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Not very difficult enemy, he's a bit similar to you - great sustain, paying health for abilities, not strong early game. He's got more cc than you and cooperating better with junglers. However your advantage is range, once he's go ahead and dominate lane, it won't matter. Try to freeze lane in your part and poke him. Jungler assistance recommended, careful for enemy jungler.
Akali
This is example of champion with even weaker early game, but also better scaling. Taking Ignite may be good idea. Try to play aggressive pre 6 and punish her with Transfusion for farming. Focus on leveling before her. Remember every spell of yours except Transfusion is AoE, so when she goes into her shroud you may still harass her with Tides of Blood and use Transfusion on minion to keep sustain.
Azir
This one I actually don't like. He's hard to learn, but when enemy know his style well, he's annoying. He's got very high damage, good range, escape/dash ability and his ult properly used means deeath if you won't escape with Flash. Play passively last hit and use Transfusion to keep sustain, take boots to improve your mobility - it may be crucial. Ask jungler for few ganks, earlier means better.
Cho'Gath
This lane probably will be farm lane. As long you'll avoid his Rupture you're ok. Rush boots early for easier avoiding it. Don't push too much, ask jungler to gank pre-6, when he isn't monstrously tanky. After 6 beware of his ult, it does sick amount of true damage.
Darius
Play extremely safe, as he can easy to melt most of top laners in early game. Consider taking Sanguine Pool on 2nd level. He's got also irritating DoT from Hemorrhage, remember about it when using Sanguine Pool, as you still take damage in this form.
Dr. Mundo
Farm lane. Avoid cleavers, don't push and wait for jungler gank pre-6. Since Dr. Mundo Has got 6th level he'll be practically immortal if he isn't stupid. Ward yourself in bush and river and you may farm as you want, because without junglers you're in stalemate, but you've got better waveclear. In this match picking Liandry's Torment is good idea for later teamfights.
Fiora
Beware of her sticking abilities and melee burst. Luckily, post 6 level mechanics is favorable for you, as your Sanguine Pool makes her Blade Waltz useless. Take early Seeker's Armguard early for more endurance, so Rylai's Crystal Scepter should let you keep distance from her aa's.
Galio
Again, early jungler help needed, because later he becomes unkillable. I played as Galio almost same amount of games, and I know how powerful he may be. Once he'll get mana sustain he's god in teamfights with a bit lower damage than you, without tricky skills like Sanguine Pool, but able to take tons of damage. He's passive is similar to yours, but in his case it converts magic resist into ability power. Also his recently buffed ult Idol of Durand is one of strongest skills in game - and tenacity does not protect you from it anymore. However there are few ways to counter him - true damage, heal reduce and hard cc (especially Braum with Concussive Blows is making his ult far more weaker). Void Staff, Liandry's Torment are good idea, and honestly I would consider Morellonomicon.
Gangplank
As many others he can be dangerous. He's got not bad sustain, he can remove your ult from him and his poke is one of most irritating, especially if he's playing critplank. Rylai's Crystal Scepter is helpful to chase him down.
Garen
Beware of him as he's early game may be very dangerous. He's got infinite sustain, may rush hard magic resist making him immortal for you. Only good thing your constant poke counters his passive. If he goes tanky, don't bother killing him just farm and keep distance. If he goes for brutalizer as 1st item, let know jungler to gank.
Gnar
He's ranged champion, so from the definition he's hard. Personally I find difficulties to play against him, as he's quite powerful, especially in his Mega Gnar form. If you keep distance ad avoid being hit by his boomerang, in lane it should be ok. Beware of his level 6 combo, as it deals real tons of damage.
Irelia
I've heard people saying Vladimir is counter to Irelia. For me: it depends on skill of both players. Vladimir can zone her out of farm, what is painful for her. Irelia if play aggressive she's extremely dangerous and may shut you down. But it won't end with lost lane, it will end with her in role of hyper carry. So play safe early, punish her for farm with Transfusion but avoid duels, as she's very strong. Jungler help highly recommended.
Jarvan IV
He's quite strong early game, try avoid his Dragon Strike as poke. Keep health high and don't push too much because his Demacian Standard + Dragon Strike + Golden Aegis combo hurts - and with assistance of enemy jungler it means probably death. Once he's got his ult be even more cautious, because you can't escape with Sanguine Pool from it - if he builds offensively, counter it with defensive items. If he build tank, counter build sustain and control.
Jax
He will want to farm this lane as you, but your wave clear is far better, so try use it to zone him and force to farm under turret as he will lose some cs then. But remember to stay warded by river as he's got quite high sticking power and with jungler may take kill - and once he'll go fed, he is a monster.
