
Runes








Item Builds






Introduction
Hi, I'm Phrxshn and welcome to my Singed guide. I've been playing League of Legends since Release in Season 1 and have been maining Top since the start of Season 1/Beta. My top rank is Challenger in solo queue. I have experience against Diamond, Master and Challenger players through solo queue, ranked teams and tournament games. As of Season 12 I have hit Masters+ in NA/EUW/EUNE/BR/LAN/LAS.
Singed is a AP Bruiser champion. As long as Singed can farm up to get his core items. he can run with Poison Trail, deal a lot of damage and be a huge presence for the team. When he groups up later on in team fights, this is where Singed really can carry the game and be a big front-line tank or the AP carry that every team needs, whilst also flipping the enemy carries into your team with Fling. There's some room for outplay in his kit, yet the most important thing you have worry about is the "Macroing", which makes him challenging to climb with.
Abilties







Poison Trail - Toggle: Singed lays a poisonous trail that deals 20/30/40/50/60 (+90% bonus Ability Power) magic damage per second.
Mega Adhesive - Singed leaves a sticky area on the ground for 3 seconds. Enemies in the area are slowed by 50/55/60/65/70% and grounded, prohibiting the use of Movement abilities.
If Singed flings a target into the zone, it will root them.
Fling - Singed flings an enemy over his shoulder, dealing 50/60/70/80/90 (+60% bonus Ability Power) plus 6/6.5/7/7.5/8% of the target's maximum Health as magic damage. Max 300 bonus damage against minions and monsters.
If the target Singed flings lands in his Mega Adhesive, they are also rooted for 1/1.25/1.5/1.75/2 second(s).
Insanity Potion - Singed drinks a potent brew of chemicals, granting him 20/60/100 Ability Power, Armor, Magic Resist, Movement Speed, Health Regen, and Mana Regen for 25 seconds. During this effect, Singed's Poison Trail also applies 25% Grievous Wounds for 25 seconds.
Summoner Spells


Now, Flash is almost guaranteed to be chosen as one of your primary Summoner Spells, with very few moments calling for a replacement. Flash gives your champion a boost forward, allowing you to escape sudden death, or for you to initiate a team fight. You can Flash through certain barricades, like into the Nashor's Pit or out of abilities that could lead to your death. You can also use Flash offensively, gap closing to an enemy champion to engage on them, or close enough to an ally to support them. You can use Flash to escape in sticky situations, Flashing into a bush that your enemy may not have expected can help you get away safely. When using Flash offensively, be sure that you are not just sending yourself to the intentionally feeding report list. The enemy's team could be just around the corner to stop you, or you could get too far away from the assistance of your allies.
When going Top, Ignite can be useful for 1v1 match-ups that Ignite could help you win with the kill edge, especially if your champion is not an effective split pusher, and does not benefit from Teleport in comparison to other champions. Ignite is a execution summoner spell when your enemy is escaping, is low HP, and you have no cooldown nor mana left to use on them. You should not use Ignite at the start of the fight, and at the earliest, it should be used when the enemy is at half HP. Using Ignite at half HP is helpful when your target is being constantly healed by their items or their teammate's abilities, as it will make those heals less effective.