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Recommended Items
Runes: Standard
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
+6 Armor
Spells:
Flash
Ignite
Items
Threats & Synergies
Ashe
If the Ashe is good, this is an unplayable matchup paired with an adc that has high range. You get poked down too hard to be able to do anything in laning phase. Her W and its short cd is very frustrating to deal with in teamfights.
Xayah
Like Singed, Xayah works best into team comps that want to run into you. This lane is very strong if being played for due to gank setup but also very strong on weakside and preventing dives. W'ing an enemy also lets Xayah land her root combo for free.
Xayah
Like Singed, Xayah works best into team comps that want to run into you. This lane is very strong if being played for due to gank setup but also very strong on weakside and preventing dives. W'ing an enemy also lets Xayah land her root combo for free.
Champion Build Guide
By getting good at this aspect of play, you can increase your chances of winning more than you think.
- Great jungle setup
- Good at disrupting dives, invades, and rotations
- Soaks up a lot of damage for carries with ult
- Master baiter
- Flexible playstyle and builds
- Tilts enemies
- Hard to punish for warding alone
- Can proxy waves if your team is dead and the enemy team is pushing a tower
- Good roaming potential
- Good scaling and decent early game
- Always disrespected
- Singed's R allows him to skip a healcut item and suffer less when not buying items with resistances
- Struggles against long range engage
- Relies on teammates knowing your limits
- Properly using your passive relies on teammate positioning
- Ult reliant in teamfights
- Bad ability usage can lose games
- Your team hates you before the game even starts
- Your team has a primary engage
- Good lane matchup
- As a flex pick to get a counterpick for mid or top
- You have an aggressive adc and jungler
- The enemy team has low damage
- The enemy team has low range and can be kited easily with Rylai's
- A terrible fling can lose the game. Be intentional about what direction they are getting flung in and make sure their abilities are on cooldown or they can't oneshot whoever you are flinging them into
- Using W poorly can lead to a teammate getting killed or an enemy escaping. Typically I like to use W where the enemy's escape route is. If the enemy is engaging on my teammate, I throw W at the enemy backline carries so they can't follow up on the engage
- Knowing when to use Q is also important to conserve mana and to zone the right places
- Managing the cooldown on his passive and not wasting the passive ticks could mean the difference between catching up to an opponent or them escaping
- If you ult too early, the enemy might disengage. If you ult too late, you just die. Save your ult for teamfights, and the powerspike you get for leveling ult at level 11 and 16 is a big deal. Also, your ult gives 40% grievous wounds, so don't buy a healcut item
- Use this to bait out abilities
- Passive + W + Approach Velocity is unplayable for many adc/supps. Approach velocity also works on exhaust. You can get up to 478 movement speed level 1 without boots using this trick.
Strongside - Your Jungler is Pathing Bot
Trading
- Ideally, look to trade after you have baited out abilities
- Versus engage, bait them to go in on you. When their cds are down, you have two options:
1. Fling support into adc and kill them. If the support hit you with their ability and burned aftershock already, you have the advantage. When you fling the support into your adc, their supp will only be in range to hit you. However, you have aftershock and their supp doesnt, so you win out. Additionally, you can survive easier than the enemy supp because you can use passive to run away easily or to confirm the kill, depending on how the trade goes.
2. Flash fling adc and focus adc. If they burn flash, it is fine because you have hexflash and they don't, meaning they have to respect your hexflash -> w -> fling engage or else they will have a hard time. If they dont burn flash, you most likely win since the enemy support will have no cooldowns and you usually outdamage enemy supp with poison. Additionally, you can apply the poison on both enemies so the trade should go well
- Versus ranged, keep using passive to fake pressure and bait out abilities. When a crucial peeling ability like Lux Q, Xerath E, or Annie passive is on cooldown, that is your window to fight.
