Me, as a Singed PlayerHey there. This is my first guide. I'm not a high elo player. Honestly, I don't play ranked games much at all. I don't like them. I may not be perfect, but I at least like to think I have enough experience to know what I'm talking about. I play Singed a lot. In my 600+ games in League of Legends, at least 100 of those are with Singed. Making him by far, my most played champion. Looking through the guides on here, I didn't see many guides for the Twisted Treeline. And most of the Singed guides here are for Summoner's Rift. I'm going to fill that gap with my Singed guide for the Twisted Treeline in NORMAL games.
NOTE: The screenshots in this guide may not contain my summoner name. I have a PBE account where I use a different summoner name. Also, I have a skin on PBE and not on EUW. Most of the screenshots were taken on PBE for the reason that:
1) Skins are awesome. You gotta skin to win!
2) I can get my hands on information before it goes live, making this guide as up-to-date as possible.
3) There was a time in early November 2012 where EUW was down for a few days. So, I was kinda forced to play PBE and that was when I was able to get some friends together to help me with them.
Also, as a final note regarding screenshots, all of them were "set up". It's far easier to set up a situation so that I can take a screenshot that visually represents the situation rather than have to react really quick as it happens during a game, which could hinder the game. Also, what's important is the concept and meaning of the image itself combined with the written information provided, not the setup of the image. Besides, have you tried taking screenshots on a laptop that averages 10 FPS while playing a serious game? Not easy my friends, not easy.
I prefer the above mastery page. I have tried others, this is the best for me. Your Singed will be mainly tanky, as all of your AP will come from your items. You can expect your allied team to buy as much damage as they can, so you won't be needing quite as much. The Ghost speed increase is also much larger than it seems. 8% doesn't sound like much, but on someone like Singed, it's brilliant. Cleanse mastery and Cleanse itself will be explained later on.
1/29/0 probably throws most people off. No 9/21/0 or anything like that? No. I use very few 9 + 21 pages to be honest. I never really liked the idea. Who says 9-21 pages are the best? Who is the mastery police? This works best for me, so screw what everyone else says. It's not until you think this way that you can develop your own style. This guide is sharing my style with other people. All guides are. The very fact there's loads of different guides for every champion shows that there's different ways of doing everything. This is my way of playing Singed.
I take MR/lvl because scaling into late game is something I generally prefer to do. With these and your mastery page only, you should have 60.3 MR. That's enough to deal with an AD based team such as and . What I mean by this is that they do so little magic damage that 60.3 MR is enough to deal with that damage. Therefore, focus buying armor and you will have more slots open for damage items due to not needing MR. IF, however, they build a little magic damage, such as then you may want a little more MR to counter that. A should be enough. And you have that active to deal with any unwanted CC, in case is down, for example.
Here you have an 11 AP page. I use this page the least. It's basically there for if your team has a great level 1 and you want to win a 3v3 level 1 fight easily. Only take it if you know your team can win a level 1 teamfight easily. Singed, Garen and AP Eve is a good example team.
This page is for if you are scared of early AP damage. Perhaps you're the kind of person that just doesn't do well at level 1, or the kind of person that fails at fighting mages. This page will help you the most.
This is your damage page. Take this page if you are the kind of player that likes to do a little bit of damage no matter what. Also take this page if you plan on being aggressive. If you already have a tank on your team and you know they are building tanky, and you therefore are building more damage than usual, this is the page you want to use.
NOTE: I have tried other pages. I have theorycrafted other pages. Only these rune pages above have ever proved useful.
Okay, I took Cleanse. Yes, that's unexpected. No, I'm not crazy. is a little like , only better. With the related mastery I took, you now have that CC reduction afterwards for a couple of seconds. If you get stunned/rooted for whatever reason, this will save you unless you use it at 1hp or something. The important thing is to learn when to and when not to use this spell. Sometimes, it's best not to wait until you get CC'd to use Cleanse, but to pre-empt and use it before. You also need to know your CC well. Don't bother with Cleansing a , it won't last long. But you do want to Cleanse an . Your ult + Mercs + Cleanse CC reduction after use will make almost all CC useless. For example, it would be a waste to Cleanse a Riven stun. However, if she is the only one on the enemy team with a stun, using it before will not only help with other soft CC applied afterwards such as slows, but also reduce the duration of the stun. This means you still ruined that stun, but also didn't waste Cleanse. If the team has heavy CC, such as Ashe above, it's a tough call. Let's say jumps on top and stuns you, Cleanse is up. That's scary enough that you will want to Cleanse it. The enemy Ashe follows up with a close range arrow. That's a 2.5 sec minimum stun. Cleanse would be more effective on this, however, the earlier Jax stun could have been just as deadly. With , and , if the former two are either available to you or already active, that 2.5 sec stun will be down to around 1.75s - 1.25s, depending on the rank of your ultimate. Also, you won't need to build a any more. You have Cleanse for that. Only take both if against a heavy CC team such as , and .
As for , you are Singed. Therefore, take Ghost. Ghost can be the deciding factor in life and death, especially as you are playing Singed. That extra movement speed can and will save you. It will net you kills or assists, it will allow you to be mobile during a fight, applying over a wider area and therefore, more people than if you had not used Ghost. It can also help you initiate. The movement speed will make you that much harder to back off of, sometimes catching someone even after they . Just remember to use it wisely. It has a long cooldown, don't waste it.
If you don't want to take for whatever reason, I see one other viable summoner spell*: .
Exhaust can be used offensively and defensively. You can use it to slow someone down enough for certain death before you get , or if it is on cooldown. You can lower the damage output of anyone building lots of AD, AS or both. With the related mastery, you can also shred resistances. If playing Ranked or draft pick and know you won't need , then this is probably the best way to go.
* is not in this list. I am not a kill-hungry person. Ignite is mainly used by people to finish off kills. Its primary function is damage in these cases. As a tank, damage is not your #1 priority. As Singed, you are a tank. Therefore, I don't see Ignite as a good option for Singed. If I know the picks of the enemy team (draft pick, or someone quits in champ select, then you get put in a different team, knowing that instalock is likely on the enemy team), only then do I take to save myself an item slot rather than building . Otherwise, I just take one of the other summoners mentioned above and build Morello's if I have to.
Item BuildsOkay, now for the long one.
So, for first items, I recommend . You will end up with near enough 800 health. Your movement speed can get you to the brush next to the speed shrine in the middle fairly quickly. Hide in there, waiting for any unsuspecting idiot to facecheck and into your team. You want the Ruby Crystal because not only does it provide nice level 1 tankiness, but is also very versatile. You can build into one of many items, allowing you to adapt to the flow of the game much easier.
Your core items are as follows:
OR + . As for the boots, I will explain them later on in the guide. Since the release of the new items, there are other items I take over ROA, but as it's just so good on Singed, I'll keep it as core as the concept of it is just perfect for Singed.
Now for your other items. If I have any build advice to give, it's to know the damage types of the champions you are up against. Just because something scales on AD doesn't mean it deals physical damage. Or, just because a champion scales mostly on AD doesn't mean their non-scaling skills also deal physical damage. Take for example, Q and E scale on AD, yet his ult deals magic damage and has no scalings. If you're not sure, check your death recap if they kill or assist in killing you. Anyway, time to do something totally manly like writing a list because manly men love lists.
This is likely the best offense-defense balance item for Singed. It provides damage, magic resist and a good aura that will, due to the nature of , be working its magic all the time in fights. The aura is the not quite the same as 15 mpen from or . It is a reduction of 20 MR, much like 2 stacks of if it could stack. Either way, it amplifies your damage and works wonders if you have another AP on the team. If you want damage and MR, this is certainly the item to get. Without a doubt.
I'm a bit stuck with this item, personally. It's a fantastic item, and with being banned, the only item on the map to provide dual resistances. Not to mention the defensive aura that can single-handedly win teamfights due to superior tankiness of an entire team. My problem with this item is that it doesn't really fit into my personal build or playstyle with Singed. I take it on almost all my junglers, and always on support, and on my tankier top laners in 5v5, but not on Singed. If I ever find a build where it actually fits, I'll re-write this, but until then, it's situational to if I want double resists and not HP. If up against a poke comp, , for example, get this item. You should also get . All three have a health regen aura. Due to them all being fully upgraded items, the all have the same passive aura, but they stack because the aura names are different. You will also end up with a lot of armor yourself, meaning all you will need then is a little MR.
