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Team Guide by corruptsoul

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author corruptsoul

Singed and Volibear, The Ultimate Lane

corruptsoul Last updated on December 10, 2012
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Team 1

Ability Sequence

1
14
15
17
18
Ability Key Q
2
4
5
7
9
Ability Key W
3
8
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction

___


___
catalyst the protector
___
___
___
21/0/9
Masteries
1/5
3/5
3/1
4/1
3/5
1/1
3/5
3/1
1/
1/5
3/1
4/1
R>Q>W>E
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


___


___ philosopher's stone

___
___ greater mark of desolation
___
21/0/9
Masteries
1/5
3/5
4/1
1/1
1/5
3/1
4/1
3/5
2/5
1/1
3/1
3/1
1/
R>W>E>Q
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Hey, Corruptsoul here with my guide to show a 2 player technique with two of my favorite characters: Volibear and Singed. I absolutely love the combo and if you love these characters I would highly recommend raping innocent bystanders with this build. The techniques we talk about will help you understand how to initiate your kills and battles and how to survive to grow into the front line of your team for the late game win. If you like the guide, please +rep, comment, or share with your friends. If you want to talk in-game or maybe play and see the duo in action, you can add me or my partner: corruptsoul3608 or BigBurge68.

If you have any criticism for us, please don't just downvote, tell me in a comment what you don't like. I would love to hear why you are downvoting so I can fix the problem. I will also attempt to keep updating this guide as I get feedback, so check back regularly if you want to see new things. I will keep an update section after this to let you know what will be changing as I go.


Guide Top

Duo Pros / Cons

PROS



P
R
O
S

______ ______ + Roaming is very easy and advantageous to the lane
+ Fling and Rolling Thunder surprise and trap for early game kills.
+ Very versatile with your team composition.
+ Naturally tanky since both Singed and Volibear are tanks
+ Can lead enemy into disadvantageous fights with Insanity Potion and Chosen of the Storm.
+ Excellent farmer using Poison Trail and Majestic Roar while still allowing you to zone enemy lane.
+ Can easily isolate carries by running in and double throwing them.
+ This composition allows for strong early game and still grows into a very tanky late game which benefits greatly in team fights.
______ ______ P
R
O
S




CONS



C
O
N
S
______ ______ - Being overconfident can lead to early kills, especially on Singed
- Difficult to master the teamwork play style without previous experience.
- CC can effectively steal early kills from the lane.
- Low damage early game makes for harder laning phase.
- Hard to build items early before Poison Trail can be left on without draining mana.
- Might be accused of playing as trolls by both teams.
- Team might not always understand when to engage, leaving both partners exposed and surrounded.
______ ______ C
O
N
S


Guide Top

Duo Masteries

Singed

Masteries
1/5
3/5
3/1
4/1
3/5
1/1
3/5
3/1
1/
1/5
3/1
4/1

As a seasoned Singed player, I have found that using the defensive mastery tree generally gives the best stats when he's played properly. Basically, Singed is going to be running wild through the middle of the enemy team and the defensive tree helps us reduce the damage we take while doing that. The final 8 points are put into the utility tree to give us that 2% movement speed boost to make Singed absolutely impossible to catch.

If you are looking for a different mastery tree on Singed,Keels guide to Singed has some different takes on what is most effective.

Volibear

Masteries
1/5
3/5
4/1
1/1
1/5
3/1
4/1
3/5
2/5
1/1
3/1
3/1
1/

With Volibear, we are still building him as our main damage dealer. He has to keep incoming damage low while still being a threat so we build our basic tank defensive tree to keep us tanky and versatile and then throw the last 9 points in the offensive tree. The 10% ArPen is a necessity to just make him that much more dangerous in our burst tank attack.

As a side note, realize that these can change with your individual playing styles. If you want to play more aggressive or passive, these can change accordingly without ruining the viability of this guide.


