Singed Rework Ideas
So everyone can agree Singed needs a rework of some kind to make him more viable in the new meta. I've been bouncing ideas around on how to keep him as the crazy Chemist the community knows and loves while returning to him a competitive edge. After several days of pondering this in my off time I've come up with this. Note that the numbers will probably need to be changed but are mostly there to give a deeper understanding to what is trying to be created. Preface aside, rework
P: Master Chemist - Singed and his allies' potions are 5-20% more effective based on Singed's level This makes Singed more of a team player throughout the course of the game. In the early game, weak laners or junglers will have a tiny bit more sustain. Late game, effects from potions like elixir of Sorcery will help Singed's team greatly so long as the team actually uses them. As for Singed, one of his big items has always been Crystalline Flask, and with this it will be more effective.
Q: Poison Trail - Toggle: Singed lays a poisonous trail which lasts for 3.25 seconds and deals 22 / 34 / 46 / 58 / 70 (+30% of ability power) magic damage per second to enemies for 3 seconds. Completely unchanged. Too signature an ability to tamper with
W: Juggernaut's Elixir - Singed drinks his Juggernaut Elixir, granting 10/20/30/40/50 armor and magic resist for 6 seconds and causing his next basic attack to fling the target 500 units, dealing 50 / 65 / 80 / 95 / 110 (+75% of ability power) (+ 6 / 6.5 / 7 / 7.5 / 8% of target's maximum health) as magic damage. This ability increases Singed's capability to tank in fights, keeps his utility and damage from Fling, and will sync with his two favorite items (Rylai's and Lyandri's) by giving him armor to go with the health.
E: Ghost walker Potion - Singed drinks the Ghostwalker potion, gaining 35/40/45/50/60% movement speed for 10 seconds, as well as the ability to cast Ghost-form during the duration. Ghost-form - Burns Singed for 10% his maximum health over the remaining duration of the Ghost walker Potion, but also causes Singed to become invisible for the remainder of the duration. Probably my favorite idea here. This grants Singed a lot of Ultility while still giving the opponents the ability to counter play. The movement speed and invisibility come as escapes at a cost, but can be countered through purchase of pink wards. The ability itself can also be used to initiate teamfights or gank when used properly. And the burn passive keeps Singed players from spamming it. Would probably have a rather lengthy cooldown as well
R: Biochemical Barrage - After a brief channel, Singed hurls a pressurized bottle of his signature poison at a location up to 850 units away, creating a poisonous smog in a 400 unit radius. This smog lasts 7/10/13 seconds and blocks vision of enemy champions the gas from seeing out, as well as enemy champions outside the gas from seeing in. Enemy champions in the gas take 80/100/120(+60% of ability power) magic damage per second for 3 seconds. Champions affected by this damage are immune to Poison Trail [Q] while the damage is in effect
This allows Singed to initiate fights really well. By tossing this on the enemy team, Ghost Walking in and Flinging the carries, he now does much more in teamfights when compared to his old tactic of simply running. From a fluff standpoint, this would be along the lines of what happened to Riven during her final battle as a Noxian.
Now I'm going to be completely honest: these numbers are probably completely skewed and make Singed over powered (I feel like the worst are the passive and E). But what I'm hoping for is conversations on how to alter these to become something fun and acceptable to fight against while still being a competitive powerhouse. Any thoughts, opinions, number changes, or utility altercations are welcome.