Singed "Rework" Idea

A Pig that flys·5/21/2015, 12:17:25 AM·2 votes·1,145 views

Since a handful of really old champs are getting their kit's reworked/revamped, I thought I would toss out an idea for a Singed rework I was thinking of. His new kit would focus primarily on his poison trail, and his abilities would act like those of Udyr and Sona.

Passive: Poison Trail Singed leaves a trail of poison gas behind him for 3 seconds as he walks. Enemy units that walk through the trail take 1+(2/singed level) magic damage per second for 5 seconds. Each additional second the enemy spends in the trail adds a stack of the poison debuff, and deals more damage. (Max 3 stacks) Each ability has a lasting effect that stays until another ability is cast (minimum 4 seconds or 2 effects). Only one effect may be activated every 12 seconds.

Q: Enhanced Mixture - 30/35/40/45/50 mana - 24 second cooldown at all ranks Active - Singed enhances his poison, causing it to deal double base damage, plus (0.1xAP)+(1%/2%/3%/4%/5% enemy current health) per second. The poison no longer stacks, but instead lasts for 2 seconds and refreshes every 0.5 seconds. This effect lasts for 8/9/10/11/12 seconds. After the effect ends, the poison continues to deal an additional (0.02/0.04/0.06/0.08/0.1xAP) damage per second (added to his passive).

W: Sticky Mixture - 40 mana at all ranks - 20/18.5/17/15.5/14 second cooldown Active - Singed adds a sticky resin to his poison, causing enemies to be slowed by 10/13/16/19/22% for 2 seconds. This effect lasts for 5 seconds at all ranks, and refreshes the slow every 0.5 seconds. After the effect ends, enemies are slowed by 0.3/0.6/0.9/1.2/1.5% per stack of poison.

E: Healing Mixture - 50/60/70/80/90 mana - 30/28/26/24/22 second cooldown Active - For 6/7/8 seconds, Singed's poison heals allies in the trail for double base damage, plus (0.2xAP)+(1%/2%/3%/4%/5% missing health) per second. The effect does not stack on allies, but instead lasts for 2 seconds and refreshes every 0.5 seconds. (Still deals damage to enemies) After the effect ends, Singed gains an additional 2%/4%/6%/8%/10% health regen.

R: Ultimate Mixture - 100 mana at all ranks - 100/90/80 second cooldown Passive - Effects may be activated every 8.5/5/1.5 seconds. +5%/10%/15% cooldown reduction. Active - Singed brews his ultimate creation, combining all of his mixtures into one with 75%/100%/125% their normal effects for 6/9/12 seconds. In addition, Singed gains 10%/15%/20% bonus movement speed, armour, and magic resistance. Singed my not cast his other abilities for the duration of this effect. After the effect ends, Singed keeps half the movement speed, armour, and magic resistance, and his abilities have 8.5/5/1.5 second cooldowns (affected by cooldown reduction) for 6/8/10 seconds. This effect stays active for the full 6/8/10 seconds


My thought process behind this rework concept was the create a Singed that stays true to the one we have now; a crazy, un-kill-able scientist from Zaun who runs around team fights simply being a nuisance to the enemy team. With this concept, he will still very much be that. The only difference is that he can have a greater, longer lasting impact in team fights, while at the same time helping keep his team healthy through the use of his E. It was fairly difficult to come up with cooldowns that made sense, both in and out of team-fights, but I think I found a happy medium. Without the help of his ultimate, the player has to decide what effect is more important: Is there a kill that can be cleaned up? Running away from a chasing enemy? Allies low after a fight? Because of the high cooldowns, it's difficult for Singed to really impact fights without his ultimate, but when he uses his ultimate, for the seconds that it's active, he becomes a major threat for teams to watch out for. His poison deals extra damage, while slowing the enemy AND healing his allies. In extended team-fights, Singed can still feel useful, even once his ultimate and timed out, with the lowered cooldowns on all his abilities. Obviously, however, the numbers are just a rough estimate that feels good on paper. I am open to criticism, and will change the numbers if you guys feel as though they are too high/ too low. Thanks for taking the time to read this, good luck in solo queue, and have a wonderful day! ;)

2 Comments

Cybernautis5/21/2015, 4:44:48 AM2 votes

Good idea. Singedto allies: "How about an E?"

RobotBunny11/30/2015, 8:49:59 AM1 votes

good idea, but, maybe make the q a stun, and make his passive stack with ap, this way he will also be viable against good players, since only the bad players chase him, so he need something to help him against them, i realy hope it gets to the devs ^-^