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Singed Statistics for Lenny Foulds

Author's performance with Singed compared to the ranked average.

Value
Average
Games Played
28
8
Win %
57
43
Kills
3.4
3.8
Assists
9.6
7.7
Deaths
5.6
7.1
KA:D Ratio
2.3
1.6
Gold Earned
12.7K
11.5K
Creep Score
215.3
185.4
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Hello everyone, 


My name is Lenny Foulds and I have been playing League of Legends since the summer of 2010 with a group of friends and it honestly has brought me the most fun than any video game ever has. Singed is my favorite champion because his whole kit makes no sense and is completely laughable (especially in this day and age) and he is by far the trolliest champion you can play. Also, his laugh.

My achievements as a player are as follows:

Season 1: Gold ~1500 rating, Gold (OG Jarvan IV Victorious skin whatup)
Season 2: Gold rating (lol so bad)
Season 3: Diamond V rating (I AM THE 1%)
Season 4: Gold rating (retirement from LoL)
Season 5: Platinum rating (do I still got it? nope)
Season 6: Diamond IV rating (yeah I still got, suck it)

This is going to be my in-depth guide for top lane singed and if you have any questions, just leave me a comment.

Thanks for reading!

I take summoner spells based on the champion match up and prefer ignite over teleport. Teleport is a very powerful spell when used correctly and I abused it in season 3 when it had a much lower cool down and channel time. When I play ranked 5's, I usually take teleport because I can coordinate with them in voice chat, but of course you can't do that in solo queue. In most circumstances, I do not like to take teleport in solo queue on Singed for several reasons:

1) It has a high cool down and very hard to use correctly
-This spell is very hard to use correctly. You either waste it by holding it too long waiting for a fight to break out or you just use it teleporting to lane, which is not ideal.

2) Its channel time is 4.5 seconds 
-This was a huge nerf as it gives the enemy team more than enough time to back off a fight, making you look like an idiot when you teleport to bot lane and everyone is gone.

3) Hard to co-ordinate in solo queue 
-In solo queue, you cannot rely on your teammates especially in lower divisions. They don't set up wards to set up teleport plays or they don't put down wards when they get engaged on. And more often than not, when you try and split push with teleport, they get caught and all die before you can teleport to them. Then your team blames you for not being there. Pretty great!

4) Teammates are unreliable
-You are investing a lot into that lane if you teleport there- you lose lane pressure and farm for just the possibility of kill participation gold. Essentially, the opportunity cost of you losing out on gold and experience to help out another lane. Spoiler alert - most solo queue players are not worth it! 

5) Your team needs you and does not know how to say alive
-I don't know how many times I was split-pushing a lane, while the enemy team grouped as 5 and I told my team to stay back under tower and don't get engaged on and then they all get caught and die and blame you for it. Usually your team is dumb so they need you to baby them around the map so that's another reason why I get ignite over teleport because you can't use it correctly late game.

5) You are usually pushed up
-As a Singed player, (minus the really bad match-ups), you are usually pushed up (farming behind tower) and you do not need teleport to catch waves hitting your tower like other champions. 

Flash

I only take flash when I am playing against a Jarvan IV because his Cataclysm (ultimate ability) negates your ability to run away and escape setting up easy kills on you.

Ignite

-I prefer to take ignite in most cases as it give you dueling potential versus the enemy laner.  Most people are not used to what kind of damage Singed can do because well, no one plays him, which creates potential kills. People also LOVE chasing after Singed players and do not respect the damage he does as all they see is blood. With this summoner spell, I can often 2v1 when the jungler comes to gank and in several occasions, I often kill either the top laner or jungler when they overcommit to a gank. Most players in lower elo also do not know how to punish the enemy team when their top laner does not have a teleport. Pros do.

Ghost

-This summoner spell is heavily underrated and it compliments Singed's kit very well. It has a three minute cooldown versus a 5 minute cooldown for flash and has a very provides a very similar effect so don't be hesitant to use it especially when getting ganked. Like flash, it can be used offensively and defensively, but in most cases I am using it offensively for the following reasons:

1) Chasing down overextended laners
-When the lane is frozen in front of your tower and the enemy is giving you attitude, you can all in them with your ultimate, fling,  and poison and  then pop ghost (once you see the enemy jungler on the map) to keep yourself in front of them. That way, when they retreat to their tower they keep taking poison damage. At the very least, you usually burn their flash as it will catch them off guard. However this gives you a window of opportunity in the future  for a kill as there will be a two-minute window where you will have ghost up and they won't have flash.

