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League of Legends Build Guide Author Incendiax

Vladimir, Mid Carry (RANKED BUILD: POST NERF) IN DEPTH+

By: Incendiax on July 9, 2011
Comments: 384 | Views: 2,371,175 |
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LoL Champion: Vladimir

Health 2604.96
Health Regen 16.8
Mana 0
Mana Regen 0
Armor 137.69
Magic Resist 136.3
Dodge 0
Tenacity 35
Movement Speed 397.1
Gold Bonus 0
Attack Damage 99
Attack Speed 0.882
Crit Chance 0%S
Crit Damage 0%
Ability Power 487.54
Life Steal 0%
Spell Vamp 6
Armor Penetration 0
Magic Penetration 8.55
Cooldown Reduction 0%

Recommended Runes

Purchase Order


Ability Sequence

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

Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
2/
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0

Guide Top

Video Update!


Guide Top

*ANNOUNCEMENT*

Added six+ champions to the 'Mischievous Mid Lanes & Other Opponents' section.
***Updated for the Varus patch.
If you have any questions about the build, please inbox me them. I'd love to answer all of your questions, but I don't have the time to sift through pages and pages of random conversation & quoting, etc. I'll answer them ASAP if you inbox me them.

Build #4 is currently my experimental Tanky Vladimir build for Solo Top or Tanky Mid. I'll keep it updated and post some replays when I can.
_________________________________________________

If you want to see how I play Vladimir, I have a variety of replays you can watch. You can download the software for free here.

*For those of you who aren't aware, LoLreplay is a 3rd party software that is completely safe which utilizes the client to record your matches in full-detail. The program compresses the matches into League Replay Files (.lrf extension) which are highly compressed (roughly 5MB per match) for your convenience.

Here are some files! [Or if you want the full database of my replays, click here.

RANKED: Vladimir vs Gragas mid http://www.leaguereplays.com/replays/match/177895/

RANKED: Vladimir vs Lee Sin top http://www.leaguereplays.com/replays/match/177900/
[drunk+high]

NORMAL: Vladimir vs Kennen mid http://www.leaguereplays.com/replays/match/177893/


________

Additionally, I'm making a spotlight type of video for Vladimir, explaining quite a few things and changes. I'll go over rune choices, masteries, itemization, and playstyle. I'm working on updating the guide for the new patch+ buffs to Vladimir.


Guide Top

Pre-Read notes *Skippable*

___

Guide Status:

UPDATED TO CURRENT PATCH (Varus)


Coding is currently semi-broken, so some of the icons are not there; but the skills still are. Sorry!
___

ACTUAL End-Game stats: ~~4817 HP, 681 AP. [with Warmog's Armor]


___

Upvoted my guide? Tell me why you like it!
Downvoted my guide? Tell me what I can do to make it better.


[Removed e-peen message]

First off, I'd like to say I'm available to speak to you about the guide, or casually talk to you and play with you at any time. Add me on Skype or in-game if you want to chat.

**NOTE: The ONLY accounts I own and have access to are: Incendiax and Rage Me Dont. Anyone who says they are me, and are not on those accounts are imposters.


Summoner Name: Incendiax
Skype Name: Incendiax

Second, I'm working on a build for DOMINION. However I suck at it, so this might be a while. I can still assure you the quality of the guide will be nothing less than spectacular.

Thirdly, I've published a 3v3 build (It's the Team 2 Build), but I'm still working on ironing out the issues in it. The last few items on the list are for building situationally. Enjoy!


Guide Top

Introduction

Greetings, welcome to my second, much more thought out Mobafire guide. This time, featuring:

Pre Script:
I've seen a lot of negative feedback on the forums about Vladimir post-nerf, and I'm here to clarify that he IS STILL VIABLE. Please read this build in full and take it into consideration. I've spent over 500 games perfecting this build to fit the current game meta, and to work around his weaknesses. Despite what people say, Vladimir is one of the hardest champions to be successful with before level 7. This is where a lot of people fail.

It should also be noted that if you are going to use this guide effectively, you should take middle, or a solo lane.



This build revolves around hard AP and building situationally depending on the other team. Please try the build before rating, and READ READ READ!!! I cover a multitude of expert strategies and outline step by step how to play Vladimir the way I do, and come out with an insanely positive score every game. Remain open minded, because this is NOT your typical Vladimir build that you see.

Pros:
>Great team fighter
>Super beefy
>Great damage output
>Self-Sufficent, only has to go back for items
>Able to dodge 10+ spells with a well timed Sanguine Pool
>Able to dodge most forms of Crowd Control if played properly

Cons:
>Targeted with CC often
>Often played poorly by people who don't understand how to utilize him
>Referred to as "one of the easiest champions in the game""
>Extremely volatile early game

As always, remain open minded and have fun.

-Incendiax
(If you read the guide and use it, please comment on what you think of it.)


PS> I finished my Kog'Maw build. If you enjoyed this build, please check it out here!

THIS GUIDE IS IN PROGRESS

Before we start the actual guide, I would just like to share this with you. This was a screenshot of a ranked game when this build was in use. This guide is dedicated to all of the people who are going to say this build will never amount to nothing. And all the people who read guides and downvote them without trying them, and all my Vladimir's in the struggle.

I would like to thank all my friends, and the MobaFire community for helping me make the voyage from 65%, all the way up to the top rated Vladimir guide. :) Thank you. It's been a treat guys. <3


Guide Top

Significant Patches

Here I will show you all of the patch notes that are significant for a 'Tournament Vladimir' player. These changes will be explained in detail with my own commentary. These changes are beneficial, and only further him more.
The patch will be DIRECTLY linked to the patch version for your convenience.

____________
9/15/2011
(v1.0.0.125 Patch)
Vladimir

  • Transfusion now counts as a single target ability for items such as Rylai's Crystal Scepter
__
Finally! The long awaited slow we've been waiting for. This furthers Vladimir substantially. He gets the full bonus of having 35% Slow on his Q. This means you can chase down people better, slow down enemies escaping for you team, and much more.

___________
9/2X/11
Ninja patch nerfed Vladimir's Sanguine Pool damage down to
__
-Magic Damage Per Half-Second: 20 / 33.75 / 47.5 / 61.25 / 75 (+3.75% of bonus health)-
__
This is completely unnecessary, he was fine as he was. They're trying to make his skill ceiling fall, so there isn't much of a difference between being extremely great at Vladimir, and just plain old mediocre.
___________
1/6/12
Vladimir got some love!
(Patch 1.0.052)

[*] Transfusion cooldown reduced to 10/8.5/7/5.5/4 seconds from 12/10/8/6/4
[*] Crimson Pact ability power to health conversion reduced to 1.4 from 1.8
[*] Hemoplague no longer costs 15% of your current health and is now no cost to cast
[*] Tides of blood health cost ramp up reduced to 25% from 50%


Crimson Pact wasn't really hit that hard, but it reduces some of his tankyness late game. You lose 40 HP per 100 AP in comparison to pre-patch. Meaning if you have 600 AP late game, you only have 840 bonus HP from 1080. The 'nerf' is actually a buff under certain circumstances, but those are very rare.

the Transfusion cooldown change is extremely helpful. This makes Vladimir more playable early game, putting his Qs at a 7~8 second cooldown.

Tides of Blood is famous for getting you killed at the most inconvenient of times. With the rework, you lose 173 HP per cast at 4 stacks from 356 HP per cast at 4 stacks. This is VERY sexy and certainly brought him up to par with other AP casters.

Hemoplague! Now you don't get ******** whenever you decide to use your ultimate. This has proven to be a wonderful change; I've survived many encounters as a result of the rework. +1 to Riot for doing this, now if only they'd work on Sanguine Pool...

