Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • ()
  • 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

[center][imgext=http://i.imgur.com/oR0FL.png][/center] [center][title]An Introduction to Playing Singed[/title][/center] Singed is like a jack of all trades; he excels in many aspects but is not the best in any one aspect. He's a proficient laner, a great farmer, a strong ganker and chaser, is relatively tanky, and puts out decent damage throughout the majority of the game. His primary role in a teamfight is as an off-tank, making life difficult for the enemy team by laying down well-placed slows, flinging their squishies into the middle of your team, and by spreading constant damage. If you enjoy playing a well rounded champion that can adapt to most situations, you'll enjoy playing Singed. This guide will take you through pretty much every aspect of playing Singed, from Rune and Mastery choices, to Item Builds, to Gameplay. If you just want a few quick facts on how to build and play, read the TL;DR Version in the chapter below. Otherwise, stick around, and enjoy the ride. Just be warned, this guide is not for the faint of heart, as it is extremely, extremely long.

[center][imgext=http://i.imgur.com/36OM2.jpg][/center] [center][title]For Those of You Who are too Lazy to Read the Whole Guide[/title][/center] [center].[/center] [center][title]Runes, Masteries, and Build[/title][/center] The information found at the beginning of this guide provides a nice basic template for Runes and Masteries. You can modify them a bit to suit your purposes if you so choose. The information above also provides a decent item build. You generally want to build a Catalyst and Boots, then go for Rod of Ages and two tank items. The only time you should skip Rod of Ages is when you are behind, and need to start tanking as soon as possible. After that, build some damage and tank items as needed. Rylai's Crystal Scepter is generally the most common next build for its utility, damage, and survivability. [center].[/center] [center][title]Gameplay[/title][/center] Early Game you want to focus on farming. Singed needs farm to do well. Go for a kill if you can, but don't take any big risks, since dying puts you really behind. In a duo lane, in your lane is a lot stronger than theirs, you can play more of a support role and deny the enemy champions with the threat of your Fling. Mid Game you want to push undefended lanes to free farm and split the enemy team, ward the map, and try to gank. Farm your own neutrals, and steal neutral camps from the enemy team if you can, but don't go out of your way to do it. Late Game is pretty much the same as mid game, but it's a lot more teamfight centric and you want to be a lot more careful and stick with your team a lot more. Caution pays of late game. In teamfights your target is the enemy carry. Go and fling him into your team. Always be running around with your poison on to spread the damage, and protect your carry with slows if he is getting dived. Try not to be the one initiating teamfights unless someone is out of position. You don't have the AOE crowd control that most main tanks have that lets them easily initiate.

[center][imgext=http://i.imgur.com/IqkWc.png][/center] A good all-around rune page for Singed is shown above, consisting of Magic Penetration Marks, Dodge Seals, Magic Resist per Level Glyphs, and Movespeed Quintessences. However, Runes are customizable based on playstyle, so you are free to mix and match. Below is a list of decent rune choices for Singed that you can reference when building a runepage. [center].[/center] [center][imgext=http://i.imgur.com/GAJHY.png][/center] [center][title]Marks[/title][/center] For Marks, you only have a limited number of choices. Marks are primarily focused on physical damage, and Singed is going to be doing very minimal autoattacking past the beginning of the game. The only good choice here is Magic Penetration, as it helps Singed do slightly more damage, especially against champions that do not get magic resist until very late in the game. Another option is to use your Marks for defensive purposes, such as Magic Resist or Health. However, defensive Marks are relatively weak, so they are not recommended too much. [center].[/center] [center][imgext=http://i.imgur.com/QEOqM.png][/center] [center][title]Seals[/title][/center] Seals are primarily defensive runes. For your Seals, the best choices on Singed are probably Dodge, Flat Armor, or Magic Resist (Both Scaling and Flat) Seals. Dodge Seals provide physical damage mitigation that is hard to get elsewhere, and also synergizes extremely well with Nimbleness should you choose to take that mastery. Flat Armor Seals provide a more reliable method of physical mitigation, since armor is not luck based while dodge is, and are extremely useful for early fights, since most of the damage in early game fights comes from autoattacks. However, Flat Armor Seals do significantly drop off in usefulness as the game goes on. Magic Resist Seals are also quite useful because Singed usually has no trouble with armor, so they help him patch up his weaker defensive stat. If you're running Magic Resist Seals, whether you take scaling or flat Magic Resist is up to whether you want to be better early game or late game. Other options for Seals are Health, Armor per Level, and Flat Health Regeneration. Health Seals provide a defensive stat for Singed, however Health is generally valued less than resists, so you are generally better off with Dodge, Armor, or Magic Resist. Armor per Level Seals do provide more armor in the long run than Flat Armor Seals, however Flat Armor is generally a lot more useful because they provide more armor early game, which is when Singed needs it the most. Late game, both Flat and Scaling Armor Seals become hardly noticeable, since Singed has one of the highest natural Armor Growths in the game, Singed's ultimate gives him a big boost in armor, and because many of the best defensive items in the game come with armor. Flat Health Regeneration Seals can provide you with a total of around 4 Health Regeneration, which helps you stay in lane longer. However, they are generally not recommended, since Singed doesn't have too much trouble laning, especially with the Strength of Spirit mastery. [center].[/center] [center][imgext=http://i.imgur.com/wI9qe.png][/center] [center][title]Glyphs[/title][/center] Glyphs are primarily magic focus Runes. For Glyphs, Singed's best choices are Flat and Scaling Magic Resist. Glyphs give the best magic resist, which is Singed's weakest defensive stat. Therefore, there really should be no reason to not take magic resist Glyphs. If you do not want to use Magic Resist Glyphs, other usable options are Ability Power, Cooldown Reduction, and Magic Penetration. All of these are focused on dealing more damage with Singed, which can be nice sometimes, but your primary goal in teamfights involves you running into the middle of the fight, so defensive stats are generally a better option. [center].[/center] [center][imgext=http://i.imgur.com/6SqvA.png][/center] [center][title]Quintessences[/title][/center] Quintessences are all around useful runes. Singed's best choice for Quintessences is Movespeed. That extra 4.5% movespeed provided by the Quintessences gives Singed that much needed extra speed, letting him run faster than base 330 movespeed champions such as Yi and Pantheon. The next best option for Quintessences is Flat Health. Flat Health Quintessences provide almost 100 bonus health at level 1, which is absolutely huge in an early teamfight. However, as the game goes on, that bonus health becomes less and less important, while Movespeed still remains relevant. Other usable options for Quintessences are some the stats mentioned in the previous three sections, such as Armor, Ability Power, and Magic Resist. However they are generally considered to be an inferior choice compared to Movespeed and Flat Health.

