Singed Build Guide

Top Lane for 1200 ELO Singed

Uploader Postulio
Updated 5 years ago
23,466
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Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
Q W E R
Poison Trail
Mega Adhesive
Fling
Insanity Potion
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Singed brings an insane amount of utility to any team. You'll really drive your opponents mad as you dive through their van, shrugging off their CC like yesterday's dirty bandages. They'll throw a fit when you mix it up with their whole team and still get the last laugh. [title]What is the Mad Chemist?[/title] Many people have called Singed an AP bruiser, which I find to be inaccurate. He doesn't bring the same kind of damage as Udyr et al. On the other hand, he brings a lot more utility, with 2 fantastic CC moves on reasonable cooldowns. His ability to mess with enemy positioning in a team fight is just too strong to sacrifice it for extra poison trail damage. That's why I believe he should be treated and built as a primary tank, utilizing items that grant survivability and CDR. [title]Pros[/title] [.]Displacement spell every 9 seconds [.]Brutal AOE slow every 11 seconds [.]Aggressive pusher [.]Potential 25% uptime on his R [title]Cons[/title] [.]Highly dependent on farm [.]Vulnerable to ranged harass [.]Not the strongest initiator [title]A note on conventions[/title] I use the connecting line between items exclusively to denote upgrade paths. I also write exclusively for Summoner's Rift, and I don't intend to include info on Dominion or Twisted Treeline. There's nothing wrong with those maps, I just don't personally care for them. Furthermore, I use many convenient expressions that non-native speakers of English may not be familiar with. If you are a non-native speaker and are having any trouble with my phrasing, PM me or leave me a comment! I'll be happy to revise my guide for clarity. [title]Updates[/title] [.]11/18 - Updated for the Fizz patch; new masteries and revised runes. Improved some sections. [.]11/29 - Updated for the Volibear patch; revised masteries.

Unless you've logged 1000 wins already, chances are you don't own a full set of every rune type. The truth is, user preference carries a lot of weight here. Never buy a set of runes for just one champion, just because some guide said they were good. Pick the ones that fit your playstyle and help you win. That said, not all runes are created equal. [title]Overview[/title] With Singed your main goals are speed and survivability. That's why I take movespeed quints and defensive yellows and blues. Magic pen is probably your best bet in reds, since it helps your poison trail deal that early game damage you need for deterring harass; Singed can be quite vulnerable to harass from some champions. But I'm so crazy about survivability, I'm currently experimenting with armor reds, too. If you take armor reds, take 9 points in offense to get a little magic pen; you don't want zero of that stat! [title]Choices[/title] Against some champions with high harass, it may be worth trading out movespeed for HP regen quints. Basically any mix of defensive runes should be okay, including health or health per level, but in my opinion flat armor is best in slot for yellows. Most of the time, your enemy top is an AD character, and so are most junglers, so flat is going to be more useful than scaling most of the time.

