Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
VS
Arrr, role fit
Mid · Singed
Singed be normally played Top and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Unestablished courseReview patch be unknownRecommendations await inspection
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon
?
Unreviewed course
No reviewed Singed Mid build
Singed be normally played Top and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
A different course's gear be nay relabelled as true to course. Role income, sea chart access and starting rules can change th' whole purchase order.
Control Mid range, mana and wave timing afore committing to a longer exchange or roam.
Normal Draft, matey
Arrr, primary tree
Sorcery
Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree
Inspiration
Biscuit DeliveryCosmic Insight
Arrr, summoner spells
FlashTeleport
Pick pressure or recovery
Ignite supports a short kill window; Teleport supports recall and sea chart timing; Barrier protects agin' immediate burst.
Protect th' wave course
A more booty aggressive spell pair does nay replace seaworthy wave timing, river vision or an escape course.
Arrr, matchup notes
What changes when Vex is opposite you?
Pre-battle kit comparison
Arrr, kit comparison
Respect th' foe's reliable threat
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
Yer course
Use th' course ye prepared
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
Trick reminders
Singed reminders
Poison Trail be very effective at farming and harassing, allowing Singed to dominate th' flow o' whatever course he's in.
Use Insanity Potion to trick yer foes into chasing ye through yer Poison Trail.
Flinging enemies into yer tower can deal heavy amounts o' damage to them.
Arrr, static alternatives
Compare th' problem afore changing th' course
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.
Arrr, Only when enemy healing is deciding fights
Oblivion Orb
Arrr, Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Trick reference
Arrr, compare both kits
Trick referenceData Dragon 16.20.1
Cooldown / Cost / RangeData Dragon 16.20.1
Singed
P
Noxious Slipstream
Noxious Slipstream be th' always-on rule shaping Singed's normal trading and fight pattern. Watch its in-battle state afore committing.
Q
Poison Trail
Poison Trail contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cost 13 · Arrr, listed range 20
W
Mega Adhesive
Mega Adhesive be a ranged cast involving a slowing effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 17/16/15/14/13 · Cost 60/70/80/90/100 · Arrr, listed range 1000
E
Fling
Fling contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 10/9.5/9/8.5/8 · Cost 60/70/80/90/100 · Arrr, listed range 125
R
Insanity Potion
Insanity Potion be part o' Singed's R pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.
Cooldown 100 · Cost 100 · Arrr, listed range 20
Vex
P
Doom 'n Gloom
Doom 'n Gloom be an automatic part o' th' kit involving hard crowd control and damage. Track when its condition be active instead o' treating every fight th' same way.
Q
Mistral Bolt
Mistral Bolt be a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Arrr, listed range 1200
W
Personal Space
Personal Space contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Arrr, listed range 475
E
Looming Darkness
Looming Darkness creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Arrr, listed range 800
R
Shadow Surge
Shadow Surge be a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 140/120/100 · Cost 100 · Arrr, listed range 2000/2500/3000
Adapt th' course
What to do when th' battle changes
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Ahead course
Use wave priority afore looking fer another play
1
Course
Push safely, then threaten vision, a side course or th' foe jungle without abandoning free farm.
2
Sea chart play
Reach river first aboard wit' yer Jungler and preserve th' cooldown needed if th' foe contests.
3
Fights
Pressure a valuable target while respecting th' control that can end yer lead.
Even course
Manage th' wave and keep both sides o' th' sea chart visible
1
Course
Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.
2
Sea chart play
Move on a completed wave and return afore several waves be lost to th' tower.
3
Fights
Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.
Behind course
Clear th' deck safely and make th' foe expose themselves
1
Course
Use range, tower space and vision. Do nay contest every last aboard hit if it opens another kill.
2
Sea chart play
Ping lost overboard early and take th' seaworthy course; blindly matching a stronger roam can meet defeat two positions.
3
Fights
Group 'round yer most dependable control and damage rather than searching alone fer a comeback.
Pings, movement and prizes
Singed Mid sea chart course
Mid can reach either side, but th' wave pays fer every move. Communicate th' foe first aboard, then move only when th' course and destination be credible.
Ahead
Use priority to arrive first aboard, nay recklessly
Ping
Ping Foe Lost overboard when th' foe leaves, On Me Way afore entering river and Peril on th' course th' foe may use.
Arrr, stay or roam
Roam after clearing th' wave and choose th' side where crewmates can participate. Return afore several waves be lost.
Prize
Reach river wit' th' Jungler, control one entrance and preserve th' spell that stops an foe engage or secures th' first aboard target.
Even
Turn one managed wave into sea chart pressure
Ping
Use Foe Lost overboard immediately, then On Me Way only when ye be genuinely moving rather than considering it.
Arrr, stay or roam
Move after th' wave be handled. If following requires entering fog alone, ping Peril and take th' seaworthy course instead.
Prize
Lend a hand establish river vision afore th' set sail. Do nay burn th' only control spell on poke if it be needed to protect th' entrance.
Behind
Clear th' deck safely and warn both side lanes
Ping
Ping Foe Lost overboard early and repeat Peril on th' threatened side. Use Retreat if matching th' roam would expose ye to another kill.
Arrr, stay or roam
Arrr, follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Prize
Approach astern o' th' front line and use reliable control or range. Trade th' prize if th' crew cannae safely enter river.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Handle th' wave
Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.
2
Signal th' course
Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.
3
Arrr, enter together
Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.
4
Pick th' job
Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Arrr, keep preparing
Use th' champion chart or choose another foe
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.