This item is SOOOOOOO good. But not on Singed on this map. If I want more AP on Singed in 5v5, I tend to take this item over most other AP items. Problem here is that the game length is shorter on the Twisted Treeline and this item is expensive. Fights don't last as long either, so the mana regen is a little wasted, especially in some of my more based builds. The best part of this item is the 15% CDR. If I do get it, it's for that reason, as the MR is medicore at best. When I have this item, it tends to bring me to 20% CDR as if I want CDR, that means I am not having a game where I can build , as 20% from this is enough.
Why get Atma's on Singed? Some of my games just end up in me stacking health items. The damage threat isn't that high, so go for health rather than resistances. I usually do that if I'm really, really ahead for whatever reason that may be. Those games are pretty rare though. In those games, if I want armor by a certain point, Atma's seems to work. Has decent armor, and as I've been stacking health, and have more bonus health from , the passive will provide a lot of AD. In those cases, the AD can help in last hitting, taking down structures if I don't have much AP, small fights, teamfights and killing Vilemaw. It works. This item only works, however in the circumstances explained above. You will almost never take it, but when you do need only a little armor because you're lucky enough to have a health stacking game, then this will not be a bad choice.
I personally would not get this item when playing Singed. If running a push comp, then it's better someone else gets it. was a really fun summoner that I actually liked and used a lot at mid on other champions. The 50 AP it provides is meh, as is the 30 armor. That little health regen won't do much for you either. If you want health regen aura, you may as well take Aegis for superior tankiness. This will be epic in ARAM though. As mentioned earlier, take this in combination with Aegis and Locket for 30 hp/5 aura total and the ability to end poke wars easily with superior push.
A very solid item. Builds from and therefore . Great to rush if scared of MR but don't need too much damage, while also building health and mana. I take this if I'm scared of CC and aren't enough and won't be enough either. I might stack with QSS if I'm really scared of CC, which is very rare. Never a bad item to have.
HOLY ****! This item. It's amazing. It used to be on max health and also used to work on minions. Those were the days... It got hit by the almighty nerfhammer pretty hard, and rightly so. Even then, it survived just fine. In many, many of my games, I've been taking this over . The damage it provides is just too epic considering is procs on . Anyone without MR just gets totally wrecked by this item alone. Build this and you won't need any more damage. The only time I take this and ROA is if I'm having one of those HP stacking games, in which case you will have an absolute ton of health and damage. This is, probably, my new favorite item in all of League of Legends. Also, beware of anyone on the other team building this item. It's gonna hurt like hell. The best counter to this would be because of the passive. Furthermore, this item also grants 15 mpen. That's like having even though you built /! Also, now that it grants 15% CDR, you can hit max CDR for nothing. + = 35% CDR = happy , sad enemy team.
This item wasn't amazing until it got reworked. I'm kinda sad that the HP and armor got nerfed, but that passive is absolutely rediculous. It's so damn good. It's only worth buying one of these. Sell it in the mid game or late game. If you KNOW you are against an autoattack reliant lane, then get this at level 1 instead of .
This is actually good now. The passive mana regen got a slight nerf. (It lost 2 mana/5. 9 red flat mana/5 runes were 2.4 mana/5. So it's about equal to losing that.) However, the new passive is incredible. On last hitting anything, you get 5 mana back. It doesn't sound like much, but it really adds up. This also works for last hitting with autoattacks too. 1 second of costs you 13 mana. If that one puff gets you 3 last hits, you came out 2 mana richer. You will stay in lane for as long as your health holds up! This is theory, however. The reality is that you will still use mana faster than you get it back, but you will take much longer to run out of mana. Get this item on your first back if you want a touch of damage and a little bit of tankiness very early on. If you get enough gold in a level 1 fight to buy this before going into lane, do so. You will then have a very strong lead to abuse.
This item is, probably, ignoring boots, alongside , my most commonly built item on Singed. 90 armor cannot be argued with. Sometimes, I build fairly early on, leave it there while I build other items then come back and finish this when I need more armor again. You don't really need any more than 20% CDR, so I wouldn't really stack it with any other CDR item. I take this item over if I'm not being slowed to death, resulting in having a hard time kiting. So, if the enemy team doesn't have many slows, take this. Also, if the enemy team is attack speed reliant, this will work nicely. If against a really autoattack/attack speed reliant team, I take this AND Randuins. Troll hard, my friends, troll hard.
This item got reworked. It's amazing now. Despite being amazing, it's also very situational. ONLY buy it against /. You are otherwise better off with other items that provide better tankiness, damage or both. I have noticed a few people buy this item to deal with Teemo shrooms but still stands on them like a stupid person. Don't make that mistake. There's no point getting this item if you still walk right into the traps and don't destroy them properly.
The stats aren't great on this, but it can work if you are taking a more support role. Plus, it has a team-wide active. That can only be a good thing in a teamfight. Much like , I have a hard time fitting it in my build. It's a good item, doesn't suit me, personally, all that well though. Works wonders if you ever have to play Singed in ARAM though. As with the other two, I will talk about the anti-poke wombo combo. You will have armor from all three, this gives 10% CDR bringing you nicely to 25% with . 30 hp/5 will make poke wars much easier on your whole team as you will regen a lot of the health you lose. The active on Banner of Command can be used to help initiate a fight under a tower or to push it down. The increased minion damage can potentially add up to a lot over the course of a fight. It will also make snowballing leads easier once you have an inhibitor taken down because that will increase the damage of your allied super minions, making it easier to end the game right there. In short, I almost never get any of the combo items alone, but when I get one, I tend to get them all. Combine with for even stronger turret killing powers.
Very situational. Think of it as an MR version of . The MR is medicore, it's the shield I'm interested in. Up against , or maybe even ? Troll those troll executes back with a magic damage shield! You will never see Karthus players rage so hard. Multiply your troll factor by 9001 by combining with ! (Morgana is also amazing on this map, she would be a great ally to have.)
I like this item. It's + . Think of this as an all-round item. Get it if you want more mana regen, more mana and are terrified of CC. I would build this item as an upgrade of Chalice when I don't need the AP and so, won't take the other upgrade. It's more support-ish in nature. You can remove CC from someone else if you need to while healing them. I haven't actually taken this other than when testing it, the need never came up, but I know it will be useful when you do need it. Much like Maw, you can also use this on someone to save them from executes. The healing is based on missing health, so the less health they have, the more it heals. The less health your allies have, the more tempted the enemy will be to use their executes. Healing them at the last moment can help them survive something they otherwise would not have.
I'm not really sure about whether this item is very good or not. I like the idea, but I'm divided. You want to build tanky and this item is without a doubt, glass cannon. You won't get any tankiness from this at all. The 12 mana/5 is insignificant. You have for that in fights. If I want CDR, I just take Frozen Heart. The healing reduction is amazing, however. That makes me want this item. I would say that right now, this item can only be justified against a healing based team. are the champions to take this against. Take it against anyone stacking lifesteal and also take it if there are at least 2 on the team. Also take it of there are any champions with innate heals in the kit combined with healers like or any combination of the above scenarios.
This item is, in my opinion, one of the best in the game. On this map, it was added at the time of release, then removed, then added again. Now I have to write about this item again. In short, this is like a Banshee's Veil but with armor and an active instead of MR and a passive. ALWAYS buy this item if against poke comps or people that generally like to turret-hug. Also buy this item if stacking health. ROA + BV + OW = tanky Singed. Don't forget to use the active every chance you get. I can tell you for a fact that this item wins games.
Your typical replacement for , which is banned on this map. I build this if stacking HP, have a ton of gold and want to abuse an early lead, or as a last item if I want more tankiness, have plenty of both resists and also have enough damage. The passive is negligible in fights, even with . Also rather expensive. On the plus side, it has an awesome sounding name.
Good to have as a second . Provides decent MR, though not so good after the nerf. I prefer BV, myself. But this is still a good item if you want a cheaper CC solution and only MR. Upgrade to as a very last item. Extra AD can't hurt, can it? Besides, more movespeed, even if only for a second or so is a useful escape tool.
