Meta, tier list & top-player builds from the China server · live
辛吉德 · 炼金术士 Tank A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 21 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Singed: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Singed players, captured in-game.
📖 How to play SingedCounted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
21 of the top 30 players have a public match history; the others keep theirs private.




















































































The toughest lane matchups for Singed on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Teemo counters Singed: He kites outside your gas and mushrooms carpet your proxy routes: the troll, trolled.
How to play Singed into Teemo: Fling on his last step and Oracle Lens for the shrooms. Proxy deeper: where the mushrooms do not reach.
→ TeemoWhy Vayne counters Singed: Percent damage on your stacked HP and range against your chase: you love chasing exactly whom you should not.
How to play Singed into Vayne: E-root on her short Tumble. But above all: ignore her and proxy. Your game does not go through her.
→ VayneWhy Darius counters Singed: His pull answers your Fling: two people throwing each other around until someone misplaces their feet.
How to play Singed into Darius: Fling INTO your tower or your gas, never in the open. Proxy while he pushes: he cannot punish you everywhere.
→ DariusWhy Jax counters Singed: He out-duels you, but your proxy steals the game from under his nose.
How to play Singed into Jax: Never duel: gas and run. Every proxied wave is one of his items delayed: your win does not pass through him.
→ JaxWhy Gnar counters Singed: As Mini he keeps you away and hops over the Fling: he makes you spin in your own gas.
How to play Singed into Gnar: Fling at his rage minimum. Gas on the wave's path and proxy: Gnar hates defending two places at once.
→ GnarThe champions Singed works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Absolute Zero (R) is a channel enemies cancel just by walking away: with Mega Adhesive (W) under their feet they can't. And Biggest Snowball Ever! (W) shoves the whole group into the glue that the channel then freezes.
Ranged champions who sit outside Poison Trail (Q) are your stated limit: Frenzying Taunt (E) forces them to stand there hitting Rammus, which means inside your poison and inside Fling (E) range.
On your own you never kill anything quickly: Curse of the Sad Mummy (R) pins the group for a second and a half, and in that window Poison Trail (Q) and Despair (W) tick on people who can't walk out.
Moonfall (R) can't even be cast without an enemy close by, and only pays if that enemy stays there: Mega Adhesive (W) and Fling (E) hand one over standing still. The burst you don't have, she brings.
Worth it when the enemy groups up and he has a blind angle to jump from: Crowstorm (R) burns for five seconds on people Mega Adhesive (W) won't let out. Against a team with clean vision the engage dies before it starts.
Your whole game is walking into them, and Hero's Entrance (R) is the net underneath: from anywhere on the map it shields you and lands with a knock-up on whoever was chasing. With Galio behind you, you can bait far deeper than you should.
Vision of Empire (W) deals 50% bonus damage to anything already locked down, and whoever gets displaced into Mega Adhesive (W) is rooted: you create the condition. Then Demonic Ascension (R) drains a group your poison is already eating.
Command: Protect (E) sticks the ball onto whichever ally dives in first, and that is you every game. Walk in carrying it and Command: Shockwave (R) goes off in the middle of their team instead of from her back line.
Nasus never catches anything with a dash: Mega Adhesive (W) takes exactly that away, and Fling (E) throws the target behind you, right inside Wither (W) and Siphoning Strike (Q) range.
Worth it when the game is played on the side lanes: when you shove alone and drag two enemies with you, Destiny (R) drops Twisted Fate wherever the rest of them are now a man down. If nobody follows you, there is nothing to cash in.
Kog'Maw has no dash and dies exactly one way: something jumps on him. Fling (E) rips the diver off and throws him behind you, Mega Adhesive (W) stops him from walking back in, and Kog'Maw goes back to firing from out of range.
Deadly Flourish (W) turns into a real root on anyone who recently took damage from an ally, and Poison Trail (Q) tags everyone who walks near you, non-stop. Jhin gets to play with his condition permanently switched on.
Bullet Time (R) only pays if enemies stay in the cone: without a slow they just walk out. Make It Rain (E) plus Mega Adhesive (W) shut that exit, and Fling (E) puts back in whoever already got away.
Anyone who keeps their distance is your stated limit: Frost Shot (P) slows on every single hit, so targets stay inside Poison Trail (Q) instead of drifting away. Enchanted Crystal Arrow (R) hands one over already frozen.
Your whole game is reaching people who are faster than you: Inspire (E) gives you a shield and speed, and the empowered ring passes the same to whoever follows you in. Focused Resolve (W) roots anyone trying to leave the poison.
Pulverize (Q) knocks the group up and Headbutt (W) shoves a target wherever you want it: anything displaced into Mega Adhesive (W) gets rooted. Two tanks that don't die and don't let anyone leave.
The Box (R) walls off the exits and slows by 99%: drop Mega Adhesive (W) inside the cage and the target stops moving altogether. Death Sentence (Q) drags one to you when it's too far for Fling (E) to reach.
Nature's Grasp (R) roots an entire formation and Twisted Advance (W) locks down the one that matters: every root is full Poison Trail (Q) uptime and a Fling (E) you cannot miss.
Worth it if your game is getting chased: Chronoshift (R) makes even the dumbest dive free, and Twisted Timeflow (W) adds a shield and speed to get back out. Against a team that never takes the bait, it adds nothing.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 51.42% | 1.16% | 0.36% | #11 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 51.52% | 1.19% | 0.37% | #12 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 51.93% | 1.42% | 0.41% | #11 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 54.05% | 2.14% | 0.98% | #21 / 39 |
Singed is a Tank in Wild Rift built around turning survivability into offense: he leaves a damaging Poison Trail wherever he walks and uses Fling to throw a single enemy exactly where he wants them, usually straight into his own team or into a puddle of Mega Adhesive. He isn't a burst threat — his damage comes from sustained ticks and forced bad positioning rather than big single hits — and his real value is baiting chases, controlling space, and turning one overextended enemy into a free kill for his team.
Skill order: Q > E > W (take R at every chance)
Lean on Poison Trail to proxy farm: push the wave deep and let your clear speed and tankiness turn the chase into the enemy's problem, not yours. Avoid short trades before level 2, since you have no real kill pressure yet, but once you have Q and E an overextended opponent can be poisoned, Flung backward, and punished hard. Manage the wave around whether you're being dove — freeze if you need to play safe, shove if you want to proxy — and treat level 5 as your true power spike, since that's when Insanity Potion turns skirmishes from 'survive and reset' into 'actually win.'
In mid-to-late skirmishes Singed isn't a frontline that plants and tanks hits; he plays the edges, dropping Mega Adhesive on chokepoints or under the enemy backline and Flinging whichever diver or flanker jumps his carries. Since Fling throws the target behind you, watch your facing: stand between the target and your carries when you want to yank a threat away from them, or between the target and the enemy team when you want to Fling them into your teammates for a kill. Time Insanity Potion for when the fight actually starts rather than before it, so its 20-second window and grievous-wounds effect cover the whole engagement, and try to be near your main carry when you pop it since they receive 30% of the buff too.