Guide Top

Runes for Singed

Runes

Greater Quintessence of Gold
3

Greater Quintessence of Health
3

Greater Quintessence of Ability Power
3

Greater Quintessence of Health Regeneration
3

Greater Quintessence of Movement Speed
3

Q
U
I
N
T
S
___ ___ Q
U
I
N
T
S
Runes

Greater Mark of Magic Penetration
9

Greater Mark of Ability Power
9

M
A
R
K
S
___
  • Greater Mark of Magic Penetration: These runes let you build without worrying about magic resist reducing items unless they build rather tanky. Best choice for our late game needs.
  • Greater Mark of Ability Power: Only other major choice. These again just help get that early game boost to your AP to dominate the lane. These are more useful if the carry is building just damage early game, but will drop off in power late game.
___ M
A
R
K
S
Runes

Greater Seal of Scaling Health Regeneration
9

Greater Seal of Armor
9

Greater Seal of Health
9

S
E
A
L
S
___
  • Greater Seal of Regeneration: As discussed before, health regen can really help against that early harass. Preferable if you are an excellent kiter and don't need the armor as much as sustained healing.
  • Greater Seal of Armor: These are great against the AD carry in your lane and will work into the late game as well.
  • Greater Seal of Health: While I think these could help, they lose all power late game and should only be used if you don't need armor because you have it in Quints.
___ S
E
A
L
S
Runes

Greater Glyph of Scaling Magic Resist
9

Greater Glyph of Mana Regeneration
9

G
L
Y
P
H
S
___ ___ G
L
Y
P
H
S


Guide Top

Runes for Volibear

Volibear is our main damage output and tank, so his runes are based around keeping our attacks strong and abilities flowing.

greater mark of desolation gives us the ArPen to let Volibear eat through the enemy team early game, while still being viable later as armor begins to stack.

The Greater Seal of Armor help with durability and keep Voli in the lane longer. They are cheap and give a lot for the IP cost.

For glyphs, we use Greater Glyph of Cooldown Reduction. They let Volibear spam his abilities and keep the enemy from coming too close without thinking twice. This becomes even more important when finishing off enemy champs because Frenzy deals so much damage as the killing blow. However it has a pretty long cool down and these will help ensure its usefulness in duels.

Our quintessences are greater quint of fortitude. These are great for that early game boost to keep enemy champions from harassing and to keep our survivability up through our early game.

A few other options that compliment Voli:

Mark alternatives
Work in the same way as our ArPen runes, but also stack well with our Frenzy.

Seal alternatives
greater seal of vitality If you really need more health, these help give that extra boost and stack with our Quints.

Glyph alternatives
Both of these are strong alternatives to CDR if you want to get some more magic resistance to help keep you tanky throughout the game.

Quintessence alternatives
greater quintessence of desolation These runes are great if you want to be the tank killer in team fights and are great late game when there is a lot more Armor being thrown around.
Wonderful if you can get through early game without the extra health. These help your chase ability and give a little more range with your Rolling Thunder.


Guide Top

Summoner Spells

Singed


Ghost is Singed's perfect spell. When it is used with Insanity Potion and Mega Adhesive, no one will be able to get away from you and it helps land that clutch Fling to finish off the final retreating enemy

Ignite is that extra damage to let an enemy stay in your poison for too long. Let the opponent get too close, Fling them, land ignite, and let Poison Trail finish them off behind the tower as you laugh at them.

While there are a lot of other spells to use, there are only a few others that are really viable on Singed:

Cleanse is a option that I am currently exploring. Using Cleanse and Rod of Ages may be a better option than Banshee's Veil. If you think you can do without Ignite, this might be a great spell for you.

Flash can be useful but with all your speed and slowing ability, it's not as useful as on other champions.

Exhaust can be useful in team fights and when you need to catch up to an enemy but you already have your built-in slow. Still a viable option if you want to lock down one champion while your team takes them out behind you.

If there are some other spells you want to use, by all means feel free, but you need to remember the context of this team and remember that these spells in addition to the bot lane team allows for the most versatile and unbeatable laning group.

Volibear


Volibear is another champ that works great with ghost. It helps land your Rolling Thunder and pull and champ out of position. Vital in this build to keep close to Singed on a chase.

A necessity in this build, exhaust is the final nail in the coffin after the enemy gets caught behind Volibear and Singed. What better way to keep the enemy by you than to make them 40% slower as you beat them to death?

I am putting flash in here because it does have some viability on Volibear. Since Volibear is less able to escape good CC, this spell helps keep him out of harms way when the whole team is trying to chase him down. Which, trust me, will happen.


Guide Top

Ability Explanation

Singed


A great passive that, with this build, give you upwards of 500 health. This lets us build a little bit more mana in the beginning without sacrificing too much health.

No matter what situation you are in while playing, this ability is your bread and butter. You can deal great damage to every enemy in the game AND you can zone people out just by running around properly. To top it off, late game you'll have enough mana to basically leave it on all the time, just to add that little bit of trolling to playing Singed.

