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* {{ai|Poison Trail|Singed}} goes invisible to opponents when you enter brush. It is also possible to create a very faint poison cloud by quickly double tapping your {{ai|Poison Trail|Singed}}. |
* {{ai|Poison Trail|Singed}} goes invisible to opponents when you enter brush. It is also possible to create a very faint poison cloud by quickly double tapping your {{ai|Poison Trail|Singed}}. |
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* While being chased, if you can afford to run in a zig-zag pattern, do so to make sure your opponents will be poisoned at least once. |
* While being chased, if you can afford to run in a zig-zag pattern, do so to make sure your opponents will be poisoned at least once. |
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− | * {{ai|Mega Adhesive|Singed}} is one of the best slows in the game, and it should have at least one rank before level 5. The upper ranks simply increase the slow percentage. A well-played {{ci|Singed}} can lead a target with the glue, catch up to the target, then {{ai|Fling|Singed}} him back in to the glue for maximum effect. This may take some practice, as all ranks have only a 5 |
+ | * {{ai|Mega Adhesive|Singed}} is one of the best slows in the game, and it should have at least one rank before level 5. The upper ranks simply increase the slow percentage. A well-played {{ci|Singed}} can lead a target with the glue, catch up to the target, then {{ai|Fling|Singed}} him back in to the glue for maximum effect. This may take some practice, as all ranks have only a 5-second duration. |
* {{ai|Fling|Singed}} is your most versatile ability and can be used to toss enemies into your [[turret]], isolate them from their teammates to set up an allied ambush, and save lives by tossing enemies away from weak or fleeing allies. Be sure to use it at the extent of its range, the further you are from a target when you {{ai|Fling|Singed}} it, the further they will get tossed behind you. |
* {{ai|Fling|Singed}} is your most versatile ability and can be used to toss enemies into your [[turret]], isolate them from their teammates to set up an allied ambush, and save lives by tossing enemies away from weak or fleeing allies. Be sure to use it at the extent of its range, the further you are from a target when you {{ai|Fling|Singed}} it, the further they will get tossed behind you. |
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** Near thin walls, this can be used to throw an enemy across, repositioning them in an unfavorable location. |
** Near thin walls, this can be used to throw an enemy across, repositioning them in an unfavorable location. |
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== Build usage == |
== Build usage == |
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− | * Starting with a |
+ | * Starting with a {{ii|Crystalline Flask}}, 2 {{ii|Health Potion|Health Potions}}, and a {{ii|Mana Potion}} can allow for an extended time in lane before your first back. The regeneration lets {{ci|Singed}} play a little more aggressive, and be able to regen any harass he takes. |
− | * Building [[mana]] as {{ci|Singed}} is a good idea because of {{ai|Empowered Bulwark|Singed}}, it is sometimes more cost effective than buying health directly because 100 gold invested in [[mana]] will also give you [[ |
+ | * Building [[mana]] as {{ci|Singed}} is a good idea because of {{ai|Empowered Bulwark|Singed}}, it is sometimes more cost effective than buying health directly because 100 gold invested in [[mana]] will also give you [[health]] worth 33 gold. The best armor item on singed is a Frozen Heart due to his passive. |
* An early {{ii|Tear of the Goddess}} will not only help with mana issues, but will also grant health through {{ai|Empowered Bulwark|Singed}}. With {{ai|Poison Trail|Singed}}, {{ii|Tear of the Goddess}} will constantly accumulate stacks. |
* An early {{ii|Tear of the Goddess}} will not only help with mana issues, but will also grant health through {{ai|Empowered Bulwark|Singed}}. With {{ai|Poison Trail|Singed}}, {{ii|Tear of the Goddess}} will constantly accumulate stacks. |
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− | **Note, however, that quickly toggling Poison Trail is the best way to gain stacks, and he will eventually have mana problems ( |
+ | **Note, however, that quickly toggling Poison Trail is the best way to gain stacks, and he will eventually have mana problems (3–5 minutes with a "blank" tear), simply by poisoning as little as possible to farm his lane. Catalyst, overall, provides more mana. Often you want both a Rod of Ages and an Archangel's Staff. |
** Later upgrading to a {{ii|Archangel's Staff}} will grant quite a bit of AP. If he manages to gain enough charges he will gain a {{ii|Seraph's Embrace}}, offering up additional durability in the shield. |
** Later upgrading to a {{ii|Archangel's Staff}} will grant quite a bit of AP. If he manages to gain enough charges he will gain a {{ii|Seraph's Embrace}}, offering up additional durability in the shield. |
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* Because {{cis|Singed}} gameplay is very dependent on positioning, consider starting with {{ii|Boots of Speed}} and picking up other speed items as you play. |
* Because {{cis|Singed}} gameplay is very dependent on positioning, consider starting with {{ii|Boots of Speed}} and picking up other speed items as you play. |
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== Countering == |
== Countering == |
Revision as of 06:27, 25 July 2015
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Skill usage
- harassing, allowing to dominate his lane. Poisoning the opposing minions as they advance is an effective strategy for farming lanes.
- A good strategy for farming is to push your minions to the enemy turret, then run past it to poison the next wave as it comes. However, this puts you behind the enemy tower, so be wary of ganks.
is very effective for farming and - When facing melee champions, you are capable of zoning them by poisoning the area near your own minions so their farming capabilities are hindered severely.
- Turn off when unnecessary as it drains mana quickly.
- goes invisible to opponents when you enter brush. It is also possible to create a very faint poison cloud by quickly double tapping your .
- While being chased, if you can afford to run in a zig-zag pattern, do so to make sure your opponents will be poisoned at least once.