2) Setting up a gank
-Don't be too scared to use your ghost preemptively to set up a gank. Most enemy laners will be confused when you ghost at them in order to fling them back. By that time, it will be too late.
 
3) Chasing down a nearly dead, far-away enemy 
-No one can escape a Singed with ultimate on plus ghost. No one.
 
4) Ghost back to lane after recall
-Haha yeah right idiot.

When using it defensively to escape a gank, remember that ghost ignores unit collision so run through minions to make a larger gap between you and your enemies.

Teleport

This one of the most powerful spells of the game as it change the outcome of a fight breaking out somewhere else on the map and forces your opponent to adjust the way they play against you.
I do not recommend taking this summoner spell if you are in platinum and below as this is a very tough summoner spell to use correctly. I only take teleport in a match up that I know I have no kill potential such as versus tank champions. It requires you to have a lot of map awareness and the intuition to know when to teleport somewhere and when to not teleport somewhere, which is really hard to gauge. A lot of the times people just teleport bottom lane and so as the enemy team sees that, they immediately back off, which is extremely terrible for you. Think of teleport as an investment. When you teleport bottom lane to counteract a fight, you are losing out on solo experience, gold, and lane pressure as you are giving your lane opponent free farm if they don't teleport.  If you don't get anything out of it, you just wasted all of the aforementioned items and a summoner spell to achieve nothing. Even if you do get say an assist or kill out of it, you are investing your resources into the lane you teleported to, to help their lane out. Now this would make sense and this is why professional top laners use it as their teammates knows how to build their champion correctly, abuse their lead, carry their team, and everything else necessary to winning the game. Your teammates are not pros in solo queue and most of them can't do those things so there is no point in investing in them. I stopped using teleport in most cases for the reasons mentioned above as I found I won more when I just kept persistent pressure top lane instead of helping out the other lanes. Teleport is only used by me in a losing matchup as I use teleport early on just to get back to lane. However, I recommend that you try to take teleport in higher divisions as the enemy team likely knows how to abuse a top laner without teleport (ex. early ganks and late game split-pushing).

New Runes Back to Top

Masteries Back to Top

These are the masteries I take when I take ignite/ghost. If you are taking teleport, you should be swapping out perseverance for insight for the 15% CD reduction of summoner spells as teleport has a long cool down. 

Sorcery vs Fury- self explanatory - you're a caster/tank and don't benefit from attack speed.

Double Edged Sword vs Feast vs Expose Weakness - this is really good on tanks as taking 1.5% extra damage doesn't really mean much and doing 3% extra damage is pretty good. You can get Feast too - it's alright as well. I don't take expose weakness because it doesn't benefit you in lane and you only get it's benefit during team fights, which is OK.

Natural Talent vs Vampirism - such an OP mastery that gives you AD and AP every level. Vampirism is OK, but not even close to being as good Natural Talent. If you do the math, the spell vamp isn't really that great especially early game.

Oppressor vs. Bounty Hunter - You don't get too many kills playing as Singed and if you do they are usually always on the enemy top laner or maybe the jungler so it's pretty hard to get the full benefit from Bounty Hunter. I would rather just get the guaranteed 2.5% once I get Rylais.


Recovery vs Unyielding - Neither of these masteries are really good, but I take recovery as 24 health/minute > 1 or 2 armor or MR early game.

Explorer vs Unyielding - again, both are pretty bad. The move speed from explorer is negligibleand it only occurs in brushes and river so it does not offer much for laning. While tough skin reduces champion auto damage for laning by a tad and reduces jungle creep damage when stealing camps. I think unyielding is less useless in this case.

Runic Echo vs Veteran's Scars - Runic Echo synergizes with Singed's ultimate and team fighting as your team is likely going to have heals and shields.Veteran's Scars doesn't give enough health to forgo in my opinion, but if you know you are going to go into a scrappy lane or a cheesy matchup, you may take it as 50 health goes a long way in early game fights.