[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] Singed's passive is a decent one, providing him with bonus health based on his mana. It helps him be take just a little bit more damage, but that doesn't mean that you should stack mana just to take advantage of his passive. Singed doesn't really have any mana problems that need to be mitigated by stacking mana, and it is still far more cost effective to actually spend your gold on real defensive stats, such as armor and magic resist. You should just treat this passive as an extra bonus. [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] This skill is Singed's main source of damage. You should always max it first unless you want to be doing no damage during teamfights. Singed's poison damage ticks six times - Once when you apply it, and then one time after each second for the next five seconds. This means that with rank 5 poison, if the enemy even touches your poison cloud for an instant, he just took 420 damage, plus an extra 1.8 damage for each point of ability power that you have. It is great for farming, controlling the lane, and deterring enemy champions from chasing you, since no one wants to run through your poison unless they have tons of magic resist. Always lay down some poison if when you are going for a Fling; your target will most likely be flung into the poison cloud, which will add some extra damage. Finally, this skill is extremely useful because it lets you damage your opponent while keeping up with him. Unlike autoattacks, you don't have to stop moving for an instant to deal damage, making Singed an extremely good chaser. [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] Singed's Mega Adhesive is one of the best slows in the game. At rank 5, it slows for an enormous 75%, and it's AOE! This is second only to Karthus's Wall of Pain. If you manage to land it directly on top of an opponent, their movement speed basically becomes nonexistent for a few seconds. This skill is especially useful in the jungle, since you can cast it over some of the thinner walls, and it is often large enough to completely block off a route in the jungle. This skill is basically your most versatile skill. You can use this skill in order to slow down an out of position opponent in order to catch up to them for a fling. You can also use it to slow down enemies long enough for you or your teammates to escape a gank. You can use it in conjunction with one of your teammates stuns or roots in order to keep an enemy trapped for longer. You can use it to slow a champion such as Xin Zhao off of your carries during a teamfight. And finally, you can use it to slow a champion after predicting a movement skill. For example, you can cast Mega Adhesive where you think that enemy Corki is going to Valkyrie to. If you predicted right, he will land right in the middle of your puddle of goo, allowing your team to catch up to him again. [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 11.5seconds Cost 100 / 110 / 120 / 130 / 140mana Range 100[/number] [title]Explanation:[/title] Fling, along with Poison Trail, is one of the skills that basically defines Singed. Fling is one of the few skills in the game that can reposition an enemy, and it is one of best skills versus an out of position enemy. It is extremely good for ganking and for teamfights when you manage to toss their carry into the middle of the fight. Finally, you can use Fling to get an dangerous enemy, such as a Fiddlesticks in the middle of Crowstorm, off of your team. One important thing to keep in mind when playing as Singed is the direction that Singed is facing when you cast this spell. Fling will always move the enemy behind Singed, so you shouldn't cast it if it will help your opponent escape for instance. Instead, you should wait and reposition yourself before flinging. Another important point to keep in mind when using Fling is to coordinate it with your teammates' AOE moves. While flinging an enemy back is usually a good thing, it sometimes becomes counterproductive if you fling your enemy out of your Alistar's Pulverize, or your Amumu's Ultimate for example. Finally, you can use Fling to juke your enemies as a last resort. Run into a brush, and when the enemy tries to follow you into the brush, fling him over your shoulder and then run back the way you came. [title][img=skills/singed/r.png] R: Insanity Potion[/title] [number]Singed drinks a potent brew of chemicals, granting him 35 / 50 / 65 enhanced damage, attack speed %, ability power, armor, movement speed, and regeneration per 5 for 25 seconds. Cooldown 120seconds Cost 150mana Range 20[/number] [title]Explanation:[/title] Singed's ultimate is essentially an all-around steroid. It grants him Attack Damage, Attack Speed, Ability Power, Armor, Movespeed, and Regeneration - basically everything you need for a teamfight besides magic resist. This is the reason why Singed does not need to worry too much about stacking armor; even with no armor items, a Singed with at level 18 has 146 armor with just his ultimate active. This skill lasts for 25 whole seconds, meaning that you can use it during a teamfight and still have it around to chase down people when the fight is drawing to a close. Don't be afraid to spam this in lane early game, as its cooldown is not too long. The extra regeneration, armor, and offensive stats basically make you unbeatable in lane as long as this skill is active. The movement speed from this skill, especially in combination with Ghost, will make you almost impossible to catch and to run away from, making ganking you extremely hard. If you have an early advantage, this skill will basically let you roll over your enemies during teamfights.

[center][imgext=http://i.imgur.com/NJ5vY.png][/center] [center].[/center] [center][title]Skilling Priority: [img=skills/singed/r.png] > [img=skills/singed/q.png] > [img=skills/singed/w.png]/[img=skills/singed/e.png][/title][/center] First of all, obviously take your ultimate whenever you can. Singed's ultimate is a massive steroid, and making that amazing steroid even better is always your first priority. Besides his ultimate, Singed's most important skill is his Poison Trail, and you should always, always max it first unless you like not doing damage. His other two skills are mostly there for the utility, and they don't get tremendously better with more level ups, where as Poison Trail does noticeably more damage with each point you put into it. Make sure you put one point into Mega Adhesive at level 4. Having a great slow on hand beats an extra 50 damage on Fling any day of the week. After you max Poison Trail, scaling Fling and Mega Adhesive next is mostly up to personal preference and how the game is going. Maxing Fling first gives you a bit more extra damage, which is very good when you are already doing pretty well. Maxing Adhesive first gives you a more powerful slow, which can be invaluable when escaping or helping a teammate escape a gank if you are doing poorly, and can help provide that extra bit of Crowd Control if your team is a bit lacking in that department. There is no right answer for which of the two skills to max first, so put your points into whichever one you feel will be more useful to you. Anyways, some of you may be asking now, if Poison Trail is so important, why take Fling first? Well, with only one point in Poison Trail, you aren't going to be doing much noticeable damage at level 1 with it. In addition, at level 1, Singed is nowhere near tanky enough yet to run into the enemy team to poison them. In fact, during level 1 teamfights, you are probably going to be putting out more damage with autoattacks than with poison. Taking Fling at level 1 lets you catch an out of position enemy and hopefully nab first blood extremely early. However, if your team is not going to be roaming around for the enemy jungler before minions spawn, and you don't anticipate a level 1 fight in lane, feel free to put that first point into Poison Trail. Just be sure to take Fling at level 2 if you do.

