This is a tentative rework for Singed, the Mad Chemist, partially based off of Commander Marko's own remake. Singed has always been a weird, unconventional champion (which is a good thing), but his role is also sort of confused: he's a tank, but he specializes in running away from his enemies. Aside from his Fling, he doesn't contribute much in teamfights, and is much better off just splitpushing (or proxying) and wasting the opposing team's time. As a tank, he needs to have more incentives to stay in the middle of fights. He has a really unique mode of combat (running around, spraying chemicals), and I think he should be encouraged to disable the enemy team with his trail, and not just damage them.
Singed intercepts all enemy projectiles from the front and takes 25% less damage from them.
I'm not a fan of stat conversion passives (i.e. effects that turn your stats into more stats), and Singed is one of the champions out there who most heavily depends on it to become the late-game meatshield he eventually turns into. I think it's worth replacing it with something that might have a bit more counterplay, as well as give him an easier time in lane: one of Singed's biggest lane weakness is his heavy vulnerability to ranged poke harass, which he can do nothing against, and a passive like this wouldn't entirely remove that, but would give him an easier time. Later on in the game, the damage reduction would multiply off of Singed's defenses to make him super-tanky from the front, and the projectile interception would place him as a definite frontliner, able to tank for his team even when the enemy team's out of range.
A benefit to removing Singed's current passive, as well as his current ultimate (see below), is that it allows him to have better base stats, which are currently fairly weak. I buffed his base health to 615, up from 543, his health per level to 100, up from 82, his armor per level to 4, up from 3.5, his base magic resistance to 32.1, up from 30, and his MR per level to the more usual (for melee champions, at least) 1.25, up from 0. He still wouldn't naturally accrue the same amount of health and resistances via his own kit and usual build, but he'd still have enormous tanking power. The other side to this is that, by completely slashing his mana consumption across the board (he'd have only two abilities that consume mana, and they'd cost less mana compared to their live versions) the same could be done to his huge mana pool: I reduced his base mana to 240, down from 290.6, and his mana per level to 30, down from 45. He'd go from having one of the highest natural mana pools in the game to one of the lowest, though his overal mana management would still likely be improved.
Philter of Immolation
COST:1%current health per second
Active:Singed selects one of three potions to drink, each granting him a different set of bonuses that lasts until he drinks another potion:
Elixir of Speed: Gains bonus movement speed every half-second, stacking up to 5 times and lost upon taking damage from enemy champions, and grants the same bonus to allied champions in his Poison Trail.
「 Bonus Movement Speed Per Stack: 6 / 7 / 8 / 9 / 10% 」「 Total Bonus Movement Speed: 30 / 35 / 40 / 45 / 50% 」
Philter of Immolation: Deals magic damage each second to all enemies poisoned by his Poison Trail and for 3 seconds to all nearby enemies.
「 Magic Damage Per Second: 20 / 25 / 30 / 35 / 40 (+ 1% maximum health) 」「 Total Magic Damage: 60 / 75 / 90 / 105 / 120 (+ 3% maximum health) 」
Draught of Corrosion: Causes enemies to take increased damage from all other sources while poisoned by his Poison Trail or for 3 seconds after being damaged by his basic attacks.
This is something more on the experimental end, and a change I'm not entirely sure of. Right now, the main issue with Singed is that, as a tank, he doesn't contribute much except personal tankiness and damage over time. While those are good strengths, it means he doesn't really do many interesting things as he fights, and doesn't really do anything that a tank or a fighter couldn't do better besides annoy people (and even then, Teemo does that better :P). To remedy this, I think it would be worth trying to move his Poison Trail to his ultimate and reduce its damage a little, as well as get rid of his current Insanity Potion (it's one of those really old long-duration steroids that carries little gameplay), but instead give him tons more utility to lay down both with his attacks and with his poison. Overall, he'd actually be able to lay down even more damage, which would also scale with his tankiness, but would also have the option to switch to other debuffs that would make him a genuine threat while in the middle of the enemy team even when not dealing that much damage.
COST: 80 mana
Active:Singed throws a flask of chemicals, leaving an adhesive pool in the area for 5 seconds that slows enemies inside. Mega Adhesive can be cast while moving.
Slow: 30 / 40 / 50 / 60 / 70%
Enemies Flung into a pool of Mega Adhesive are temporarily rooted.
Root Duration: 1 / 1.25 / 1.5 / 1.75 / 2
If Singed steps over the pool, it gains the Poison Trail effect of the Insanity Potion he is using for the remainder of its duration.
Mega Adhesive's current implementation is, like the rest of Singed's kit, a bit archaic, and relies on Singed interrupting his own movement to spontaneously create his slowing pool. I think having it spawn from a projectile would make a lot more sense, and would allow the ability to still be dodgeable without having to stop Singed's movement. The other thing I think would be worth implementing would be synergy with Insanity Potion, which would allow Singed to configure his Mega Adhesive pool to provide fixed amounts of longer-term utility, CC or damage, and also complement his Mega Adhesive + Fling combo.
RANGE:175 / 550
COST: 80 / 70 / 60 / 50 / 40 mana
Active:Singed's next basic attack within 5 seconds is modified to deal magic damage, gains range and flings them over and behind him.
Magic Damage:100% AD(+ 75% AP)(+ 6 / 6.5 / 7 / 7.5 / 8% of target's maximum health)
Fling resets Singed's autoattack timer, and its percentage health component is capped at 300 against monsters.
Fling is currently riddled with bugs, and needs a technical overhaul. I think it would be good to turn this into an autoattack reset, since Singed doesn't really have that many tools for dueling or accurately last-hitting in lane, including with this kit.
Passive:Singed leaves a trail of poison behind him that lasts for 3.25 seconds. Enemies caught in the path are poisoned and dealt magic damage every second for 3 seconds. Continual exposure renews the poison.
This is the biggest change to Singed's kit. The way I see it, his poison trail's both fairly ineffective in the laning phase (it's overly weak and only applies if Singed is already in range of his target, which isn't a given), yet can be conducive to toxic strategies when available too early (e.g. proxy Singed). However, this is also Singed's most important and iconic ability, and so while I think he deserves some compensation on his basic abilities (via his Q), he should also get to have a lot more interaction with this. Right now, his whole MO is to just run around, Fling priority targets and generally be very annoying and hard to kill, but he's not actually that good at tank-related things: if he gets shut down or just doesn't build damage, there's not much about him that would attract the attention of the enemy team, and I think he should change by perhaps having a bit less damage and free tankiness (though he'd be able to get more of both in the right situations), and instead have lots more debuffing power, which he'd be able to switch up on the fly and distribute by running around.
Another fairly significant change here is that I removed the mana cost and toggle to this ability, which would make it the only ultimate passive in the live champion roster. I feel Poison Trail carries a huge amount of gameplay in that it completely defines Singed's movement and positioning, but at the same time I don't think there's a lot of gameplay to the toggle itself, since currently Singed players tend to leave it always toggled on when they have enough mana. Turning it into a permanent passive and removing its cost would allow Singed to constantly play to his poison, and could carry its own unique set of tradeoffs too (Singed would have a much better time clearing and damaging enemies, but would also constantly leave indications of his passing to enemies, and would therefore be a lot less stealthy when maneuvering through the jungle).
What do you think of this kit? Are the changes too drastic, and if so, how would you change Singed, if at all?