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Singed

49% Vamp Jungle singed is an unkillable counter jungling monster

Competitive

Singed Jungle by Galaxymuffin — updated Aug 1, 2026

Permanent Mundo ult is pretty good as it happens

Empowered BulwarkPoison TrailMega AdhesiveFlingInsanity Potion
4

Item Build

Starting Items

you start with 475g
Hunter's MacheteHealth PotionHealth PotionHealth PotionHealth PotionHealth Potion

You could potentially get away with starting with an Amplifying Tome instead of jungle item to clear faster, but having less pots to begin with will make the first clear significantly harder, only do so if you're an experienced singed player and know how to effectively kite the jungle mobs.

Starting build order

you start with 475g
Spirit StoneAmplifying TomeAmplifying TomeHextech RevolverSpirit of the Spectral Wraith

You need the Spirit Stone as soon as possible after you've finished your first clear, you can either back directly after golems to afford it outright or, stay and continue by going to your wolves and then to wraiths so that you can pick up an Amplifying Tome as well when you back.

Vamp Core

Spirit of the Spectral WraithWill of the Ancients

It is extremely important to finish your jungle item as quickly as possible, because after you do, you will be effectively immortal as long as you're on a camp or happen to have a minion wave ticking with your poison, after you finish it I personally opt to stack the spell vamp even higher with will of the ancients getting me to a wopping 49%

At this level of vamp you can get away with absolutely hilarious things, and it often times takes three (or more) people to kill you

Boot options

Boots of SwiftnessBoots of MobilityMercury's Treads

In the vast majority of games it's typically better just to run either Boots of Swiftness or Boots of Mobility and which you choose depends on what you would like to do that game.

Boots of Swiftness are the safer choice and give you a lot of sticking power on the enemy for solo kills and team fights.
Boots of Mobility make ganks a lot easier, more effective, and considerably speed up your jungle clear and ability to counter jungle, but make it significantly harder to stick on someone in a team fight or after you've engaged a gank.
Mercury's Treads Could be a potential option as well if the enemy team has a crap load of hard CC but taking them will make your ability to get in and stick a lot harder

Build options

Spirit VisageFrozen HeartRanduin's OmenAbyssal ScepterTwin ShadowsRod of AgesLiandry's TormentRylai's Crystal ScepterDeathfire GraspRabadon's Deathcap

Singed is an incredibly flexible champion and can effectively utilize many different builds and build paths, the main one I run personally is full ap, but it greatly depends on your skill and comfort level as well as the particular game state you find yourself dealing. which to choose will come with experience!

Want to burn people and slow them to death? Take Liandry's Torment and Rylai's Crystal Scepter and you can do that, you could even potentially build a Rod of Ages before either of them if you'd like to get a good deal tankier because of Empowered Bulwark (P)

Want to go full ap and one shot people? Well, Fling (E) has a 70% ap ratio and you can certainly do that too, grab Deathfire Grasp and a Rabadon's Deathcap and you can make that fantasy a reality

Want to become an unkillable raid boss? Grab a Spirit Visage and a Frozen Heart Or Randuin's Omen if the enemy is more auto attack focused and finish it off with an Abyssal Scepter

Really you can do whatever you want here and you can slot in other singed classic guides (Even the non-jungle ones) to get a feel for what you want to do

Summoner Spells

GhostSmiteFlashSmite

Of course, I'm sure I don't have to explain why exactly you're taking Smite in the jungle so we'll just skip right ahead to Ghost vs Flash

Generally it's matchup dependent, you could get away with taking Flash if you want a safer and potentially more proactive game in regards to objective control, but it will make you dramatically weaker in team fights and ganks generally speaking.

In 95% of my games I opt in for Ghost instead as it really just is the perfect summoner spell for singed

As an aside, if you're reading this and would like to take singed Top or Mid, the build works perfectly fine there as well and you're welcome to grab Ignite Teleport or Flash as your second summoner spell depending on matchup, though I won't be covering that in this guide

Skill Order

Poison Trail(Q)Fling(E)Mega Adhesive(W)
123456789101112131415161718
Poison Trail
Mega Adhesive
Fling
Insanity Potion

Optionally, you may consider putting extra points into Mega Adhesive (W) earlier to make gank engages a little bit easier, it's game dependent and use your best judgement in the moment.

Runes

General Runes

  • 9× Mark of Magic Penetrationmark
  • 9× Seal of Armorseal
  • 9× Glyph of Ability Powerglyph
  • 3× Quintessence of Spell Vampquint
+10.8 Ability Power+9 Armor+9 Magic Penetration+6% Spell Vamp

If vs Eve or Shaco Runes

  • 9× Mark of Magic Penetrationmark
  • 9× Seal of Armorseal
  • 9× Glyph of Magic Resistglyph
  • 3× Quintessence of Spell Vampquint
+9 Armor+9 Magic Penetration+12.6 Magic Resist+6% Spell Vamp

Most importantly you need the 6% spell vamp out of here to make your first clear even possible, your first clear is fast but will be extremely rough on your health pool, to make it a bit easier and to ramp up how much you're healing and how fast you clear, taking ap glyphs certainly help you along.

vs ap junglers that like to invade early however such as Shaco or Evelynn taking magic resist instead of ap could be a good idea.