Overall, the changes have been required for a very long time. Vladimir is difficult to balance due to his kit, and is arguable still underpowered. Vladimir's role as a mage is NOT [burst] damage. It's utility, sustainability, and sustained damage.

_______
2/13/2012 (v1.0.0.154)

>Crimson Pact will now correctly work with all sources of bonus Health (% health runes, Juggernaut mastery)
>Hemoplague damage amplification reduced to 12% from 14%
>Tides of Blood healing bonus adjusted to 4/5/6/7/8% per rank from 8% at all ranks
--

First, the Crimson Pact fix made it so % runes aren't entirely useless.
Second, the Hemoplague nerf barely touched his damage. You only lose roughly 100~300 teamwide damage with the 2% reduction on the ultimate.
Tides of Blood wasn't even nerfed to be technical. Your early game [mainly 1~9] doesn't utilize your E, as it will kill you quickly and doesn't help much in terms of regeneration. All that the nerf did was remove some of the early regeneration Vladimir could acquire from casting Tides of Blood and using a health potion.

Overall, nothing was lost. All that the 'nerfs' were was so metasheep stop playing Vladimir. Carry on, my friends.


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Runes

Let's do some basic math here first, to settle any disputes about my rune preference.
Starting with HP quints gives you +76 HP at spawn. Now, let's factor this with Vladimir's passive. For every 40 Health, he gains 1 AP. So this gives us 1 AP, due to the fact that we're shy of 4 HP. Now, if we do this with the Ability Power quints and Glyphs, then we can get 24 AP coming right out of spawn with no items. So, Vladimir's passive grants 1.8 bonus health per 1 AP he has. Queue the calculator. This totals up to a whopping 43.2 extra health, and 24 extra AP. Which means you can survive longer in lane from your Transfusion, and deal more damage in opposition to a HP Quint Vladimir.

MARKS:

With Magic Penetration marks, this adds penetration (lol), which essentially means more damage. Don't get too happy about all this penetration though, otherwise you're going to start ruining (IMO) Vladimir, and completely miss out on what he is truly capable of doing: nuking.
SEALS:

I take a variation of 2 different sets of 9 seals to give me a universal advantage, depending on the team I'm facing.
Armor Seals- If the team has a few AD champions, but not too many. MR Seals aren't good to counter AP teams.
Health Seals- If you want a really strong progressive game, permitting you to harass a bit more.

GLYPHS:

This is where the debate really comes in. You can take Cooldown Reduction to make your early pre-9 game stronger, but you penalize yourself seriously with a loss of 9 AP. Additionally, this increases your base Vitality (health) due to your passive. Because of this, you start with an extra 16 Health. This may not seem like a good investment, but this gets that extra bit of damage and that extra SpellVamp (from Transfusion) to keep you alive in those tight 200hp v 100hp scenarios.
Or
Kweeble wrote:
Potency gives .99 each throughout all levels
Force gives .17 a level, and at level 6 1.02 (Which surpasses Potency at this point). Additionally at level 18, they reward you with 25.5AP.

Around level 6 you should have some vamp on your hands, or maybe boots depending on the root[sic] you took, but that's about when you really start pushing in the kills with your ult. So, considering if one plays aggressively or not between 1-6, Force might be a better choice for some.

QUINTESSENCES:

Vladimir is naturally slow, and these runes help resolve that issue. Taking these will assist you in negating the stopping power of most AP champions in mid, such as Morgana, Kassadin, Cassiopeia and Kennen. If they can't hit you with skillshots, then they're useless.

These runes are extremely viable when stacked with the SpellVamp mastery in the Utility Tree. This boots you up to an amazing 9% SpellVamp at Level 1. Taking the AP Quintessences gives you a marginal increase in health, and about 9 damage on your Transfusion, but the sustain you can acquire from these is just too good to pass up on. Try em out!
So, let's recap briefly.
This starts you with the following statistical bonuses at level 1.For all of you who can't properly think out things due to your single-minded thought process and belief that this is a "OFFTANK 8K HP METAGAME", please close the guide. This is not one of those generic builds. Your negative feedback is not appreciated if you aren't even willing to try the guide.

Carrying on,
We start with:
>9 Magic Penetration, giving us a bit of an extra punch to their magic resistance.
>9 HP per level, massing to a total of 175 HP at level 18.
>1.53 AP per level, massing to a total of 28 AP at level 18.
>6% SpellVamp, giving us a boost in sustainability throughout the entire game.
OR
>4.5% Movement Speed, granting you the ability to be extremely mobile.


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Masteries

Why 9/0/21?

By taking 9/0/21, you get:

Utility

  • 10% Reduced time dead, meaning you'll probably save roughly 90~140seconds of downtime per game.
  • 5% Increased EXP, which keeps you on-par with other casters in mid, in opposition to being Level 5 while they're 6, it makes you very disadvantaged.
  • 20% Increased Buff Duration. Woopie! If Vladimir has blue, it's GG. Extended blue? Why not.
  • 2% Movement Speed increase is essential to Vladimir, as he is naturally slow.
  • 10% Cooldowns? More Transfusions, more damage. EPIC.
  • 15% Reduced Summoner Spell cooldown! More ignites, more teleports! More splitpushing!
  • 3% SpellVamp! This is marvelous for the entirety of the game, and it helps more than you know. It synergizes perfectly with all of your skills, and helps take some of the edge off of using your Tides of Blood at higher stacks.

Taking 9-21-0 masteries:

Defensive

  • +6 Armor/MR From spawn.
  • 6 Health per level, capping at 108 at level 18
  • 30 base health + 10% Tenacity. This is great if you buy Mercury's Treads. That's about it.
  • 3% Situational movement speed
  • 8% CDR at level 18
  • 3 HP/5
I personally view the Utlity masteries far more beneficial for Vladimir, in opposition to barely noticeable Health, Armor, & Survivability boost: you get movement speed, cooldowns, and reduced time dead!


WHY NOT 21-0-9?


Well; Assuming you use 21-0-9, you're wasting a lot of points in useless talents.
For example,
21-0-9 would be:
Offense-
Summoner's Wrath: (Improved Ignite)
Mental Force: (+4 AP)
Sorcery: (4% CDR)
Arcane Knowledge (10%Mpen)
Havoc (1% More damage)
Blast (+18 AP at level 18)
Archmage (+5% Ability Power)
Executioner (6% bonus to 40%- targets)

You get 5 AP on the 100, and 5 AP at level 1. It's useless beyond the 10% Magic Penetration.

After that, you're stuck with 9 points in Utility. This only provides you with:
Utility-
Summoner's Insight: (Teleport/Flash Mastery)
Good Hands: (10% Reduced Time Dead)
Swiftness: (2% Movement Speed)
Runic Affinity: (20% Increased Buff Duration.

This is extremely limiting, seeing that you only receive minimal Ability Power bonuses. You miss out on quite a few things when you skip the other 12 points from Utility.

In opposition to taking 21-0-9, you could take a Utility heavyset mastery tree.

Taking a full 21 points in Utility, you receive:
Utility-
Summoner's Insight: (Teleport/Flash Reduced Time)
Good Hands: (10% Reduced Time Dead)
Improved Recall (Reduced Cast Tiime)
Swiftness (2% Movement Speed)
Transmutation (3% Spell Vamp)
Runic Affinity (20% Increased Buff Time)
Awareness (5% Increased EXP Gain)
Intelligence (6% CDR)
Mastermind (15% Reduced Time on Summoner Spells)

And the standard 9 points from the Offensive tree, which constitutes;
Offense-
Mental Force (+4 AP)
Sorcery (4% CDR)
Arcane Knowledge (10%Mpen)

This setup provides youw ith much more utility, along with a touch of sustain from the Spellvamp. It's far more beneficial to utilize this setup and capitalize on all of the excess utility. Otherwise, you're wasting quite a few useful mastery bonuses.