Epic item is epic. An overall 75 armor is very nice. As a tank, you will be focused. A chance to slow attack and movement speeds upon being attacked is very nice. Add in an active that does the same, but stacks and grows in duration as you become more tanky and you have one hell of a great item. Kinda expensive, but well worth the price. This item wins games. It really does. Active is also great for baiting or kiting. Use in thin places to be 100% sure you will hit to lose pursuers when on low health, or use the slow combined with your own to lock people down once you have them in place for a wombo combo from you allies. Ever led your enemy team to the wraiths just outside their base, only to be slowed, then effectively stuck while they take a Rumble ult to the face? I have. It feels goooooooooood.
This is probably the most commonly built item for Singed worldwide, ignoring boots. That's just a guess. I am NOT making a statistical claim. Yet, my point still stands. You will very rarely see a Singed without this item. It's the Singeds that don't build this that you have to be scared of. They know they don't need this to be an absolute terror. Even so, it's a great item. You benefit from all the stats. Stacking these can, technically, be viable if you don't need resists. I advise against that though. Still, a staple item. Feel free to use this item as a safety net if you want. Also feel free to build this if you're new to Singed and want to learn him first before learning to play him without this. Most of the time, I take over this now. The passive provides much more damage, and I know Singed so well I know exactly how much punishment I can take, so I can still be safe taking more damage over tankiness.
A very nice item indeed. Aoe slow cannot be argued with, even if only 15%. 500 health is always nice, unless taking lots of % damage. 80 AP is just about right, too. When combined with , you will never, ever have a hard time slowing an entire team. Teamfights will be a breeze, as will landing skillshots for your allies, baiting, kiting etc. A good choice. Games rarely last long enough for me to build it, though. Either that or I stack resists, so in that case, there isn't much room for this.
Believe it or not, I don't like this item on Singed. I'm sure most people see this item and think "OMG SINGED!" Sure, I did too when I first saw it. now stacks with Q, so it will stack very quickly indeed. If you do want this item, a trick to stacking it is to turn Poison Trail ON right before recalling. It'll stack as you recall and while you're busy healing and while you're in the shop. That's like 50 mana for free right there, and that's without going AFK just to stack it at fountain for 5 minutes like some people do. The shield active is very, very strong. I must admit it's fantastic to have against executes. However, it drains A LOT of your mana. To me, losing 25% of your current mana isn't worth it when you could use it to someone into certain death or poison and laugh them to death. It's only worth taking this item to protect yourself from say, . If you DO still want to take it, save it only for when playing a more damage based build. Maybe you already have a tank such as , so instead you go for doing lots of magic damage. That's when I take this item.
This item is surprisingly good. It builds out of gold per 10 while keeping the effect. This will make late game much easier on your wallet allowing you to have elixir effects on permanently. Upgrading earlier will help you save up for that last item when you only have one slot and need to buy an item outright or only have one component and still need a lot for a high upgrade cost. The AP on it is medicore and nothing to particularly care about. The same applies to the mana regen aura. That is only worth it on ARAM. The active is what makes this so damn good. You use it on yourself as you initiate for a free slowing aura in the first couple of seconds of a teamfight. THEN you can follow up with Randuin's for an even longer aoe slow. I'd get this if taking more of a support tank role.
The regen stats are not what I buy this item for. The health is pretty nice, if I say so myself. It's another CDR alternative to the items I mainly buy for CDR. But it has that active. It could be the difference between catching someone, escaping someone, getting to an objective in time to protect/secure it. The possibilities are endless. It doesn't always fit in my build, nor does it seem to fit in the aggressive and fight-orientated TT meta.
This item got buffed so much. It provides some good health, decent CDR and now very good MR. Sure, it's more expensive, but that's fine. This item is a very good alternative to if you want health, MR and CDR as BV doesn't give you that CDR. A lot of the items you will buy as Singed will have some form of health and/or mana regen. This item's passive (the reason most people buy it) will increase that. Hence, it works well with Singed because of . Before anyone asks, yes, it works with mana regen. Sounds insignificant. It is, especially on this map. But in 5v5, it makes a big difference to mana regen. (I decided to test if this worked on mana regen a few months back. I did a test with Anivia. This item was the deciding factor on if I could keep rank 3 ult up for infinite time. I could.) This item will help a lot when you use your anti-poke item combo.
Want armor? Want HP? Want more aoe damage over time? Then this is the item for you! Makes farming a breeze. Stand still and get rich. Maybe. If you don't get ganked. 40 damage per sec doesn't sound like much, but the longer the fight, the more this will do. It really racks up eventually. Never a bad choice if you want a bit of defense against physical attackers while upping your damage output.
I never really buy this on Singed. You get next to no health back from the spell vamp effect, AP is nice, but at the same time, you get so much more use from , which gives you the same AP, but more health AND a slow. Just in case you didn't know, when applied to aoe skills, spell vamp only used 33% of the listed amount. 10% of 20% is 2%. 30% of 20% is therefore, 6%. The last 3% will end up as a total of 6.6% spell vamp. Worth it? Not really. I might get this if other AP's are on my team and could benefit. Maybe. Also, passive does not apply spell vamp, so that sucks.
This is like , with a passive added in to boot. It has the exact same stats as Zhonia's, bar the 25% AP passive. Even the active is exactly the same. As a very situational item, the only time you should get this is when you need AP and a small amount of armor. If you need about a worth of armor while still getting more damage, then this is when you buy this item. Also get this if you are the only person on your team dealing magic damage. You will, in this case, want more damage than tankiness to be a threat in fights, and thus, win fights. I would still balance tankiness and damage, but in those cases, this item is a must. You probably won't get much from the passive, probably a total of 300 AP at the absolute most. But that's still 270 bonus damage at the end of a single puff of death gas, ignoring base damage. Not half bad. The active however, is useless. It can save you from at best. You will never want it in a fight, however. As the tank, you want to soak up damage, not avoid it.
Why is the Core Item
By "core item" I mean it in two different senses. The first is that there are core items for a champion. Boots and for Singed, for example. But when I say Ruby Crystal is a core item, I mean it differently in that it is THE core item in your build. The item that will be included in your build the most. is the item that most of the items I and therefore you will build comes from as a basic component. Still unsure? Here's a list of all the items you will/may use that build in some from from :
That's why I take at level 1. You have early tankiness for fights and it will be used, no matter what. As a final note, take a look at that list above. Notice that is is only the completed items I have included. You still have to count the middle items such as if you want every item you will use that come from , and not just the final items. That's a lot of ...
Generally, you will want to take . But not always. Think of Mercs as your default boots. There are set criteria to take the other two boots. If those are not met, default to Mercs. The exception to this rule is if you are scared of CC. Then get Mercs without a doubt. Tenacity is the best stat for Singed. When you're taking a lot of physical damage, then are the way to go. Also get those if you are against autoattack reliant champions. The damage reduction will win you trades early on in lane and will save you when running away or in teamfights. Then there's the interesting boots: . They used to be only movement speed, but with the recent movespeed overhaul, they have become a very interesting and once again, viable option. If you want pure movement speed, these are your boots. If you are not scared of CC AND you are not scared of either damage type, then go for these. The extra movespeed will be a great asset. Finally, take these if you are worried slows. Generally, slows are the bane of . Stuns, snares etc aren't that bad. But any continually applied slow will totally screw you over. That is why you need to be particularly worried about anyone building , especially those that can easily stick to you with other CC and constantly refresh the duration of the slow. There is one champion in the game that I build these without question. I believe that this champion is, with no rivals, THE top counter to Singed. That champion is . You can stop laughing. I'm serious. Her is like Mallet, only it is free and a bit weaker. Her will displace you a little and apply her passive. Her deals double damage to slowed targets. You are permaslowed, remember? Sejuani E, her will not only refresh the duration of her slow, but also double it. This skill also has a huge range. You will never, ever get away from her. Finally, her will not only stun you, but apply her passive. Your only chance of survival against this slowing machine is combined with the slow reduction mastery. is similar. She isn't quite as scary, however. You can at least screw her damage over early and force her behind so she isn't as much of a threat. You can also beat her in trades. Get some damage and you can kill Ashe. Tabi can also dealth with Ashe's damage. Sejuani, on the other hand is a tank. She will out damage you, prevent your escape and still be as tanky, if not more tanky than you.
I'm so happy to see these implemented into the game. These boot upgrades are a fantastic addition. It's really nice to pay a little extra to get some fantastic added effects to your boots. Like the rest of my items, here is what to do with each of these and when to build them:
These sound like the best boot upgrade for . You would be half right. This is the best boot upgrade for Singed on this map. The final one on the list is not available on TT. It's better and my favorite overall. As that can't be taken, Alacrity becomes the best. You will be taking this most of the time. Particularly take this with . Mercs/Tabi with this enchant and my rune/mastery setup puts you at 422 movement speed. That's a flat 3 less than you would have before the movement overhaul. Basically, there's no difference at all.
