Singed rework Ideas

MuffledGarbage··1 votes·523 views

Hello and welcome. This is a rework I want to make that will overall make singed healthier than a hit and run champion as well as make him more interactive with more glaring weaknesses rather than a simple "He cant engage on you so your fine" crap. I will shoutout to al the singed mains out there, at this current moment in time. Look at singed objectively from a gameplay standpoint. Singed's current passive gives him bonus health for a larger mana bar. While being a great ability and fairly healthy. It doesn't tie very much to his lore and it doesn't help singed much because he needs to build tank stats unlike a good portion of tanky bruisers.

His interaction is limited to throwing out his Q and hoping the other person feels like dying and runs after you. It's free harass but it's still fair since champions with skillshots usually have free harass anyway plus the other person has to run into it taking a huge risk.

His W while having SOME uses is lackluster for the most part since it's interacton with his E is what's making a bit of a prpblem between singed as a character. Singed's R while definitely great is actually too good. I know that removing this or changing it might offend some singed mains but the fact that free stats that are all super abundant . And the cooldown is only average for free stats. If you put all these together, you can see why singed needs a rework. Now that the wall of text is out of the way here is the rework.

New stats for singed: Health: 516 + 63 per level Health regen: 8.0 + 0.6 per level Mana: 313 + 40 per level Mana regen: 7.5 + 0.5 per level Attack damage: 62 + 8 per level Attack speed: 0.163 + 0.021 per level Armor: 30 + 1.5 per level Magic resistance: 20+1 per level Move speed: 300.

Singed new passive: -- Poisonous aura In a 300 unit radius enemies and monsters take (1+9 per level) magic damage every second and gain 1 stack of poison for every second spent near singed(stacks last 5 seconds). At 5 stacks singed takes 40% reduced damage from enemies and monsters. (50% effective against minions and monsters(so they gain stacks slower and take less damage over time)). If an ability uses poison stacks effect the stacks are consumed immediately.

Singed Q updated for his kit: (Sidenote:this move is the same but would interact with his passive and the poison dissipates faster.)

Gives enemies a poison stack every time they take damage from this move. (Effects like liandry's torment passive will not count)

Singed new W: Oil spill Cooldown(duration begins after spill dissapeares): 10/9/8/7/6

(Singe's sctual animation for this move is he grabs an oil can and slides it on the ground in front of him) Shoots out a trail of oil (100 units wide and distance of nocturne Q) which slows enemy champions by 5/10/15/20/25% and lasts for 10 seconds

If an enemy has 2 or more poison stacks they will do 20% less damage to singed. If they have 3 poison stacks or more they will also take 50/60/70/80/90 physical damage in addition to damage that would normally would have been done when singed does damage for the next 3 seconds. If they have 4 poison stacks or more they will lose 10/20/30/40/50 armor and magic resistance for 10 seconds. If they have 5 poison stacks all previous effects occur.

Singed new E: Alchemical assault Cooldown: 15 at all ranks( not effected by CDR) Mana cost: 60/70/80/90/100 Singed dashes forward (same distance as poppy E) and hits any enemy he colides with, with his shield dealing 50/60/70/80/90+(AP) magic damage

Roots enemies with 1 poison stack, roots and deals 50+(10%AP) with 2 poison stacks, stuns at 3 poison stacks, stuns and deals 100/110/120/130/140 + (30%AP) at 4 stacks. Same effect as all of the previous ones at 5 stacks of poison but also lowers cooldowns of other moves by 10 seconds. If an enemy is rooted they cannot gain stacks of poison for 8 seconds.

Singed's new R: Brew planning Mana cost: 100 at all ranks Recharge rate: 100 seconds Singed sets up a labratory wherever he is standing. If singed clicks on the labratory he travels to it with 50 extra movement speed and cannot break off from his path once he starts to travel there except by Crowd control effects(excluding slow). Once singed reaches the labratory he will gain 10/30/50 ability power, armor, and magic resistance for 35 seconds. labs ward an area and have 10 health. Enemies deal 3 damage per ht to the lab. If the lab does not take damage within 10 seconds it will regen at 2 health per second. Labs can only be used once every 50 seconds and if singed travels farher than 800 units the effect wears off at double the rate. If singed uses his R again then the first lab will explode dealing 100+(80%AP) magic damage when the second lab is created.