Guide Top

Spells

Passive: Crimson Pact: Every 40 points of bonus health gives Vladimir 1 ability power and every 1 point of ability power gives Vladimir 1.8 bonus health (does not stack with itself).
This essentially IS Vladimir. It's what makes him excel at simultaneously being a mage, and a tank. Maximizing this passive is a must, so building HP is very viable.

Q: Transfusion: Vladimir drains the lifeforce of his target, dealing magic damage and healing himself. (600 Range)
This is your main skill, and how you use it determines if you are good, or bad, with Vladimir.

Transfusion received a recent nerf, which affected the damage late-game, and hurt his late game with a Cooldown nerf.


W: Sanguine Pool: Vladimir sinks into a pool of blood for 2 seconds, becoming untargetable and slowing enemies above him by 40% for 1 second, and deals magic damage over the duration plus heals himself for 12.5% of that amount. (~350 radius)
This is your main escape, initiation, and deflection spell. The more health you have, the more damage it does. Be careful when using this spell, because it does cost 20% of your current health to cast. Much like your Transfusion, this spell separates the good Vladimir players, from the terrible ones.

E: Tides of Blood: Vladimir unleashes a torrent of blood dealing magic damage to nearby enemies.
Each cast gives him an Empowered stack (max 4), increasing his healing and regeneration by 8% per stack for 10 seconds. Additionally, his next tides of Blood deals 25% more damage and costs 50% more health per stack.

This is a great damage spell that increases the regeneration effects on your Transfusion. A Q at four stacks of Tides of Blood will restore the health lost, but also return more. However, be careful when using this spell. You can open yourself up to attacks with it if you use it at the wrong time. This spell also hits stealthed targets, and hits people over the Fog of War. Well timed casts of this can result in a kill.

R: Hemoplague: Vladimir infects the target area with a virulent plague which increases the damage nearby enemies take from all sources by 12% for 5 seconds. After these 5 seconds, infected enemies take magic damage.
Hemoplague is what makes Vladimir such a viable team fighter. Well placed Hemoplague's can hit all 5 targets, which gives EVERYONE on your team increased damage by 12% on all of their spells and attacks. This spell is extremely game-changing if used properly.


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Spell Penetration vs Cooldown Reduction

**I updated all of this to make it slightly more accurate!**
For this explanation, we will use a Banshee's Veil for said MR, due to it being a common counter-purchase.

Language & Terminology:
CDR= Cooldown Reduction
MP= Magic Penetration
MR= Magic Resistance

References:
1. Percentage magic resistance reduction
2. Flat magic resistance reduction
3. Flat magic penetration
4. Percentage magic penetration
Formulas Here
___
"While sorcerer's shoes are amazing earlygame since you reduce most enemy champion's Magic Resistance to zero with Runes, Masteries + Boots, it falls off once they buy a Banshees Veil, or any magic resistance item, which is too common. They now have 85 MR, but you're only piercing 35 of it. The question is, are you going to buy two more items to counter their ONE? If you have even an IQ of 50, you'll realize the answer is: no.

Now consider it with Cooldown Reduction (Lucidity). Assuming you buy a Void Staff with these boots in this scenario. You start off the game with your same old 15 Magic Penetration, and they still have 35 MR. You do slightly reduced damage early on before they grab any Magic Resistance. 17% to be exact, but the 15% CDR lets you skillspam at a rate of comparable damage output. Now they buy their Banshee's Veil, and you buy your Void Staff. 85-15=70. 49% of 70 is 34. So you're mitigating 15+34= 49 of their Magic Resist, while with Sorcerer's Shoes you were only mitigating 35.

Now let's compare both Boots having a void staff. Sorcerer's Shoes is 20(+9) MPen off the top which immediately cuts their MR down to 56. Factor in the 10% from masteries and 40% from the Void Staff (totaling out to 29+50% due to multiplicative stacking) and they’re left with only 6 MR total). Lucidity results in a remaining 26MR, due to the lack of MP boots. The difference equals out to 20 MR. This may seem very substantial, but keep in mind that with Boots of Lucidity, you can land 17 transfusions in a minute compared to a flat 15 (~117% speed).

Let's do some math.
100 / (100+26) = 79% of Tooltip damage with Sorcerer's Shoes
100 / (100+36) = 73% of Tooltip damage with Ionian Boots of Lucidity


In terms of damage lost off Tooltip, it's a measly 6% difference, in terms of damage lost off of Sorcerer's Shoes damage, it's 7%. You're making that damage back and dishing out more with the 15% CDR. Not to mention the higher their MR, the less effect your Sorcerer's Shoes will have on your damage ouput. If they've got 200 MR the damage difference is something like 1%. Making Ionian Boots of Lucidity a much, much more viable option. Especially post-nerf."

____
Your Transfusion (Q) is a 4s cooldown at level 9, with no CDR. Assuming you take the 9-0-21 masteries as I specified in this guide, the cooldown on your Q gets bumped down to 3.64 seconds. With the CDR boots, this is bumped down further to a flat 3s cooldown. The difference may seem minimal, but it's extremely useful when you break it down to the core mechanics and you write out the math. I estimate you get somewhere around 5~10 more Q casts per minute in with the CDR boots in comparison to the MP boots. This equates to somewhere around 1,000~3,000 Damage-Per-Minute more.

Furthermore, if you do recall, flat penetration applies before %. This is what most of the argument is based off of. Additionally, utilizing all of your skills properly in the smallest time constraint is a key component of maximizing the benefits of the boots.
The basic logic behind it is: More cooldown= more damage= more kills. Getting the -20 MR shred on your boots doesn't do much once they start to build up, so you need to focus more on percentile in opposition to flats, which is when the Void Staff comes in. Void Staff+ Sorc Shoes provides great, but still less than CDR boots, damage.
If somebody has 250 MR, 20 off of it will only deduct roughly 2~5% of their damage resistance. In this example, you do 450 to the enemy with Sorc Shoes+Void Staff, but only land 5 Q's per 15 second.
You do 435 damage to the enemy with Lucidity+Void Staff, but you land 6 Q's per 15 seconds.
2250 w/ Spell Pen boots
2610 w/ Cooldown boots

This is just a vague example of what would happen, numericals are only approximate (Give or take -15/+15)
The damage increase looks minimal when you look at it with specifically that ONE spell, but it is insanely increased between your two spells, and your ultimate. The 14% amplification makes your damage skyrocket with more cooldown.

Cooldown boots help you sustain longer, & harass more; which is my play style. In team fights, they let you do more casts of everything, making you more useful.
Spell Pen boots help you do good early game damage, sustain less(minions have no MR), and harass slightly less. Team fights, you do a smidgen more damage, but you miss out on that ONE Q that could've killed their Talon, who just killed your Kog'maw.


Guide Top

Items

There is a massive amount of speculation on how Vladimir should be built early game. I have seen at least 4 different ways for Vladimir to start and still be viable... to an extent. However, I personally believe that the best start to Vladimir is an Amplifying Tome and a Health Potion. This gives you 36 extra health from spawn, just from the item. Not counting your AP from your mastery page.

If you have a caster who relies on skillshots, or low-mobility based DoT spells (Karthus/Cass) then you should begin with Boots of Speed +3 Health Potions.

As usual, build up your Hextech Revolver first. I prefer to stay in lane the entire time until I have the full 1665 to purchase my Will of the Ancients on my first back. This gives me a sizable amount of AP (around ~105) along with the 25% passive SpellVamp aura. I strongly advise that if you have another AP on your team, that they purchase a Will of The Ancients also. The aura DOES stack, meaning that you receive +30 Ability Power, and an additional 25% SpellVamp, totaling to a whopping +60 Ability Power and +50% SpellVamp.

