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.
I usually have these masteries if I am in a beefy team. Beefy team meaning not many squishies/support. The cooldown and utility are vital to have because of how often you can use your summoner spells. The more often you have your summon spells up, the safer you are throughout the game. Not only that, but have slightly increased movement speed/ gold per 10/experience bonus which is needed during the laning phase. Vladimir is weak in the laning phase, so having movement speed will help Vladimir last hit.
TL DR: A lot of tanky people in team, go this build. More cooldown = more transfusion.
I usually have these masteries if the team is consisted of too many squishies or if there is no main tank. When I run these masteries, I usually tend to be more aggressive during lane phase because of how beefy I am. Be careful though. Even though youre beefy, it doesnt mean you should overextend. Vladimir is still weak in his laning phase. You should just poke/ trade-off hits with your laning opponent with transfusion and blood.
TL DR: Too many squishies in team, go this build. Beefier= more aggressive in lane.
Glyphs: Cooldown or AP per level
Seals: Hp per level
Marks: Magic Pen
Quints: Offensive = Flat AP/AP per level Defensive = Flat Health/ Health per level
Depends on your play style.
In your first bluepill back, you should have enough to buy your boots. Depending on your playstyle or situation, youre going to purchase certain boots. It usually depends on the situation. If the opponents team is full of squishy, I go straight Magic Pen Build. Since the usually MR of a squishy is around 30-40, the magic pen build allows you to do pure damage. If it is a balanced team, I usually go cooldown boots to use my abilities more often. If there are way too many CCs, I go mercs or swift boots. Swift boots if my team is full of pokes, otherwise I go mercs.
Pros / Cons
Strong Mid-Late Game
Can detect wards/champions with E
Increase's overall Damage for Team
Built-In "Get out for free" card
Weak early game
Better AP carries that give Utility
Vladimir is really weak in his early levels. To put it in a simple example. He is a Magikarp that evolves into a Gyarados at 6 where he learns bite. Then at level 9 he learns Surf and at 11 Hyperbeam. What you have to focus on during laning phase is to survive and last hit. Your goal is to get enough gold to get your boots when you bluepill back. If you are forced to bluepill too early, get 2-3 potions to help you last. Play more conservatively. Since early game can be filled with a Roaming Eve/Twitch or wards on the sides, you can check them with your E. Your E can hit invisible wards/ champions and itll warn you if they are near you. You can also use your E to harass. Try using transfusion to last hit a minion. Your opponent will then think that since your transfusion is on cooldown, you cant harass them. When they approach near you, harass with E and run away.
TL DR: Play conservatively/ Last hit efficiently. Forced back early = 2-3 health potions. Use E to harass/check invisible wards/champions.
Mid-Late Game/Team Fighting: Mid-Late game is where Vladimir really shines. As he gets his items, he'll become a Annoying health consuming machine. With his Q move at max cooldown, you can annoy opponents every second with E and Q and get away with it. Vladimir is one of the best Champions that can outlast others in the game. In team fights you are not the one that is suppose to initiate. After the tank goes in, immediately ult, E , Q, then pool , then as you come up again, E, Q to maximize your DPS. If it is at a stalemate, try to poke/ trade blows people with your transfusion. You will outlast them and weaken there team for a teamfight.
-You're a Garydos now. Hyperbeam everyone you see.
-poke with E/Q
-after tank, Ultimate, Q, E, Pool all of them but dont extend so far, Q, E, Run