Notes about singed: Each of the stacks on abilities activate seperately. So if there are two enemies and one has 2 stacks while the second one has 3 stacks. If I use my W on both of them. The one with 2 stacks has the effect of doing 20% less damage to singed. If I use the same thing on the enemy with 3 stacks that enemy will take extra physicsl damage from singed for 4 seconds.

This is my first Idea for reworking singed. Have a geat day. Singed

8 Comments

AramsAreBest2 votes

Singed has a high skill cap and he is a unique champion

Elite4Runner2 votes

Quick note for the Passive,

I'm not sure that you should have any sort of negate for stunned, rooted, or grounded targets. The problem I see with this is that your allies will essentially make you weaker when applying cc. I think I understand why you are going for this but you might be better off saying that the root on his E will prevent the target from gaining additional stacks for it's duration.


Questions for W

The way you worded this ability 3 stacks would cause the enemy champion to deal less damage to Singed and take additional damage from Singed. I'm confused by your wording for the 4th and 5th stacks though. If the enemy has 4 stacks of poison, do they not deal less damage and take more damage? And if they do, the 5th stack does the same thing, so is unnecessary.

Also, for the third stack, is the 50/60/70/80/90+(100%AD) bonus damage, or is it really just 50/60/70/80/90 bonus damage + full damage of an auto attack? In either event, is the bonus damage dealt as physical or magic damage?


The ultimate. Having an ability that locks you into a path is a very very dangerous idea. I don't know if there is a limit to how close you have to be before you can click on the lab, but because there isn't one mentioned, I assume that you can click on it from anywhere, and in game auto-pathing is not always 100%. I I had to rely on that, I would make sure I'm within 1000 units in a straight line and I can see all round it. Being ambushed or simply walking straight into your enemy, even when you can see them is sure death.

Beyond this, I guess I can understand this being an interesting ability. You can essentially use it twice per activation, but the second time would require that you return to the previous position, so I do like that. It can also work as a ward and be destroyed, which gives it some counter play, but I definitely think some people will not like that much at all. If it is destroyed, your ultimate is half as effective.

One question, if I placed a lab, activated it, it runs out after 35 seconds, then I wait to activate the second charge until 95 seconds has passed, then I place a new lab, .. what happens? Do I get the additional stats twice?


So like I said, interesting ideas. I am not sure that he really NEEDS this rework, but I do understand why you are looking into it.

Keep working with it.

MuffledGarbage1 votes

{quoted}

Quick note for the Passive,

I'm not sure that you should have any sort of negate for stunned, rooted, or grounded targets. The problem I see with this is that your allies will essentially make you weaker when applying cc. I think I understand why you are going for this but you might be better off saying that the root on his E will prevent the target from gaining additional stacks for it's duration.


Questions for W

The way you worded this ability 3 stacks would cause the enemy champion to deal less damage to Singed and take additional damage from Singed. I'm confused by your wording for the 4th and 5th stacks though. If the enemy has 4 stacks of poison, do they not deal less damage and take more damage? And if they do, the 5th stack does the same thing, so is unnecessary.

Also, for the third stack, is the 50/60/70/80/90+(100%AD) bonus damage, or is it really just 50/60/70/80/90 bonus damage + full damage of an auto attack? In either event, is the bonus damage dealt as physical or magic damage?


The ultimate. Having an ability that locks you into a path is a very very dangerous idea. I don't know if there is a limit to how close you have to be before you can click on the lab, but because there isn't one mentioned, I assume that you can click on it from anywhere, and in game auto-pathing is not always 100%. I I had to rely on that, I would make sure I'm within 1000 units in a straight line and I can see all round it. Being ambushed or simply walking straight into your enemy, even when you can see them is sure death.

Beyond this, I guess I can understand this being an interesting ability. You can essentially use it twice per activation, but the second time would require that you return to the previous position, so I do like that. It can also work as a ward and be destroyed, which gives it some counter play, but I definitely think some people will not like that much at all. If it is destroyed, your ultimate is half as effective.

One question, if I placed a lab, activated it, it runs out after 35 seconds, then I wait to activate the second charge until 95 seconds has passed, then I place a new lab, .. what happens? Do I get the additional stats twice?


So like I said, interesting ideas. I am not sure that he really NEEDS this rework, but I do understand why you are looking into it.

Keep working with it.