[title]Your Starting Item[/title] Singed has a variety of decent starting items. You should take into account whether you are going to be soloing or not, and who you are likely to be laning against before you choose your starting items. The following starting items are listed mostly in order of general effectiveness. [center].[/center] [center][img=items/sapphire-crystal.png][img=items/health-potion2.png][/center] [center][title]Sapphire Crystal + 2 Health Potions[/title][/center] This will probably be your most common starting build. It's effective all around, giving you health, mana, and sustainability. The Sapphire Crystal gives you some extra mana and a small boost in health during the laning phase which is nice, and it also provides extra health regeneration if you take the Strength of Spirit mastery. The two health potions help sustain you in lane in case Strength of Spirit alone is not enough. In addition, Sapphire Crystal builds into Catalyst, which is one of the best laning items in the game. [center].[/center] [center][img=items/boots-of-speed.png][img=items/sight-ward.png][img=items/health-potion.png][/center] [center][title]Boots of Speed + Sight Ward + Health Potion[/title][/center] Boots of Speed is a decent choice if you are duo laning with a strong partner, such as Taric or Blitzcrank. The extra speed allows you to easily catch up to your opponents and Fling them if they get close to the creep wave. If your lane is a lot strong than theirs, this basically leads to the opponents getting zoned out of gold and experience or killed. Boots are also a decent first choice if you are going to be solo laning against a champion that is heavily reliant on skillshots to harass, such as Anivia or Morgana. The extra movement speed makes dodging their harass a lot easier early game. Starting out with Boots of Speed also does not delay your build, since everybody needs to buy boots at some point. In addition, starting out with Boots of Speed allows you to either start out with three Health Potions to last in lane longer, or start with both a Health Potion and a Sight Ward so that you can ward enemy jungle buffs. The downside of starting out with Boots of Speed is that you are slightly weaker in lane, since you do not have the extra health from starting out with a Sapphire Crystal or a Doran's Shield. [center].[/center] [center][img=items/dorans-shield.png][/center] [center][title]Doran's Shield[/title][/center] Doran's Shield is mostly for when you think you are going to be soloing against a strong physical champion. The extra health, regeneration, and armor goes a long way in making sure that you are not pushed out of lane. The downsides of taking this item over Sapphire Crystal is that you start out with less mana, and you delay your build a bit. However, if you can avoid being pushed out of lane by taking Doran's Shield over Sapphire Crystal, then it is worth it as a starting item, since being forced out of lane early on is a lot more costly than delaying your build by a few hundred gold. [center].[/center] [center][img=items/regrowth-pendant.png][img=items/health-potion.png][/center] [center][title]Regrowth Pendant + Health Potion[/title][/center] Regrowth Pendant is generally not your best choice as a starting item. However, if you really feel that you need the extra regeneration to not have a terrible laning phase, by all means take it. Regrowth Pendant is usually most useful against champions who do good sustained damage, but not much burst damage. If the champion does too much burst damage, then they can just kill you before your high regeneration helps patch up your health. Regrowth Pendant is also slightly more useful in a duo lane than a solo lane, since while you are sitting back and healing, your partner can still getting the last hits that you are missing. And while starting with a Regrowth Pendant does delay your core build slightly, you can always build it into a Force of Nature later, so it isn't a completely dead end like Doran's Shield is. [center].[/center] [center][img=items/rejuvenation-bead.png][img=items/health-potion5.png][img=items/health-potion.png][/center] [center][title]Rejuvenation Bead + 6 Health Potions[/title][/center] Starting with a Rejuvenation Bead means that your laning situation is even worse than starting with a Regrowth Pendant. While having six Health Potion and a Rejuvenation Bead does help your lane sustainability tremendously, if you really have to resort to this, you are probably either terrible at laning, or laning against a champion that you have no business being against. The best course of action here would probably be to just ask for a lane swap instead. On the off-chance that you are forced into a terrible lane however, you can always build the Rejuvenation Bead into a Warden's Mail later if you are planning on getting Randuin's Omen, or just sell it. [center].[/center] [center][img=items/cloth-armor.png][img=items/health-potion5.png][/center] [center][title]Cloth Armor + 5 Health Potions[/title][/center] This is pretty much the same as starting with a Rejuvenation Bead. The extra armor helps to mitigate physical harassment, while the five Health Potions help you not suck in lane as much. However, like I stated above, you are probably better off just switching lanes if you really have to resort to Cloth Armor to stay in lane. The only benefit this has over starting with a Rejuvenation Bead is that it can build into Heart of Gold. If you really need to start with Cloth Armor to stay in lane, you probably aren't going to be able to farm that well, and Heart of Gold helps mitigate that somewhat. [center].[/center] [title]Completing Your Core[/title] [center][img=items/catalyst-the-protector.png][img=items/boots-of-speed.png][/center] [title][center]Catalyst the Protector + Boots of Speed[/center][/title] Singed's core consists of a Catalyst and Boots of Speed. You will be getting these two items every single game, as early as possible. They are both simply too essential to Singed for you not to get them. A relatively early Boots of Speed is important for outspeeding enemy champions, since Singed's playstyle is largely centered around movement and positioning. Catalyst the Protector is also important because it is one of the best laning items in the game. It provides you with a great boost of health and mana every single time you level up. The extra mana turns Singed's early game mana problems from small into nonexistent, and the extra health makes you almost impossible to push out of lane. The earlier you get Catalyst, the better your laning phase will be. With just your core, and maybe a boots upgrade, you can pretty much lane forever. [center].[/center] [title]Choosing Your Boots[/title] You should upgrade your boots as soon as you are done building your core on Singed. Singed's most important stat is movement speed, and having a speed advantage over your enemies is imperative. Therefore, you want to get your boots upgrade as early as possible. Anyways, Singed has three main choices for his upgrade to his Boots of Speed. Each upgrade has its own pros and cons, and your choice of boots should mostly be based on what the enemy team composition looks like. [center].[/center] [center][img=items/mercurys-treads.png][/center] [title][center]Mercury's Treads[/center][/title] Mercury's Treads are one of the best boots in the game, and should be taken if the opposing team has a lot of Crowd Control or magic damage. One of Singed's worst nightmares is a team full of Crowd Control, since he is so reliant on positioning and movement. While Mercury's Treads doesn't totally counter Crowd Control, it makes it a lot more manageable, and allows you to still do your job in teamfights most of the time. The extra magic resist that comes with it helps shore up Singed's weaker defensive stat, and is a great bonus. [center].[/center] [center][img=items/boots-of-swiftness.png][/center] [title][center]Boots of Swiftness[/center][/title] Boots of Swiftness makes Singed even faster than he already is, and should be your default choice of boots if the opposing team is lacking in Crowd Control. The extra speed makes catching opponents and running away a breeze. However, if the opposing team has a lot of Crowd Control, you are much better off buying Mercury's Treads. The extra speed on Boots of Swiftness doesn't help at all if you're stunned or rooted. [center].[/center] [center][img=items/ninja-tabi.png][/center] [center][title]Ninja Tabi[/title][/center] Ninja Tabi is a good choice if the opposing team lacks Crowd Control, but contains a lot of strong physical attackers such as Xin Zhao and Pantheon. The extra armor helps to mitigate damage from the enemy team, while the dodge chance helps activate Nimbleness if you took that mastery. However if the opposing team has a lot of Crowd Control, or do not contain a large amount of physical attackers, consider picking up Mercury's Treads or Boots of Swiftness instead.

