Singed rework Ideas
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. 
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.