Skipping the theatrics, The opening start with a rushed Will of the Ancients gives you an amazing lane presence for multiple reasons. First off, as explained above, you get 80 Ability Power from the item itself. Additionally, it gives you the 25% Spell Vamp aura, which makes your Q heal for an insane amount.


CORE BUILD
++++Either Or


After purchasing your Ionian Boots of Lucidity, your DPS goes up significantly, and so does your healing. If you want rational explanation as to why I prefer these over MP boots, please refer to the section above.

Rabadon's Deathcap is an essential item for all offensively built Casters. This gives you a sizable amount of Ability Power, and Health due to your passive. Ultimately making you beefier as a tank, and giving you higher damage output as a mage.

The Giant's Belts are placed in the build in segments for multiple reasons. Mainly to give you a bit of survivability, and also because they're great items which build into perfect matches for Vladimir. Your first Giant's Belt can be built into either the Warmog's Armor or a Rylai's Crystal Scepter depending on preference, and your score. If you're doing good, take the Rylai's early. If not, or you just want a bit more health and damage on your W, then build the Warmog's first. Either way, you're going to end up incorporating both of the items into your build at some point.

The last item you can build is all a matter of how the enemy team is built. If they're AD heavy, you can go for a Zhonya's Hourglass, granting you 50 Armor and 100 Ability Power, plus an additional 180 health due to your passive. Zhonya's gives you the incredibly game-changing active which puts you into a period of Stasis for two seconds, and is often overlooked.__
You can also build a Abyssal Scepter if their team is AP heavy, granting you more ability power and MR. The item also gives you a -20MR Aura which afflicts all enemy champions surrounding you. This gives you damage output on multiple levels, while also allowing you to take more of a beating from enemy casters.


Warmog's Armor vs Zhonya's Hourglass

Warmog's Armor gives you a grand total of around 1,370HP, 34 AP, and 45HP/5 regeneration.
Zhonya's Hourglass grants you 100 Ability Power, 180HP, 50 armor and the game breaking Stasis active effect on the Zhonya's too! The amount of **** you can do with the Zhonya's is ******ed. Buy it if you're doing good enough with your HP. You should have nearly 3k without the Warmog's.


All of these items and your passive, gives you the ending statistics of around~
5,000 Health.
660 Ability Power.
89 MR (47% Reduced Damage) OR 140 Armor(62%?* Reduced Damage)

After Purchasing Elixers, the statistical bonuses are:
5,200 Health
~690 Ability Power


Build Two:



CORE BUILD
++

This focuses heavily on the fact that you'll be facing an AP in your lane. This setup gives you an early 34% Cooldown Reduction, +30 Magic Resistance, and +250 Health, +15% Amplification on SpellVamp & Potions, which you capitalize on to pave the road to a great late game! You suffer a bit of an AP loss, but you more than make up for it. You'll be insanely tanky with this build, and will be able to out-sustain anybody in mid lane, while still being able to farm effectively. Your Tides of Blood stack healing is also amplified by the Spirit Visage, meaning you get about 60~200 Health back per Q at four stacks. All in all, this is an "Anti-Mage Sustain" build, which proves itself strong in 1v1 situations, and 5v5 scenarios.


Build Three:



CORE BUILD

This build is ****ing awesome

This build is a Magic Penetration build, while still staying true to the Mage-Tank theme of the other builds I offer. I suggest this build to advanced Vladimir players only. It has significantly less sustain than the others due to the health loss, and also a lot of utility is sacrificed so you can have more Magic Penetration. I don't suggest this for ranked play, but I will definitely start working on it more. Magic Resist seems to be stacked far too easily in the current metagame, so I'm hoping to work around this.

The penetration with the build amounts to: 49 Flat removal, and 49% removal.
Remember, the multiplicatives apply after additives. So, if they have 100MR, you take it down to a base of 49, then 49% is removed. Leaving them with roughly 23MR.
The more MR they have, the more effective the penetration is due to how it is layered in the purchase order. The key to maximum penetration (lul) is to utilize the perfect amount of flat and percentile. Too much flat means that your percentile suffers. Too much percentile means your flat suffers. Think accordingly when purchasing items.

TEAM TWO


Is a build specifically for Twisted Treeline (3v3), and I am still working on ironing out the bugs in it.
This build focuses on mobility and regeneration above all else.
The second Hextech Revolver is just for additional sustain, and will be sold later for your sixth item.
**More updates coming*


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Counter Purchases

Vladimir is one of the beefiest mages in the game, and is a royal pain in the *** to take down. But that's only because of two mechanics that he utilizes.

  • High HP from his passive.
  • High DPM/regen output from his skill kit.
Your massive health pool won't help you late game though, as people will focus you and tear through you. Quite a few good purchases prevent you from being demolished.


Magic Resistance

This item effectively gives you a nice amount of MR, along with cancelling any Crowd-Control effects on you. Literally, ANY SPELL OR DEBUFF in the game can be removed; Ignite, Vladimir Ultimate, Malzahaar Ultimate, Warwick Ultimate, and the list goes on. This is a great purchase if you have trouble with staying alive, even with your Sanguine Pool. If they have a lot of CC or Casters on their team, this should purchased after your core three items.
Normally, I don't suggest this because it's not really a viable item on Vladimir in comparison to other purchases you could be making, but it's great if your team is having trouble in TeamFights. It gives you a great Magic Resistance bonus, along with a chunk of Armor; and its game changing passive which revives you to 750 HP. (Note: If you respawn and drop a Transfusion on somebody, you can easily get back up to 1,200+ health)
Fantastic item if they have a lot of channel-burst spells, such as Nunu's ultimate Absolute Zero, or Galio's Idol of Durand. Gives you a nice HP bonus, a fat stack of MR, and the life saving passive of a Spellshield every 45 seconds.
Much like Guardian Angel, I don't often suggest this item; but it is a viable option if their team is Caster heavy. Your survivability goes up remarkably due to the .35% HP regeneration passive, 40 HP/5, and +76 Magic Resistance. You'll piss off the enemy team effectively with this purchase.
An item that is primarily used to deal damage; yet I mainly utilize it as a counter-purchase. Not only does it add to your late game damage, where Vladimir seems to 'fall off' unless you know what you're doing, but it gives you a nice chunk of mobility and damage. Overall, a very sexy item as a last purchase; granted that the opposing team has an AP heavy team, or they're a bit tankier than your team.


Armor

If their team is AD heavy, and you find yourself taking a beating too often in fights, Thornmail counters them in every aspect possible. They knock their HP down by attacking you, making it easier for you to kill them, while also providing you with a whopping +100 armor bonus.
One of my personal favorites in terms of armor items. I buy it on nearly every single one of my heroes if I find that the other team is AD heavy. The statistical bonuses out-weigh Thornmail in every way (Cooldown reduction!), and its passive makes it even more threatening than anything else. People will rage hard on you for buying this, solely because of how crippling it is to them. Have a bad initiate and you need to get out? No problem! Just use the active so your team can get away safely. The uses of this item are infinite.


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Mischiveous Mid Lanes & Other Opponents

Ahri can knock you around if you aren't careful. Make sure you take Movement Speed quintessences if possible, as they help you chase her down and dodge her skillshot oriented kit. Start with Boots of Speed and constantly move to avoid her Q. Push onto her early with Transfusions and she'll be an easy fight. Don't let her get ahead, keep her pushed with Q, dodge her taunt and you'll be victorious. [Ranked Tip: Try to get your banner to ban her. It's safer this way.]