[title]What Do I Build Next?[/title] [center][img=items/rod-of-ages.png][/center] [center][title]Rod of Ages[/title][/center] The most commonly built item after Singed's core items and boots upgrade is to upgrade your Catalyst into a Rod of Ages. Rod of Ages provides three great stats for Singed. Fully stacked, it gives you an amazing 811 health when you take Singed's passive into account, 725 mana, and 80 ability power. The extra health from Rod of Ages basically makes you unkillable unless you get focused by the entire opposing team. The extra mana provided makes Singed's mana problems completely go away, even if you aren't too great at managing your mana. And the ability power provides some extra damage on Singed, making you a potent midgame threat. While you most likely should get Rod of Ages, when you get it depends on how the game is going. If the laning phase lasts longer than usual, or you want to try to bait the opposing team with your Catalyst, you may consider keeping your Catalyst around in order to take advantage of its passive. However, if teamfights are starting to become common and you want to start stacking your Rod of Ages right away, go ahead and upgrade your Catalyst. Pretty much the only situation in which you shouldn't be building Rod of Ages in is when you are extremely far behind and need that Banshee's Veil early so that you can do your job in teamfights without dying. [center].[/center] [center][img=items/chain-vest.png][img=items/negatron-cloak.png][/center] [center][title]Chain Vest AND/OR Negatron Cloak[/title][/center] Once you have upgrade your boots an potentially upgraded your Catalyst, your next two items should be survivability items. Enemy champions are starting to get their major damage items, such as Rabadon's Deathcap and Infinity Edge, so you need to start building some survivability to ensure that you can still run around and wreck havoc during teamfights. What survivability items you get depends on the enemy team composition of course. If physical damage dealers are ruining your day, grab a Chain Vest. If casters are making you sad, grab a Negatron Cloak. Against extremely magic heavy teams, you may even consider buying two Negatron Cloaks. You don't really need two Chain Vests however, since Singed naturally has good armor. If you need both armor and magic resist, grab both a Chain Vest and a Negatron Cloak. If you only need to shore up one resist immediately, feel free to only grab one of the items. Afterwards, upgrade all of the Chain Vests and Negatron Cloaks you bought. Potential choices for your upgrades are listed below, roughly in order of general usefulness. [center].[/center] [title]Chain Vest -> ???[/title] [center][img=items/frozen-heart.png][/center] [center][title]Frozen Heart[/title][/center] Frozen Heart is a great item on Singed, especially if the opposing team has a lot of scary autoattackers. It gives a ton of armor, a decent 125 health due to Singed's passive, and great cooldown reduction so you can spam your skills a lot more often. If you have Frozen Heart and can manage to steal the opposing team's blue buff, or no one on your team really needs Blue Buff and you take it, then you'll have 40% cooldown reduction, allowing you to essentially spam your skills all day in teamfights. However, the most important thing is the 20% attack speed reduction aura, which is extremely useful if the other team has a champion that is mainly an autoattacker. [center].[/center] [center][img=items/sunfire-cape.png][/center] [title][center]Sunfire Cape[/center][/title] Sunfire Cape is also a great armor item for Singed. Sunfire Cape does not give as much armor as Frozen Heart, however it does give you 450 health. However, since Singed already has pretty good health from Rod of Ages and potentially a Banshee's Veil, Frozen Heart usually ends up providing more mitigation against physical damage. But that doesn't mean that Sunfire Cape is a bad choice. In fact, it's still a great choice, if only for its great passive. With a Sunfire Cape, you are doing an extra 40 magic damage per second around you. This combined with your poison puts some serious hurt on people without magic resist, letting you deal more damage without sacrificing much on survivability. [center].[/center] [center][img=items/randuins-omen.png][/center] [center][title]Randuin's Omen[/title][/center] Randuin's Omen is yet another great choice for Singed. It provides a decent amount of health and a high amount of armor. In addition, it builds from Heart of Gold, which is an extremely efficient early tanking item. The passive is not too noticeable, since you are most likely not who the opposing team will want to be focusing, however it is useful in certain situations. Most importantly is Randuin's Omen's nice, sexy active. It provides an area-of-effect movement speed and attack speed slow, which is great for both teamfights and for chasing. The extra cooldown reduction is a nice bonus, however it is hardly noticeable. [center].[/center] [center][img=items/zhonyas-hourglass.png][/center] [center][title]Zhonya's Hourglass[/title][/center] Zhonya's Hourglass is not as useful as the previously mentioned items in terms of providing mitigation against physical damage. However, it does provide a lot of extra ability power allowing you to deal more damage while still being somewhat tanky. The major downside to this item is that it doesn't do as well as something like a Frozen Heart or Sunfire Cape would in keeping you alive, meaning that this is probably only the best choice if you are doing well, and don't need to be that tanky. The active on it is nice to have around, but as Singed, you probably aren't going to be using it that much, if at all. Instead of putting yourself into stasis, you're much better off running around spreading your poison during fights. [center].[/center] [center][img=items/thornmail.png][/center] [center][title]Thornmail[/title][/center] Thornmail is usually not that great of a choice for Singed. The armor it provides is the highest in the game, which is nice. However, the passive is not so useful. It only works when you're being attacked, and Singed is generally not the first target in a teamfight. You can buy it if the enemy carry is intent on killing you for some reason, but most of the time a Frozen Heart or Randuin's Omen would probably be better. [center].[/center] [title]Negatron Cloak -> ???[/title] [center][img=items/banshees-veil.png][/center] [center][title]Banshee's Veil[/title][/center] Banshee's Veil is probably one of the best items in the game, and is a great choice for Singed. It doesn't give you as much magic resist as Force of Nature, but it gives you almost 500 extra health when you take Singed's passive into account. However, the most important aspect of Banshee's Veil, and the reason why it's such a great item, is the spell shield that it provides. The spell shield is pretty important, since it allows Singed to potentially take a stun or a snare and not be affected at all. And by now you probably already know that blocking Crowd Control is incredibly useful on Singed. Buying Banshee's Veil is a must if your opponents have a lot of dangerous, long cooldown skills to block such as Blitzcrank's Rocket Grab and Morgana's Dark Binding. However Banshee's Veil is a bit less useful if your opponent has cheap spammable skills that can easily break your shield such as Ashe's Volley and Vladimir's Transfusion. [center].[/center] [center][img=items/force-of-nature.png][/center] [title][center]Force of Nature[/center][/title] Force of Nature provides you with a few great stats. For one, it provides the most magic resist of any single item in the game, which lets you live much longer against caster heavy teams. The extra movement speed provided is also a nice bonus, as it allows you to run even faster than before. The health regeneration is also great and synergizes extremely well with your ultimate. If you get low in a team fight, you can run back and wait a few seconds for your insane regeneration to put you back up to a reasonable amount of health before reengaging. However, just be sure you don't eat an Ignite, since that absolutely destroys any healing you would be getting from your Force of Nature. [center].[/center] [center][img=items/abyssal-scepter.png][/center] [center][title]Abyssal Scepter[/title][/center] Abyssal Scepter is not as useful as the previous two listed items in terms of resists. However, it does provide some extra ability power and an area-of-effect magic resist reduction, allowing you to dish out more damage while still remaining tanky. The major downside to this item is that it doesn't do as well as Banshee's Veil or Force of Nature in keeping you alive, meaning that this is probably only the best choice if you are doing well, and don't need to be that tanky. [center].[/center] [center][img=items/quicksilver-sash.png][/center] [center][title]Quicksilver Sash[/title][/center] Quicksilver Sash is a highly situational item, but it is extremely useful in certain situations. It essentially provides an extra Cleanse, which can be helpful if the other team just seems to be completely loaded with Crowd Control. However, the most important aspect of Quicksilver Sash is that it removes all debuffs, like Ignite for example, not just Crowd Control. This pretty much makes you completely unkillable against a few champions, such as Malzahar, Mordekaiser, and Vladimir, since you can just Quicksilver Sash their ultimates and laugh at them.

[title]Endgame Items[/title] By the time you've reached this spot in your build, the game should be progressing into the endgame, if it's not already there. Teamfights become all the more important, as getting aced will more often than not lead to a loss. By now, champions have most likely completed their main items, and any additional items are supplementary, adding more damage, survivability, or utility. During this stage of the game, there are a few good items that you can pick up to bolster your utility, damage, or survivability just a bit more, potentially helping you win that all important teamfight. [center].[/center] [center][img=items/rylais-crystal-scepter.png][/center] [center][title]Rylai's Crystal Scepter[/title][/center] Rylai's Crystal Scepter is another common item you'll see on Singed, especially as the late game rolls around, and for a good reason. It provides a good boost in health for Singed, further supplementing his already high survivability. It comes with a nice bit of ability power, allowing you to do just a bit more damage in teamfights so you don't become ignorable. But most importantly, Rylai's Crystal Scepter is a common buy because of the massive utility that it provides. With Rylai's Crystal Scepter, each of your damaging spells comes with a slow attached. That means that both your Fling and your Poison Trail will now slow enemies. While the 35% slow on Fling is nice, the main draw is the fact that your Poison Trail slows by 15%. This is a huge deal in teamfights, since you're going to be spreading your poison left and right, essentially permanently slowing the entire enemy team. In addition, the slow on your Poison Trail makes you, and any teammate who is with you, impossible to chase. Some people recommend building Rylai's Crystal Scepter earlier than I'm recommending because of how useful it is. That's also a valid choice, however, because the flat health that Rylai's provides is a lot less useful to Singed midgame than the resists provided by other items, you would probably need to build it in place of your Rod of Ages early game. The trade off of building Rylai's Crystal Scepter in place of Rod of Ages early on is that you lose about 300 health and 700 mana in return for a useful slowing effect. [center].[/center] [center][img=items/rabadons-deathcap.png][/center] [center][title]Rabadon's Deathcap[/title][/center] Rabadon's Deathcap is pretty much the ultimate item for every caster. It provides a boatload of ability power, far more than any other item in the game. While this item is not very useful in helping you take damage, as it provides no defensive stats whatsoever, if you want to be dealing more damage, you can't go wrong with Rabadon's Deathcap. However, as Singed, you are most likely not the primary damage dealer on your team, meaning that while Rabadon's Deathcap is a great item, your priority should still be building survivability items so you can do your job in teamfights. You'll probably be building this item if the other team lacks a lot of damage, either because their team composition is poor or because their carries had a bad early game. [center].[/center] [center][img=items/void-staff.png][/center] [center][title]Void Staff[/title][/center] Void Staff should be your go-to item for teams that stack magic resist against you. If the majority of the members on the other team are getting one or more magic resist items, your damage is going to be largely negligible in teamfights. You can remedy this by buying a Void Staff. The 40% magic penetration helps greatly in combating enemies with high magic resist, helping your damage stay relevant later in the game. Void Staff also combines multiplicatively with the Archaic Knowledge mastery should you have taken it, giving you a total of 49% magic penetration, making resisting your damage even harder. [center].[/center] [center][img=items/guardian-angel.png][/center] [center][title]Guardian Angel[/title][/center] Guardian Angel is a great item for games that drag on too long. The "extra life" that it grants you is great for helping win that key teamfight. However, it is generally only a good choice later in the game. Early on, there are much better defensive items, and you are not that likely to die if you build and play correctly. Later in the game however, when champions deal so much damage that even you can be brought down relatively quickly when focused, it is much more useful, allowing you to remain relevant in the fight even if you are the first one focused down. However, as a warning, just because you have a Guardian Angel, that doesn't mean that you can run around without fear of getting ganked. Even with the second chance that Guardian Angel grants you, if you get ganked with no teammates around, after the other team kills you, they will just camp your dead body and kill you again when you revive. Likewise, Guardian Angel is only a useful buy if the game is relatively close. If the game is heavily in your favor, you are not likely to die, making Guardian Angel a poor choice. And if the game is heavily in the other teams favor, during teamfights the other team will kill your entire team or force them to retreat, and then like before they will just camp your dead body and wait for it to revive before killing you again. [center].[/center] [center][img=items/frozen-heart.png][img=items/sunfire-cape.png][img=items/randuins-omen.png][img=items/zhonyas-hourglass.png][/center] [center][img=items/banshees-veil.png][img=items/force-of-nature.png][img=items/abyssal-scepter.png][img=items/quicksilver-sash.png][/center] [center][title]Other Defensive Items[/title][/center] If you feel that your survivability just isn't high enough, the defensive options mentioned in the Item Build: Midgame chapter are still very viable during the lategame. In fact during the lategame, Abyssal Scepter and Zhonya's Hourglass may even become better choices, since they give you both that extra bit of survivability that you may want, while also helping you put out extra damage, should you feel that your damage may be lacking a bit. If you need in-depth explanations for the items shown here, they can be found in the Item Build: Midgame chapter.