This ability is Singed's escape method in hairy situations as well as his way of catching up to fleeing opponents. It lets you push well early game while being very forgiving to overextension. I think it's one of the biggest slows in the game at 75%.

This is my favorite move that Singed has. It lets you screw with the enemy's positioning and deals high amounts of damage in the process. When playing in this combo, remember that those throws into the tower, especially for early game casters, spells instant death. This is our initiation ability.

This ability is your kiter. Get in a team fight, throw this bad boy on, and watch as the whole team tries to chase you down as your team picks them off. It give an amazing boost to all his stats and will last through just about all of your team fights. Basic mantra of Singed should be "If you need to be stronger, use insanity potion".

Volibear


Another great health passive for a tank. This ability gives massive health regen when you fall below 30% health, regaining 30% of your maximum health. This is really going to mess with enemies in 1v1 fights and early lane fights because just when you look like you are going to die, you just regenerate 1/3 of your health for the final kill. The only problem with this ability is it has a 2 minute cooldown and therefore can't always be relied on.

This is Volibear's Fling. It works the exact same way with the added bonus of giving you a speed boost to surprise the enemy with right before you throw them to their death. Irreplaceable in this guide, a good throw is how we are going to draw the enemy in.

A great duel or farming tool, Frenzy lets Volibear gain attack speed with each attack, up to 20%, and also gives bonus damage every fourth attack, which is based off of the enemies missing health. A great finishing move as well as a way to boost attack speed without needing any items built for it.

Deals decent magic damage as well as slowing the enemy AND fearing minions and monsters, this ability is great way to deal initial damage in a fight or to get last hits on a lot of minions. A great bush gank initiator, especially when combined with Singed and Voli's throws.

Thunder claws is a great AoE skill that just adds to the danger of Volibear. Can use it with majestic roar to farm minions easily or in a team fight to add to the damage output and stretch your damage to the entire team. This is our late game winner and just makes the other team hate you. A good supplement to this ability would be a Rylai's Crystal Scepter, letting you deal more damage while slowing them and letting Singed's Poison Trail finish off any stragglers that are lucky enough to retreat quickly.


Guide Top

Ability Sequence

I will keep this section relatively short as there is no need to go into large amounts of detail.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

For Singed you want a point in Fling first, then Poison Trail, and finally Mega Adhesive. After that point you level up your ultimate first, Poison Trail second, Fling third, and finally Mega Adhesive gets leveled up last. Always level up this way.NOTE: there has been some discussion between other Singed players and myself as to the order of abilities. Valkrieje has suggested that I put Mega Adhesive before Fling. I am currently testing this and will update asap.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

For Volibear, you do the exact same thing with Rolling Thunder as your first point, Frenzy second, and a point in Majestic Roar. You then level up your ultimate first, then Frenzy, Majestic Roar, and Rolling Thunder in that order. Remember, the speed boost for Rolling Thunder doesn't increase when leveling up so you really only need one point.

This section is pretty easy and works the best to give the maximum lane presence. Other sequences may work but I found this to be the best way to keep your lane strong and keeping the enemy from gaining any foothold to exploit throughout the match.


Guide Top

Team Work

This section focuses on your basic tactics and teamwork used to give the best lane presence while still maintaining a careful awareness on the whole team and their needs. This is by far the most important section in understanding how to use this combination well without feeding the entire game and ruining a good game.

Early game is going to be tough for this combination. There will be a number of difficulties to overcome and you will need to be prepared for them all. The first major problem you are going to encounter is early game harassment. Early game the bottom lane has plenty of harass strength and most teams will incorporate some form of ranged character as their main carry form. You need to first be able to sustain against their harassment and starting off a strong carry as mid game begins. In order to do this you need to understand each character's role and abilities to keep the game flowing and keep the opponent guessing.

Singed is your farmer. He will be taking the majority of the damage and as such should be standing in front of Volibear during most of the early game. He should be hitting as many minions as possible and keeping the enemy on edge by moving through the minions. If you are playing against teams with a pull or push like blitzcrank's Rocket Grab, you need to be aware of how they can attack and act accordingly by either keeping a minion between you or using wards to counter shaco's Deceive.

Volibear should be standing behind Singed waiting for him to use Fling. The main technique that makes this build so viable is the double throw. To do this Volibear and Singed should be communicating constantly to know when both players are ready for a double throw. Singed should engage towards your tower (and realize the closer the better, as this allows the tower to help take your victim down as well) as Volibear throws your enemy further in. Both players can use their respective skills to kite them down until they die.