[title][img=skills/singed/p.png] Passive: Empowered Bulwark[/title] [number]Increases Singed's health by .25 for each mana point he has.[/number] [title]Explanation:[/title] This makes buying items that include mana more cost-efficient. It makes [imgsmall=items/rod-of-ages.png] too juicy to pass up. You should still focus on tank items, such as [imgsmall=items/frozen-heart.png], rather than trying to stack pure mana. [title][img=skills/singed/q.png] Q: Poison Trail[/title] [number]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[/number] [title]Explanation:[/title] I'd call this your signature move, but fling is just as iconic. Pop 1 puff of this when running back from a lasthit to ensure it's not worth your melee lane opponent's time to trade harass with you. Ticks 4 times, which gets refreshed if they stand in it. You max this first for the extra damage, and because maxing W or E doesn't improve their cooldowns. Note that despite the high AP ratio (.3 times 4 ticks is 1.2), it's not worth stacking AP. Your main threats late game are your W and E, not your Q damage, as you get no magic pen beyond your reds. However, it's good all game for pushing. If you are pushed up to their tower and your ult is down, you can run past it to clear the next wave as it comes; just make sure you have a safe level of map awareness! If you didn't get zoned out of XP at all, there's a window of game time during which a single application of Poison Trail can wipe out an entire minion wave, allowing you to farm while still running to mid for a gank (or base without having to waste teleport). When doing those early dragons, don't forget to cycle this on and off to save mana. Once it's applied, turn it off for 1-1.5 seconds to let the poison tick down. Mana management is important early game. However, by the point in game where your team is doing Baron, you usually have enough mana and other concerns that you should prioritize other things over doing this. [title][img=skills/singed/w.png] W: Mega Adhesive[/title] [number]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[/number] [title]Explanation:[/title] Don't sniff at the extra 10% slow per level. (Don't believe me? Play some Nunu and see. Iceball is sick.) Always max this second. The increased utility from the slow is better than a few hundred burst damage by the time you'll be getting involved in fights, and making your lane opponent base instead of die is good enough. It's not worth trading out this utility for the tiny chance of an extra kill before midgame (tiny once you consider the extra slow could make the same difference). Note that I will refer to this move as "pool" most of the time. You don't even have to land this skill for it to be useful. You can use it to eliminate a path option for an opponent who's charging in or running away. Throw it blindly over walls when you're chasing down the river with your teammate (e.g. toward enemy blue; diagram to come). Throw it blindly into bushes that your team is forced to facecheck. Throw it under your own character model and /laugh in their fountain when your team kills their Nexus! Beware the cast time if you're using it to escape! It's better to use it before they get to you than to stop next to them to cast it. The pool lasts longer than the time it takes most people to run across it. [title][img=skills/singed/e.png] E: Fling[/title] [number]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 11.5 seconds Cost 100 / 110 / 120 / 130 / 140 mana Range 125[/number] [title]Explanation:[/title] The number one scariest thing about Singed is this move. If your enemy's squishies don't know how to position well, you get an auto win. You can combo this with W by letting someone run to the end of your pool, then flipping them back to the start of it for double slow time. If you can get away with it, it's usually more effective to try to do this than to flip before using pool. Obviously, flipping the enemy into your tower in lane is fantastic harass and can net an early kill. Most people won't be that dumb, though. Don't get lured out so far they can harass you safely, just because you chased too far for a tower flip that wasn't realistic. For some reason this move can target minions, even though there's no conceivable reason you'd ever want to do so. It can be hard to tell who you're targeting if you only look at the reticule, so keep an eye out for the highlighted outline that appears around the model of whoever the game thinks you're hovering over! This skill has a number of weird interactions with other characters' jump moves (e.g. [imgsmall=champ/tristana.png][imgsmall=skills/tristana/w.png]). Mostly what happens is that both your skills work, so two Singeds can flip each other to trade places, or [imgsmall=skills/tristana/w.png] goes off midair. These interactions are rarely game breaking as long as you predict that your opponent will try to use them at the last second. But if you think that [imgsmall=champ/tristana.png] will die to a flip and you haven't seen her [imgsmall=skills/tristana/w.png] yet, you're liable to run into a heap of trouble. [title][img=skills/singed/r.png] R: Insanity Potion[/title] [number]Singed drinks a potent brew of chemicals, granting him 10 / 15 / 20% crowd control reduction and 35 / 50 / 65 ability power, armor, magic resistance, movement speed, health regeneration per 5, and mana regeneration per 5 for 25 seconds. Cooldown 120 seconds Cost 150 mana[/number] [title]Explanation:[/title] Don't be afraid to use this often. Once you get your [imgsmall=items/glacial-shroud.png], this move only has a 77 second downtime. That means it should be up for 80% of fights, barons, or solo tower pushes. This crazy low cooldown, combined with an unbelievable 25 second uptime, made this move pretty decent even before it got buffed to include CC reduction. This plus W and E make it worth picking up another [imgsmall=items/glacial-shroud.png] after your [imgsmall=items/frozen-heart.png] in many cases. See the Itemization chapter for discussion. In a rough lane, you can use this for the bonus regen it provides. Use it to help pull off ganks with your jungler, or to trick your enemy into thinking that's what you're doing. When pushing uncontested, use this move as soon as your minions pull tower aggro, then gas the enemy minions and pound away at that tower! Don't be shy of running away before Insanity Potion's duration is up if you think enemies are incoming. In a team fight, pop this + [imgsmall=summoners/ghost.png] and run so fast you don't even care if the enemy squishy uses their [imgsmall=summoners/flash.png], because you'll catch them again anyway! NOTE: I don't yet know for sure if the CC reduction from Juggernaut stacks multiplicatively or additively with Insanity Potion. My guess is that it is multiplicative, meaning that your total with level 3 ult and Juggernaut is 28%. Just some info.

