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SINGED
A Mixed World
by The Rain Man
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RUNES>
9 Greater Mark of Insight
9 Greater Seal of Evasion
9 Greater Glyph of Warding
3 Greater Quintessence of Swiftness

MASTERIES>
Offense (0)


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Defense (14)


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Utility (16)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Empowered Bulwark (Passive)
Poison Trail X X X X X
Mega Adhesive X X X X X
Fling X X X X X
Insanity Potion X X X
ITEM BUILD>
Starting items

dorans-shield

Solid starting item, all of the stats you need for laning a 1v2: hp, hp regen, and armor.

sapphire-crystal + health-potion2

Pretty standard because of the fact that it gives you 50 hp and around 2 hp/5 regen with Strength of Spirit. but if you go this route for level 1 fights you will be very squishy so keep that in mind.

cloth-armor + health-potion5

Used to be really solid, except HoG no longer uses cloth armor, so you are basically wasting 300g which could be better spent towards an early catalyst.

boots-of-speed + health-potion3

Sacrifice early game tankiness for extreme mobility. Use this is if you expect to be roaming to their blue (IE your roam is planning on warding it), or you plan on doing some extreme level 1-2 ganking. For laning, however, I would not recommend this route because you will be too squishy.

First shop

By the time you have healed you need your catalyst-the-protector.

If you are not at catalyst you are behind, so keep that in mind. If you can also buy boots, then you are ahead.

I have catalyst, so now what?

At this point you are building to counter the enemy team. This is the tricky part as you are going to want to pay attention to who is getting the most CS, who is getting fed off of stupid laning decisions by your allies, and your lane as well.

If your team is doing well and you are doing well then I would recommend rod-of-ages.

Because of your strong base regeneration with Strength of Spirit and your ult, you shouldn't need the catalyst procs anymore. Also, if you do get RoA keep extra HP pots in your inventory.

Next I would upgrade boots depending on what their team comp consists of. Alot of stuns/slows?

mercurys-treads Mercury's Treads

A must. Singed relies on being able to move freely to fling and slow.

Little-no stuns, slows?

ninja-tabi Ninja Tabi

Very effective against a strong AD team with low CC, as it gives you a constant 10% movement buff when you are always dodging minions combined with nimbleness talent, and allows you to fully negate damage.

boots-of-swiftness Boots of Swiftness (NO)

Should never be used because it offers no cc reduction, and no damage mitigation. I would always, always take tabi over swiftness in any scenario.

[SCENARIO: YOUR TEAM IS FAILING HARDER THAN USUAL]

If your team is not doing well, I would start itemizing towards stats you need to survive. Chain mail or negatron is a safe bet depending what kind of damage the enemy is putting out, and upgrading either chain mail to sunfire or negatron to Force of Nature would be the way to go. You also have your catalyst that you can upgrade to banshees at any time.

The reason I would not turn catalyst into RoA in a situation like this is because the enemy team is strong in this scenario. That means that the AP from RoA is being wasted because you cannot survive long enough anyways, as sunfire or banshees would give you extra survivability allowing you to get more flings, goos, and Q damage in.

Essentially you want your build to depend on what kind of damage the enemy is doing:

HEAVY MAGICAL DAMAGE

mercurys-treads - rod-of-ages - force-of-nature - banshees-veil - spirit-visage - sunfire-cape

mercurys-treads Mercury's Treads

CC reduction and MR, a must versus magical teams.

rod-of-ages Rod of Ages

Gives solid damage, health, and alot of regen. Synergizes nicely with Spirit Visage also.

force-of-nature Force of Nature

Gives movement speed, health regen, and MR, and also synergizes with spirit visage and basically any health items you have acquired.

banshees-veil Banshees Veil

Health, mana, health regen through strength of spirit, magic resist, and blocks a spell. Not much more to say about this item.

spirit-visage Spirit Visage

Great versus caster teams as it synergizes with your other items and your ult, and offers some extra MR at a low cost.

sunfire-cape Sunfire Cape

Aoe damage is great, as well as some extra armor because obviously not all 5 of the enemy team will be magical. Can change this out for warmogs, but I dont think a game will last this long anyways usually.