I've never liked this one. I can see the idea behind it. I would only ever buy this in a pushing comp. I don't have much to say about these really. It's good for after you have initiated a fight as your team will be running towards you. It's also good for turret sieges, letting you cover more of the map with your minions in a shorter space of time. If in a push comp, buy and this enchantment for easy tower demolition. Otherwise, leave this alone. Apart from in ARAM. Then that combination becomes godly. Especially with on your team.
I'm torn with these. Shorter cooldown on is nice and all, but I, personally, don't need it. I have learned when and when not to use it. I can survive with it on the cooldown is has. I don't really need these to have it up more often. If you choose a different mastery page with the summoner spell cooldown reduction AND you take Ghost, then get these. Otherwise, no.
I really like these in general. Don't get them on , however. is aoe, so you won't get the proc. It will only work with your autoattacks and with Fling. But in the case of the latter, it doesn't matter because you just threw that person behind you anyway. You have no reason to need the buff. Be careful of people using these on the enemy team. Some champions have really low cooldown skills that only hit a single target. You will struggle to kite or bait them.
TIP: Get these on and ! But only if you don't get . Likewise, be terrified of Ashe or Draven that get this upgrade while not building Runaan's. You will never, ever be able to kite them. Especially Ashe.
Sadly, this is disallowed on the Twisted Treeline. I can understand why, however. You will be able to cover half of the map by the time the speed boost wears off. It would be stupidly OP. The insta-heal would also make it impossible for anyone to ever kill your nexus unless you die. This is the best boot enchantment overall for anyone by far, really. There's no downside. If playing 5v5, I would get these. Just as a heads up.
The Anti-Poke Combo
I've talked about this already in little paragraphs, but not in one, coherent block of words. So, here it is. Basically, the health regen auras from stack. Sustain, and therefore, health regen is the best counter to poke. A poke comp will want to start poke wars. By having a lot of health regen on your team, you can make a lot of their poke useless, effectively wasting their mana. Poke wars are best ended quicky. The extra minion damage, Promote active and tankiness provided by these items make initiating fights under towers very easy. As all three provide armor, you will be decently well defended from physical damage. This means you will only need MR to become fairly tanky. is your best bet in this case. It will give you 15% CDR, bringing you to 25%, it will also give you some HP, a lot of MR and will increase your health regen even further. If you built , you will be at max CDR. If not, then will do that. When you get this item combo, take the Captain enchant on your boots to make sieging towers that much easier. I almost never get just one of those items alone. If I get one, I get them all. I do, however, usually get this item combo if ever stuck with Singed in ARAM.
Resulting Stats from this Combo:
- 20 hp/5 aura on allies. (+10 more for you)
- Armor + Magic Resist for your allies (+ more for you)
- Increased minion damage
- Increased minion movespeed
- Increased allied champion movespeed if moving towards you
Teamwork is a Good ThingThis is a pretty common thing for most guides. I'm gonna talk about which champions are good in combination with yours and why. Now, before I start that, there's something I want to make clear. Wards are banned. Therefore, champions with something in their kit that gives vision, particularly traps are going to be the most sought after and valued. Keep that in mind when playing TT, as you can expect something like that on at least one, if not both teams. Also, I'm not going to list champions that are generally strong on this map if they don't have any particular synergy with Singed. An example is Morgana. She is really good here, but doesn't particularly do anything that works amazingly well with Singed in particular. Hence, she doesn't get a mention below. Anyway, to work:
Her has reduced cooldown upon hitting a target that is poisoned. does actually count towards this. Poison their entire team and it results in your allied Cassio being able to spam her E with 100% certainty if she also uses her other skills. Also, potentially game changing ult. Even more epic combo if both of you have . 2/3 of what is for me, the ultimate TT wombo combo.
to allied Garen, who then shouts "DEMACIAAAAAAAAAA" really loud and spins around in a circle. Free kills are nice. Especially if the enemy team get mad about infinite damage. Spin to win? Not any more! Fling to win!
If, as a result of your initiation, your allied Katarina manages to get into a position where she can get her full burst off on the whole enemy team, only good things will follow. Good Katarina players know when to and when not to go in. As the team tank you should too. Let her decide on the right moment and allow her to let rip with . You won't regret it.
If you are playing a tank, Lulu is quite possibly the best support to have on your team. She can shield you, increase your movespeed, increase your AP, slow the enemy, make you shoot shiny spears of awesome DEATH and also make you look big, scary and more trollish while making you even tankier. All at the same time. Plus, she can turn even the super serious killing machine into a harmless, adorable squirrel. Who doesn't want that?
Her gives vision, so does her ult. Her burst damage is fairly decent. But there's another reason I put Lux here. No, not the spammable shield. It'll be awesome and is probably the thing you want her to do most in a fight, other than the main thing. She's really good at bowling. Start a teamfight, get them, and Lux into a good posotion and all that's left is to line 'em up and knock 'em down!
Short cooldowns. Incredibly tanky thanks to passive. But what you really want is that ult. Mordekaiser works wonderfully on this map. As I mentioned before, with smaller team sizes, each person means more. His does nothing but amplify this. 2v4 is practically a free win. It's even easier to pull this off with and some sort of execute. A balanced team between tankiness, AP and AD damage involving an execute could be for example. That should make it fairly easy to turn a 3v3 into a 2v4 and what is late game, essentially a certain win.
With Ryze on your team, you need to, more than anything, be annoying. Make absolutely sure that for at least 10 seconds, the enemy team are focusing you. Let him and spam skills as much as he can and you will have one heck of an easy teamfight.
Shaco is only good in the laning phase on this map, in my opinion. Therefore, I have barely anything to say about him other than . Baiting to these will be incredibly strong and you can lead people into certain death late-game as the fear will lock them up enough for you to Fling them out of position, letting Shaco or anyone else on your team take them down, putting your team at a huge advantage. A roaming Shaco early will allow you to snowball a lane easily. Either your team gets tons of kills, or the enemy just ends up paranoid and you get to farm in absolute safety.
No matter what, on this map, Teemo is your friend if on your team. However, when on your team, AP Teemo is your best friend. When on the enemy team, the opposite applies. If on both teams, it's down to the skill of the Teemo. Either way, he is quite possibly the strongest champion for this map. He makes the last third of my ultimate wombo combo team. Teemo can build however he wants, Cassio goes like usual and Singed builds however he must. Strongest team I've ever had here since the map rework, honest.
Zyra is really strong all round. She can provide vision with , her damage is good throughout the whole game and her teamfight presence is incredibly strong. Let her do her thing in fights and you won't regret it. Keep the enemy team off her so she can put out as much damage as possible and things can only go well.
Early GameNow, let's get down to business. From my experience, Singed doesn't have the best of early games. But we'll do everything in order first. Here's a quick step-by-step guide on the basic phases of early game on the TT:
- Everyone goes to the brushes either side of the speed shrine. You can expect a level 1 fight here over control of the altars. If nothing happens by 1:20, start going to lane, telling your team disengage and go to lane too. Minions spawn then, and it's not worth standing around doing nothing when you could farm and get an exp and gold advantage over your lane opponent(s).
- If/when someone comes to facecheck that brush, into your team and bludgeon them to death with your awesome spiky shield. Some champions might be a bit slippery, such as if got his first. Pretty much everyone takes Flash, so be prepared for that. The best positioning for Flinging someone in your team is to be on the near end of the brush. IE, the end closest to the speed shrine. They will reach you first, so due to the decent range on E, you can grab them before they are actually aware anyone is even inside.
- After first blood either works or fails, BACK OFF. You don't want two of your team to die for the sake of a single kill, it's not worth it. Once you've done your damage, just back out, play it safe and go to lane. If you are 100% certain that you can get a second or even a third kill without losing anyone on your team, go for it. Otherwise, don't bother. In normals with random people, teamwork is sometimes hard to come by. When you back out, tell your team to do so as well. There's a good chance they will stay in and die, then blame you. The reason is that not many people know when to back out of a fight. You, however, do. Staying in to save a low-health ally with is a good idea, though, provided you won't die in the process. What I'm telling you to do sounds bad because you're practically ignoring your team and leaving them if they do decide to stay in. Worry not! For if you get first blood, it is best to take that advantage as it is and abuse it, rather than lose that advantage and let the enemy team now abuse theirs. Moral of this paragraph is to tell your team to back out with you. If they rage at you, claiming we could have gotten someone else, just ignore them. Because if you backed out, it means that you can't get that kill in 100% safety. You would have done the right thing.