Woopsies. Lemme clear that up. Thank you for helping out with that clarity.

So i made it kinda hard to read (sorry about that) but it says that if you place a lab when you already have one down the first one explodes and deals magic damage. Have a nice day.

Strawberrycocoa1 votes

His interaction is limited to throwing out his Q and hoping the other person feels like dying and runs after you.

I have no idea where the fuck people get this misconception that Singed just runs away and hopes people chase him. Yes, baiting them into a chase is ONE trick you can use if you are in dire straits, but it's usually more effective to utilize your movement speed (especially while the ult is active) and run circles around your opponent, trapping them in clouds of poison. Running away and baiting a chase only really works on fresh 30s who don't realize how much pain Singed's poison trail can accumulate over time.

As far as the rework is concerned, I really don't like the design of having widely varying effects with each amount of passive stacking. It's too much to remember in the heat of a skirmish, and requires too much precision and timing to get exactly the effect you wish.

I also don't think a free item 3068 PLUS % flat damage reduction is a healthy passive, that's overloaded as hell. And having to stay within the vicinity of his lab to keep the benefits of ulting locks him to a particular area, that doesn't seem like a very strong ability when it's so limited in use.

Hate to be a judgemental dick, but this whole "rework" just feels like you made the mistake of chasing a Singed a few too many times and decided to come up with a proposal that completely guts out his freedom of movement by forcing him to stay nearby to utilize his passive and forcing him to remain in one contained area to have a useable ult. Singed is a marathon runner, he needs the open road and lots of innocent bystanders to murder. That's who he is, and your rework takes that away entirely.

MuffledGarbage1 votes

{quoted}

I have no idea where the fuck people get this misconception that Singed just runs away and hopes people chase him. Yes, baiting them into a chase is ONE trick you can use if you are in dire straits, but it's usually more effective to utilize your movement speed (especially while the ult is active) and run circles around your opponent, trapping them in clouds of poison. Running away and baiting a chase only really works on fresh 30s who don't realize how much pain Singed's poison trail can accumulate over time.

As far as the rework is concerned, I really don't like the design of having widely varying effects with each amount of passive stacking. It's too much to remember in the heat of a skirmish, and requires too much precision and timing to get exactly the effect you wish.

I also don't think a free item 3068 PLUS % flat damage reduction is a healthy passive, that's overloaded as hell. And having to stay within the vicinity of his lab to keep the benefits of ulting locks him to a particular area, that doesn't seem like a very strong ability when it's so limited in use.

Hate to be a judgemental dick, but this whole "rework" just feels like you made the mistake of chasing a Singed a few too many times and decided to come up with a proposal that completely guts out his freedom of movement by forcing him to stay nearby to utilize his passive and forcing him to remain in one contained area to have a useable ult. Singed is a marathon runner, he needs the open road and lots of innocent bystanders to murder. That's who he is, and your rework takes that away entirely.

You make some god points as to singed's q however what you don't realise is how unhealthy he is right now as a champion. There is such little chance for counterplay against the current singed. All Singed does like you said is marathon run around like and hope the opponent goes into his poison clouds, if they don't then as current singed you run fight through them. With this rework. Yeah it'd be a ton of stuff to keep track of but think of it as a huigher skill ceiling. Right now Singed is severely limited on the amount of plays. With this rework singed would still remain the marathon runner whom you don't want to chase. Because of the fact that someone has to stick around, not burst him down, AND manage to be in range of his passive in order to get the effect you were talking about.
If someone manages not to do anything to a singed by just standing around for 5 seconds they deserve to do 20% less damage for the short amount of time until Singed uses an ability which takes up the stacks of poison. This rework of singed is much healthier and allows for people to get MR to counter it simply because of the new stats and such. Also I know you didn't read anyhing past the passive due to the fact that you didn't even read that his Q was going to stay the same. His build path in Items currently could be mostly unchanged.

The fact of the matter is, current Singed is more unhealthy than Sated devourer was for junglers. Current Singed's ult right now is free stats for no work and no limit. Imagine if Katarina could tower dive for 10 years. That's the kinda singed stuff we get right now. Singed at current state only needs 2 basic Items to gain damage and health Examples are Liandry's torment and Archangel's staff. After that if he builds tanky stats with items like Zzrot and Banshee's Viel. Singed takes a 3v1 to kill him in a reasonable amount of time. Not because singed has gotten fed. NOT because singed is OP because he isn't.