1. Look to passive --> W --> E first
2. If you can't flash, flinging into w works fine. Trading flashes is usually good for you because of hexflash. Additionally, flash is more valuable on adc than support
-Trading flashes and health like this is a great way to secure a later kill with the help of your jungler, or make the 3v3 with both junglers winning in your favor, leading to a jg/bot/sup advantage
Weakside - Your Jungler is Pathing Top
- Figure out where their jungler started to know if the enemy jungler is going to path towards you or not. This helps you determine whether fights in lane will be 2v2 or 2v3
- Avoid trading to conserve health and mana so that if the enemy jungler ganks, you are able to handle it. Avoiding death when the enemy jungler ganks is a win for your team if your jungler is able to do something productive on the other side of the map
- Look to fling enemies into your tower if they are being too disrespectful and you won't lose much health for it
- Use W to prevent the enemy from engaging if you see an engage angle from them. Nautilus can't Q, Leona can't E, Rakan can't W or E, Rell can't W.
- If the enemy engages on you, use your kit to disengage by W'ing the adc so they can't follow up and then E'ing the support away
- If you are getting dove, use W on whoever tanks the tower and do your best to fling enemies away from your adc or back into tower if it will kill them. If you are 6, having ult makes it extremely hard for the enemy to dive you
- Find places that you can safely ward that can spot out the enemy support if they decide to roam mid or into the jungle, since it will be harder to roam first as weakside
- By only last hitting minions, the wave pushes slowly and you can stack multiple waves before crashing. This creates a level lead on your opponent, as they must kill the wave you are building up in order to have equal exp. Threatening an engage while building a slow push zones the enemy adc from csing, which builds a small advantage for your lane. If they choose to fight in a stacked wave, you should have the advantage because they are fighting in your minions
Once you crash the slow pushed wave into their tower, then you are left with free time (roam timer)
- This is because the enemies are forced to hit minions under their tower while you have free time, so your roam timer doesn't get punished by missing minions/your adc getting zoned from minions while you are gone
What to do on a roam timer:
Get vision in river or enemy jg
- This helps you spot mid roams or the jungler's location
- Spotting mid keeps you safe from a potential gank. If the enemy mid laner commits to going bot, then your mid laner can push mid while you play safe, resulting in a small win for mid lane.
- Spotting the jungler allows everyone on your team to play the game accordingly. Your jungler can countergank, look to invade, or gank a different lane safely. Mid lane can hover the opposite side of the enemy jungler's location to reduce the risk of a gank. If the jungler is spotted bot side, then bot lane can avoid the gank and play safe, while top lane will be allowed to play more aggresively
Gank mid
- Good if adc needs to reset or if your jungler is about to gank mid
- Ganking mid with your jungler makes it easier to secure a kill and can also win the 2v2 if the other jungler shows up. The enemy support could theoretically match your roam, but they would lose out on exp if they abandom the wave you crashed to do so
Hit tower
- Only good if you have vision
- If you already have vision and mid doesn't need to be ganked, use W on the enemies under their tower so that your adc can poke them for free with abilities or auto attacks
Reset
- If you need to base, it is also very good to reset after a crash, since the wave will slowy push back to your side for your adc to collect safely. If the enemy supp/adc can't dive your adc, then you can roam and give your adc solo exp under tower. This gives you time to impact mid lane by warding for them in the river or by ganking them. Hexflash into W is great for catching the enemy off guard and usually results in summs burned or a kill. It is important not to stay mid too long, as you need to help your adc once the wave starts pushing back to the enemy.
- Path mid on reset if you see a good gank opportunity or to get wards for them. You can always walk back to bot if ganking mid no longer looks good by the time you get there. Helping mid win their lane will make it easier to win bot, as it prevents the enemy mid laner from roaming as much and can even allow your mid laner to roam bot later
Fake Reset
- If the bushes in lane aren't warded, you can look to cheese a kill with hexflash if the enemy thinks you based and just starts casually walking up to the wave
If you are consistent about using your roam timers to push your advantage effectively, you will find it easier for your team to get objectives and the win.
If your win condition is stronger than theirs:
- Focus on protecting your win condition first
- Save W to stop highly mobile threats from accessing your carry
- Save E to fling enemies away from your carry
- Use Q to punish enemies for walking towards your team. This is more effective with Rylai's/Mandate build
If their win condition is stronger than yours:
- Focus on disrupting their win condition first
- Find a flank to access their win con
- Use W on them to allow your team to access them easier
- If its a squishy carry, fling them into your teammates with high damage
- If its a bruiser, fling them away from your team while they are fighting other opponents and do your best to stop their win con from joining the fight
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