- If even one person is AFK/disconnected, DO NOT do any of the above and just go to lanes. With team size being smaller on this map, each person is worth more on a team. There is a bigger gap in 2v3 than 5v4. Each person has a larger impact on the game on this map, and you are certain to lose any lvl 1 fight if down one person.
Singed at Top
I'll say it bluntly. Singed needs top lane here. He really does. The early game will make or break your overall performance. You are going to need as many last hits as possible. Naturally, getting kills will really help out too. In a duo lane, you are going to end up with less CS and due to Singed being what he is, you won't get many kills if any down bot. Hence, take that solo top. You won't regret it.
Singed doesn't have a great early game. Your at early ranks doesn't really do enough damage to make it worth the mana cost. Your auto attacks will deal more damage. costs far too much mana to be able to spam it. From levels 1 - 6, focus entirely on getting last hits. You need that farm. Go get it. At level 2, start using Q on minion waves. Wait until they break into their two groups of 3. A short puff on either (not both) groups will help you last hit a bit easier and will also push the lane back to the middle. Unless against someone like for whatever reason, your lane will be pushed back to your turret before level 6. Trust me, there's absolutely no need to worry about that. At this point, just farm it up. Avoid harassing your lane opponent. It isn't worth the mana and you can expect to be out-damaged. If you get harassed a little, just Fling them into your minion wave. They will have drawn minion aggro and at this point, they will be taking heavy damage from them. HOWEVER, avoid doing this if the enemy also has lots of minions, or if you have very few. Your best bet is to try to keep a distance. Just wait it out until you hit level 6. If you can, go back and buy a few . It shouldn't matter if they get a few hits on your turret. It shouldn't fall at this stage in the game.
As a side note, if at any time you can Fling your foe into your turret while they have no minions there to take hits for them, then you should do so. It's free harass they where they can't fight back against or they keep turret aggro. If you have it, use in the direction they are most likely to take to escape, keeping them taking tower hits for longer.
Once you get level 6, play aggressively. Well, sort of. Act as you have before. Poison minion waves, get last hits. However, one thing has changed. So long as you have at least 75% of your health, you can harass back with a huge amount of damage. Make them feel pain for being stupid enough to damage you. Here's a step-by-step procedure on what to do with that ult of yours:
- Straight away, your enemy. The direction doesn't matter. Preferably into your minion wave, but away from any exit to the lane.
- Use your and turn on . I choose to turn it on after rather than before because you are likely not to have too much mana at your disposal.
- Auto-attack your enemy. Move either side of them every second or two to make sure poison is constantly applied. If you have any , using them now will help. The fight may end here. If your enemy is stupid enough to not run away on low health, enjoy your free kill.
- If they DO decide to run, this is where you need to make a choice. Do you have at least 300 mana left? If yes, you give chase. Use IN FRONT of them. Many players make the mistake of using it directly on their target. This is not good. Use it in front so they feel the full effect of your slow. If you can catch up to them, Fling them back and repeat the previous step. Can't catch up or not in range for W? This is where and come in handy. Use Ghost first if it is enough. E them back and you're good. If that isn't enough to kill them, use Cleanse (If there is any CC to worry about) and begin to run IN FRONT of your foe. Doing this with active will force them to run through it, adding some more damage. Why Cleanse? Any hard CC, if any, should be off of cooldown by now. If you are turret diving, they will try to lock you under it. Cleanse will either reduce or remove it, depending on when you use it. Possibly enabling that kill they just tried to deny you. They should die here. If not, it would be best to leave and go back to base. You will be low on health and mana. Go heal up and come back to lane. If they are really low, you can try to dive the turret to kill them, but I wouldn't unless I had ample health remaining.
Early game tip: Buy boots to counter your lane enemy.
Lane MatchupsSo here's how I'm going to do my lane matchups. I will go through every champion in the game. I will do in in sections. Different champions come under different sections, some such as under multiple sections. I will cover each section in a broader sense as each champion in a given section can often be dealt with in a very similar manner. Champions in multiple sections are to be dealt with in the way described in each section. can be autoattack reliant if build AD or on-hit. Yet he can be bursty if built AP and will be in-between if built hybrid. Once you know how he is building, deal with him accordingly. The same applies to any other champions in multiple sections.
Some champions either have a very specific way to lane against them, or don't belong in any particular section. They get their own sections. If you ever have real problems with a champion within a section, leave me a comment. I'll add their own mini-section to their main section. For example, leave me a comment asking "Hey, how do I lane against ?" And I'll go back to the relevant section and add a small Darius paragraph.
Doing it this way allows me to cover all champions and also deal with specific champions and requests at the same time, while not writing a section on each champion, where I would just repeat myself a stupid number of times.
Auto Attack Reliant Champions
These are the easiest to counter by far. Early on, they will hurt quite a bit. Expect to farm at your turret. Just hang on until you reach level 6. Rush and you should be okay. has become a godlike item for this kind of lane. If you know you will be against an autoattack reliant champion in lane, get this at level 1 instead of and enjoy your free lane win. This and Tabi should be enough to win you the lane. Sell your shield mid game or late game as the stats aren't worth the item slot once teamfights start.
The ranged champions get wrecked by you in fights as soon as you use . The melee ones will put up a much stronger fight. In lane, expect more harass from ranged champions but less ability to win fights, and the opposite of melee champions as they are more tanky and there's a good chance they are a bruiser. Bruisers in general have better early games than AD carries.
Follow this protocol if against these champions:
These are a bit harder to deal with. Specifically, you will have to itemise against whoever it is you're against. I'll give you a basic idea of what to do though. They are likely to be ranged. Deal with last hitting as you would an AD carry. Rush as the MR from both will really come in handy. You can expect to see magic damage, hence the MR. Some are hybrid AP/AD. Try to get a balance of both defenses. As with AD carries, they are going to be squishy, so taking them out quickly will be the best thing you can do. For AD casters such as , take if you are worried about CC, otherwise, get some armor instead of MR. For the physical champions, is a strong alternative to Chalice/Mercs. Take Tabi if you feel the need or there's no CC to worry about.
is an AD caster that will cause you some trouble early on. He's not unique enough to get his own special mega paragraph, but he's one to know more about within this category. He will harass with and and his autoattacks. Zed players either build glass cannon or bruiser. If he goes glass cannon, you focus him in teamfights, if tanky, only take him down first if he's out of position or still does the most damage. His makes him slippery at all times. In lane, stay behind minions and you will take the decreased damage from his ranged poke. He might dump a shadow on top of you then use his E to slow you down. The trick to beating him in lane is to be aggressive. Try and survive until level 4 or 6 of you're really worried. While not losing out on cs, you should run at him with on which may force either his shadow clone or even . him at every chance you get and do as much damage to him as possible and force him out of lane. You are naturally more tanky than he is, abuse that by getting an early and you should win every trade. Be careful of what is an effective execute in the form of .
Champions that warrant this style are:
- The thing with in this case is that it provides a good amount of MR for early in the game and if you are still laning, then the mana regen will be really helpful. Unless I am building that game, I sell it once teamfights become the most common part of the game. However, if you happen to be really rich from getting fed for some reason or other, I skip this all together and abuse my lead. Instead, I build . If this scenario does occur, enjoy your free lane win. Be sure to thank the enemy top in all chat for the free lane win.