It's because of singed's unhealthiness as a champion. Singed can do massive damage and have tank stats. There is nothing wrong with that persay. But if it takes upwards of three people to kill one Singed. That's pure unhealthiness.

Singed's current play making abilities are mostly restricted to Fling, Poison trail, and his free stat ult.

If you say singed is a healthy champion you are lying. He doesn't need this specific rework but The fact that Singed is not healthy as a champion is a true fact. I don't want riot to have to make singed very different but for the sake of the game it makes more sense to rework him.

If you still have doubts about singed needing a rework. Tell me. How does his abilities besides his Q, ult, and passive relate to an alchemist whom went mad from taking a potion he concocted and accidentally got effected by? His w which he sets out glue COULD be counted. But in real life alchemists were more prone to using oil in thier experiments than glue. His new passive takes from his lore directly by showing the poisonous types of things Singed could do. Flinging someone over my shoulder is related to the study of alchemy how? The only MINOR argument for his E is that the potion he concocted gave him super strength. But if that was the case than why not make more than one ability on this topic?

If Singed mains are going to be honest with themselves, each of them would say Singed needs a rework. It might not be this rework. It might be after the Yorick rework but it's going to happen wether anyone likes it or not.

Strawberrycocoa1 votes

The primary reason I disagree with Singed needing a rework is because his primary damage source is completely avoidable. His only mobility is Move Speed, any organized and coordinated team can kite around him. He's extremely low-impact against people with experience and practice because his entire design is only effective against players with poor positioning.

Singed is easily managed by any competent team. A team that feeds or loses to Singed just wasn't working together well enough or picked a bad (squishy low-CC) team comp.

And the Fling is because Singed has heightened his strength and endurance with chemical concoctions, it's not really hard to work "pushed his body to heights of physical prowess with SCIENCE" into an alchemist fantasy.

MuffledGarbage1 votes

{quoted}

The primary reason I disagree with Singed needing a rework is because his primary damage source is completely avoidable. His only mobility is Move Speed, any organized and coordinated team can kite around him. He's extremely low-impact against people with experience and practice because his entire design is only effective against players with poor positioning.

Singed is easily managed by any competent team. A team that feeds or loses to Singed just wasn't working together well enough or picked a bad (squishy low-CC) team comp.

And the Fling is because Singed has heightened his strength and endurance with chemical concoctions, it's not really hard to work "pushed his body to heights of physical prowess with SCIENCE" into an alchemist fantasy.

But the fact that singed is only good against people whom don't know about him enough is a problem. Wouldn't you want to see singed at the next giant tourney for league of legends? I certainly do. If riot does a rework of singed there is a larger chance of him being used due to sparking people's curiosity. Look at the taric rework for instance. It was a very similar situation with the difference of taric was barely played and only had one good ability. Now look at him. New Taric is much more healthy than Old Taric and more people play him as a result.

That was still s different situation but. Singed needs to be more than a trap for new players and more than what the enemy team kites around. Having the reworked damage source from the new passive I made would solve that problem but let him keep his tank stats. The damage would be damage over time and balanced since the other person just has to kite him similar to now. But he has ways of slowing them similar to now.

Also you could state that nearly every champion's main source of damage is unavoidable. Which is true a giant majority of the time. So thst arguement doesn't work in context of this situation. I am not changing the way Singed would play by much. Think of these more as buffs. After all, if it makes sense that Veigar would get AP just for doing damsge with his spells AND have his W do the same/more damage than his ult. Than it makes sense to buff singed. The only real thing I took away from his toolwise was his passive before. Wjich wasn't very alchemist-like.

Overall if riot rework'd Singed to be like this it'd feel exactly like Singed right now but more powerful. This would cause people to post About the singed rework. Which in turn causes news of the rework. Which again causes people to post about it o the internet. If you want to make singed popular again your gonna need to rework him somehow. Wether it's one ability that's changed or his entire kit. He needs a rework. Period. This is my last post adressing issues you created.

Strawberrycocoa1 votes

I wasn't going to comment on this due to it becoming clear that we simply won't agree on this subject (I simply enjoy Singed as he is now and don't want changes, he works fine for who and what he is), until I aw that last line.

This is my last post addressing issues you created.

Issues I created? Seriously? Nice job being a condescending asshole.

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