Singed rework Ideas

MuffledGarbage·5/14/2016, 3:24:44 PM·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

AramsAreBest5/14/2016, 4:14:50 PM2 votes

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

Elite4Runner5/14/2016, 4:24:20 PM2 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.

Strawberrycocoa5/14/2016, 5:51:12 PM1 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.