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Patch 16.2.1
Create side-lane pressure by proxying waves to force multiple enemies to respond to you. Once the enemy team is disorganized, use your movement speed to rotate and force a 5v4 teamfight using and to pick off the enemy carry.
A chaos-inducing specialist who excels at map pressure, proxying, and disruption. You win by forcing the enemy to make impossible choices: chase you and lose objectives, or ignore you and lose their base.
Draft off any champion within 225 units to gain 25% Move Speed for 2 seconds. This has a 10s per-target cooldown. Use this in teamfights by weaving through enemies and allies to maintain a constant speed boost.
The core of your kit. Toggle this to leave a trail that deals damage over time. You don't need it on 100% of the time; puffing the smoke once every 2 seconds is enough to keep the debuff active on minions or champions.
Throws a zone that slows and Grounds enemies. 'Grounded' means they cannot use Flashes, dashes, or blastscones. Drop this behind an enemy to prevent their escape or directly under a diver to stop their combo.
Flings an enemy behind you. This is your primary peel and engage tool. If you fling someone into your zone, they are rooted. Use this to peel threats off your ADC or to toss a priority target into your team.
Gains massive Armor, MR, AP, Move Speed, and Health/Mana regeneration for 25 seconds. Additionally, will apply 40% Grievous Wounds. Pop this the moment a fight starts, not when you're low health.
Your job is to run through the enemy team with active, spreading poison and Grievous Wounds. Use to zone out backline carries and to peel for your own carries or catch someone out of position.
If your ADC is extremely fed, stay on top of them and use exclusively to fling away anyone who tries to dive them.
Your most potent CC. By landing the fling into the adhesive, the target is rooted. This is essential for locking down mobile targets who would otherwise dash away.
Singed can buffer an auto-attack during the animation. This adds significant burst damage to your trade that the enemy cannot avoid.
Pop your steroids first. Use the speed to close the gap, ground them with so they can't Flash, and fling them back into your poison trail.
Use your teammates as speed boosters. Pass an ally to get the proc, use that speed to reach the enemy, proc again off them, then use the final burst to get behind them for a perfect .
| Spike | Why |
|---|---|
| Level 2 | You have access to the and combo. If an enemy stands near your tower, you can Fling them into tower range for an early kill. |
| Level 6 | gives you a massive stat edge. You can now survive dives or proxy two waves deep with much less risk. |
| Level 9 | is usually maxed here, allowing you to clear an entire minion wave in seconds, enabling permanent priority. |
| Level 11 | Rank 2 increases the stat buffs significantly, making you a primary threat in mid-game teamfights. |
| Level 16 | Rank 3 provides nearly 100 of every combat stat. You become a raid boss that can run through entire teams. |