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[M] Vladimir - Carry AP Build
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As for the E skill, well 1 point in it is a must, I didn't like using it, but accepting your criticism I decided to give it a shot and it worked so I changed my ability sequence, that little point showed me a lot of burst damage allowing me to get FB a lot easier, but I choose to put it only at level 4.
By the way, I would love that you'd try my item build, I understand when you say you rather use Void Staff over Archangel, but sometimes it isn't worth it, with the archangel staff you have about 50 magic pen, so It really comes down to the type of team your facing, sometimes its best to kill their squishies, while having a bit more resistance and let your team finish of their tank, than to deal massive damage and die. :P I tend to get Void Staff if I see them getting MR, but only if after Guardian Angel, it's frustrating for the other team, when they spend all their cods and I get up again! =P
You can still get the MovSpeed runs, you'll be amazed when you are able to chase down almost any enemy and get away easily, I'm considering changing those yellow runes now, since the nerf of our passive, seems more worth. Losing 10 AP, 12.5 with Zhonias, seems ok.
P.S. - Thanks for your feedback, hope to hear from you again.
I completely disagree with waiting until the very end to put any points into E. If you put 1 point into it early and then leave it you have another damage ability AND if you only use it when you are full health your Q will heal you for most the damage it does. And it scales nicely with AP.
The Guardian Angel is not a bad choice for Vlad. Especially with Mejal's (to guard those stacks). It is not an item I would run but it definitely will help with Mejals.
I prefer the Void Staff over Abyssal for MPen but if you need MR it is a very good item.
And with Vlads already insanely low CDs Q+E+W and when you come out of pool you pretty much can spam Q+E again... but I would be careful getting more than 2 stacks of E unless you KNOW you can handle the health loss... or you are farming monsters.
The Movement Speed Quints are an interesting idea. I think there were some ones available during the Harrowing. Kind of wish I had bought some now to try that out. The Yellow Runes though I prefer HP/lvl. (156 HP and 6 AP vs 16 AP and 28.8 HP). Guess it depends on what your preference is.
And while I may disagree with some of your points I don't think this is a bad build except for the E neglect. Ultimately it comes down to a players play style and what works for them.
(@Euphytose. This is the rune setup I use for Akali. When I buy the long sword I start the game with Twin Disciplines activated (I go 9/21/0). If you go 21/9/0 just trade one of the AP/lvl glyphs for a Flat Ap glyph and you should still start with twins. Just something that works for me.)
Mind telling me why? What don't you agree with?
@ Euphythose
I'll have to disagree with you, I'm still writing everything, but for exemple, when you jump on someone, imagine this, you hit E and Q, then W and right when you come out of W you can cast both spells again, W last 2 seconds so its best to have a bit of cod reduction for this insane combo. Hope to hear from you again.
Pro.
<3