Jayce
Build sustain and a bit of armor, avoid being hit by Shock Blast. Withdraw if you see him going to melee form. Your goal is to outsustain him, as his strong hungry for mana in early game. You can use that to get level advantage - if you'll manage to do that, unless jungler gank you should be fine.
Katarina
Easy to fight if she won't get fed and you remember to save your Sanguine Pool for her Death Lotus. Early pressure works well on her, as you can't outsustain her without constant poke. Each time she use skills on you or to farm punish her with Tides of Blood and Transfusion. Early gank may help in this lane very much. Remember to warn you teammates when she starts to roam.
Kha'Zix
Rarely you can see him on top instead of jungle or mid lane. However when you do, be cautious. He probably will be quite mana hungry, but outsustain him isn't easy as he's got built in heal. As often, go for armor, spell vamp and cdr - it should help a lot. Before 6 when he hasn't evolved anything jungler may easily help you with gank to deal with him. He may like to roam, so remember to let teammates know when he's missing.
Lee Sin
He's one of those champions who can beat almost every opponent, but in early game. Just try to survive to 9th level, avoid being hit by Sonic Wave. Around mid game if you got basics (Seeker's Armguard, Hextech Revolver and Ionian Boots of Lucidity - you should able to beat him unless he's fed. He may like to roam, so remember to let teammates know when he's missing.
Malphite
This is lane where you can feel comfortable. Malphite is hard counter for ad champions. He has low sustain. He needs a lot farm like you, but he's waveclear is weaker than yours, his poke is weaker than yours - so punish him for farming, and try to let him regain passive shield as Transfusion got lower cd than his shield. Again, save Sanguine Pool for his Unstoppable Force - hardly, but it is possible to dodge.
Maokai
He has not bad sustain, but still he's mana dependant. He's kit is more destined for ad champions. Try to keep save yourself early game, and remember about wards - because Maokai himself does not have great damage, he's great at assisting junglers in due to his Twisted Advance and slows.
Mordekaiser
That one is scary. He's quite similar to you, as he pays with hp for skills, got strong waveclear and goes fast for Will of the Ancients. He's got extra duel power with his passive shielding, his damage output is higher than yours, got DoT and naturally synergizes better with Liandry's Torment and Rylai's Crystal Scepter. Fight him only with jungler or when you have obvious advantage if not - farm and nothing more, you are better in teamfights.
Nasus
He wants to stack his q on this lane. He has not bad sustain, but you've got better - and as you're ranged champion you can poke him still and still. Remember to remain warded, don't push too much focus on poking him and ask jungler for gank. If enemy jungler will come for gank and you'll get Withered and no hard cc/burst will come remember to use Sanguine Pool after 3 seconds, as you''l become untargetable at hardest point of this slow and you'll get there probably less damage than with other tactic.
Nidalee
This will be hard and annoying lane. She may go ad or ap, so before match you do not know what you prepare for. Still, one fact is common for her ways to play - she's annoying. Personally for me, there isn't many champions annoying so much as Nidalee. She's got some sustain, ridiculous damage in poke and all in, way to reveal fog of war quite safely with Bushwhack meanwhile "warding" her with them like Teemo with shrooms, and she can farm from relatively safe distance, what makes her hard to gank. Play safe, farm and wait for her mistake, as it's only way to kill her.
Olaf
This one is quite may be quite hard, depend on laner skill. Good Olaf will zone you in lane and dominate it at least in early game. If you see he does not miss cs no matter of harassing you meanwhile, then go defensive - keep distance and avoid his axes as you can. Keep farm as much as you can, in teamfights you're better.
Pantheon
He's scary for any top laner in due his very strong early game. Again, keep distance and sustain his spears with Transfusion and Health Potions. He has low mana sustain, a bit better if he starts with Crystalline Flask.
Quinn
Rarely seen in game, and even more rare on top. She's rather hard to learn than not strong in current meta, and she isn't adc imo - but I do not understand why people underestimate her as top lane. Try to farm, keep distance and sustain. Until you'll have core items and Rylai's Crystal Scepter you shouldn't duel her. Start like against strong harass laner and farm, as her potential is very strong.
Renekton
One of most solid top laners - manaless, good sustain, good early damage, built-in escape/engage mechanism, not bad scaling. However, his sustain isn't that strong as yours. Go for armor, spell vamp and cdr and you should be able to fight against him in lane. It may be a bit harder if he goes early for magic resist, but you should be able to make as you mid game cooldowns are much lower than his. Be aware of his Slice and Dice + Ruthless Predator + Tiamat + Cull the Meek Combo, as properly landed, it hurts a lot. Focus Farm and later in teamfight prove you're stronger.