[title]The "Meta"[/title] [number][.]Tank/Bruiser [.]Bruiser/Assassin [.]Nuker [.]Carry + Support [/number] Currently, most people in ranked solo queue, even at lower ELO levels, adhere to some variation on this setup. Most of us copied--I mean LEARNED--it from better players than ourselves, and it seems to have a lot of power. I'm not here to change this. The good news is, to play Singed Top, we don't have to! [title]Singed es #1?[/title] Singed works best on teams with physical bruiser jungles, since his primary damage type in fights is magic. He can also be brutally counter-picked. Be wary of firstpicking Singed, and also bear the following guidelines in mind: [.] Do NOT pick Singed together with the junglers [imgsmall=champ/fiddlesticks.png] or [imgsmall=champ/nunu.png], because your team will lack AD. [.] If you have a mid [imgsmall=champ/pantheon.png], ignore what I just said. [.] Do NOT pick Singed together with [imgsmall=champ/rammus.png], [imgsmall=champ/amumu.png], or any other tank who is planning to jungle. One hard tank is plenty in Solo Queue. [.] Do NOT pick Singed if the enemy has a [imgsmall=champ/teemo.png]. If they send him top, you are screwed. [title]Wait, what? [imgsmall=champ/teemo.png] isn't good...[/title] He has short range and his shrooms are countered by oracles, plus his lategame damage isn't as high as some other carries, so many people think [imgsmall=champ/teemo.png] is a weak champion. The truth is, he's a situational champion. I can't speak for all his matchups, but he's definitely a hard counter to Singed. This brings me to our next topic, so let me explain there.

Singed does best in farm fests. He doesn't prefer to lane against champions with strong harass, as he has no innate sustain. [img=champ/teemo.png] As Singed, your main way of trading harass is with your poison trail. However, [imgsmall=champ/teemo.png] can poison you with [imgsmall=skills/teemo/e.png], then back off to where he won't be in your cloud. This means that every time you want to get a lasthit, [imgsmall=champ/teemo.png] can get free harass on you, often without even drawing aggro from your minions. Since his [imgsmall=skills/teemo/e.png] does magic damage, consider finishing [imgsmall=items/mercurys-treads.png] immediately after your [imgsmall=items/catalyst-the-protector.png]. Try to coordinate with your jungler for EARLY ganks, as after he hits level 6 his [imgsmall=skills/teemo/r.png] will make closing with him extremely difficult. Play safe and adjust your build for a weak early game, maybe taking a gp5 item like [imgsmall=items/heart-of-gold.png] that you can farm into a [imgsmall=items/randuins-omen.png] lategame. Your number one goal should be not to die in lane; you'll just have to recover that lost farm lategame. [img=champ/rumble.png] His early damage is super high. Finish your [imgsmall=items/mercurys-treads.png] right after [imgsmall=items/catalyst-the-protector.png], before upgrading to [imgsmall=items/rod-of-ages.png], and try to coordinate with your jungler for more than one gank so you can get a playable advantage. [title][img=summoners/smite.png][img=champ/fiddlesticks.png][img=champ/nocturne.png] etc.[/title] Junglers with gap closers make your life a little harder, since you can't pool right in front of the river bush and expect a free getaway. To deal with these guys, make extra sure to keep their points of access warded. Don't forget that the purple tribush is a valid path into top lane. If you're on blue team and lack vision back there, the enemy jungler can sneak into your lane's side bushes, and if you're on purple team they might dive you from the tribush. Be careful!