HEAVY PHYSICAL DAMAGE

mercurys-treads OR ninja-tabi - rod-of-ages - sunfire-cape - randuins-omen - banshees-veil - frozen-heart

heart-of-gold Heart of Gold

Rush heart of gold if you are planning on getting Randuins late game. Though its nerfed, the extra gp/5 and HP shouldnt be understimated.

mercurys-treads Mercury's Treads

CC reduction for teams that even though they are heavily physical based, they still have alot of CC. If they don't have alot of CC, turn boots into Ninja Tabi (See below).

ninja-tabi Ninja Tabi

If you can dodge their CC and you want to basically just not get hit by their physical at all because you will be dodging hard and you will have a bunch of armor as well.

rod-of-ages Rod of Ages

Gives solid damage, health, and alot of regen.

sunfire-cape Sunfire Cape

Gives armor, HP, and aoe damage. Destroys melee. Basically if you are farming hard enough to afford RoA and sunfire you should be pretty god mode at this point. With bonuses to poison tick from RoA and constant aoe damage going out from sunfire, the only thing that can stop you is CC and hard magical damage.

At this point you are going to build randuins if you are just not tanking hard enough, or banshees for some MR. But against a heavy physical team you should be destroying anyways, and the game should be over before you can even finish your build. For the sake of it, however, ill finish the build.

banshees-veil Banshees Veil

Offers a little extra MR even if the team is really light on magic. Also, the shield makes the other team not want to focus you, which can be a good or bad thing. Personally I don't like having banshees on because I want to make the other team attack me in a teamfight. I would probably opt for a Force of Nature over banshee's but banshees does offer a ton of health as well so idk.

frozen-heart Frozen Heart

Slows enemy attack speed, adds armor, and some health. The CDR is negligable, and is a completely wasted stat imo. But alot of people like this item so ill just include it for the sake of it. Personally I would much rather have a randuins over frozen heart if the other team is strong on physical, but thats just me.



Introduction
Singed is a hero that relies on heavy farm to dominate middle and late game with his absurd tankiness. Singed's ability to farm in a lane and past a lane but also escape ganks is what makes him unique. The tougher your opponents the harder it is to get away with free farming, but you can still achieve and insane amount of farm and lane pressure with the right combination of items and map control.



Masteries
14/16 build gives you some defensive talents such as Nimbleness, Strength of Spirit, and a few points into Veteran's Scars for some extra hp, while giving you a bunch of useful talents in utility such as increased XP, increased mana which increases your HP in turn as well, flash cooldown reduction, and 3% movement speed. Combined with quints, this already starts you at 7.5% movement speed increase, which is key for rushing at people and getting flings off, as well as escaping ganks.
I like to change my runes around depending on what I am facing. If I am facing a strong AD team I will run a magic pen red, flat dodge yellow, and flat MR blue, with 3 movement quints. However, if I am facing a pretty strongly AP based team and I feel that bot lane will be mostly magical damage and not really any autoattack damage I will run hpregen/level yellows as dodge really won't help me lane.
Summoner Spells
[summoners/ghost.png][summoners/flash.png]

Flash ghost allows you to pressure a lane and escape when a team tries to organize a 3-5 man gank on you, as you will be running much faster than them with ghost+ultimate. Flash allows you some clutch escapes over cliffs/avoiding skillshots etc. Flash is also a great tool to use for engages, as you can flash and fling somebody who is caught out of position. Be careful though, because flash/fling is really hard to time as after you flash if you arent spamming fling on them you will hesitate and now your flash is wasted. Also, if you flash as they are sidestepping you may end up flinging them the wrong way, and not only is your flash wasted you are kind of out of position. Flash/fling is something you want to practice in normal games so you don't look like an idiot when you save their carry from certain death in a ranked.

[summoners/ignite.png][summoners/ghost.png]

Ignite ghost is pretty common because ignite combined with Singe's dot allows for some serious ticks, while also putting the healing debuff that can be deadly against heroes like Nidalee, Taric, and Allistar. Ignite is also great at killing Poppy because her passive has no effect on it, just a couple of things to keep in mind.

[summoners/cleanse.png][summoners/ghost.png]

Cleanse is great, lets you run at people and eat a ton of CC while still being able to charge at them and get the fling off. I really like cleanse, and I think its very underestimated. However, Quicksilver Sash does all cleanse does but better, but for a price. Still, cleanse allows you to eat a bunch of CC and negate most of it for a short duration, and should be taken into account when choosing masteries to counter enemy cc.

[summoners/ghost.png][summoners/teleport.png]

Teleport allows you to have absoultely no map positioning and still get into teamfights. You can also turn battles from a 1v2 into a 2v2 early game. Cool. However, Teleport does not give you any escapes in a 1v3 setting, and a flash can save you from certain death, and in turn avoiding the enemy team free gold and allowing you to keep pressure on the enemy team. Also, having flash or cleanse allows you to play more aggressively in teamfights or in lanes.
Skills
[skills/singed/p.png] Passive: Empowered Bulwark

Increases Singed's health by .25 for each mana point he has.

Explanation:
Basically Singe's passive allows him to get extra hp from core items like RoA, catalyst, Banshees, etc. Also because of the talent Strength of Spirit, mana becomes very useful on Singed, as he will be getting tons of regen + HP with mana.


