[Champion] Singed - Page 3
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freelander
Hungary4707 Posts
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mrgerry
United States1508 Posts
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Mogwai
United States13274 Posts
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CLouDPR
United States12 Posts
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Brees
Marshall Islands3404 Posts
On March 10 2011 03:17 CLouDPR wrote: For yellows, I'd say go dodge seals if you can affording it, but flat armor isn't bad either if you don't want to break your bank. The reason I say this is because dodge allows for the nimbleness mastery to proc which could lead to all sorts of funny things like people chasing for miles or you catching up to someone who is attempting to kite you. Anyway, just my two cents. you dont want nimbleness mastery though, that means you dont have strength of spirit maxed which is much more important on singed imo | ||
Lanzoma
Mexico813 Posts
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Juicyfruit
Canada5484 Posts
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Tooplark
United States3977 Posts
Teleport Fortify spells. Start with doranshield (first recommended item). Run to bot brush, taking your slow or fling first. If you see a chance, harass your enemy with fling (run behind first so they can't attack after). If you aren't good at the whole right-clicking thing, just throw them in any direction. At level 2, get slow or fling, whichever you didn't get previously. Then at 3 get poison and turn it on. You have teleport so its ok. By now you should have either 3-5 kills or 3-5 deaths depending on who's in the lane. Start buying the recommended items in any order. From here, the singed guides pretty much converge - even at low elo people can press Q and run down lanes. | ||
Morphx2
147 Posts
game 1: 9-2-5 game 2: 8-1-7 game 3: 6-1-8 I run flash and ghost. Nothing beats chasing someone who is 1 step ahead of you and flashing in front and keep running so they get more poison. hehe. Its just so much fun to fling people! He is probably the most brain-dead person to use too. Hit Q, run around, glue or flip when bored. Go to tower, hit R, knock down tower. Rinse and repeat. | ||
zer0das
United States8519 Posts
Runes: Magic Penetration marks, HP/level seals, MP Regen per level glyphs, Speed Quints Masteries: 9/0/21 (I get mana ones over exp- found it to be slightly more useful). Summoner Spells: Teleport/Ghost Skill order-> Typical EQQWQR into R>Q>E>W Generally for items I go: Boots of Speed/3 health potions Depending on the lane: straight to Boots of Swiftness/Mercury Treads (with a few health pots.... or skip ahead to some regrowth pendants) Regrowth Pendant->Regrowth Pendant->Negatron Cloak-Force of Nature Chain Vest->Giant's Belt->Sunfire Cape Usually follow it up with: Rod of Ages Guardian Angel Then depending on team composition: Banshee's Veil Ryali's Crystal Scepter (only if they have a lot of CC so you can get away a bit easier) Thornmail Frozen Heart Abyssal Scepter The basic idea is to outlast your opponent in lane- I found going catalyst first is really bad: usually by the time you get it, you level really slowly. It doesn't really give you any sort of noteworthy sustain. However, once Singed has good hp regen due regrowth pendants, he starts running into mana problems... so I sacked magic resist glyphs in favor of mana regen per level- they start kicking in during the midgame. Once insanity potion is reached, the sustain lets you quickly dominate your lane, and you have the extra mana to keep at it. Once the laning phase ends, this is where my build thrives: you have a insane amount of sustain with force of nature/mana regen per level glyphs, and teleport gives you mobility to take down massive minion waves that tend to build up (tend to get ahead on levels due to this). Or to surprise a low health enemy that is trying to get some exp by bursting out of nowhere and running them into the ground. Damage is much lower than if going AP, but you can stay at the front for much more extended periods of time with the increase health/mana regen. Enemies also tend to think you'll run off after getting damaged heavily, so they'll overcommit against your teammates, and then you just run in and fling them. I've also found the high regen pretty useful in teamfights. You can control where people are with fling and mega adhesive. If you take too much damage, run away temporarily, then when they stop chasing, come back and wreck people. Lategame the build suffers a bit due to no magic resist glyphs. If played well, the enemy team can't do an awful lot at this point though, and hopefully someone else on your team can help carry the game to a win if necessary. Any comments would be appreciated. Edit: After playing some more, magic resist/level glyphs are far superior. :> | ||
rewtamus
United States327 Posts
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zer0das
United States8519 Posts
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nyxnyxnyx
Indonesia2978 Posts
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BlackPaladin
United States9316 Posts
On August 09 2011 15:32 nyxnyxnyx wrote: i just noticed if u pop q on and off you can get 2 ticks of poison with 1 tick of mana Dyrus has like, always done that lol. You never noticed? ![]() | ||
rewtamus
United States327 Posts
<--- 1200-1800 only singed | ||
rewtamus
United States327 Posts
competitive build(solo top) flat hp/5 quints 3 mp/5 seals, the rest whatever u want mpen marks mr/l glyphs start regrowth philo stone and ward boots mana crystal hog finish catalyst and buy wards merc treads finish rod(situational) wards giants belt rylais core resist item(chain vest/negatron cloak) according to enemy at this point you should be the most farmed champ in game and u finish force of nature or glacial shroud finish build by finishing hog if you have gap closers on enemy team, or save hog for gp/10 and build your glacial shroud into fh QSS deathcap | ||
rewtamus
United States327 Posts
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rewtamus
United States327 Posts
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rewtamus
United States327 Posts
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nyxnyxnyx
Indonesia2978 Posts
On August 09 2011 15:56 BlackPaladin wrote: Dyrus has like, always done that lol. You never noticed? ![]() sry i dont watch streams ); | ||
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