amumu has a magic pen passive, and one of his abilities ( Despair) does percentage based damage. he also has a crowd control move ( Bandage Toss) which has a heavy stun and also helps him chase after you. He is a natural tank killer and is someone we should most definitely avoid in a team fight. Counter him with magic resist and penetration with at least one Abyssal Mask.

(3)Anivia- This would be one of the very few cases in which I would recommend getting Mercury's Treads for the CC reduction. With her skills Flash Frost and Glacial Storm she is able to slow you, which could prove fairly painful and then when you are slowed, she can do bonus damage with her Frostbite Stay out of her range, go for the treads instead of swiftness, or just invest in a Quicksilver Sash to stay away. When approaching her, you really want to attack in gank formation because of her passive Rebirth which is a revive. go with some magic resist early game and her harass will be useless.

(4)Annie Annie can give singed a lot of trouble even up until mid game. If they already have an early kill or two you NEED to get a Negatron Cloak] right after you get [[boots of swiftness and catalyst the protector in order to have some survivability in the lane. Late game, her ultimate Summon: Tibbers becomes fairly useless because of your poison. It will aimlessly chase you when approaching it and if you allow it to chase you, it will die QUICKLY. Do not focus the bear in a team fight. Her ultimate causes burn damage when near so focus Annie herself in the team fight in order to take the bear and her out in one shot. Oh and I'm sure you already know what a great harass she can be because her Incinerate combined with Pyromania is just a pain especially when she tries to push a lane. DO NOT wait for her to get low on mana because she will not. When she lands her Q on a minion, and it is the last hit, here mana gets refunded...

(1)Ashe- Fairly hard to avoid early game while getting minion kills, but once you have obtained Boots of Swiftness and Catalyst the Protector get a chain vest. She is useless when you have substantial armor so going with Randuin's Omen may be a great idea since Ashe is very vulnerable to CC and cannot take damage. If your team persists to have problems with ashe for whatever reason, go with a Zhonya's Hourglass for the additional 50 armor and 100 AP for some serious killing power. For singed, this item's passive almost works like an endless rage. He cannot move or attack for a set time, however his poison will eat away at the surrounding enemies while he will take no damage at all.

(1)Blitzcrank-Get a Banshee's Veil as 3rd item when you lane with one of these champs in order to cancel his Rocket Grab ability. For this to work, you will need to avoid any avoid spam-able casters in order to keep the passive up. He can easily initiate ganks, and help his team deal some serious crowd control damage. Go for Mercury's Treads If you come across a team with blitz and a CC character like Ryze, Sion, Taric and countless more that I cannot manage my time to list. The CC reduction could make for a great escape and Synergizes well with the CC reduction from his ultimate. Ghost is your ultimate lifeline in this type of game. Once you learn to utilize these few counters, Blitzcrank will Whine and Cry through the entire match.

(4)Brand- Ahh yes the well feared Brand. Do not be deceived by this durable caster. He sets you ablaze with his Blaze ability and then deals bonus damage if he hits you again with another spell while ablaze. If you are ablaze, stand back in the lane and wait for the effects to wear off giving you 6 seconds worth of cool-down to farm. Be patient because early game can be a big pain in the ***. If you are ablaze an he blasts you with his AOE Q spell Sear you will get stunned... Almost EVERY Brand I have fought has gone with Rylai's Crystal Scepter fairly early making his chasing a piece of cake. Save the ultimate for the time he might be chasing you down for the CC reduction. Counter his build with Abyssal Mask and get Boots of Speed early. If you juke back and forth constantly, while farming with poison, his skill shots are much harder to land! Just don't run in a specific pattern =P. When you are in a minion wave running around, standing behind minions can also help block Blaze!

(1)Caitlyn- This champion is fairly easy to counter. Her traps are visible making them very easy to avoid unless you left your glasses out at lunch. Caitlyn deals primarily Attack damage building off of her attack speed. She has a Magic Damage slow that prevents your chasing called 90 Caliber Net which has a very long cooldown, so quicksilver sash may be a good idea if you are laning with her. ALSO sight wards are her bread and butter when combined with her ultimate Ace in the Hole so wait until you see the item in her inventory and then get a vision ward which you should place right near the dragon(5v5) or lizard (3v3). This will limit her vision when trying to kill with the enormous range of this skill. Frozen heart is the item to get reducing her attack speed by 20% and providing great amounts of armor.

[3]Cassiopeia-Our poisonous enemy depends heavily upon AP and Magic Penetration. Since she is a large range (800) caster, she is bound to go with Rylai's Crystal Scepter. Get Mercury Treads It also helps you avoid her Miasma skill, which poisons and slows singed. The longer you remain in this poisonous cloud, the more the poison is renewed allowing for better damage output. The poison effect reduces the cool-down of her Twin Fang giving us double trouble. That is why I rated her at 3. She may try luring you throughout the game. This helps her land her Noxious Blast allowing her to chase you with increased movement speed. To slow her down a bit, I would counter with Rylai's Crystal Scepter for the great slowing power when combined with Poison Trail (15% slow). Once slowed we can run in and use our fling to slow her an additional 35%. Counter with magic resist, preferably Force of Nature because banshee's veil will only block one spell every 45 seconds, meanwhile, she is able to cast 4 spells at a time with all cool-downs diminished, and can reduce those cool-downs using her poison cloud ( Miasma) combined with Twin Fang

Work In Progress!!!