[title]Starting Items[/title] Vs. skillshots, medium level harassers, or [imgsmall=champ/masteryi.png], or if you just feel like it: [.]Take [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png] Vs. high harass: [.]Take [imgsmall=items/regrowth-pendant.png][imgsmall=items/health-potion.png] Vs. anyone against whom you are sure you can farm all you want: [.]Take [imgsmall=items/sapphire-crystal.png][imgsmall=items/health-potion2.png] [title]Once you have your core items[/title] Most of the time, once you have the core items listed at the top of this guide, you want to go ahead and finish them into [imgsmall=items/frozen-heart.png] and [imgsmall=items/force-of-nature.png]. The order you do this in depends on who is most fed on the enemy team, or if the enemy team doesn't have an even mix of AD and AP. If you are stomping or have other reason to believe you can't die, feel free to invest in [imgsmall=items/oracles-elixir.png] but otherwise hold back and just do [imgsmall=items/vision-ward.png] for Baron/Dragon (this allows you to kill their objective ward, forcing them to engage blind or lose the objective). And that's if your support isn't doing this stuff already. [title]Late game choices[/title] In most games, your enemy's damage mix is balanced, with magic damage dominating midgame and physical damage picking up steam lategame (which is not to say either is ever ignorable). With carries coming into power in the late game, it is often good to pick up another tank item. Your best bets for anti-AD are [imgsmall=items/sunfire-cape.png] or [imgsmall=items/glacial-shroud.png], depending on money and slots. Against really heavy AP, which doesn't usually happen but hey, it can, I recommend [imgsmall=items/guardian-angel.png] or just another [imgsmall=items/negatron-cloak.png]. There's really not another good item to build from the [imgsmall=items/negatron-cloak.png] because the bubble on [imgsmall=items/banshees-veil.png] will get popped too easily when you're in the thick of things. [title]What about [imgsmall=items/rylais-crystal-scepter.png]?[/title] Many people like to get this on Singed, but it's a waste. [imgsmall=items/sunfire-cape.png] is cheaper, provides better durability, and gives higher damage per second. Let's prove this real quick: [imgsmall=items/sunfire-cape.png] = 35 dps [imgsmall=items/rylais-crystal-scepter.png] = 80 AP * .3 = 24 dps + a final 72 damage from poison So with Rylai's, you're paying 1k extra and getting LESS damage, LESS survivability, but a passive as tradeoff. Is the passive worth 1k? Well, you've already got a fantastic AOE slow. When you're flipping people you generally want to put them where they'll die anyway. And with your poison trail, you're only getting the AOE passive, which is much less than the slow on single target spells (read the item text). So you're paying 1k for the worse part of a 2-part passive, and you're not even going to really make use of the better part. In my opinion that's not worth 1k. [title]What about [imgsmall=items/aegis-of-the-legion.png]?[/title] This is a fantastic item for those early teamfights. The main reason I don't get it is because I want to rush [imgsmall=items/rod-of-ages.png], since the passive takes 10 minutes to fully charge, and your CC cooldowns can be just as good for your team. Also, since it's made from cheap components, sometimes junglers or supports get this item. If you want to work it into your Singed build, I'd probably grab it right after an early (before 15 minutes) [imgsmall=items/rod-of-ages.png]. If your farm is delayed, don't bother.

[title]Early Game[/title] Farm, farm, farm. Only trade harass if they're harassing you. If you want to dominate your lane, you'll have to coordinate with your jungler. WARD YOUR SHIT. Play it safe and don't get a big head just because last game you were invincible by the end. [title]Mid Game[/title] Split push to continue to farm, but make sure to go help your team defend against enemy pushes. Tell your team what you're doing, don't assume they'll realize you're not just dicking around and ignoring them. Remind them that you have [imgsmall=summoners/teleport.png] and they can therefore dragon or fake push more safely than it seems, provided they plant a [imgsmall=items/sight-ward.png] first. Hopefully they won't engage under the enemy tower, especially before someone has come to your lane to stop you. How to push past the first tower: You need to ward both the river ramp entrance and their blue golem bush. This will give you vision of all approaches, which should give you time to set up a clutch pool and run away. With these 2 key wards, you can farm right up to their 2nd tower. Just make sure to watch the minimap for MIAs, as in the midgame it becomes impossible for your allies to call them reliably. [title]Late Game[/title] Stick with your team. Unless for some reason an outer tower still stands, you no longer have the damage to split push effectively, and you need your allies with you to make use of your skills. If just 2 enemies ambush you with enough CC, you could be in real trouble. Even if you escape, they're on high hp while you have to base, giving your team a disadvantage. Stick with your team and make sure to time Barons so you can set up early for those key fights.

[title]Do. Not. Ever. Rage.[/title] Ever. In fact, don't say anything except positive stuff. For example: "gj guys", "my bad" (if it really was), "top mia", "let me push cuz I can tp to you", etc. If your squishy is dying too much, don't say things like "don't feed plz". Say "try staying behind me and I'll flip one to you", or something like that.

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