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Vladimir [Blood Siphon]
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Spells:
Ghost
Ignite
Ability Order
Crimson Pact (PASSIVE)
Vladimir Passive Ability
Introduction
Message:
"Hi! This is my first Vlad Build, so it is going to be updated from time to time and more sections yet to come! Feel free to add a comment including suggestions and criticism"
First of all you need to realize that Vladimir is a mage, not a tank. Of course health is a major issue to Vlad since he gets a good bonus of ability power from ( Crimson Pact) but this does not make you a tank at all.
I would also like to post this great Zoning Tutorial! I find it really helpful and very very useful while playing as Vlad!
IGNITE
GHOST
FLASH
P.S: These are your only choices, if you feel uncomfortable with these spells,you should somewhere else than here.
I suggest you take a look Here It explains very nicely how runes work and how to max your summoner's potentials.
x9 = 0.90 (16.20 at 18) Which makes the bonus greater than 9x( =5.31 standard bonus) just right after you ding 6 level providing you with 5.4 ability power and as the game goes on the bonus gets a lot higher, that's why I consider the Force runes much better than the Potency ones.
x9 = 1.53 (27.54 at 18) Exactly the same goes for the Glyphs but with a much bigger bonus than the Seals.
x3 = 1.29 (23.22 at 18) Same goes here too. In case you want to do a faster game like 3vs3 you could replace these with , but still the Force ones work better at mid-late game as I explained before.
P.S: I see many people using 3x giving you 78 health which is about 1.95 ability power... Not compared at all with the Quintessence of Force unless you want to stack some health, but I think is pointless to lose 23.22 ability power for 78 health.
x9 = 0.90 (16.20 at 18) Which makes the bonus greater than 9x( =5.31 standard bonus) just right after you ding 6 level providing you with 5.4 ability power and as the game goes on the bonus gets a lot higher, that's why I consider the Force runes much better than the Potency ones.
x9 = 1.53 (27.54 at 18) Exactly the same goes for the Glyphs but with a much bigger bonus than the Seals.
x3 = 1.29 (23.22 at 18) Same goes here too. In case you want to do a faster game like 3vs3 you could replace these with , but still the Force ones work better at mid-late game as I explained before.
P.S: I see many people using 3x giving you 78 health which is about 1.95 ability power... Not compared at all with the Quintessence of Force unless you want to stack some health, but I think is pointless to lose 23.22 ability power for 78 health.
I will not go deep into Masteries yet since this is gonna be an evolving build.
I go deep in the defensive tree mainly for the health bonus from and for the 4% ability power and attack speed, and getting a general boost in defense because at the itemization I skip some defenses!
First goes
(10.8 ability power at 18) and
for the 15% spell penetration!
9/21/0
Defense
I go deep in the defensive tree mainly for the health bonus from and for the 4% ability power and attack speed, and getting a general boost in defense because at the itemization I skip some defenses!
Offense
First goes
(10.8 ability power at 18) and
for the 15% spell penetration!
Game Start
I consider for a good start to get and a , if you're playing a fast game or something like that and you wanna hit 'n run your opponent then you could start with .Try staying at your lane if possible till you gather 1910 gold. On your first return you should buy and for your upcoming .
Mid Game
Your only job now is to get as soon as possible , once you do that your enemies will enter a world of pain, it will provide you with 80 ability power + 12,5 from its 500 health bonus and also will give you an awesome slow with your almost spammable .You should expect now that your enemies will buy some items for magic defense, and a now should come to do the talk (70 ability power and 40% magic penetration) a really good boost.
Late Game
It's now time to boost your ability power like hell, you need to go for a (155 Ability Power plus a boost to the max ability power you got of 30%).Usually at that point the game should be near its end however if it's not you should be looking about getting some situational defensive items (which I will list some later,since the guide is still under construction).If you're dominating you should go for (50 Armor a quite nice amount and 100 Ability Power) and (Boost some more your ability power and also increase the amount of heal you get with you )
Situational Items(Under Construction...)
= This is a hellish item,if the stacks are maxed it will provide you with 180 Ability Power and 15% Reduced Cooldowns (If you think you're able to maintain your stacks and you're very good at teamplay etc... Throw away and buy right after you get your boots.= One of my favorite items 50 Magic Resistance,(375 health~9.3 ability power)
I know that mana stat goes wasted but you also earn a very useful passive ability...So I believe is quite better than making .
= Obviously a must when you're playing against Master Yi,Tryndamere etc...You have nice healing and great damage but this is gonna make sure they'll die from their own hits.
= A quite good pick if you're playing against physical damage dealers,nice amount of armor and (300 health~7.5 ability power),also a very good Active Slow.
= Pretty much provides defense to anything, this is very good if you're the opponent's main target.
= If Playing against *****y casters this is gonna be your right choice magic resistance and very good health regeneration.
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