Anivia is one of the easier to combat foes, granted you purchase Boots of Speed and 3 Health Potions as your opening items. Constantly remain mobile, and harass her with your Transfusion when you can and the lane will be yours; if not, you're in for one of the worst lanes of your life. Beat her down before she's level 6, and she won't be a threat at all. She pretty much just gives you snow by the shovelfuls to make snowballs with.

Annie one of the most lenient casters in the game which gives you a large margin to make mistakes as her. Molten Shield will cause her to live by ridiculously low amounts of HP, and her short cooldowns and stun will wreck you early game, and will make it extremely difficult to win later. Again, unless he sucks or you REALLY know what you're doing, swap lanes or get ganks as much as possible.

Brand has the capability to dominate you without before you can say '****.' Like Ahri, take Movement Speed quintessences to avoid his Pillar of Flame+ Sear combination. His itemization helps you win this lane, as he'll most likely purchase a Doran's Ring, which extremely limits his sustainability. Use Transfusion on him as much as possible, avoid Pillar, and you'll be fine. You can use Sanguine Pool to completely negate his ultimate if its coming to you. Do this in lane, and team fights- as you will save your team many deaths.

Cassiopeia..... Nearly impossible to lane against in middle. Her sustained damage will shred every part of your existence. Low cooldowns and a stun spell death for you. Again, avoid this lane. Tip: If you listen, Cassiopeia lets out a gasp .65 seconds before she casts Petrifying Gaze; if you can Sanguine Pool before then, you'll avoid most of her burst.

Fiddlesticks isn't as scary as everyone makes him out to be. He's limited by the mana system, while you are not. Push him around at level one with your Transfusion, then play carefully. Try to use your spell rotation on Fiddle AFTER you see him Drain a minion. This will limit the damage he can do to you- but don't be afraid to fight him when he has his combo up. Passive gameplay with Fiddlesticks will show him that he has the advantage, and he will press this as hard as he can. Don't kill yourself with Tides of Blood and this lane is yours.

Heimerdinger has potential to dump anal rockets right down your mouth. Kill his turrets with Transfusion, it rewards you with great amounts of gold. Steer clear of his turrets once he's level six, and try to stay behind three minions at all times. His main source of DPS is his rockets, and they target the three closest hostile units. Negating most of his damage is easy, you just need to be very cautious.

Karthus is a double-edged sword, and he's famous for it. Kill him, he'll most likely kill you after. Stay inside your minions to avoid the 2x damage from Lay Waste, and poke him with Transfusion whenever you won't lose too much health from it. His ultimate, Requiem, can be dodged with Sanguine Pool. Count to two as soon as you see him channeling and push W. This negates the damage from his ultimate, and allows you to bait his Champion Farming tool. Movement Speed quintessences do well here, as do Spellvamp. Take your pick.

Kassadin, his early game range and silence will shut you down. There's no way to counter him as Vladimir, as he trumps you at every turn. Unless he sucks, you're going to lose. Swap lanes if possible.

Katarina counters Vladimir, as she has built-in reduced healing. If you REALLY need to play against her, just play against her like you would with any other mid lane. The only real trick to negating most of her DPS is to use Sanguine Pool right before, or during [not sure if it breaks the blade channel], her Death Lotus. A Quicksilver Sash would be a good idea, accompanied by a few ganks. Use the activate on your QSS after her Bouncing Blades hit you, and you're golden.

Kennen is a laughable opponent for Vladimir. You're both the same mage archetype (Tanky AP) which gives you room to either win or lose, as you are both phenomenal snowballers. This lane is dictated by the first kill. Whoever gets their Hextech Revolver first wins. Stay behind minions, poke him with your Transfusion and make him pay for trying to stun you. He has a small health pool, so play aggressively (not stupidly) and you can come out with decent stats.

LeBlanc, extremely bursty and will shoot you down starting at level two if you are not careful. I have played multiple games against her with great results. As usual, buy Boots of Speed and three Health Potions with three Greater Quintessence of Swiftness and this lane will be yours. Abusing your high mobility, you can dodge most of her Distortion or Ethereal Chains attempts to proc the silence+bonus damage on her Q. Bite into her with your Transfusion as much as possible, but don't overdo it; try to maintain 3/4 HP in this lane. Taking Heal as a summoner spell will also help counter her especially hard. Kill her before level 6 for an easy win, but if you cannot do that, get a gank. She doesn't get too out of control until level nine. The key to winning this is a fast tower push, as LeBlanc's game lies within the laning phase.

Lux, very annoying. Greater Quintessence of Swiftness and Boots of Speed do alright, but her Light Binding hitbox is a little broken. Weave & Transfusion her at early levels to gain an advantage, and dodge her Finales Funkeln with your Sanguine Pool for a moderately easy victory. If you let her get fed, then she will decimate you with her passive. Be careful if she gets a kill from a side lane/ sloppy jungle gank.

Malzahar's quite a problem, as he has an entire kit based off of DoTs and a % health AoE. Greater Quintessence of Swiftness and Boots of Speed help at early ranks, but won't do much later. Whittle down his sustain items if he has any, and if not then be very aggressive before level six. If you can get your Hextech Revolver before six, then you're golden. A Quicksilver Sash is a MUST if he is in your game, as you will most likely get Nether Grasp'd every single fight. Avoid his Null Zone and stay away from low HP minions afflicted with Malefic Visions. If he tags you with his E, it's a gamble to use Sanguine Pool; as it will only help him further most of the time. Be careful with your pool, push the advantage early and you should have his tower down before he snowballs. Don't let him get fed off of side lanes, even if it's just assists. Wards are your friend with Malzahar.
IN TESTING: Rush a Quicksilver Sash. As soon as he uses Nether Grasp, activate it. This will remove Malefic Visions as well, effectively making him do 0 damage to you. However, you gimp yourself on damage with this. If he doesn't have many health items, then use this method. If your jungler is nearby and he has HP items [or not], then you can easily secure a kill on him. The QSS method for Malzahar makes him no threat at all, allowing you to push his tower early; which makes up for the gold you lost from rushing QSS. Effectiveness: A+

Mordekaiser capitalizes on passive/scared gameplay. You need to be aggressive, but not reckless, if you hope to win this lane. As with LeBlanc, take as much movement speed as you can get to counter his limited casting range on his spells. His kit forces him to push the lane if he wants to harass, so use this to your advantage. Transfusion him as soon as you get into lane, and continue this. Constantly moving is what makes you an excellent counter to Mordekaiser. Try to get him outside of a minion wave if you want to go for a kill, unless you are confident you can kill him with the possibility of his shield coming up. Level six is where the problem lies with his burst rotation, so try to get your Null-Magic Mantle for that extra bit of Magic Resist. Rush a Spirit Visage after your Ionian Boots of Lucidity and Hextech Revolver for a safe victory.
NOTE: You may need to buy Sorcerer's Shoes if he has Magic Resistance runes/items.

Morgana is only a threat if you play passively and allow her to become one. If you pick up Boots+3 Health Potions as your start, then you constantly harass with Transfusion, she won't be able to hit her stuns, which will cause her to dump her mana. Because of this, she either has to go back; which gives you time to push her tower, or permits you to get a kill on her because she's defenseless. Dodge her Q, You win.
A good technique to counter this **** is to look at your Debuff bar when she uses Soul Shackles, and then use Sanguine Pool when her ultimate is just about to trigger. This allows you to negate most of the stun.

Orianna lets you do basically anything you want in lane. The only trick to this is baiting her Command: Shockwave and Sanguine Pooling it. With 50% of her damage and utility gone, she's a free kill. Laugh at her pathetic attempts at killing you. Make sure you calculate the damage from your Hemoplauge/+/ Ignite if she ranks up Command: Protect or places it on herself; as this can save her life by as little as three HP. It's enraging, don't let it happen to you.