[skills/singed/q.png] Q: Poison Trail

Toggle: Singed lays a poisonous trail which deals 22 / 34 / 46 / 58 / 70 (+30% of ability power) magic damage per second.

Cost 13mana per second
Range 20


Explanation:
Your main source of damage, affected by spell pen which is why you want spell pen reds. Doesn't look like it scales too well, but because it is a "damage over time" the extra ability power really adds up.




[skills/singed/w.png] W: Mega Adhesive

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.

Cooldown 14seconds
Cost 80 / 90 / 100 / 110 / 120mana
Range 1000


Explanation:
What seperates a good Singed from a bad one is the ability to use this ability in teamfights to keep enemies off your carry, and catch other carries. If you goo below your carry while melee are on him, it allows him to kite the enemy through it while avoiding damage.

Things to remember while using goo:

  • Goo has a cast delay, so make sure you are predicting movement before you cast it.
  • In order to maximize your slow, goo behind somebody and then run up to them and fling them back into your goo. Now, you have doubled the slow time from the goo, and there is a good chance your allies will kill this person or at least make them blow a summoner trying to get away.
  • While chasing, you should not goo until you know the enemy is heading for a choke point or you have a really good idea where they are heading, as goo is really easy to juke. So save it until you make them commit a certain direction, or towards a small choke point where you have cut them off entirely.





[skills/singed/e.png] 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.

Cooldown 11.5seconds
Cost 100 / 110 / 120 / 130 / 140mana
Range 100


Explanation:
Pretty self-explanatory, grab whatever is in front of you, then put it behind you. Just make sure that you use this ability to get the team more out of position than in position.





[skills/singed/r.png] R: Insanity Potion

Singed drinks a potent brew of chemicals, granting him ability power, armor, movement speed, and regeneration per 5 for 25 seconds. As of now, it also gives magic resist and crowd control reduction(10%/20%/30%)


Cooldown 120seconds
Cost 150mana
Range 20


Explanation:
Basically become a beast for awhile. Instead of damage it now gives MR and CC reduction, and allows Singed to negate alot of damage even with low items. Basically makes Singed the strongest early game tank in the sense that he has all these extra defensive stats without any items.
Skill Order
1.[skills/singed/e.png] Start with fling for level 1 fights, especially if you are running ghost/flash as you can chase somebody down and after they flash you can flash onto them and fling them into your team.
2.[skills/singed/q.png] Poison next, your main source of damage.
3.[skills/singed/w.png] AOE slow, allows you to avoid early ganks and also allows you to bait flashes, just goo behind an enemy and run up to them like you are going to fling and they may get scared and flash away :)

From here on, you prioritize your Q and W, while leaving your E for last because leveling E up only gives you increased damage which you shouldn't be using E for anyways.

This is what the rest of your skills should look like

[skills/singed/q.png][skills/singed/q.png][skills/singed/r.png][skills/singed/q.png][skills/singed/w.png][skills/singed/q.png][skills/singed/w.png][skills/singed/r.png][skills/singed/w.png][skills/singed/w.png][skills/singed/e.png][skills/singed/e.png][skills/singed/r.png][skills/singed/e.png][skills/singed/e.png]
Stats you are going to want to focus on:

  • Dodge synergyzes well with the talent nimbleness to allow him to farm past towers constantly dodging minions, while giving him a constant 10% movement buff. Dodge is also one of the best late game accessories allowing you to completely negate damage done by physical heroes. Dodge runes combined with ninja tabi combined with singe's ultimate allows you to completely ignore towers and enemy physical champions including junglers, while maximizing farm at an incredible movementspeed.
  • Health is a good stat for obvious reasons, but mainly you are going to want to maximize your health with items that are going to also affect another stat that you are lacking. Items with +mana and +health such as catalyst are very strong, as they give bonuses to mana, and through [skills/singed/p.png] you are getting huge bonuses to health as well. Also, with
  • Armor with Singed's ultimate being up basically whenever you need it, armor is not something to prioritize over HP. While armor is obviously good for any tank, having his ultimate give him huge bonuses to armor allows you to prioritize HP items like HoG, catalyst, and RoA early game while still having nice avoidance.
  • Magic Resist Just like armor, Singed's ultimate now provides MR as well. So basically itemize MR mid-late game based on what your going against.
  • Speed Having speed from boots, Quints, and masteries allows you to constantly be running into enemies and flinging. Also, FoN gives speed bonuses so combine all of these + Ult and you are one speed racer.
  • Mana Mana isn't really something to prioritze. However, with [skills/singed/p.png] you can get much more out of items like Banshee's and RoA than any other tanks can, and combine that with Strength of Spirit and Singe's ultimate you are getting tons of regen.
  • Ability Power Ability power really only benefits Singe in one way, and that is his Q. Granted it does scale with e, but you will not be using e for the damage anyways. One item like RoA is all you need for some early game Q damage, as late game your Q won't be affecting the game much anyways. Your job late game is just to survive, and AP does not help you do this.
Lane Matchup
Singed is easy to harass, and needs to hug the tower early levels. Because of this, I have lately been shifting him to a more of a bot hero as skilled players tend to shut down farming entirely until around 11, and by that time your getting destroyed in CS simply because your missmatched in lane. Singed is strong with a roamer on bot, and the roamer needs to allow him farm and not leech too much experience. At around 6 however, with his Q, slow, ult, fling, and summoners Singed is a very strong candidate for a gank, and a roam+jungle gank in his lane should result in an easy kill.
Teamfights
Singed's role in teamfight is basically just to beast the enemy carries and run around while doing constant damage to the entire enemy team. Things to remember while playing singed: don't forget to toggle your Q ability, and even I sometimes forget in a teamfight as I am getting beasted down. This can be the difference between a win and a loss,
as Singe's Q ability has alot of sustained DPS to the entire enemy team as an AOE. In long fights, Singe's Q can account for a majority of your team's damage output. Also, a big thing I see Singe players do is using fling too quickly and without thinking. Firstly, bad flings can result in being benefitial to the enemy team in a variety of ways:

  • Flinging a tank into the middle of your team allows him to now have positioning on your carry. If the enemy team is nearby, they can use this as an initiate and you have just initiated the fight for them instead of you.
  • Flinging a carry onto your carry when your team is not ready to capitalize. In teamfights, people may not be on your target or people may be chasing. In this case, you might find yourself alone with your carry against 2-3 enemies. In these situations, using fling on their carry can result in him just beasting your carry down.
  • Flinging enemies away is not always a bad things. Many times in teamfights when I feel that 2-3 members are underperforming, I will babysit the carry. This means using Goo and Fling as defensive spells rather than offensive. Using Goo near the carry when he is getting focused allows him to kite through it while avoiding damage. Also, using fling to keep enemies off your carry allows him to stay alive and keep pumping out his massive deeps.

Basically always think before you fling. Never use fling to last hit, as you run a high risk of not actually killing your enemy and giving him a free flash away from your team. This is a mistake I see alot of people making as singed. Also, save your fling. You don't "need" to fling every time it is off cooldown, and chances are you won't always have a good fling opportunity. So save it until you get a good opportunity.
Split push? What? When?
Split push should be used when you are farmed to the point where you can survive a 2-3 man gank. If you are fed to this point you can push a side lane while the enemy team tries to gank you, and you can escape while your team pushes the other lane, or does dragon/baron.

Split pushing takes alot of time to master as you need to have a good idea on where the enemy is. Also, make sure you have warded areas that you know the enemy has to come through to gank you. The farther away the wards are, the more time you have to escape, so make sure you "pre-plant" wards before you try to split push.


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Comments: 32
  • cokcain
    1 year ago
    Update please :3
  • crazylelos
    1 year ago
    i kinda play singed very much as he is one of my main heroes... to tell u the truth i like everything on this guide except that u dont recommend rylai's.. i think that once u get it u are huge.. a noticeable damage output after it and freaking annoying slow that maybe not so usefull in teamfights but quite usefull befre and after them!! :D
    Anyway good work
  • MalSatori
    1 year ago
    At some point during the game, the usefulness of dodge runes and armor runes switch places.
  • FunWithBacon
    1 year ago
    yea Rylai's "phreak" from riot that dose champion spot light uses it i say get it if your winning but if u need to be more tanky then go tank but if your fine go ahean and get rylia good ap and hp
  • Bubbles
    1 year ago
    What about Rylai's?
  • PyrozBlaze
    1 year ago
    Why dodge over flat armor? Wouldn't a champ that goes top with flat armor pen quints and marks rape you? Specially if he gets an early brutalizer?
  • Ludak021
    1 year ago
    his ult doesn't give AS, I can't chase down most DPS-ers late mid and late game because they use dancers and go over 440 MS while I go ~410 with +2 boots so I think +3 boots are good item. Not every match is tournament match that starts and ends with 2 doran's items...
  • Alpinex
    1 year ago
    What is this Rain man, no video? :(
  • Loosecanon
    1 year ago
    @Martin Zar - are you sure about expanded mind being on max mana now? They didn't mention in the patch notes
  • Raynmaker
    1 year ago
    And if you had a hysterectomy ... Are you 100% baby proof?
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