Consumables are generally cheap, one-use items that can greatly help you during all stages of the game. This section of the guide will cover when you should buy certain consumables, and how you should use them. [center].[/center] [center][img=items/health-potion.png][img=items/mana-potion.png][/center] [center][title]Potions[/title][/center] Potions provide you with either increased health or mana regeneration for the next 20 seconds. That makes potions the most powerful during the laning phases when regeneration is the most important. For 35 gold, Health Potions provide you with 50 hp/5 for the next twenty seconds, for a total of 200 health. For 40 gold, Mana Potions provide you with 25 mana/5 for the next twenty seconds, for a total of 100 mana. As Singed, Mana Potions are generally not very useful on you. Early on, with careful skill management, you won't be hurting on mana, and after you get your Catalyst, you won't have to worry about mana again. However, Health Potions are invaluable early game as Singed. The cheap regeneration that they provide you helps you easily stay in lane, making your laning phase a lot better. Starting out with Health Potions is a great idea, and you should generally be buying Health Potions to replace used ones for as long as the laning phase lasts. [center].[/center] [center][img=items/elixir-of-agility.png][img=items/elixir-of-brilliance.png][img=items/elixir-of-fortitude.png][/center] [center][title]Elixirs[/title][/center] Elixirs cost 250 gold each, and give you a significant boost in stats. Elixirs are extremely cost efficient, however their effects only last for 4 minutes. The green elixir, Elixir of Agility, provides you with bonus attack speed and critical chance. The blue elixir, Elixir of Brilliance, provides you with bonus ability power and cooldown reduction. The red elixir, Elixir of Fortitude, provides you with bonus health and attack damage. The most useful elixirs on Singed are the Elixirs of Brilliance and Fortitude. Elixir of Brilliance provides you with more damage, while Elixir of Fortitude provides you with more survivability. Elixir of Agility is not as useful on Singed, since he does not benefit much from attack speed or critical chance. You should generally buy elixirs before important fights. For example, if your team intends to contest Dragon or Baron, it may be a good idea to buy an elixir before the inevitable fight. When the endgame comes around, you should always try to keep either the blue or red elixir buff on you at all times. After you finish your item build, you should spend the rest of your gold on elixirs, since you can't buy anything else, trying to keep as many elixir buffs on you as you can at all times. [center].[/center] [center][img=items/oracles-elixir.png][/center] [center][title]Oracle's Elixir[/title][/center] For the price of 400 gold, Oracle's Elixir gives your champion True Sight, letting you see invisible units such as a Evelynn in the middle of Shadow Walk, Wards, and Teemo's Mushrooms. The buff from Oracle's Elixir lasts for as long as your champion is alive. Oracle's Elixir is basically an essential item lategame if the enemy team has a Twitch, Shaco, Akali, or Evelynn, as it allows your team to see them even when they are stealthed. Even if the opposite team does not have a stealth champion, Oracle's Elixir is still an exceptionally useful item mid and late game, when map control is crucial to success. With an Oracle's Elixir, you can essentially deny your opponents vision by destroying their wards. An Oracle's Elixir, combined with Singed's already decently strong map control makes for a potent combination. One thing to note however, is that you should only get Oracle's Elixir if you are roaming the map. If you are doing nothing but farming in lane, the ability to see wards isn't that useful. However, if you are roaming the map and setting up ganks, then the ability to remove wards as you go is extremely powerful. The most important thing to note is that you should only buy Oracle's Elixir if you are confident in your survivability already. The buff that it grants only lasts as long as you are alive, so if you get killed immediately in the next teamfight, then you just set your build back by 400 gold. Buying and losing multiple Oracle's Elixirs is a recipe for failure, so think before you buy. [center].[/center] [center][img=items/sight-ward.png][img=items/vision-ward.png][/center] [center][title]Wards[/title][/center] Wards are probably the single most important item in the entire game of League of Legends. Knowing where your enemies are at all times is incredibly powerful. For the low price of 75 gold, a Sight Ward provides you with three minutes of vision of a particular area. At 125 gold each, Vision Wards are a bit more expensive than Sight Wards. However Vision Wards have True Sight, allowing you to see other wards and stealthed champions. Throughout the game, Sight Wards are going to be the main type of ward you are buying, while Vision Wards are generally going to be bought only to destroy enemy wards or to prevent stealth champions from ganking your lane. Wards have a multitude of uses in the game. For instance, wards can easily help you avoid ganks, allowing you to see the enemy team coming so that you can safely back up. Wards are also extremely important for watching key neutral monsters such as Dragon and Baron Nashor so that the other team does not kill the neutral and get a large advantage uncontested. Finally, Wards can also be useful in keeping track of the enemy jungler so that your team can either ruin his jungling or gank him, thereby giving your team a large advantage. After every trip back to the fountain to buy items, you should spend some of your leftover gold on wards. Having them on hand is incredibly useful, and you can easily recoup the small gold cost. For optimal places to put wards throughout the game, you should check out AwwGasm's Warding Guide over on the official League of Legends forums, which can be found here: http://www.leagueoflegends.com/board/showthread.php?t=237514