Ryze, like Annie, has short cooldowns. However, he only has to build Mana, and most of the mana items also have resistances with them. Extremely difficult to lane against, but it is possible.

Swain lanes can go either way to be completely honest. It's a matter of skill early on, as he can do a fairly decent job of countering you due to his DoT Torment. LIKE ALWAYS, Greater Quintessence of Swiftness and Boots of Speed are the per-requisetes for victory. > If he takes Doran's Ring to start, keep using Transfusion on him and dodging/breaking the tether on Nevermove / Decrepify. Eventually he'll get low enough for you to finish him off with a four-stacked Tides of Blood+ Transfusion+ Ignite combo. > If he begins with Boots of Speed + 3 Health Potions, then it's a whole different story. At this point, it's just a matter of who's a better player. Again, ganks are your friend. Once you get the gold advantage over him, or level seven/nine, the lane is yours by a long shot.

Veigar will wreck you if you don't have your Sanguine Pool timing down PERFECTLY. Build an early Spirit Visage and Rylai's Crystal Scepter to negate most of this yordle's burst. If you build mostly HP and Magic Resist, you can come out on top with no problem. Dodging his Primordial Blast will guarantee you success in this lane, but watch out of Event Horizon stuns; as you can still be stunned in your pool by it. If you must, you can charge into the wall of it while in your pool to negate situational damage.

Viktor has amazing control over the lane with his overall skill kit, but can easily be forced back after his combo is dumped; due to having optimal damage output through quick spell casting. This can be deterred using Sanguine Pool, but will often cost you your life if you do not time it perfectly. Handle with caution.

Xerath is rather annoying, as he has the longest range for a caster in the game. Like most of the Mischievous Mid Lanes, he can be countered unbelievably hard with Boots of Speed and Three Greater Quintessence of Swiftness. If you want more of an edge with extra Magic Resist+Movement Speed, take 9-21-0 masteries as suggested in the Team One- Build Four. His Arcanopulse can be dodged very easily by simply walking around a lot, as it takes .5s~ before it casts. His Locus of Power is a great opportunity for you to push into him with Transfusion + Tides of Blood, as he's completely immobilized for a second or two. Mage Chains' stun proc can be dodged with a Sanguine Pool, but make sure that he doesn't have Arcane Barrage waiting for you. Overall, the key to winning this lane is movement, and knowing when to use your pool.

Ziggs... ಠ_ಠ Be extremely careful, as he will throw bombs all over the place. If he knows what he's doing, he will punish you HARD for using Sanguine Pool by placing Hexplosive Minefield right where you come out of your pool. His ultimate, however, is laughably easy to dodge. Either get a lot of ganks, or roam off to the side lanes to get kills; otherwise this lane will either result in you losing & feeding, or a stalemate.


**Adding More Soon!**

Will constitute the champions that Vladimir has difficulty fighting against.


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Summoner Spells

Ignite is a great spell on any caster, especially Vladimir. Your ultimate amplifies your damage by 14%, and ignite is a DoT true damage spell, so there's no going wrong when taking this spell. At level 18, Ignite does 410 true damage. With the 14% damage amplification from your ultimate, you deal a total of ~468 TRUE DAMAGE.

Teleport is a personal preference. I personally love this spell to death, and bring it on any character that isn't a support. This permits you to do so many things that any other spell doesn't. You can go and purchase items in the store, and suffer only around a 12second lane presence loss before you're back with your items and full health. Additionally, it's an extremely viable ganking tool. You can pick up at least five extra kills per game through the usage of teleport.

Flash is a time-tested spell that everyone loves and I see far too often. You can initiate fights with it, chase down people, and even escape with it. Since you have your W, you essentially have two flashes.

Heal, Since the rework on Heal, it's actually a pretty viable spell. And because of your Tides of Blood, the healing on it is increased by 40%; making it BAT**** OP ON VLADIMIR. Your allies will love you for this. TAKE IT. SHUT UP AND TAKE IT.

Ghost, much like flash, has dozens of utility usages. Chasing, escaping, getting to a destination. Since the buffs, Ghost is extremely viable for chasing. Take it if you want; just remember you have no "escape" with ghost.

Other possible options:



Exhaust isn't exactly the best option, but it is possible to manage to bring it. If the rest of your team refuses to bring it, you could bring it if you know how to use it.

Revive is an often overlooked spell which has an amazing game changing capability. Misused, it can just give the team another kill. Pick it wisely if you do bring it.

Don't Bring:



Fortify, You aren't a tank. This spell should be on people who compliment it's usage.

Cleanse, Once again, you aren't a tank, and you shouldn't find yourself in a situation where you get CC'd down. It does have viability, but there are better options for Vladimir.

Clarity, self explanatory.

Rally, again, self explanatory.

Clairvoyance, You aren't a support champion. Unless you seriously know what you're doing, or you're competing against a team that likes to gank mid lane, avoid this spell.

Smite, You aren't a jungler.


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Skill Usage/ Playing Style

I play an extremely situational Vladimir, playing Aggressive only if my team can support me. Moving on,

Before level 7, Vladimir can easily be shut down by just about anyone. This is where it matters how you play. Focusing on last hitting is essential. Attempt to harass the enemy with a few Q's when you're level 1. Take last hits with your Auto Attacks, and heal off of the minions if necessary. Level 2, you get your Tides of Blood. This is your primary last hitting tool, but it needs to be managed carefully. You can commit suicide if you're not careful about using this spell appropriately.
Alternate between harassing the enemy champion and last hitting minions. Take great care in the fact that whoever you are against, whether it be solo top or middle, they are fully aware that your Q has an extremely long cooldown pre-7. Exercise great caution when using Q, and use it only when you know its safe. Cast Tides of Blood followed by Transfusion and then fall back a bit, because you are vulnerable.
Level 4, you can be a bit more 'ballsy' because you have your escape, Sanguine Pool. Once again, this is a very lengthy cooldown (27s approx at rank 1) and should only be used to escape ganks, turret fire, and to negate ultimates; which is covered in the section below.

A good order for your skills in a 1-1 scenario is:
Transfusion -> Hemoplague -> Ignite -> Tides of Blood -> Transfusion -> Sanguine Pool -> Tides of Blood -> Transfusion

At any level, Transfusion is a great tool of survival. If you get low HP during a teamfight, it's often a good idea to leave temporarily and heal in the jungle using Transfusion. You can easily leave a fight at 5% health and return with 50%. Timing when to leave so you survive is key. If you leave at the wrong moment, you can single handedly cost your team the game.
Another usage for your Q ability is to kite enemy champions if you are low HP. This is extremely risky though, and should only be attempted if you understand what you're doing. This opens you up to attacks and advancements by pursuers because you're stopping your movement for a brief period of time to restore health. However, you can often come out on top with much more HP than you started with if this is done properly.


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Sanguine Pool

This spell is the reason that Tryndamere rages endlessly. Sanguine Pool allows you to become an untargettable ******* for two seconds, slows enemy units by 40% for 1 second, and also gives you a 10~25% Speed Boost for .5seconds, regardless of what people may say. The spell deals damage based of 15% of your Bonus Health. With this build, you can do around ~~700 damage with your Sanguine Pool, and Spell Vamp around 400 of that back.


When to pool:

  • You are 183 HP, and you see an Enchanted Crystal Arrow heading straight towards your ***.
  • When a wild LeBlanc/Fiddlesticks appear! And they decide to be douchebags and jump over walls...

When NOT to pool:
  • To farm a minion wave when your opponent is currently in lane.
  • To harass.
  • If the spell that you will come in contact with you will do less than 20%. Know your math.