This is a kind of slow lane if you ask me. They can't kill you, you can't kill them. This is gonna be a farm lane no matter what. Either side is going to need ganks in order to get kills. Harassing eachother is pointless. You'll both just get it back eventually. Being tanks, they won't do a spectacular amount of damage, so it isn't best to buy items to counter them. Instead, think about the whole team and itemise for late game. You should do this anyway at some point, but do it right from the start in a lane like this. Some champions in here aren't tanks but have great sustain. I've included them in this bracket as they'll just regen back up no problem. Such champions for this build path are:
Sejuani is so damn terrifying... As I talked about earlier, she is the perfect counter to Singed as her kit is all about CC and slows in particular. She has much more damage than you, especially early. Her base damages are really high and she will do a ton of damage with her W if she stacks health, which is likely. This is even more true in that it deals double damage to slowed targets. Trust me, you WILL be slowed to death by this champion. She deals mainly magical damage. To beat Sejuani, you will NEED for for the slow reduction. Get as well. Abyssal might also help. Your best bet in engages is to stay as far away from her as possible with Q on. She will be scared to initiate on you because she will have to take your death gas to the face. When you do actually fight, try to kite her as much as you can so she chases you, letting you deal free damage to her while she is out of range for any of her damage. She will only need 1 kill to snowball the lane. A good Sejuani won't need any. You will need at least 3 to do so, and even then, it won't be easy at all. In teamfights, keep her off your squishies at all costs. If she locks one of them down to be focussed, you are totally screwed. Fling her off if you have to. Never, EVER E her into your team. You will be throwing the game right there. (Get it, THROW!?) Her squishies will probably be well-protected by her and they will therefore, be putting out a lot of damage. Deal with one, and only one of those first. THEN switch to Sejunani. The reason for this is that one damage dealer out of 2 will not be enough to win her team the fight. This will let your team bring her down, making the remaining squishy easy pickings. If you went for the second squishy before her, then that would mean she would be able to peel, letting that squishy do more damage. It sounds odd, letting them live so that they do less damage, but it's true. The fight will go on for longer if you let her peel. Longer fight = more damage. If she stacks health, which is likely, then building will help as it deals % damage. Having anyone else on your team that deals % damage will help too.
Use this protocal against the following champions:
He isn't tanky enough to go in there. He isn't auto attack reliant. He isn't too bursty so he doesn't belong in there. You're gonna have a seriously hard lane. You can't last hit safely at all. You can't damage him because of his shield. You can't last hit because of his E + Q combo. You can't initiate on him or escape after doing so because of his R. Your best bet is to hug your tower as much as possible. Don't play aggressively at all. Honestly, it's best to switch lanes. You will probably get more farm/kills at bot lane if Urgot is top. As for items, build as tanky as possible.
If really forced to top against him, then let him push the lane, farm with at your turret and push the lane back as fast as possible. Once the minions are out of tower range, without being seen, go farm your jungle or gank bot.
HOWEVER: If you happen to get super-super fed at level one, which is possible, but rare, this is actually a really easy lane. When equally fed, has a massive advantage, but if you have boots, and at level 1 or two, you have such a lead you can abuse him, laughing all the while. He'll be so far behind that he won't have an advantage to abuse. If you do have the extra mana from , in this case, you can and auto harrass him as much as you want. You'll be leveling quickly and often at this stage in the game anyway, so you'll have the sustain from the item passive to conserve mana and still use it up a lot.
This lane is awkward. You should avoid as the first to strike would probably have the advantage. If one of you pushes harder than the other, that's fine. If they push you to your turret, you can them into it. It'll hurt them more if they have active because flinging them will cause you to take damage from it, drawing turret aggro to them. Build a bit of MR. If one of you goes full AP then that should provide a clear winner between the two of you in that it will snowball. If the AP wins a fight first, they will win from then on and vice versa. If they get fed down bot lane while you do not, then it will also snowball.
Since the release of , I've seen a lot of her. She's like Urgot. A pain in the ass. Her Q deals a crap ton of damage, so you'll be rushing MR in the form of at the very least. Her Q ---> R combo sucks because she can use it to jump right over your . Twice. To deal with this, save until she either uses Q or R. Preferably her R. She could just be using her Q for long range harass, so you don't want to waste mana on it. Especially early game. When she's on top if you, then use your adhesive and run. She's forced to accept the slow. You can't win in a 1v1 trade, so your best bet is to disengage. Her shield blocks a lot of your damage AND she can refresh it. AND she can spam it. Due to her passive, her autoattacks hurt a lot too. When you do try to disengage, you're gonna be met with her E, similar to a Darius pull. At early ranks, it shouldn't be too significant. But if you have to. You will want to make it out alive. Oh, and run LEFT to avoid her Q. It always arks to the right. I still find it isn't always easy to do at times. This map is actually a little darker. It's harder to see the projectile, especially if she's using her Dark Valkyrie skin.
is also fairly hard to deal with at times. He's also fairly easy to deal with. It's mainly down to you and the other player in terms of skill. Who can outplay who. Sorta like a double lane, but not as skill reliant. Much like and , Rengar is very strong on this map. His passive will be used very, very often. He can and will leap to you every chance he gets. Your best bet is to surprise him. him as soon as possible, either back in the general direction he came from or elsewhere, while you make a hasty retreat in a different direction, MAKING SURE TO STAY AWAY FROM BRUSH. I put that in all caps for a reason. Disengaging is pointless if you let him jump at you again. It can be hard to avoid brush in TT top lane, but it is possible. Early game, his damage output is astronomical. Late game, it falls off unless he got fed, in which case he snowballs almost as hard as . He will most likely use his empowered ability on Q. Why? What is Rengar? A hunter. Rengar players are likely to play him because they want lots of kills and enjoy hunting and killing people. Therefore, they like lots of damage. Knowing this, you can 1v1 expecting a lot of damage in a short time. Rengar suffers from long fights. He relies on killing you quickly. Get and and you should be reasonably fine. His W does deal magic damage, but I doubt he'll build AP just for that. Kite him when you can to prolong the fight, then you can fight him on your own terms. During a gank, he may choose to use empowered Bola to root you. Depending on how likely you are to die if you don't use it, you may need to it if you can. No worries. Deny him kills and you'll be k, no oranges required. You are Singed after all, denying kills on yourself should be your #1 speciality if it isn't disruption and mindgames. Keep in mind that if he builds damage, which you can expect, Rengar is fairly squishy. His AR and MR mini steroid isn't all that much. I never really saw a difference in my damage before and after it. Perhaps it was because I had a and he wasn't building MR, I dunno. (This happened on old TT) They rarely do build tanky unless they're smart. Also remember this. Rengar players are kill hungry, most likely. Because of this, they will be like Darius players ---> Easily kited. You can expect them to turret dive you. A well timed and a well placed can be enough to secure an unlikely kill when the odds appear to be against you.
Unlike the others, this will be fairly short. is like . He has some form of leap, his Q deals increased damage upon the meeting of a certain criteria, his W heals him, also upon the meeting of a certain criteria, and his ult lets him stealth. Your #1 priority is to stay close to allied minions or your turret. A smart Kha player will chose to engage on you when you have no minions or a turret to hide behind. Kha's main weakness is that his leap has a long cooldown unless he evolves it. However, he will likely evolve it second or third. Most of them will evolve Q first at level 6. That's even MORE damage. Deal with him like most melee autoattack champions and you'll be okay. He, like Rengar, relies on quick encounters. Not so much as Rengar, but you will out-damage him with active if you don't take the increased damage from . He's snowbally in both directions. Edge out an advantage with one kill in lane and abuse it. Deny him kills as much as possible. If he escapes with , just consider it a victory and edge out a farm advantage, making sure to warn your team he's gone missing, but has no ult.
When against Elise, there is one particular phrase that sums this lane up perfectly: "Hang on until 6." She has the advantage pre-6, dealing % damage, has more range and hits harder with autoattacks. Your main goal pre-6 is to just farm safely and not die. If she gets a lead before you get , then she will abuse it, and your only way to win the lane will be gone. If you succeed in denying her feed until you reach the almighty level 6, then you can win the lane. From that point, play more aggressively, and you should also win 1v1 fights as she's fairly squishy unless built tanky. You benefit from lengthy fights, she benefits more the shorter a fight is. Use that to your advantage and get some free kills. Keep in mind that when fighting in certain areas or when minions in the lane are spread out, she can be quite slippery and will be able to escape fairly easily, creating a gap that's just too large to close normally.
Vi used to be really, really scary. Now she's just really scary. The main thing that makes her scary is her . That % damage really hurts. You will be wanting to buy tabi at the very least. I do suggest more armor, however. Ranuin's is nice. Frozen heart and Sunfire are great choices too. To beat her in lane, you have to beat her early. You also have to beat her quickly. She does much better in extended trades than you do because of her % damage and armor shred. Try not to ler her get those three hits on you to proc it. Fling to minions with poison on, then back out. Don't let her get her shield up (which is easier said than done) or she will just win trades by not taking damage. Her shield has a really long cooldown early, abuse that by being aggressive on her early. Come late-game, she can wreck you. Be prepared to be squishy, regardless of how tanky you built.