This is a brief video demonstrating a few of the important techniques and tips that will help dominate the lane while still being safe until you can be more aggressive.
As you play together, this technique becomes more obvious. Both players should either be talking or maybe skyping to allow for the fastest communication. If either player isn't ready, this will result in an unnecessary death and ruin your chances at completing the game successfully.


Guide Top

Items

Singed


For Singed, we are going to build for early game sustain and late game AP carry. To start off with we want Boots of Speed, one Health Potion, and one Mana Potion. This gives us the speed to keep farming and keep the enemy back while allowing us to sustain health and mana, because Singed is very mana hungry early game. The rest of the build is focused on getting our survivability up while allowing for maximum chasing and team control. Realize that this reflects opponents choices and the team needs, so this build WILL NOT always be the best. Make sure to build to your needs in terms of armor and magic resist to counter the AD or AP carries.

Our first item to be built should be our Boots of Swiftness. These will allow you to be faster than the enemy and keep them further away from you to give you that buffer zone to farm well early on. THIS IS AN ABSOLUTE MUST TO STAY VIABLE AGAINST FAST OPPONENTS.

The RoA gets a special mention in this guide. It can be built early if there is no immediate ability threat. It gives decent AP, mana, and health as well as give you a boost whenever you level up. It can always help your early game as long as there aren't nore specialized needs.

is a necessity in almost every situation. Building a Banshee's Veil allows for the early game mana and health boost we need as well as giving us one of the best tank skill in the game: we can block the initiating attack in most fights. This means stuns and slows usually get knocked out and allow us to keep tanking while the other team follows behind. This can be replaced with Rod of Ages if you don't have any AP carries to deal with or any major stuns.

NOTE: Rush this when playing against your AP casters. This will keep you from getting locked down

This gives us some health and health regen to keep in the field, but also gives us more movement speed, which makes us that much more dangerous in a team fight.
NOTE: If you are suffering a lot of early hits, you may want to take the Regrowth Pendant that builds into Force of Nature to help sustain better before you build Rod of Ages or Banshee's Veil.

Rylai's is a wonderful item for Singed. With Poison Trail, it offers great crowd control and gives both health and AP to boost your damage output and survivability.

Most of the build is situational. IF you are using this guide, you should be a seasoned Singed player and should understand when to build more AP and when to build more Armor or Mres. I will update the alternatives after I finish refining other parts of the guide.

Volibear


For Voli, we need that survivability and health to really keep us alive as we eat our enemy alive. To start off, buy a Regrowth Pendant and two Health Potion.

philosopher's stone This gives us the basic health and mana regen to keep us in the game and also the extra gold since singed will be doing most of the farming.

This helps us catch with our double throw and keeps our roaming alive and well.

Warmog's Armor is Volibear's golden egg. It lets Voli do what he pleases and keeps the tanks rolling.

Force of Nature does the same thing to Voli as it does Singed: just lets him regain anything you throw at him. Great against any kind of AP especially.

This lets Volibear get his hands dirty and dive into those teamfights. The armor and health give us even more tankiness while the magic damage punishes those AD carries and tanks while you hit 'em.
Rylai's is a great item to build a little bit more AP and health but the real bonus is the passive. It slows everyone that is him by you, which in combination with Thunder Claws and Singed lets you really finish off a team after the teamfight ends.
Atma's Impaler is a great item on Volibear because of how it stacks damage on per health. Volibear is a high HP champ i.e. Atma's Impaler is amazing for his damage output.
Late game, we can sell our philosopher's stone for either another Warmog's Armor if we need moar health or a Rabadon's Deathcap to keep building that AP up.

As for the Singed items, you should be fairly well versed in how to use Volibear to the point where you can improvise with what you need, be it a Thornmail or a Rod of Ages or a Prospector's Blade LOL to keep from dying.


Guide Top

Summary

This combination has yielded amazing results for my team and I and lets us really tear the enemy down. It gives great survivability and amazing damage output, as well as allowing for a great duo to use with a friend.
If you have any questions or comments, please drop some advice or message me to allow me to help you out.

I hope you have a great time! Thank you for reading my guide and enjoy the fun you have playing the ultimate Volibear/Singed combo possible!

I would also like to thank jhoijhoi and her guide for helping me make this guide the best possible.


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