Rengar
Quite strong and annoying with occupying bushes to shorten distance. Keep away from bush, ward river from jungler and farm. When he comes out poke him. Do not let land him empowered Bola Strike, because once he will stick to you it will hurt a lot, if not kill you. Warn your mates when he misses, because his roam/assassinating potential is frightening. Start with Cloth Armor.
Riven
this one may go two way. If she's not good, ignore her, poke occassionally. Go for armor, Spell Vamp, cdr. You can start fight her when you got Rylai's Crystal Scepter to lower her mobility. Your teamfight potential is greater than hers. Try to outplay her Wind Slash with Sanguine Pool - it's hard avoidable like Unstoppable Force, but possible. If she's good... Pray for jungler good gank. Keep sustain and do not use Sanguine Pool recklessly. Go for armor, spell vamp Zhonya's Hourglass and then cdr.
Rumble
He's strong against you. Try to farm, avoid Flamespitter and his Electro-harpoon. Keep Sanguine Pool to get out of his The Equalizer. Ask jungler for help, keep farming and everything should be all right. Rush Spell Vamp and cdr for sustain and then start to trade with him.
Ryze
He's trading potential is lower than you before 6, also his mana sustain isn't high, so you should punish him for farming - but don't push too much as you don't want to expose yourself for a gank. Beware of his 6 level burst, as it can deal tons of damage. Also in later duels he can fight with almost every champion. Go for spell vamp, cdr and after that depend on situation you can choose between Zhonya's Hourglass, Rylai's Crystal Scepter, Rabadon's Deathcap and Spirit Visage.
Shen
Sustain is to key to win this lane, as it's his greatest advantage - but you can beat him in it. Remember following his ult with Teleport may be crucial for your teammates, as you don't have hard cc to stop him from that. Try to zone him in lane, build spell vamp and cdr as he does not have much damage (at least if he doesn't build damage, but it's very rare). Only true threat to you is gank, so remember about ward and consider setting Vision ward in bush if he can't bear your push. And beware of his taunt, if you aren't ganked you may avoid it with Sanguine Pool as it have not much longer cdr (or similar, if you built already some cdr).
Shyvana
She can be quite aggressive on lane, but despite she's manaless, she has medium sustain early. Poke her and try to freeze lane. After building base sustain you can start trade with her. When you build core items you shouldn't have problems with her. Problem starts in late game team fights, where she's got average damage output and is tanky as hell.
Singed
Another one of not many comfortable lanes. Early game without jungler he literally shouldn't be able to do anything to you. As he's farm dependent try to deny him as you can - remain warded and if you may force him under turret, as he's got problems with farming there, as he's DoT ability damage dealer. However if he's got jungler with early good damage it may be problematic, as on 4th level he's very good in assisting in ganks. You need to know only one thing: If you don't know you can kill him easily in current moment, don't chase him. When he's got Rylai's Crystal Scepter Don't chase him without team when his team is dead.
Sion
After rework Sion idea of playing is much different than before. Now as I see him he may be not bad tank/bruiser initiator. But he doesn't have sick damage he had before rework. Poke him and farm, don't push too much. Avoid his Decimating Smash and you should be fine. As most of top lane tanks he's got great ability to assist, especially if jungler has ability to root you or something - as with full combo you'll wait few long seconds when you'll watch how they wrecking you with no possibility to do.
Swain
He's one of greatest counter for Vladimir with huge DoT potential and great sustain. His scaling is similar to yours, teamfight potential also great. If he plays with Ignite you'll have high difficulties to play against him. Your only advantage is better wave clear and you can use it to try zone him from farm pre-6 as he's mana sustain is low - because he's more farm dependant even than you. Ask jungler for gank it you should be able to keep this lane, still it may not be easy.
Teemo
he's very irritating for aa based champions due to his blind with Blinding Dart. If you won't fail early game which is more about skill of yours and his, you shouldn't have problems with him, as you outscale him quite fast. Greatest problem with him is his map control with Noxious trap, but Vision Wards and Sweeping Lens should help about that. Be aware of that where he puts his shrooms and his roaming-counter jungle help, as it may be extremely dangerous for your jungler.