[center][imgext=http://i.imgur.com/ObS5I.jpg][/center] [center][title]Laning As Singed[/title][/center] Singed is one of the few champions that can do equally as well in both a solo lane and a duo lane. In a solo lane, your priority is farming as much as you can, since you will most likely be one of the carries for your team. In a duo lane, your role shifts to a more supportive role. You should still prioritize farming, but denying and killing the enemy champions in your lane becomes a much higher priority than in a solo lane. [center].[/center] [title][center]Top Lane[/center][/title] [center][imgext=http://i.imgur.com/pt95w.png][/center] Singed is a great choice for soloing top lane if your team does not have another carry that needs the lane more. If you are in a duo lane top, you should skip to the Bottom Lane section in this chapter. With the extra farm and experience from top lane, Singed will be a powerhouse midgame. He will most likely have a level advantage, and possibly a gold advantage if you farmed well, over most of the enemy team. When you take Singed's ultimate into account, that means Singed is going to have dramatically better stats than most of the enemy team, making him a god of the midgame. However, keep in mind that while Singed's midgame is amazing if you get a solo lane, his late game is lackluster compared to many other solo lane champions. Additionally, Singed does not absolutely need a solo lane to do his job in games. Thus, if you have a champion that needs a solo lane to do well, like Kassadin for example, you should let them have it. While soloing top, your number one priority is to stay alive. Dying in a solo lane is a lot more costly than dying in a duo lane, since if you die, no one is around to soak up the experience from that lane, and no one is around to defend your tower. This is especially dangerous if you are in a 1v2 situation at the top lane, since two enemy champions can easily destroy or severely damage your tower while you are dead. In addition, giving the enemy champion or champions bonus gold and experience makes your lane even harder than it was before. If you think you might die, play passively, and don't take unnecessary risks. Use the brush to your advantage to avoid ranged harass from the enemy champion, or to attempt to zone your opponent out of last hits. If you really have to go back to the fountain to heal, try to coordinate your trip with your jungler and get him to cover your lane so your team does not lose out on experience while you heal and shop. Your second priority while soloing is to farm as much as possible. Because you're in a solo lane, you are most likely going to end up being one of your team's carries during the midgame and possibly even the endgame. Unless a kill is guaranteed, don't do anything risky like tower diving when you could just be farming minions. At level 6, you can most likely go for a kill, even against two enemy champions, if you sense your target is weak enough. Try to harass the target a little with Fling and Poison Trail beforehand in anticipation for this, and try to get your jungler to come as well. Once your target is weak enough, slow him with your Mega Adhesive, turn on your ultimate and Poison Trail, and Fling him backwards. After that, just focus on keeping your target in your poison, using Mega Adhesive and Fling when necessary, until he dies or escapes. This works best when your target is overextended, or against weaker laners such as most ranged carries, since they are easy to kill early game. After you go back and get your Catalyst and Boots, you become almost impossible to push out of lane, meaning you can farm to your hearts content until midgame comes around. [center].[/center] [center][title]Middle Lane[/title][/center] [center][imgext=http://i.imgur.com/7WMiY.png][/center] Middle lane is not the best choice for Singed. Your team is much better off placing you in either the top or bottom lanes, and putting either a caster or a ranged DPS in the middle lane. However, if you are forced into the middle lane your playstyle is largely the same as it would be in the top lane. You are still in a solo lane, meaning that you are still going to most likely be one of your team's carries through the midgame. Like in top lane, your priorities should still be staying alive and farming. However, there are a few key differences between the middle and top lanes. The first difference is that the lane is a lot shorter and wider than the top lane. That makes ganking middle lane much harder than ganking top and bottom, meaning that you can push your lane more often without fear of the consequences. The downside of this however, is that it is much easier for the enemy champion to escape from Singed, since the tower is much closer, meaning that you are probably not going to get a kill early game if you take the middle lane. The second difference is that there is no brush in the middle lane, meaning that you do a lot worse against ranged champions and champions with a spammable ranged skill. The last difference is that as the middle lane champion, you are expected to be a lot more active in helping your team gank and fight. [center].[/center] [center][title]Bottom Lane[/title][/center] [center][imgext=http://i.imgur.com/Xd0VY.png][/center] When in a duo lane as Singed, you should try to lane with a partner that will compliment Singed's skills. Singed is incredible at setting up kills with his Fling and Mega Adhesive, so laning with a strong early game champion, especially one with crowd control, such as Taric, is preferable. Singed's role in a duo lane is a much more supportive one. Your bottom lane will probably be a lot stronger than the other team's if your team paired you up with a strong early game champion, so you want to be a bit more aggressive than usual. You should still focus on farming, but you also want to attempt to either zone or kill the enemy champions if possible. The brush is a great help in zoning your opponents. Either you or your lane mate should hide in the brush while the other is farming, thereby zoning your opponents and denying them gold. Should your opponents try to approach to last hit, the person in the brush should run out and harass them, or even attempt to kill them. You should not both stand in the brush, since then neither one of you is farming, and your team is losing out on gold. When possible, you should go for the kill in your lane. If your partner has a stun killing the enemies in your lane should be easy. Let the lane push toward your tower for a bit, and try to get your jungler to come. Then, either wait for your partner to stun a target and then fling him, or catch a target unaware with fling and then have your partner stun him. You should be able to get a free kill if that happens. On the off chance that your opponents have an extremely strong bottom lane, such as Blitzcrank and Alistar, you want to play a bit more defensively. Singed is also good at defending his lane mate against a strong lane. If your opponents jump on your lane mate, you should try to get them off of him with Fling, and help him run away with Mega Adhesive. In lane, you should try to farm, but do not put yourself into any risky situations. Giving up that last hit beats getting grabbed and killed by Blitzcrank any day of the week. If your opponents get too cocky, you can take advantage of that by having your jungler come for a gank, or by flinging one of them into your tower and then slowing them with either Mega Adhesive or Exhaust. After one of them dies that way, your opponents will be a lot more cautious around your tower in the future. [center].[/center] [center][title]Last Hitting[/title][/center] [center][imgext=http://i.imgur.com/cYAQQ.jpg][/center] Early game, you primarily want to last hit with your autoattack. Although Singed is a melee champion, Singed's autoattack is relatively quick and he has decent attack damage, meaning that farming with him is not too hard. You should never last hit with your Fling, since it costs too much mana to be using it on minions and it is much better saved on champions. Likewise, you should try not to use your Poison Trail early game to farm. The reason that you should not use Poison Trail to farm early on is twofold. First, Poison Trail is relatively weak during the first few levels, meaning that it is not going to be able to kill a minion by itself. Often times your poison will leave the enemy minions with a sliver of health, meaning that they will be killed by your minions. In addition, when a few of them are focusing one target, your minions will deal more damage per second than your poison does early game, meaning that the minions will more often than not get the last hit over your poison. Secondly, poisoning a creep wave pushes your lane out. This makes you much more vulnerable to ganks and puts you at a much greater risk of dying. This is especially bad because Singed is the weakest early game when he doesn't have his survivability items yet, meaning that he does not want to be ganked then. After you hit level 6 however, the risks of pushing your lane become a lot lower, and your poison will be a lot stronger, so you can afford to push your lane to the enemy tower with your Poison Trail if you have to. This becomes a good idea if you see that your opponent is bad at last hitting under his tower, or if you want to go gank another lane or set up to kill Dragon.