Insight vs. Perseverance - if you are taking ignite/ghost take perseverance and if you taking teleport/ghost, take insight. Teleport has a huge cool down (5 minutes) and is a very influential spell and having it up as soon as possible is extremely important. Now, if I am not taking teleport, I always take perseverance as the spell synergizes extremely well with Singed's ultimate. It has saved me countless times post-6 as it makes you an unkillable monster with insane health regeneration. Ghost and ignite also have fairly low cool downs and don't benefit from insight as much.

Grasp of Undying vs Strength of Ages vs Bond of Stone - I used to take grasp before it was nerfed, but I found to be ineffective on Singed as in most matchups, I would rarely walk into range to auto attack them and thus not even use it. Grasp does about 90 magic damage when you have 3000 health before resists and heals you for 45 every time you proc it (four second cool down). However, I always choose strength of ages because I think it is such an overpowered mastery as you usually have it fully stacked around 25 minutes. 300 health goes a long way on Singed as he gets a lot of resists already from his ultimate and times where I built thornmail after Rylais, I found I never had enough health so this fills that void. 

Abilities Back to Top

Q
E
Q
E
Q
R
Q
W
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
3
5
7
9
W
8
14
15
17
18
E
2
4
10
12
13
R
6
11
16

Pretty self explanatory: Ultimate > Poision (major damage spell) > Fling (secondary damage spell) > Mega Adhesive (Utility slow). When I am behind, I will max my slow over fling after level 8 because you are behind and can't walk up to people fling them without dying so I would rather just give my team the utility of an AOE slow. I prefer to get W at level 8 as it doesn't do anything for you in laning in early levels and you need around that time for picks and avoiding ganks when you are farming behind tower.

Items Back to Top

Starting Items

    I take this as a starting item in 90% of matchups. Its passive will work when your enemies have poison on them. It also gives you the health and mana to trade in exchanges.
    I usually buy this after my first back with boots. Gives you the mana sustain to keep farming behind turret and stealing jungle.

Core Items

    This is core and should be the first major item you finish always. It makes you almost impossible to gank and provides amazing team fight utility because it causes your poison to permanently slow enemies. Don't be afraid to delay building this item by building a portion of an armor or MR item.
    Go first VS a heavy AD comp. Makes it so the enemy champions can't just auto attack you for free.
    Great item that synergizes with your masteries and ultimate. Get this second versus heavy AP team.
    Another core item on Singed that synergizes with Rylais due to its passive. If I am really ahead, I will buy this after Rylais to snowball the game. If you have a tank jungler, build this after your first defensive item, but if you are the only tank, this should be your second last or last item you build.
    Build vs champions building critical chance items (ADC's, Yasuo) or heavy attack damage/speed teams.
    If you have 2600 early after Rylais I usually try and get this as it makes it so the enemy team can't focus you down. You should be building this item versus enemy champions that have resets.

Situational Items

    I don't like building Rod of Ages on Singed. It's unarguable that the stats it gives are really good, but it makes you ignorable in team fights and more susceptible to ganks for somewhat better stats. The intangibles from Rylais just make it a better choice overall.
    You can buy versus champions that have poor pushing ability or just straight up split push the entire game to slow them down
    I personally do not like this item on Singed, but you can get it versus AP heavy teams and/or when your team is heavy AP. I would rather have Liandry's in most cases where I need damage.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Akali
    Easy
  • Cho'Gath
    Easy
  • Darius
    Medium
  • Dr. Mundo
    Medium
  • Ekko
    Easy
  • Fiora
    Hard
  • Fizz
    Medium
  • Galio
    Easy
  • Gangplank
    Easy
  • Garen
    Easy
  • Graves
    Hard
  • Illaoi
    Medium
  • Irelia
    Easy
  • Jarvan IV
    Medium
  • Jax
    Easy
  • Jayce
    Hard
  • Kayle
    Medium
  • Kennen
    Medium
  • Kled
    Easy
  • Malphite
    Easy
  • Maokai
    Easy
  • Nasus
    Easy
  • Nautilus
    Easy
  • Olaf
    Medium
  • Pantheon
    Hard
  • Poppy
    Medium
  • Quinn
    Hard
  • Renekton
    Medium
  • Rengar
    Easy
  • Riven
    Medium
  • Rumble
    Hard
  • Shen
    Easy
  • Swain
    Hard
  • Tahm Kench
    Hard
  • Teemo
    Medium
  • Trundle
    Medium
  • Tryndamere
    Easy
  • Wukong
    Medium
  • Yasuo
    Easy
  • Yorick
    Medium

VS

Akali

Easy

Push the wave as hard as you can early and back off of her when she uses akalimota.png and tries to activate it. Farm behind tower post-6 and create pressure by stealing jungle or ganking mid, while she struggles to last hit underneath tower.