A well timed Sanguine Pool can deflect/dodge the following skills:

Akali -> Mark of the Assassin / Crescent Slash / Shadow Dance
Alistar -> Pulverize / Headbutt
Amumu -> Bandage Toss / Despair / Tantrum / Curse of the Sad Mummy
Anivia -> Flash Frost / Frostbite / Glacial Storm
Annie -> Disintegrate / Incinerate / Summon: Tibbers
Ashe -> Volley / Enchanted Crystal Arrow
Blitzcrank -> Rocket Grab / Power Fist / Static Field
Brand -> Sear / Pillar of Flame / Conflagration / Pyroclasm
Caitlyn -> Piltover Peacemaker / 90 Caliber Net / Ace in the Hole
Cassiopeia -> Twin Fang / Petrifying Gaze
Cho'Gath -> Rupture / Feral Scream / Feast
Corki -> Phosphorus Bomb / Valkyrie / Gatling Gun / Missile Barrage
Dr. Mundo -> Infected Cleaver / Burning Agony
Evelynn -> Hate Spike / Ravage
Ezreal -> Mystic Shot / Essence Flux / Arcane Shift / Trueshot Barrage
Fiddlesticks -> Dark Wind / Crowstorm
Fiora -> Lunge / Riposte / Burst of Speed / TESTING BLADE WALTZ***
Fizz -> Urchin Strike / Seastone Trident / Playful / Trickster / Chum the Waters
Galio -> Resolute Smite / Righteous Gust / Idol of Durand
Gangplank -> Parrrley / Cannon Barrage (Doesn't remove slow effect)
Garen -> Decisive Strike / Judgment / Demacian Justice
Gragas -> Barrel Roll / Body Slam / Explosive Cask
Graves -> Buckshot / Smoke Screen / Collateral Damage
Hecarim -> Rampage / Spirit of Dread / Devastating Charge / Onslaught of Shadows
Heimerdinger -> Hextech Micro-Rockets / CH-1 Concussion Grenade
Irelia -> Bladesurge / Equilibrium Strike / Transcendent Blades
Janna -> Howling Gale / Zephyr / Monsoon
Jarvan IV -> Dragon Strike / Golden Aegis / Demacian Standard / Cataclysm
Jax -> Leap Strike / Counter Strike ( With Leap Strike )
Karma -> Heavenly Wave / Soul Shield
Karthus -> Lay Waste / Defile / Wall of Pain / Requiem
Kassadin -> Null Sphere / Force Pulse / Riftwalk
Katarina -> Bouncing Blade / Shunpo / Death Lotus
Kayle -> Reckoning / Righteous Fury
Kennen -> Thundering Shuriken / Lightning Rush / Slicing Maelstrom
Kog'Maw -> Caustic Spittle / Void Ooze / Living Artillery
LeBlanc -> Sigil of Silence / Distortion / Ethereal Chains
Lee Sin -> Sonic Wave / Resonating Strike / Tempest / Cripple / Dragon's Rage
Lulu -> Glitterlance / [Testing other spells]
Lux -> Light Binding / Lucent Singularity / Finales Funkeln
Malphite -> Seismic Shard / Ground Slam / Unstoppable Force
Malzahar -> Call of the Void / Null Zone / Malefic Visions
Maokai -> Arcane Smash / Twisted Advance / Sapling Toss / Vengeful Maelstrom
Master Yi -> Alpha Strike
Miss Fortune -> Double Up / Make it Rain / Bullet Time
Mordekaiser -> Mace of Spades / Siphon of Destruction / Children of the Grave
Morgana -> Dark Binding / Tormented Soil / Soul Shackles
Nasus -> Siphoning Strike / Wither / Spirit Fire Fury of the Sands (Hard to dodge W&R)
Nautilus -> Dredge Line / Riptide / Depth Charge [passover+impact damage]
Nidalee -> Javelin Toss / Takedown / Bushwhack / Pounce / Primal Surge / Swipe / Aspect Of The Cougar
Nocturne -> Duskbringer / Unspeakable Horror / Paranoia (Only prevents damage, not the dive)
Nunu -> Ice Blast / Absolute Zero
Olaf -> Undertow / Reckless Swing
Orianna -> Command: Attack / Command: Dissonance / Command: Protect / Command: Shockwave
Pantheon -> Spear Shot / Aegis of Zeonia / Heartseeker Strike / Grand Skyfall
Poppy -> Devastating Blow / Heroic Charge
Rammus -> Powerball / Puncturing Taunt / Tremors
Renekton -> Cull the Meek / Ruthless Predator / Slice and Dice / Dominus (Hard to dodge R)
Riven -> Broken Wings / Ki Burst / Blade of the Exile
Rumble -> Flamespitter / Electro-Harpoon / The Equalizer
Ryze -> Overload / Rune Prison / Spell Flux
Sejuani -> Arctic Assault / Permafrost / Glacial Prison
Shaco -> Jack In The Box / Two-Shiv Poison / Hallucinate
Shyvana -> Twin Bite / Flame Breath / Dragon's Descent
Shen -> Vorpal Blade / Shadow Dash
Singed -> Poison Trail / Mega Adhesive / Fling (Doesn't remove Poison Trail)
Sion -> Cryptic Gaze / Death's Caress
Sivir -> Boomerang Blade / Richochet
Skarner -> Crystal Slash / Fracture / Impale
Sona -> Power Chord / Hymn of Valor / Crescendo
Soraka -> Infuse
Swain -> Decrepify / Nevermove / Torment / Ravenous Flock
Talon -> Noxian Diplomacy / Rake / Shadow Assault
Taric -> Shatter / Dazzle
Teemo -> Blinding Dart / Noxious Trap
Tristana -> Rocket Jump / Explosive Shot / Buster Shot
Trundle -> Rabid Bite / Pillar of Filth / Agony (Only removes slow from W)
Tryndamere -> Mocking Shout / Spinning Slash
Twisted Fate -> Wild Cards / Pick A Card / Stacked Deck (If applied)
Twitch -> Debilitating Poison / Expunge / Spray and Pray
Udyr -> Tiger Stance's DoT / Bear Stance's Stun / Phoenix Stance's AoE
Urgot -> Acid Hunter / Noxian Corrosive Charge
Varus -> Piercing Arrow / Hail of Arrows / ***TESTING CHAIN OF CORRUPTION***
Vayne -> Tumble / Silver Bolts / Condemn (Only dodges 3rd hit bolts)
Veigar -> Baleful Strike / Dark Matter / Primordial Burst
Viktor -> Power Transfer / Gravity Field / Death Ray / Chaos Storm
Volibear -> Rolling Thunder / Frenzy / Majestic Roar / Thunder Claws
Vladimir -> Sanguine Pool / Tides of Blood / Hemoplague
Warwick -> Hungering Strike / Infinite Duress
Wukong -> Crushing Blow / Decoy / Nimbus Strike / Cyclone
Xerath -> Arcanopulse / Mage Chains / Arcane Barrage
Xin Zhao -> Three Talon Strike / Audacious Charge / Crescent Sweep
Yorick -> Omen of War / Omen of Pestilence / Omen of Famine
Ziggs -> Bouncing Bomb / Satchel Charge / Hexplosive Minefield / Mega Inferno Bomb
Zilean -> Time Bomb / Time Warp


**Still working on adding some of the skills**


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Will of The Ancients and You

This item is considered "bad, trash, ****, waste of slot" and many other negative things. However, I find it to be extremely beneficial to you as a player, and to your team as a whole. It essentially is a second support for all of your casters, as long as they're dumping their spells. It also gives you a nice 30 AP on top of the 25% Spell Vamp aura for all of your allies. If they have a Rabadon's Deathcap, it gets amplified to a +39 AP bonus, which isn't really that much, but it's 39 AP more than they had before.
Moving on, Your team will have a severely increased chance of survivability in team fights when they're using their skills, and you will often outlast the other team solely on the fact that you have SpellVamp, and they don't. Will of the Ancients is an amazing utility item that is often overlooked, but I can assure you that it will gain popularity relatively soon.