- is one of the best slows in the game, and it should have at least one rank before level 5. The upper ranks simply increase the slow percentage. A well-played can lead a target with the glue, catch up to the target, then him back in to the glue for maximum effect. This may take some practice, as all ranks have only a 5-second duration.
- turret, isolate them from their teammates to set up an allied ambush, and save lives by tossing enemies away from weak or fleeing allies. Be sure to use it at the extent of its range, the further you are from a target when you it, the further they will get tossed behind you.
- Near thin walls, this can be used to throw an enemy across, repositioning them in an unfavorable location.
is your most versatile ability and can be used to toss enemies into your - can be used to interrupt channeled abilities/ultimates such as , , , or knock away champions with strong non-channeled point-blank AoE like , and .
- mana and hp, although using it this way is not recommended. is useful for chasing enemies and is a useful asset in any major team battle for its all-round bonuses. It has an incredibly short cooldown considering its bonuses, so don't worry about wasting it to run away from a gank gone wrong. Its short cooldown also means it can be used in lane to simply regenerate
- Using to throw an enemy into your is a very simple but an effective harassment combo.
- Although not a caster in the true sense, benefits greatly from magic penetration runes to make sure your opponents get full damage from . A full caster setup will allow him to deal quite heavy damage with the capability of tanking.
- Consider maxing before , as this spell grants you better zone control and CC with a 75% slow, instead of , which grants you only 45 bonus damage per level and increases its mana cost.
- Put a second point in early because its damage is lower than its mana cost at Rank 1.
- must be used wisely when diving a turret, if you are low level and the enemy is on the side of the turret facing your base you can E + W easily to attack, however take into consideration that if you toss the enemy when he moves on the other side of the turret you could possibly land him near to the turret and take lots of damage or land him further into the enemy lane and force your ally/partner to have to walk through the jungle or make his escape easier.
- When you use , you can autoattack him at the same time. This is done by clicking on the enemy champion while he is in mid-air. The damage of autoattack can, in early game at least, be just that little bit of damage which forces your opponent to play passive or maybe even recall.
- is one of the only champions who can proxy, which is running behind enemy lines to kill off their minions before they reach the person who's pushing the lane, due to . can do this with her W and E skills as well.
Build usage
- Starting with a , 2 , and a can allow for an extended time in lane before your first back. The regeneration lets play a little more aggressive, and be able to regen any harass he takes.
- Building mana as is a good idea because of , it is sometimes more cost effective than buying health directly because 100 gold invested in mana will also give you health worth 33 gold. The best armor item on singed is a Frozen Heart due to his passive.
- An early
- Note, however, that quickly toggling Poison Trail is the best way to gain stacks, and he will eventually have mana problems (3–5 minutes with a "blank" tear), simply by poisoning as little as possible to farm his lane. Catalyst, overall, provides more mana. Often you want both a Rod of Ages and an Archangel's Staff.
- Later upgrading to a will grant quite a bit of AP. If he manages to gain enough charges he will gain a , offering up additional durability in the shield.
will not only help with mana issues, but will also grant health through . With , will constantly accumulate stacks.
- Because gameplay is very dependent on positioning, consider starting with and picking up other speed items as you play.
- is great, slowing enemies by 15% through , and synergizing for an extremely powerful slow with .
- One of the better advanced items for early/mid-game is . This can then build offensively into an early .
- is useful to buy as early as possible for any general build. It provides significant mana, HP and AP. By itself it grants Singed a total of 812 extra HP when maxed.
- With full mana, the shield active gives will enable you to absorb more burst damage than you could with , at the cost of overall Health. Typically you want to build both.
- Cooldown reduction is probably the most effective stat to build, because it allows you to , apply , and pop more often. A utility Singed's focus is on surviving and disrupting as often and effectively as possible. For this, an item like is a great choice as it offers 20% cooldown reduction.
- An early can help overcome the mana cost of Singed's abilities. Late game, this can be built into a for additional stats/the movespeed boost. Remember to use it defensively as well as offensively, as nearby teammates will benefit from it as well.
- A armor and ability power. is a possible item for its
- It is possible (although usually not encouraged) to build somewhat tanky hybrid on Singed using , , , , and .
- is a very powerful item to increase burst damage. It allows you to deal some extra damage with your guaranteed auto attack after the enemy backwards. On top of that, the extra movement speed will synergize with the flat movement speed buff from and the mana will give some health with .
Recommended builds
Countering
- can be zoned early game to prevent him from becoming farmed. His is fairly weak against players early game, but doesn't stop him from being excellent at lane-control.
- It is often not best to chase
- Keep in mind that while chasing , will slowly drain your health away while will regenerate his health back and due to its long duration, Singed can run back and deal the finishing blow on you with .
. He has great mobility with and a great escape ability with .
- threatening abilities are position-based, so harassment is doubly effective if it involves a slow, such as or .
- Buying a will make think twice before using his on you as it is his only single-targeted spell that breaks the spell shield.
- Buying a on a ranged champion can reduce the risk an enemy poses to the team; the slow can severely hamper the effect of due to his reliance on mobility.
has to be very close to your team to do damage, so ranged champions are effective at taking him out. However, be wary of his as it will easily pull you into danger.
- Avoid playing any melee champion that involves chasing for kills, such as and , against , as his kit is designed to "kite" melee chasers with his and punish turret divers such as , , and using . Instead, consider playing ranged champions such as , , , , and where they can poke down and kite him effectively with various crowd control skills as well as landing a few auto attacks while tries to run away from you.
- will most likely will build a lot of mana and health items tanks to his passive. As such consider percent health damage items such as or .
Champion Spotlight
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