[center][imgext=http://i.imgur.com/LRnKF.jpg][/center] [title][center]Mid Game as Singed[/center][/title] As long as you had a decent early game, Singed's midgame is amazing. Singed becomes extremely hard to kill, puts out good damage in teamfights, and pushes extremely well. The midgame is centered largely on ganking and teamfights. If you need teamfighting advice, check out the Gameplay: Team Fights chapter. Otherwise during the midgame, unless you are teamfighting or preparing for a teamfight, you will primarily be doing two things: pushing undefended lanes, and roaming around controlling the map. Just remember to be flexible, and to teamfight, push, and roam as needed. You shouldn't commit to only one of the tasks; you can transition between them quite easily due to Singed's high movespeed, especially if you take Teleport. [center].[/center] [center][title]Pushing Undefended Lanes[/title][/center] The primary reason to push an undefended lane is to divide up the enemy team while getting some free farm and experience. Pushing an undefended side lane is best done in conjunction with a push from the rest of your team in another lane. As long as your team pushes but does not engage, your opponents will be stuck with a choice of either defending against the push by your team and letting you push down their towers, or sending one or even two members of their team, to stop your push and therefore weaken their teamfighting potential. Midgame, Singed excels at pushing undefended lanes. He can easily go into a side lane and clear an entire creep wave by running through it with his Poison Trail turned on. If the enemy team does not go to stop you, you get a free tower. And if the enemy team does try to stop you often times the enemy team will be forced to send two or even three champions against you, as very few champions can kill Singed in a straight up 1v1 fight midgame. Then, you can simply have the rest of your team engage their divided forces. With your superior movement speed, you will easily beat the champion or champions who are defending against your push to the teamfight. If you take Teleport, you can even be there for the beginning of the teamfight and not miss out on any of the action. Just remember to back off from your push if the majority of the enemy champions go missing, or you see that they are coming to get you, since unless he's extremely fed, even Singed can't take on a 1v4 or a 1v5 fight midgame. [center].[/center] [center][title]Roaming[/title][/center] One of Singed's strengths midgame is his great map control. With his excellent movement speed and his good ganking potential, Singed makes a potent roamer midgame. The objective when you are roaming is to make life as difficult as possible for the other team, disrupting or killing them. The key to this is vision. You should attempt to actively deny your opponents vision, while increasing your own team's vision. To do that, you need wards and an Oracle's Elixir if you are not dying. Ward key jungle routes and buffs in the opposing team's jungle so you know where they are at all times, and try to hunt down the other team's wards and destroy them. While warding the map, you should also be ganking overextended lanes, and generally messing with the opposing team. Ganking during the midgame as Singed is incredibly easy. Turn on your Poison Trail and your Ultimate and run at your target. When they try to escape, you can slow them to a crawl with your Mega Adhesive. Remember to save your Fling until after your target runs past you. You want to fling them backwards to make it harder for them to get away, not forwards to help them escape. The one important thing to keep in mind while roaming is to not get too underfarmed and underleveled while doing so. You can occasionally pop into a lane and quickly kill a creep wave with your poison and then disappear again. You can also kill your own jungle camps as you pass them, or steal the enemy team's jungle camps, which does double duty because it gives your gold and experience while denying the other team of gold and experience.

[center][imgext=http://i.imgur.com/XUDSS.jpg][/center] [center][title]Late Game as Singed[/title][/center] The late game is very focused on teamfights. Champions are strong enough, and the death timers are long enough, that if one team gets aced, they are most likely going to lose. Singed is not as good late game as he is throughout the midgame. His damage sort of dies out as the enemy team starts to buy magic resist, and he can take slightly less punishment compared to the midgame. The late game stresses the importance of map control and vision even more. Catching an opponent by himself can equal a free tower or two, or a free Baron. Likewise, getting caught yourself can mean the same for the enemy team. Thus, knowing where your opponents are at all times becomes paramount. Singed can still perform his midgame role relatively well late game. You still can push a lane by yourself to divide the enemy team. However, make sure to always place defensive wards while you are pushing to ensure that you do not get picked off by the enemy team. Likewise, you can still move around the map and ward offensively. However you should probably stick with your team if you are approaching an area that the other team could potentially be in. You don't want to go ward a brush by yourself only to have five opponents jump out and kill you. Basically, your strategy for the late game will largely be a modified version of the one for your midgame.

[center][imgext=http://i.imgur.com/rCfdl.jpg][/center] [center][title]Teamfighting as Singed[/title][/center] In teamfights, Singed plays the role of an offtank. Most of the time he should not be the one initiating, however when the teamfight starts he should try to soak up some damage and protect his carry. Singed brings both damage and utility to the fight. His Poison Trail does highly respectable damage throughout most of the midgame, and his powerful slow and Fling let him both harass the enemy carry and protect his own. [center].[/center] [center][title]Poison Trail[/title][/center] This point is fairly obvious, but it's worth mentioning. If you are in a teamfight, or are initiating a teamfight always have your Poison Trail on. [center]Always.[/center] [center].[/center] [center][title]Initiating[/title][/center] Singed should generally not be the one initiating for your team. If an enemy champion is overextended, Singed is a great initiator. You can turn on your Ultimate, maybe pop Ghost or slow your target with Mega Adhesive, run up to the target and fling him into your team. You can even do this if your target is under a tower. Congratulations, you instantly turned the upcoming teamfight into a 4v5. However, if your opponents are smart and aren't out of position, if you try to initiate things won't go so well. If you rambo into the enemy team trying to fling their carry in the back, you will get hit with some form of crowd control, such as a slow or stun, and then take damage or possibly die without accomplishing anything and look stupid. You should leave the initiation to a main tank, such as Amumu or Shen, who have AOE crowd control skills. On the off chance that you happen to be the main tank yourself, you are most likely going to have to rely on other champions with initiation skills on your team, such as Ashe, or wait until the enemy carry is out of position to initate. Alternatively you could try to get your team to initiate from the jungle at an angle, thereby circumventing most of the enemy team and getting to the carry immediately, but that is pretty hard to do most of the time. [center].[/center] [center][title]Harassing the Enemy Carries[/title][/center] In team fights, unless you lack a main tank, your primary job should be to harass the enemy carries so that they cannot just sit in the back and pour damage onto your team. Normally, you should go in right after the fight has started and some crowd control spells have been blown. You want to use your Ultimate if you have not done so already, make a beeline for the enemy carry, and fling him backwards, using your Mega Adhesive to slow him in case he tries to run away from you. Once the enemy carry is in the middle of the fight, hopefully your team will pick up on that fact and focus him. Even if your team doesn't, once the enemy carry gets flung and breathes some of your poison, they will probably be focused more on running away from you than on dealing damage. After the opposing carry dies or runs away, turn around and start following the next highest priority target. While it's a good idea to push the enemy carry out of the fight, it is not too smart to chase him unless you can get a kill without wasting much time. In the time it takes for you to chase that Teemo across the map, you could have been helping the rest of your team win the fight. Once the carry reenters the teamfight, you can go and refocus him then. If the enemy carry stays out of the fight, you just made the fight 4v5 in your favor. [center].[/center] [center][title]Protecting Your Carries[/title][/center] If you are playing the role of the main tank on your team, or it just so happens that a large number of enemy champions are diving your carry, you aren't to shabby at protecting your teammates either. Most champions who will be trying to dive your carry will be melee champions with some sort of gap closing skill, such as Xin Zhao. Those types of champions need to be in melee range to deal the majority of their damage. Exceptions to this rule like Kassadin exist, but for the most part, the champions you are protecting your carry from need to get into melee range. When protecting your carry, you have two tools: Mega Adhesive, and Fling. Fling is obvious. You cast it to fling champions away from your carry. Mega Adhesive takes a bit more practice to use. You can use Mega Adhesive either before the champion reaches your carry so that he has to run through your slow, or you can use it after he is already on your carry so that your carry can run away. Either way, never use your Mega Adhesive when the enemy diver is in range to cast their gap closing spell on your carry. If you do, they will simply dash to your carry and out of your slow, making your slow useless. In that situation, you should wait until after the gap closing skill is used before laying down your slow. [center].[/center] [center][title]Cleaning Up[/title][/center] Singed is one of the best champions for cleaning up a teamfight. Your Ultimate should still be running, since most teamfights last less than 20 seconds, so you can use the bonus movement speed, plus Ghost if you still have it, to chase down any runners. Slow the person you are chasing with your Mega Adhesive, run up to them, and fling them backwards. Then, just try to keep them in your poison until they die. It's quite easy to do once you get the hang of it. If your opponent has some form of crowd control skillshot, such as Dr. Mundo's Infected Cleaver or Morgana's Dark Binding, be sure to attempt to juke it when chasing. Getting hit by crowd control can ruin a chase.