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Team Fighting & Your role in it

Your ultimate, Hemoplague is a marvelous thing that your team will love you for once you know how to use it. If it is placed properly in a team fight, you can hit all Five of the enemy champions, which creates a massive opening for your team to wipe them out. When afflicted by Hemoplague, enemy champions take 14% bonus damage from all enemy sources. This includes auto attacks, summoner spells, skills, and item activations such as Hextech Gunblade and Deathfire Grasp. Make sure you notify your team when you are going to use your ultimate, because even if all of your team is at 50% health and the opposing team is full, you can easily burst them down if your team focuses properly.
Your W, Sanguine Pool, has a great utility purpose. It gives a 40% slow for 1 second to all enemy units in the area when used. This can be used to soak up some extra health, slow down a single or group of enemies for your team, or just to do some extra damage. The purpose of it is endless.
***The slow on Sanguine Pool is refreshed if the enemy stays on it. I have not confirmed this, but I do believe this is true. If you have confirmation on whether or not this is true, please reply.


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Conclusion

Vladimir is not a champion for everyone, and contrary to popular belief, is not one of the easiest champions in the league. Vladimir has an extremely strong role on a team, and has a load of benefits to bring to any team; even after his recent 'nerfs'. Please try the build before posting feedback on it, and provide me with positive/negative feedback as you see fit. I have spent over 30 hours playing Vladimir and an equal amount of time perfecting this build, and I'm open to changes in the build if you provide rational explanation.
Thank you for reading, please comment.

-Incendiax


ONE MILLION views, thank you everyone!
Credits:
-AllCooperAgain for the Magic Resistance formulas
-EggsnSteak for the suggestion on changing to 9-0-21 masteries from 10-0-20
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CHANGE LOG
>Added additional information to the 'Sanguine Pool' section. 7/11/11
>Changed mastery setup to 9-0-21 and cleaned up the grammar in the guide to be consistent with the changes. 7/12/11
>Created "Build Two" as an anti-AP-carry build. Still developing and refining the purchase order. 7/12/11
>Added colors because apparently 9 Year Olds use MobaFire and enjoy looking at coloring books. 7/15/11
>Removed 'Comment to Vote'. Expecting lots of troll voting. 7/16/11
>Added 'Will of the Ancients and You" section. 7/26/11
>Touched up some grammar to be consistent with the rest of the guide. 7/27/11
>3,500 VIEWS! :) Thank you everyone for giving the guide so many views. It means a lot to me that people find this helpful. 7/27/11
>Cleaned up some grammar in the guide, re-worked Build Two on the page.
>Moved around some images.
>Added information about Build Two to 'Items' to be consistent with the rest of the guide.
8/5/11
>Cleaned up grammar and added information to be consistent with the rest of the guide. 8/6/11
>Added "Build Three" and some information on it. 8/7/11
>Cleaned up grammar and added more information to be consistent with the rest of the guide. 8/8/11
> THREE DOWNVOTES IN ONE DAY? Damn trolls.
>Cleaned up the guide overall, removed/added some icons.
>Modified "Build Two", still producing results and tinkering with the build.
>Re-working "Build Three" 8/12/11
>Added Pentakill Screenshot #2, modified "Build Two"'s core. 8/14/11
> Finally got around to adding the dodgeable skill section. Thanks to Heluey for the first half of the champion skills!
>Changed and added some alternatives to the 'Seals' component of your Runes you can take. 8/22/11
>Added the "Counter-Purchases" section to make the guide more up-to-date. 8/26/11
>Updated the "Sanguine Pool" section. Added Talon's dodgeable skills to the list. 8/26/11
>Updated some grammar to be consistent with the guide. 9/5/11
>Added 'Riven's dodgeable skills to the list. Added the "Significant Patches" section to show updates that effect Vladimir. 9/16/11
>Fixed some grammar to be consistent with changes in the guide. (Fixed the 10-0-20 reference in the CDR vs MPen section) 9/17/11
>Added more depth to the "Masteries" chapter, and changed "Build Two"'s order & information based on user feedback. 9/22/11
>Added more information to the "CDR vs Spell Pen" section of the guide. 9/30/11
>Updated the dodgable skills for 'Xerath'. 10/6/11.
>Updated the dodgable skills for 'Graves'. -v
>>Additionally added a "Pre-Read" section. 10/20/11
>Updated the "Cooldown Reduction vs Spell Penetration" section. 10/29/11.
>Updated doddgable skills for 'Shyvana' 11/2/2011
>>Added a "3v3" build. Still ironing out the kinks in it. 11/4/11
>Updated the starting items in the proper section of the guide 11/7/2011
>>Added new Mid Lane champions
>Updated the "Runes", specifically the Seals. Added HP/level seals. 11/19/2011
>Updated the "Masteries" section. Added explanations. 11/20/2011
>Updated the math and some grammar in the "Spell Penetration vs Cooldown Reduction" section; now accurately the new mastery changes and proper reduction rates. >11/26/11
>Updated the "Sanguine Pool" section to more accurately reflect dodgable skills; added Volibear's skills.
>Added runes to the Champion HUD. 12/2/2011
>>Cleaned up the grammar in the guide to be more consistent with previous changes. 12/2/11
>Added "Heal" to the list of suggested Summoner Spells due to NA server player Soonz's reccomendation. 12/18/11
>Updated "Runes" selections to include the new SpellVamp Quintessences. 12/23/11
>Cleaned up the grammar in the guide to be more consistent with content changes. 12/25/11
>>Added Viktor's undodgable skills and updated the "Mischievous Mid Lane" section. 12/29/11
>Updated the 'Runes' section to properly reflect the rune changes. 1/8/2011
>Moved around the initial purchase order for Build One. 1/14/2011
>Reworked the initial purchase order of items. Changing grammar to be consistent with the updates in a few days. 1/18/2012
>Added a solid amount of champions to the "Mischievous Mid Lanes" section of the guide.
>>Added a sub-sub-section to the guide for replays & other data. 1/28/2012
>Added "Fizz"s undodgable skills to the "Sanguine Pool" section [CRITICAL OVERSIGHT] 1/29/2012
>Added "Zigg's" undodgable skills to the "Sanguine Pool" section.
>> Re-implemented the Warmog's Armor into 'Build One.' 2/3/2012
>Hyperlinked Vladimir's latest changes. 2/6/2012
>>Finally, an update! Added Fiora's dodgable skills and fixed some grammar inconsistencies. 3/2/12
>>Updated the 'Mischievous Mid Lanes' section with information about LeBlanc and Mordekaiser.
>>>Added dodgable skills for Fiora and Nautilus. 3/12/12
>Fixed a formula error in the Items 'Build Three' section.
>>Fixed a minor typographical error in the beginning of the "Items" section 3/19/12
>Updated the 'Mischievous Mid Lanes & Other Opponents' section with quite a few more champions. Updated some descriptions and minor fixes. 3/31/12
>Fixed a few typographical inconsistencies to accommodate patch changes. 4/23/12
>Updated the "Sanguine Pool" section for Varus' dodgable skills. 5/8/12


UPDATES INCOMING:
_____
>Adding a video explaining a few things. 5/Whenever/2011
********IT I REALLY DON'T WANT TO MAKE THIS VIDEO.


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