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Spells:
Ignite
Ghost
Ability Order
Crimson Pact (PASSIVE)
Vladimir Passive Ability
Introduction



Anybody with an ELO, this would probably be natural, this is just a way to dominate Solo Queue, and to effectively carry a team. I have been taking part in farming competitions with a friend:

NOTE: Generally I am a terrible farmer with AP Carries and hate slow projectile speeds(


Here are some games that I have played using this build, (the 'Defeat' being the first time I tried it out):

25-35 minutes

25-35 minutes

25-35 minutes

20-30 minutes

AA - Auto-Attack
Armor - The resistance of physical damage
AP - Ability Power, key stat for casters
AoE - attack capable of damaging many enemies at the same time
AS (-AS) - The rate/frequency or duration between attacks
CC - Crowd Control
-> Stun - attack and leaves the target open for a short period of time.
-> Immobilizes/Snare - Immobilizes movement
-> Fear - (None) Unpredictable, Immobolizes control and and forces the champion to move in a random direction
-> Slow - Lowers movement, there are two types of slows; the Chill Slow and Tread Slow also to stack slow
DPS -
Physical -> Damage Per Second of a type of champion such as
Master Yi and
Xin Zhao
Magical -> Damage Per Second of a type of champion such as
Annie and
Ryze
CD - The duration before a spell can be used again
CDR - The reduction of the duration before a spell can be used again
ExP - An Experience Point
Kiting - The act of retreat however turning around occasionally to attack chasers
Juking - The act of tricking a person on the direction of movement
MS - Movement Speed the speed of which the champion travels
MR - Magic Resist The resistance of the magic damage
MP5 - Mana regen per second, high amounts are a necessity for early game or trigger-happy people
HP - Health Points the survivability without the resistances
MP - Mana Points
Pen -
Ar -> The reduction of armor to lessen the amount of damage reduced from physical attacks or even push armor to negative levels increasing the amount inflicted
Mr ->The reduction of magic resist to lessen the amount of damage reduced from magic attacks or even push magic resist to negative levels increasing the amount inflicted
Proc - Activate
Armor - The resistance of physical damage
AP - Ability Power, key stat for casters
AoE - attack capable of damaging many enemies at the same time
AS (-AS) - The rate/frequency or duration between attacks
CC - Crowd Control
-> Stun - attack and leaves the target open for a short period of time.
-> Immobilizes/Snare - Immobilizes movement
-> Fear - (None) Unpredictable, Immobolizes control and and forces the champion to move in a random direction
-> Slow - Lowers movement, there are two types of slows; the Chill Slow and Tread Slow also to stack slow
DPS -
Physical -> Damage Per Second of a type of champion such as


Magical -> Damage Per Second of a type of champion such as


CD - The duration before a spell can be used again
CDR - The reduction of the duration before a spell can be used again
ExP - An Experience Point
Kiting - The act of retreat however turning around occasionally to attack chasers
Juking - The act of tricking a person on the direction of movement
MS - Movement Speed the speed of which the champion travels
MR - Magic Resist The resistance of the magic damage
MP5 - Mana regen per second, high amounts are a necessity for early game or trigger-happy people
HP - Health Points the survivability without the resistances
MP - Mana Points
Pen -
Ar -> The reduction of armor to lessen the amount of damage reduced from physical attacks or even push armor to negative levels increasing the amount inflicted
Mr ->The reduction of magic resist to lessen the amount of damage reduced from magic attacks or even push magic resist to negative levels increasing the amount inflicted
Proc - Activate
Marks
Greater Mark of Magic Penetration
Honestly believe there is nothing more useful in this section (pertaining to primary runes)
Seals
Greater Seal of Health
Greater Seal of Armor
All viable, personally wouldn't take
Greater Seal of Armor, only against a DPS mid carry; take Greater Seal of Vitality,
Greater Seal of Health
Glyphs
Greater Glyph of Cooldown Reduction
Greater Glyph of Scaling Cooldown Reduction
Greater Glyph of Magic Resist
Shorten the time between
Transfusion & Tides of Blood,
Sanguine Pool &
Zhonya's Hourglass
Quintessences
Greater Quintessence of Magic Penetration
Greater Quintessence of Health
Greater Quintessence of Vitality
Take your pick.