VS

Cho'Gath

Easy

Take teleport as he wins early due to his sustain. Farm behind tower post-6 and create pressure by stealing jungle or ganking mid. Cho'Gath becomes useless with your all slows in team fights.

VS

Darius

Medium

Take ignite/ghost. This is a skill based matchup. You have to use your move speed advantage to keep your distance from him and dodge his dariuscleave.png . Let him push you in early, but trim the wave with poisontrail.png so the wave doesn't stack too big. Don't get all-in'ed level 2 as this is a very common strategy. A freeze in front of your tower is a perfect situation as if he tries to fight you, you can fling him into tower and the tower will automatically target him because of his passive. It also sets up a gank for your jungler as Darius is extremely easy to gank. Farm behind tower post-6 and create pressure by stealing jungle or ganking mid. Darius is a 1v1 champion so avoid fights with him. He is pretty much useless in team fights with your slows. 

VS

Dr. Mundo

Medium

Boring farm lane so take teleport and push in him as hard as you can. Farm behind tower post-6 and create pressure by stealing jungle or ganking mid.

VS

Ekko

Easy

Take ignite. Fling him back if he ever uses his ekkoE.png to last hit as then he has no form of escape or damage to fight back other than his ekkoQ.png . You out trade him early in most cases.

Back off of him if he uses ekkoW.png and do not fight him if you have lower than 30% health as then his ekkoW.png starts doing bonus damage to you. Also back off of him if he gets stacks of his passive on you to avoid triggering the bonus damage.

VS

Fiora

Hard

I take ignite in this matchup. This is probably one of the worst matchups for Singed players. On an even playing field, she wins the matchup, but  if you can get ahead somehow, the lane snowballs pretty hard. Her poke is really annoying with fioraq.png and her passive and she is hard to all in with her fioradance.png . Call for a gank early and you should be fine. If you are going even against her or behind, farm behind tower post-6 and create pressure by stealing jungle or ganking mid.

VS

Fizz

Medium

I take teleport as most Fizz players that go top usually try to cheese you early so just use teleport early. Just push the wave in hard and if he turns on his fizzseastonepassive.png fling him away because you don't want to fight him with that on. He is assassin and has poor wave clear early so just play it safe and you'll win lane as you offer a lot more for team fighting. Farm behind tower post-6 and create pressure by stealing jungle or ganking mid.

VS

Galio

Easy

Take teleport and just auto push the wave as hard as you can as he has poor wave clear early.Farm behind tower post-6 and create pressure by stealing jungle or ganking mid. If you create a lot of pressure top, he can't teleport elsewhere to make plays as that's all he is good for.

VS

Gangplank

Easy

VS

Garen

Easy

VS

Graves

Hard

VS

Illaoi

Medium

VS

Irelia

Easy

VS

Jarvan IV

Medium

VS

Jax

Easy

VS

Jayce

Hard

VS

Kayle

Medium

VS

Kennen

Medium

VS

Kled

Easy

VS

Malphite

Easy

VS

Maokai

Easy

VS

Nasus

Easy

VS

Nautilus

Easy

VS

Olaf

Medium

VS

Pantheon

Hard

VS

Poppy

Medium

VS

Quinn

Hard

VS

Renekton

Medium

VS

Rengar

Easy

VS

Riven

Medium

VS

Rumble

Hard

VS

Shen

Easy

VS

Swain

Hard

VS

Tahm Kench

Hard

VS

Teemo

Medium

VS

Trundle

Medium

VS

Tryndamere

Easy

VS

Wukong

Medium

VS

Yasuo

Easy

VS

Yorick

Medium
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