Masteries

18 / 0 / 1230/30 points
Summoner's Wrath1/1FurySorcery4/4ButcherDeadlinessBlast4/4DestructionHavoc3/3Weapon ExpertiseArcane Knowledge1/1LethalityBrute ForceMental Force3/3SpellswordFrenzySunderArchmage2/4Executioner
OFFENSE: 18
Summoner's ResolvePerseveranceDurabilityTough SkinHardinessResistanceBladed ArmorUnyieldingRelentlessVeteran's ScarsSafeguardBlockTenaciousJuggernautDefenderLegendary ArmorGood HandsReinforced ArmorHonor Guard
DEFENSE: 0
Summoner's InsightWandererMeditation3/3Improved Recall1/1ScoutMastermind1/3Expanded Mind3/3ArtifacerGreedRunic Affinity1/1Vampirism3/3BiscuiteerWealthAwarenessStrength of SpiritExplorerPickpocketIntelligenceNimble
UTILITY: 12

Here I opt to take more spell vamp from Vampirism in utility as well as Runic Affinity and general mana sustain to assist with clearing and being safe vs early invades, taking it this way you actually don't need a leash, though having one is particularly helpful in regards to how fast you clear the jungle.

Alternatively you could take the greedy page if you'd like to opt into a more damage focused build, but your first clear is going to be pretty rough and you will be vulnerable to early invades a lot more than you would be otherwise.

As a last resort, if the enemy team has mountains of hard CC across the majority of their team and you don't think you'll be effective you could take the emergency page, but honestly there are better junglers to take into those situations, only pick this one if you've already locked in and are ready just to power farm until extremely favorable gank opportunities and wait until the team fight stage to be more of a front line tank than a disruptor.

Introduction

Image is still being reviewed.

Hello everyone, and welcome to my singed jungle guide, we'll start with personal introductions and then get into what the build can do in later sections!


First off, hello, I've been a singed one trick for going on at least a decade at this point as well as a season 3 veteran, though I've had quite the hiatus for awhile outside of the odd arena game, returning with classic I've spent quite a great deal of time on PBE experimenting and theory crafting for this wonderfully toxic, yet lovable man above and I think I've discovered something quite special I've decided to share with the community at large.

So without further ado~ How about a drink?

Pros & Cons

First of all, why might you want to play this build at all when you could take a more conventional jungler instead?

Pros
- Unmatched sustain, you will be able to heal through damage that would otherwise kill the largest juggernauts
- An incredibly fast clear speed that can even give Karthus a run for his money
- Extremely powerful ganking potential, Fling (E) is extremely powerful
- Vast build flexibility that can adapt to almost any game state
- Potentially the safest counter jungler in the game
Cons
- Has a hard time on the first clear, though it's still quite quick
- Very item reliant
- Medium skill floor required with Singed to use effectively
- Prone to being one shot on squishier builds
- Can't effectively contest dragon or baron without help

First clear and general jungle priority

Image is still being reviewed.

Jungle path provided above for both sides, you have to start blue buff, you don't really have a choice in the matter as you will run out of mana without it, you have two options for your first clear, you can either back immediately after finishing Golems at 6 on either side, purchasing Spirit Stone and perhaps a potion or two, or, continue for two more camps clearing 7>8 so that you have enough gold to get Spirit Stone And an Amplifying Tome which will significantly increase your clear speed and damage potential for an early gank.

Early Game

Jungle as normal and look for any out of position laners you can potentially capitalize on but don't force anything, you really need to hit level 6 so you can unlock Insanity Potion (R) and further get enough gold to get Hextech Revolver into Spirit of the Spectral Wraith and potentially Boots of Speed after which you can either look to gank aggressively, while clearing your jungle or start counter jungling.

Ganking, Engaging, and Target priority

As Singed you will be effectively running over the enemies face at high speeds like a diesel powered truck and putting out just as much smog and as result of this you need to be pretty good at either dodging skill shots or having so much sustain/stats that them hitting you won't matter, e.g. unstoppable force vs VERY movable objects.

Fortunately to that end- Riot decided it was a great idea to give us Insanity Potion (R) which will pump effectively all of your stats for a period of 25 seconds allowing you to stat stick yourself to do things other champions couldn't dream of.

As such, the general game plan is as follows: If they don't see you, just go in, use Mega Adhesive (W) in front of their path of escape and Fling (E) the squishiest target in the direction of your allies and continually run in front of the person you just flipped, weaving in auto attacks as you go, using the aforementioned Insanity Potion (R) right before starting combat to get full use of it, unless the unfortunate soul you've set your sights on will faint at the moment your bad air enters the vicinity already, in which case you can save it.

If they do see you however, the gameplan is much the same except now is the the time to hit the big red booster on your shifter in the form of Ghost
Be mindful of when you use your Ghost however, as not only is it an incredible engagement ability, it can help in longer engagements as well as being a great tool when the local environmental agency gets a bit too tired of you polluting the air supply.

Mid Game

At this point in the game you will have unlocked enough vamp (Either 29% or 49% with Will of the Ancients ) that you can start getting away with things you otherwise wouldn't, going in 1v2 vs the enemy bot lane if you can have your bot laners follow up usually results in a kill or two, and you start raking in money like no tomorrow, despite not playing Nunu & Willump snowballing is the name of the game here and your goal is to amass enough money on either yourself or one of your carries to start rolling the enemy team into putty, if you are on a camp or happen to have your poison trail effecting a wave of minions, it will take at least two people to kill you, assuming they don't one shot you or CC you to death.

Matchups

General singed counters apply here as well, except you need to be mindful of point and click CC, if the enemy team has too much of it they can shut you down completely and as such Singed probably isn't great to pick into teams wherein 3 or 4 enemies have hard CC unless you're already extremely comfortable on him.

Other than that though, most of Singeds conventional counters from modern simply do not exist in Classic and the vamp build mitigates most of its woes anyway so you can kinda pick this into anything, none of the other junglers can really kill you if you have items so it's very safe.

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