[center][imgext=http://i.imgur.com/AESLV.png][/center] [title][center]Killing Neutral Creeps as Singed[/center][/title] Starting from around level 6 or so, due to his naturally high armor growth and decent damage, Singed does fairly well at killing neutrals in the jungle. Killing most camps isn't a problem at all. Make sure to stand in between the creeps so that your poison will hit all of them, then start autoattacking while poisoning the creeps. Make sure to toggle your poison on and off in bursts so that you do not waste too much mana. Since the poison lasts for 5 seconds, turn on your poison for a small burst every 4 seconds to keep the debuff on the creeps while conserving as much mana as possible. Also, you can start running from the creeps when they are about to die from your poison. This saves you some health, and the creeps will die while chasing you. You can also cast Fling on one of the neutrals to kill the camp faster, but that is generally only recommended if you have enough mana to spare. Normally, you should leave the jungle camps for your team's jungler to deal with. However, on the off chance that your team doesn't have a jungler, or if you want to try to steal some camps from the other team's jungler, you can push your lane and then sneak off into the jungle, returning to the lane after you kill the camp. [center].[/center] [center][imgext=http://i.imgur.com/KFRIi.png][imgext=http://i.imgur.com/rgTMB.png][imgext=http://i.imgur.com/pC42h.png][/center] [center][title]Small Camps: Wolves, Wraiths, and Golems[/title][/center] The small camps first spawn at 1:40 into the game, and respawn every 1:40. The wolf camp provides a total of 57 gold and 190 experience. The wraith camp provides a total of 71 gold and 180 experience. The golem camp provides a total of 60 gold and 280 experience. Singed can do all of the small camps at around level 5 or 6 with barely any trouble at all. The wolves are the easiest camp to do, as they barely even scratch Singed. You can probably kill them without taking much damage even at level 3. The wraith camp does slightly more damage to Singed. However, if you fling the large wraith, the camp is even easier and faster to do than the wolves. The small golems will give you the most trouble. If you try to do them early on, you will take a fair bit of damage. You may even have to use a health potion if you are low. However, after a few more levels the golems basically don't do any damage to you anymore, and you can kill them extremely easily as well. [center].[/center] [center][imgext=http://i.imgur.com/pC42h.png][imgext=http://i.imgur.com/TvRps.png][/center] [center][title]Buffs: Ancient Golem and Lizard Elder[/title][/center] The Ancient Golem and Lizard Elder both spawn at 1:55 into the game, and respawn every 5:00. The Ancient Golem camp provides a total of 80 gold and 280 experience, as well as a buff that greatly increases mana regeneration and reduces cooldowns. The Lizard Elder camp provides a total of 80 gold and 260 experience, as well as a buff that makes your auto attacks slow and deal damage over time. Most of the time, the buff camps should be left to your teammates. Generally, the lizard buff is a lot more suited for a ranged DPS champion, while the golem buff should go to your team's caster. However, if you happen to cross by one of the buffs in your opponent's jungle and you aren't in danger of being discovered before you can finish it, you can go ahead and kill the camp. Singed can take the buff camps pretty easily at around level 10. If you use your Ultimate, you can do these camps as early as level 6. Killing the Ancient Golem and Lizard Elder is mostly the same as killing the small camps. Poison the creeps and autoattack them. However, unlike the small camps, you should usually be spamming Fling on the buff monster to kill it quickly, and you can kite the monster around through your poison to take less damage. Just be sure to not run too far, or else the camp will reset and you'll have done all that work for nothing. [center].[/center] [center][imgext=http://i.imgur.com/AN4Tj.png][/center] [center][title]Dragon[/title][/center] Dragon spawns 2:30 into the game, and respawns 6:00 after it is killed. Killing the Dragon provides 190 gold to each member of your team, regardless of location, an additional 25 gold to the killer, and 400 experience. Killing the Dragon is normally a team effort. Singed should only ever try to solo the Dragon pretty late into the game, when he already has his main build completed. Any earlier than that is not practical. Singed just doesn't do enough damage to kill Dragon fast enough, and he will take too much damage and time. During an attempted Dragon kill, you should leave the bulk of the work to your jungler. If they have Wriggle's Lantern, they can easily tank Dragon's hits while your team kills it. During that time, you can contribute a little with your poison, but you should mainly be guarding your team should the opposing champions try to stop your team. However, if you know that the other team cannot stop you from killing the Dragon, or you have good ward coverage, feel free to go hit Dragon along with the rest of your team. On the off chance that your Jungler is too low to tank Dragon, you can go ahead and tank it, as you will probably have one of the higher armor values on your team. Just remember to go heal after your team finishes killing Dragon, as you will probably have taken quite a bit of damage. [center].[/center] [center][imgext=http://i.imgur.com/q8eCG.png][/center] [center][title]Baron Nashor[/title][/center] Baron Nashor spawns 15:00 into the game, and respawns every 7:00 after he is killed. Killing Baron Nashor provides 300 gold and 900 experience to each player on your team, regardless of location, and a buff that grants each player on your team 40 attack damage, 40 ability power, 3% of their maximum health in health regeneration, and 1% of their maximum mana in mana regeneration. Killing Baron Nashor is definitely a team effort. Singed should never try to solo Baron by himself. Soloing Baron almost always requires a lot of lifesteal, attack damage, and attack speed, which Singed does not have. Singed just doesn't do enough damage and will likely die in the process. Like with Dragon, when your team is killing Baron, you can attempt to poison and autoattack it to deal some extra damage. However it is much better to leave the damage dealing to your jungler and carries, and instead protect your team while they are killing Baron. You can also tank Baron's hits for the other members of your team if they need someone to do so, since by that time you should be decently tanky already. [center].[/center] [center][title]For the Crazy Ones Who Want to Jungle as Singed[/title][/center] Jungling as Singed is NOT recommended. While he can jungle, Singed lacks the jungle control that other junglers have, cannot kill Dragon until pretty late into the game, and is generally much better off in a lane. If a stronger jungler, such as Warwick, Nunu, Rammus, or pretty much every other standard jungler in the game wants to mess with your or steal your jungle, you can basically do nothing to stop them. In addition, jungling requires you to take Smite as your second summoner spell over a potentially much more useful summoner spell. On the off chance that you actually want to jungle, you should ignore the offensive tree for Masteries, and focus more on defense, while grabbing enough points in utility to reach the increased buff duration. In addition, you are definitely going to need flat armor runes. For a decent jungle path, Stonewall008 has a decent video. [youtube]http://www.youtube.com/watch?v=lRBFt7gUr-c[/youtube] As you watch the video, pay attention to how close Singed is to death throughout most of the jungle. If an enemy champion were to try to counter-jungle you, you would have almost assuredly given up first blood. In addition, with that little health, you cannot gank at all, meaning you have to go back to base first, wasting the majority of your lizard buff. Jungle Singed is definitely not recommended, and should only really be used as an absolute last resort in case your team forgot to pick a jungler or something.

If you made it this far, congratulations! I know it was a lot of text to wade through. However, if you actually did read all of that instead of just skipping to the bottom, you should have gained a much better understanding of how Singed works, or you already know everything about Singed and probably just had your knowledge confirmed. There's really not much else to comment on, since pretty much all of it was said somewhere or another in the body of the guide. Just remember to farm early game, and go and kill the enemy carry mid and late game. And never get too greedy. Tower diving is bad until you get more experienced at it, and chasing a champion deep into unknown territory is no recommended. [center][highlight]Anyways, have fun and go out and smother some people in your poison![/highlight][/center] [center][imgext=http://i.imgur.com/fjJ9p.png][/center]

04/03/2011 - Current Patch: 1.0.0.114 *After about a week of on and off writing, the guide is finally finished. --------------------- Special Thanks goes to Riot Games and leagueoflegends.wikia.com, whose images I blatantly stole to make my guide pretty. Also, to AwwGasm and Stonewall008, whose materials I referenced in my guide.

Comments coming soon!
Copyright © 2009-2015 SoloMid. All rights reserved Back to top