Trundle
I see him more as good jungler than top laner. But he's not different from other melee champions, you may poke him punishing from farm and in early game you should be able to at least freeze lane. His got not bad sustain with low mana abilities and health regeneration passive. His early game isn't impressive, and if you won't build magic resist, he won't be able to Subjugate much from you. Build sustain and damage, and you should be able to zone him around since 7-9 level. Be aware of jungler, as he can assist him not bad with Pillar of Ice.
Tryndamere
As long as you don't give him a kill, continue poking him you should be fine. Try to freeze lane and continue poking him as he's got quite high sustain, but you need to beat him up in this matter. Zhonya's Hourglass is key for this lane, as total time of it's active and Sanguine Pool is about same as his ult. Taking Ignite for this lane is not bad idea as it's good answer for his ultimate. Remember to use it when his ult is in middle or it ends, as then it got higher chance to kill him and it will reduce his heal.
Udyr
Very rare to see on lane, however be aware, as he can do sick damage in no time. For me, at all he's one of most disliked champions due to that how annoying he can be. Jungler assistance early highly recommended. Keep distance and run when he tries to stick to you. After basics Rylai's Crystal Scepter makes dealing with him easier, as he relies on attack speed pretty much. Your key is to survive and farm this lane - then you can show your usefullness in teamfights.
Urgot
Very rare champion, extremely rare on top - but don't underestimate him. He does not have brilliant early game as you, he's got slightly lower aa range, but his Noxian Corrosive Charge and Acid Hunter combo may hurt a lot. This lane is skill match-up in my opinion, as his teamfight utility as bruiser is underestimated very much. Still you can wave clear him and you should be able to fight as equal with him for most time. If he built Muramana his duel potential is much higher, you should keep that in mind.
Volibear
Quite strong early game, still melee, so use your range advantage to poke him. If he builds tank, he may rush Spirit Visage which works well with his passive - and if he won't make mistake you won't be able to kill him without solid gank. Keep distance, continue farm and poke and remain warded. That's all what this lane should be about.
Warwick
In theory, he's got incredible sustain. In practice, he's more mana hungry than almost all champions in this game. Farm, keep distance and try to stay on high hp, as his Blood Scent (quite funny, it should work all time against Vladimir) gives him good stick potential. Beware also of his Infinite Duress as with Blade of the Ruined King and Wit's end it deals unbelievable high damage, even after nerf. Farm, keep poke to force him using Hungering Strike for keeping sustain and consider at least Spectre's Cowl in few first items, as on gank his ult means you're dead.
Wukong
This lane again goes by skill. Go for standard basics, keep poke and don't lose cs. Do not push too much, as smart Wukong will also go farm and he'll be happy if he will be able to freeze lane in frost of turret. He's also scaling for late game and high teamfight potential. You can't really fully avoid his ult by Sanguine Pool, but you outrange him and you've got better sustain. The biggest problem for you is to get baited on his Decoy - the skill which is thick lane between good and great Wukong. Except taking Sweeping Lens there is one thing you can do - Tides of Blood hits every target in range, also on stealth. If you got good eye you will be able to see one tide not hitting any target - but in minion wave it's extremely hard to see that. Great help against him is someone like Lee Sin as jungler. And prepare for using Sweeping Lens needlessly, because good Wukong players use more and better "S" key than qwer.
Xin Zhao
He can and probably will be aggressive since 3rd level with full set of skills. Be aware of that, and focus on keeping sustain. Cloth Armor and Health Potion are probably best start against him. He has medium sustain due to inbuilt heal, but sooner of later his mana will end. Consider taking Sanguine Pool on 2nd level, as his burst is better to avoid with it than Flash. Probably you won't be able to outduel him, as his early-mid game power is high, unless he's stupid. And avoid being killed in lane, as he can become real beast when he's fed. With jungler help you can fight with him, but unless then only try to keep poking him and freezing lane.
Yasuo
He's more often seen on mid, however rarely he plays on top, especially of some his fans was lower in order pick than mid laner. Sustain and armor is crucial, as you can't keep really distance from him because if his Sweeping Blade. Jungler help will be really vital for this lane, as once he's fed, he may become hypercarry. Avoid of his whirlwind, and you should be okay. Farm this lane and keep poking him.
Yorick
Yorick is one of those high sustain top laners. In common knowledge he has no counter. Once you build your key items, you do not need be afraid of him. He has low sticking power, as he's got only slow and his speed up need land aa on. You should focus on farm this lane, and poking him to force him healing by Omen of Famine as his mana isn't endless. Freeze lane and wait for jungler gank.