Honestly believe there is nothing more useful in this section (pertaining to primary runes)
Seals


All viable, personally wouldn't take


Glyphs



Shorten the time between



Quintessences


Greater Quintessence of Vitality
Take your pick.
The Ol' 9/0/21, classic for Casters, grabbing MR Penetration in offensive, going down the utility, focused on CDR. Questionable, going down the Utility tree because of the large number of masteries involving Mana, but going down the Defence tree will help
Vladimir less, leave it to the tanks. Extra HP, Resistances, DMG Reduction, Minor AP? So What?
Vladimir is a caster, not a tank: don't forget that; the HP is a side-effect of AP, not really survivability, Madreds Bloodrazors will shred you just as fast.


(SKIP IF YOU DON'T LIKE NUMBERS)
Early game items revolve around Spell Penetration; forget AP for the time being. However, by level 9, assuming you have around 6000 gold, AP will become more effective than Spell Penetration.
Generally by level 9 of AP rush:
Hextech Revolver
Sorcerer's Shoes
Rabadon's Deathcap
Stats:
HP: 1598.84
AP: 251
Spell Penetration: 29 + 15% (Runes + Masteries)
Average MR: 30 (With runes: 43, with Mercury Treads: 78)
Level 5
Transfusion Damage: 230 + 151
(Reductions) 1MR/14 MR => 12 MR/49 MR => 42 MR
Actual Damage: 1 MR = 100/(100 + 1) = 377.19 damage
12 MR = 100/(100 + 12) = 339 damage
42 MR = 100/(100 + 42) = 266.7 damage
(calculation is roughly these numbers)
Cost: 5900/6000
Generally by level 9 of Spell Penetration:
Hextech Revolver
Sorcerer's Shoes
Haunting Guise
Needlessly Large Rod
Amplifying Tome
HP: 1671
AP: 183
Spell Penetration: 49 + 15%
Average MR: 30 (With runes: 43, with Mercury Treads: 78)
Level 5
Transfusion Damage: 230 + 109
(Reductions) 0 MR/ 0 MR / 24 MR
Actual Damage: 0 MR = 339 damage
0 MR = 339 damage
29 MR = 100/(100 + 29) = 261.03 damage
Cost: 5820/6000
So why bother getting
Haunting Guise? Assuming you're a capable farmer, the price should be nothing and it will bridge your farming time between
Hextech Revolver and
Rabadon's Deathcap. My games using the
Haunting Guise have been more effective than simply rushing
Rabadon's Deathcap; try it out and omit it if you want.
Early game items revolve around Spell Penetration; forget AP for the time being. However, by level 9, assuming you have around 6000 gold, AP will become more effective than Spell Penetration.
Generally by level 9 of AP rush:



Stats:
HP: 1598.84
AP: 251
Spell Penetration: 29 + 15% (Runes + Masteries)
Average MR: 30 (With runes: 43, with Mercury Treads: 78)
Level 5

(Reductions) 1MR/14 MR => 12 MR/49 MR => 42 MR
Actual Damage: 1 MR = 100/(100 + 1) = 377.19 damage
12 MR = 100/(100 + 12) = 339 damage
42 MR = 100/(100 + 42) = 266.7 damage
(calculation is roughly these numbers)
Cost: 5900/6000
Generally by level 9 of Spell Penetration:





HP: 1671
AP: 183
Spell Penetration: 49 + 15%
Average MR: 30 (With runes: 43, with Mercury Treads: 78)
Level 5

(Reductions) 0 MR/ 0 MR / 24 MR
Actual Damage: 0 MR = 339 damage
0 MR = 339 damage
29 MR = 100/(100 + 29) = 261.03 damage
Cost: 5820/6000
So why bother getting





CORE ITEMS:




These items are pretty self-explanatory: core for Casters &/or Vladimir,
Hextech Revolver provides the sustainable laning phase,
Sorcerer's Shoes and
Haunting Guise provide the necessary Spell Penetration, (+ base stats: HP & AP), and
Rabadon's Deathcap gives enough AP for mid-game.
SITUATIONAL ITEMS







These items are all up to situation or preference.
Hextech Gunblade is a 'preference' item, wasted DPS stats, slightly worse caster stats then the
Will of the Ancients however the Active is quite useful; even still, I would recommend the
Will of the Ancients over the
Hextech Gunblade. This is the same for
Rylai's Crystal Scepter and
Zhonya's Hourglass, but again it is situational and preference based.
Void Staff and
Abyssal Mask, Penetration items, late game, these replace
Haunting Guise. I have though about abusing Vladimir's large HP pool with
Force of Nature: it gives Vladimir decent survivability, but with
Sanguine Pool and
Zhonya's Hourglass, there isn't any need for survivability, being untargetable.
This Guide isn't Finished




These items are pretty self-explanatory: core for Casters &/or Vladimir,




SITUATIONAL ITEMS







These items are all up to situation or preference.












This Guide isn't Finished
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