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Putting It All To Work

In A Team Fight- When you go into a full on team fight against the other team, you need to target their carry immediately with Fling. Once you the carry out of there, your teammates have a much better chance of surviving during the fight. Then have the entire team target the squishiest champion getting the team an easy kill leveling out the playing field to 3v3. When they get fairly low health and seem to be getting ready to run, use your ultimate and ghost in order to chase ahead of them dealing some serious poison damage until your fling comes back. Use it. and Repeat.

In a 1v1 Fight- When an you plan on approaching an opponent with health equal or lower than your health, we need to let them come get us, rather than do the opposite. Lure them into your poison trail. Once poisoned, rush in and give them a good fling. Once flung try to run ahead of them until fling comes up again. Then use it and repeat until you get the kill.

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The Proof

This video here is a short 15 minute win game that I played earlier in April. I lane against a LeBlanc and go out deathless with 6 kills and 2 assists. I also got a lot of rage from their team after the match. Sorry for the wierd lag, but unfortunately the cheap free programs that are out there bring my fps down to about 5-16 instead of the usual 25. If you want to see the best part, right around 11 minutes and some seconds after, the enemies think they have me cornered, but to their surprise, its quite the opposite! Soon after that you watch me scout the oposing team's items and go for the 20 magic penetration from Abyssal Mask for that AP and Magic penetration and MR. Before I take the first turret, you also get the chance to learn how to be efficient with your Poison Trail toggle in order to preserve mana, stay in the lane and rack up gold and exp much longer Enjoy! Im sure you enjoyed our lovely conversation. Hours later he was pronounced dead.I picked this one because it is a great example of how Randuin's Omen and Frozen Heart can completely destroy champions like Master Yi and Tryndamere. Take a quick look at Teemo's kills and my minion kills for some serious proof of a team effort. I also stacked armor because of the enemy's horrible team composition. They had 3 AD characters.This is an image of my most recent game history posted (4/30/2011)

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Troll comments/votes.

This is where I will take note of any pointless comments from all of mobafire's neighborhood trolls. I will also explain myself with any complaints from viewers =)

Avari -1 im sorry bro. cleanse is a must have. having it combined with your ult makes u have 4 sec of no cc effects me while you charge through thier ranks and pick thier ad carry and toss them into your team.

quicksilver sash is cool and all but why get it? cleanse also reduces all cc on you for a couple seconds. but your right everyone plays thier toons differntly and clearly you know how to play your singed. i dont know why i had the sudden impulse to downvote bro. i play my singed differntly and your build aint bad.

HighTemplaris-You have somewhat of a point, however we need to think about when we need the Crowd Control and why. Any champion would need the CC to chase or escape from an enemy mob. Singed comes with natural defenses that turn an enemy away from chasing such as; Poison Trail, Mega Adhesive, Empowered Bulwark, and because of this build, very intimidating movement speed. Now, If you were going to get chased, god forbid they slow you. In this case you start up your Poison Trail. Now they are receiving constant DPS. While dealing in some cases major damage on singed. Should we need to escape a chase while slowed or anything we can use our ultimate in order to reduce CC increase regeneration etc... And on top of that, we can use our quicksilver sash in order to wipe out the CC completely. I Then, we run up and fling and ignite immediately after now reducing their HP to a sliver enabling me to kill them. If they are intelligent enough they would have already stopped chasing in the first place. Should it turn into a 3v1 gank, you should be paying better attention to the other lane(s) and have your teammates warn you about MIA. I use the Quicksilver as an early game crutch when laning against people like ryze because they heavily depend on their stun to nuke, but what if the stun didn't work. It is very unexpected and helps you get some easy kills when stacked on top of Ignite and Fling. I often sell it later into the game and replace it with my 6th item.

Also little did I know that Quicksilver Sash Removes all effects on Singed, not just CC like Cleanse. This includes ignite and many other non CC effects INCLUDING the ultimates of Mordekaiser and Vladmir!

Edit: Shortened: If you regret your down-vote than take it down by clicking delete under the comment thus erasing the whole thing. If you still want to keep the comment but not the vote, copy it all, erase the comment, and then repost it

Afterthought: Looked him up in game: lvl7 and alternate account lvl1... here is his build Here... Much better than mine huh? He never removed that vote.

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Give the build a try before leaving rancid comments and voting on the build. Please leave some recommendations for additions for future additions to this build. This is my first build I have ever created. The guide will be updated weekly and with every game update. I am putting a lot of work into this build to help out beginner and experienced players alike. Definitely give Singed a try since he is one of the more balanced champs in the game. =P