Tresh is late-game based. This is clear because of the mechanic with the souls. What's also clear about that mechanic is that he has a really bad early game. If Thresh builds damage (which is likely if he's in a 1v1 lane), then in the late game he will really hurt you and you will never be able to trade with him. You can however, weaken that late-game by beating him hard early. In the low levels, his damage is pitiful and as he has no scaling armor + MR, poison will do a lot of damage. Play really, really aggressive to stop him farming souls. The less souls he gets, the better your early game will be and the worse his late game will be. The best way to deal with Thresh over the course of the whole game is to end it early. If he's strong late, don't let him get to that point. Instead, try to finish the game as early as possible. Push his tower down, kill him as much in lane as you can, gank bot lane and snowball it. Get so they can't turtle and draw the game out. His kit itself isn't all that scary. If he hooks you, just accept it. It means you'll be the main target for a couple of seconds, which is what you want. His E can't do much to you, it will either save you are make you tank longer. I will admit his R hurts and the slow is massive. Either Cleanse it or get and you're good. A Banshee's Veil is another option if he doesn't initiate with anything else and opens with his ult.
Mid GameMid game on the Twisted Treeline is a fairly simple thing. Everyone has 2-4 completed items, laning phase is generally over and everyone pretty much stops farming and starts roaming.
Mid game is around the 10 minute mark when it starts. At this point, more roaming happens and there's greater focus on altars, pushing for turrets and Vilemaw. This is around when most teamfights start becoming a regular event in the game.
Personally, I find altars to be fairly useless. Extra gold is nice and all, but it doesn't contribute to enough to make a difference. The AD and AP bonuses are nice, but you won't be using the AD much as Singed and the AP bonus will amount to 30 extra at most. Turrets win games, altars do not. I would much prefer to push than stand still for 10 seconds, only to potentially be jumped on by the whole enemy team and die for nothing. Therefore, if given the choice between altar and turret, always take the turret. If your team are pinging an altar like crazy, just let them take it themselves if they want it so badly. Go get that turret. Try not to get caught out and be careful when initiating fights. Make sure that everyone on your team is there before initiating. Mid game is when leads can be created and abused more easily, or an already existing lead begins to snowball hard.
If you ever do get the chance to kill Vilemaw safely, do so. The buff will allow you to snowball a lead fairly easily.
NOTE: Champions start "mid game" for themselves at different points. For you, that point is 6 - 9. For some champions, it's earlier, for others, it's later. It's during this stage in the game that some champions shine the most, examples being and . Be aware of this and take action accordingly if one person seems particularly strong during this part of the game.
Team FightsYou can expect lots of these late-game. Singed doesn't actually have to do a lot to be useful here. In no particular order, here are the things you need to do:
- anyone into your team. Avoid Flinging anyone particularly tanky or anyone with good counter-initiate. Don't put yourself in a situation where you will flat out die. Also don't let yourself get kited. If you get initiated on, peel with it instead. If it comes up again in the course of a fight, look for either someone escaping or someone on your squishies. If both are happening, let the runner escape and focus more on saving your squishes. The person that ran away is out of the fight either way. It's better to save your squishies and win the teamfight than to chase someone down for a single kill, then end up in a 2v1 situation.
- Run around a lot. The idea is to cover as much of an area as possible with . The more of the enemy team with this on them, the better. If you are having one of those games where it's really, really easy to stick to people because maybe they don't have escapes, or there's an on your team, then will help you do a lot of damage. Running around a lot will just amplify your damage by a crazy amount. Let's do some math using only the base stats: (I'm bad at math, so I'm assuming 0 MR.) 40 damage /sec X3 = 120 damage to the enemy team per second. 10 seconds of that is 1200 damage. Don't forget to factor in all of your + damage. Running around wins fights. It wins games, as you can see.
- Save your . Use it to help an ally catch a fleeing enemy or do so yourself with E. You can also use it to save a fleeing ally if you need to. Like Fling, you should use it for peeling if you need to after it comes up again over the course of a fight. It can also be useful for zone control. Bt throwing it over one area, it forces the enemy to either accept the slow or to go another way which you can then bodyblock or have another ally cut off if they can.
- Stay on the front lines. You are going to be building tanky. Soak up as much damage as possible. If you can, be the first to initiate with . The important thing is to learn when to and when not to back off. Sometimes, staying in a fight for longer and dying will benefit your team more than running away. You dying for an ace is worth it. You running away for your two squishies to die is not. Basically, only run away if you can do so without putting the results of the teamfight in danger.
- Tank turrets. Even if not in a teamfight, the enemy team may be hugging their turret, desperate to persuade you not to attack them and thus, save their turret. In this case, simply initiate. With a fairly complete build such as , you should be able to tank a turret for a fairly long time no problem. Poke wars tend to happen under turrets, the earlier a poke war ends the better if you are the one on the offensive.
Late GameLate game for Singed on the Twisted Treeline is very simple. Both teams are typically in a position where their first two turrets are down. One team is usually winning and pushing a lane to try and take an inhibitor turret. Teamfights are the most common parts of late game on the Twisted Treeline. Most games devolve into poke wars under turrets, someone initiating, a teamfight breaking out and the losing team getting a lane pushed pretty hard. It's at a time like this that being careful is crucial. I'll split this up and cover each different thing that's going to happen during late game.
Poke wars are pretty simple. They involve the champions with ranged skills, mainly. Those with super long range, (, to name a few) are the ones with the most usefulness here. Your best best at a time like this is to use one of the tricks in the next section. (See: The Taunting Troll)
A good initiation is crucial here. Often, these teamfights are the ones that decide the game outcome, so do everything you can to win. Your aniti-poke item wombo combo will be amazing here. Identify whether the enemy team want to poke under a turret, if they do, build that combo ready for this stage in the game.
TIP: Be particularly scared of in poke wars. His ult lets him poke really hard and often. He is strongest late game, too. His is anti tank, therefore, anti-you. To deal with him late game, dodge all his poke and then initiate when he is running low on mana. This is easiest when you are the ones being pushed back. If he is defending his base, then he will go back to heal his mana. Initiate then for the 2v3. He's forced to make a choice between joining the battle on low mana or waiting and joining late, or even after the fight has already been won by your team.
The Spider's Web
Both teams can, and will try to kill Vilemaw at this point. He's easy enough to kill at this point in the game and his buff can be the sole reason your team wins a fight. There are a few ways fights break out around Vilemaw:
- One team is already doing it, the other contests and tries to steal. These are the hardest fights. If Vilemaw is high on health, into him so that someone on the enemy team takes increased damage (your team + Vilemaw). If he is low, either keep the enemy team out of range while your team finish him off or try to kill him. Saving Fling for the last hit may be a good idea. If it is absolutely crucial that your team gets the buff +/ gold, then using before E is a decent idea. It lasts 25 seconds, so you won't be wasting it as you will be going right into a fighr anyway. If your team is on low health, back off, telling your team to do the same. It's better to let the enemy team take it than to let them take it and 3 kills on your team. If the enemy team is killing it, all of the above applies to them, other than Singed specific stuff, obviously. You can fling their main damage dealer away from it in an attempt to steal. If someone on the enemy team has , they will be the main target instead. I can't realistically give steal advice. But be prepared for a teamfight very soon.
- Both teams get there at the same time. In this case, it'll be exactly the same as a poke war. The main thing to worry about is the damage from Vilemaw in a teamfight. The best way to initiate these fights is to let the enemy team initiate. But not quite. The one doing the actual initiation is Vilemaw. Like one of my tricks below, it is a gamble relying on him using his web thingy to pull everyone in as initiation. But if you want to gamble, here goes: Position yourself between the enemy team and Vilemaw. Don't get too close to the enemy team for easy initiation as it won't work. You either need to read "body language" really well, have great prediction skills or have epic reaction times, or any combination of these. If you're a pro at dodging skillshots in poke wars, or a veteran at avoiding 's, then this will be a great trick for you. Hope that the enemy with said initiation skill will use it on you. Get that juke right and it will miss, hitting Vilemaw. The enemy team just aggro'd him. You will also have aggro, however. If he uses his web thingy, then job done. You just caught the enemy team off-guard as you were expecting this more than they were. Pop your and proceed to wreck.
- The enemy team already has Vilemaw buff. Well, you're screwed come teamfight and poke war times. The only remedy for this is not getting caught at all. In teamfights you must be the more organised team, or you will lose unless, for some reason, your team was way, way ahead in the first place. Play as safe as possible, waiting for the buff to wear off before fighting. If you can catch someone out of position and take the buff off of them in absolute safety, do so.
Vilemaw tip: Champions with innate sustain and pretty much anything with sustained damage, spell vamp/lifesteal or epic tankiness can solo. Be very careful of enemy solo attempts at Vilemaw lategame. Examples of champions that you can expect to solo him are: . There are tons more, but these will be your main offenders. Why Cassio? Spellvamp. Lots and lots of spellvamp as a result of tiny cooldowns. If any of these champions are on the enemy team, it would be best to hang around the Vilemaw area, taking care not to be spotted or to have some form of vision there if you can.
Ignore my nerdy history joke in that title. These are times of relative peace. Neither Vilemaw or poke wars are happening. These are periods of nothing but farming. Go farm your jungle, defend your base from creep waves, secure altars. Just whatever you do, NEVER GET CAUGHT OUT ALONE! It is best to do everything as a group of 3 if you can. If you want to farm the jungle, have one of you at each camp. If someone has , use it/them in the scariest places to protect yourselves.
are your friends. Using these, particularly the blue one for , may be worth more in a teamfight than sitting on 500 gold waiting for another 360 to get that Blasting Wand. I'm sure people would complain that the red one is pointless and not viable on Singed. Fair enough, I can see why. However, I would say it's better to have it than to not have it. Especially if you have a full build and can afford both elixirs. Always get Blue Elixir over Red Elixir on Singed, no matter what.
Special Singed TricksThere are a few tricks I found that you can do on the Twisted Treeline. Some are generic tricks anyone can do, some are limited to Singed. I'll start with the universal tricks:
The Taunting Troll - You have pushed right up to an inhibitor turret or possibly even further. You have a clear gold advantage over your enemy. They are hugging their turret, knowing they will die if they initiate on you. There's only one thing to do, DANCE! Just use the "/d" emote where you can clearly be seen. Even spam laugh a little. Then, all of a sudden, (fake) initiate! If executed correctly, you can get them to burn something like for no reason. Wait 10 - 20 seconds, dancing and laughing as before. Then properly initiate. If it's a stalemate where either side is strong enough to initiate a fight, just the dancing and laughing alone could possibly tempt your enemy into starting a fight at a bad time.
Cat & Mouse - This requires the following things: and There are set criteria to using this trick.
- At least 1 lane must be pushed back to the enemy inhibitor turret as a minimum. The further back, the better. Also, the further back both lanes are pushed, the better.
- The enemy team must be busy trying to defend their turrets/inhibs/base for whatever reason.
- Your team must want to push one specific lane.
EXAMPLE SCENARIO: Top lane is pushed as far as the enemy inhibitor turret. Bot lane is also pushed as far. However, top lane tower is on very low health while bot lane is almost full. Your team wants to push top. You have a large cluster of minions building up at top. The enemy team know that top lane is your next target, as such, they have gathered there. This is the perfect time for this trick. Head straight to top lane. Push the minions to the turret if you have to. Make sure your team are hiding in the Fog of War nearby. Pop your choice(s) of spells, turn on and run straight past top lane turret as fast as you can. Make a few circles around their nexus. Exit their base at bot lane, dancing as you leave, laughing too. If the enemy continues to give chase, simply run around in random circles and do as much damage and annoyance as you can. During this time, your team should push the lane they want to. They MUST leave you to 1v3 as your death is simply a 'reward' for falling for your trick. You want to keep the enemy team occupied for as long as possible. Take one for the team and die, giving your allies maximum pushing time. By the time the enemy team have killed you and turned their attention back to their base, it may already be too late... During the initial chase, use if afflicted by a particularly strong CC such as W. You can also use this trick to defend your own base if you have to.
Baiting the Spider
I have different versions of this trick for .
The basic idea is always the same, just how I use each champion's kit to do this trick is different.
Basically, you use this when you are being chased by the enemy team. If Vilemaw is up, run and either catch him in your or auto him. It's a gamble of a trick, as you're relying on him using his drag skill to pull anyone in. As a super tanky Singed, you can survive quite a bit of punishment from him. The enemy team, especially their squishies, may not. The earlier in the game, the better. If you're lucky, Vilemaw will kill the three on the enemy team and you will get a free triple. They may disengage from taking heavy damage and let you escape. The combined damage of Vilemaw and the enemy team may kill you. Your team might get to clean up though. Don't do this on low health because it will just give away a free kill. You may also give the enemy team a free 190 gold and buff.
Pay attention to play #1. Watch the . This was NOT me. The concept is exactly the same, however.
It's a very risky tactic to use. You are best off knowing whether you can survive a good 10 seconds of punishment of the enemy team and Vilemaw combined. It may just completely fail and Vilemaw may not pull anyone in. I have had amazing success with this trick before. Especially when playing as . Just be aware that it can backfire when deciding whether to do this or not.
Speed Shrine Bias
A very simple trick. Whenever appropriate, use your on the speed shrine. It will effectively nullify the speed bonus from the shrine when the enemy team walk over it, while not affecting your team in the slightest. It's just like using it anywhere else, but it still saves and/or kills people.
TIP: Always do this if there is a on the enemy team, as it will lower his AD. Will be particularly useful if a fight breaks out directly on top of the speed shrine.
VideosLOLReplay screwed me over, hard. The 4 replays I had planned to commentate stopped working. For now, I have the Youtube channel ready and have all the software ready. I'll be using the PBE Client recording feature for the time being, and you can expect content up within the week starting 25th March.
Change Log30/07/2012 - With this being my first guide, I screwed up the presentation and some of the coding. Went back and fixed it. The guide should look more pleasant to they eye now.
26/8/2012 - Sorted out a few coding mistakes. Clarified reasoning on Cleanse use. Added more information to lane matchups, including sections on Diana and Rengar. (I keep getting duplicate chapters every time I save. What's happening? D:)
10/10/2012 - Added two images on Secret Agent Sight Ward. Added further explanation. Will also add images on The Search Party and The Taunting Troll after I'm done shopping them.
30/10/2012 - Started to re-write this guide to be accurate for the TT rework. Not done yet. Doing more tomorrow.
1/11/2012 - Finished re-writing the guide to be accurate for the TT rework. Will add a section on Surge for summoners when I'm done experimenting with the increased model size.
4/11/2012 - Added sections on good team allies and on late game. Have not yet done testing on Surge as I've had issues logging into both EUW and PBE servers. Will also add screenshots of Singed tricks when I add the Surge stuff too.
5/11/2012 - Added mid-game section. Added Exhaust as alternative summoner and theory on Surge before testing. Testing will be completed within the next 10 days.
11/11/2012 - Added images on the Taunting Troll, Speed Shrine Bias and Surge theory. Corrected some spelling and grammar mistakes. Updated Blackfire Torch information, added Elise laning information, changed wording to make the guide a little more concise and removed some things relevant to the old TT I missed before. Next edit will improve the teamfights section, will clean the guide up some more and will add images of rune and mastery pages.
13/11/2012 - Added a video for Baiting the Spider. Currently not doing much for this guide, waiting for preseason changes to be added to PBE so I can change masteries and items around to fit the changes. I know Surge will be removed, but I'm gonna keep it there at least until it is removed on all servers. Didn't do the stuff I said I would last big edit. Just wanted to add video before I forgot. (Sucks to be me, write this guide, TT gets reworked, add a section on and test Surge, gets removed in S3... I fail.)
25/11/2012 - Made large changes to item builds. Fixed new mastery page at the top. Images of rune/mastery pages added. Also added a little more info on lane matchups, especially on dealing with Zed. Also fixed lots of stuff over the guide. Fattened a few chapters with new information that's useful thanks to all the new changes.
4/12/2012 - Saw the preseason patch notes and found Ohmwrecker to be removed on TT now. Removed all information on it.
10/12/2012 - Cleaned up the guide. Added stuff in the item builds, especially on the anti poke build. Added laning section on Sejuani. Removed Surge information. Added little bits of information here and there. Fixed spelling/grammar. Preparing to write a section on Vi eventually. She looks scary...