Zac
He may be problematic for you, as his sustain is infinite and he will be only happy when he has ap top laner as he can rush Spirit Visage, what makes him tanky against you and provides him even better sustain. If your jungler won't gank you early around 2-3 level, don't bother him with doing it later, as Zac will be very tanky, with escape mechanism and his passive making killing him except teamfights impossible to kill. Farm this lane as you can, try to zone him and keep warded, because you're easier to kill than him.
Zed
Considered as mid laner, he appears sometimes on top in same terms as Yasuo. He's burst type of assassin which basically is quite useless against you. If you won't feed him early, you can simple avoid his every Death Mark with Sanguine Pool. Farm this lane, try to avoid poking and poke him. Ask jungler for help if he's problematic for you.
Hello everyone, I'm Silesia Blaster and I'm playing on EUNE server. Currently when writing it I'm in Platinum V division.
This is my guide for playing Vladimir. This is my first guide so please have mercy on showing me my mistakes, especially as I'm not English native speaker. It will be nice if you'll leave comment and discuss about it. I'll try to answer questions and gladly participate discussion.
If there's any mistake in guide, let me know about it. Also is there's match-up you want me to add, just let me know if I missed some.
Thanks to Jhoijhoi for her guide about making guides, it helped me set this chaos in some order and became possible to read. :) Jhoijhoi's guide
Later I want add some videos, at least if LoL Replay will be fixed because as I see there is commnon problems with records.
Pros/Cons
Pros/Cons
Pros
Strong sustain -
High AoE damage -
Solid Teamfighter -
Scales well into late game -
Various possibility of tactics and itemization -
Good farming and strong waveclear -
Natural tough -
Ranged aa -
Good escape/outplay mechanic -
Cons
- Weak early game
- Easy to fall behind if enemy laner plays aggressive/jungler camps lane
- Heal reduce counter very hard
- Have got few impossible difficulty matchups
- No hard CC
- Relies on very fast reactions
When and why pick Vladimir?
When and why pick Vladimir?
Vladimir is versatile champion what makes him viable pick for in many team compositions. It's great idea if your mid laner want to pick ad champion like Zed or Talon. Vladimir works extremely well with champions with AoE damage and displacements like ( Orianna/ Darius) or ability to clump together enemy team ( Galio, Shen) in due to his high AoE damage. Also any strong initiators ( Vi, Amumu) makes cooperation rewarding.
Strong disengage based teams ( Gragas, Janna) isn't working well with him, but it's possible to cooperate. Vladimir does not have strong answer to split push compositions, because he isn't mobile except summoner spells as his mechanic is destined for teamfights.
Skill explanation and sequence
Skill explanation and sequence
Crimson Pact - passive skill, very characteristic for Vladimir. It gives you extra 1,4 health points for each point of bonus ability power you've got and point of ability power for bonus 40 health points you've got. That's the secret why even full ap Vladimir isn't squishy. And that's why every hp and ap item suits your build so well.
Transfusion - Primary Vladimir skill dealing decent damage and healing you. Some people would call it "bread and butter skill. High cd is decreasing each level to low cd of 4 seconds. Both damage and heal scales separetely, (60% for damage, 25% for heal). This skill has no cost, what makes you spamming it whenever you may. Always max it first.
Sanguine Pool - Another very specific skill, about which you may say without it Vladimir wouldn't be Vladimir. It makes you become untargetable (DoT spells are continuously doing damage, remember it), giving increasing a bit movement speed, slowing enemies in area, deal some damage and also heals you for part of it. This great skill got two weakness - long cd and cost 20% of current health. You rather do not use it offensively unless you're sure you're going for kill and anyone surprise you when it's off cd. Even if you're engaged using it in proper moment is something what characterize good Vladimir player (f.e. waiting for Fiora Blade Waltz). If you're facing hard poke lane with high kill potential ( Pantheon) feel free to take it on 2nd level instead of Tides of Blood, but max it last.
Tides of Blood - This skill deals AoE damage every opponent in area (also if you do not see them because they're on stealth like Wukong/ Teemo or standing in bush like Garen ;)). You pay for it skill with your health, and this cost increases with stacks - they're increasing damage and your healing. Once you get Hextech Revolver it isn't that painful, and you should be able to stay on lane with full stacks all the time. In mid game it becomes your main farming skill, because with stacks it pretty similar damage as Transfusion - but to multiply enemies. It's best if you're going into teamfight with full stacks. When you starting to stack use it before Transfusion to empower it. Max it second.
Hemoplague - Your ultimate. Many people says it isn't strong - they're terribly wrong. It synergies greatly with burst team composition, and it's typical team fight skill, and it has relatively long range (at least longest from your skills). Early game it may be used to secure kill from running away enemy beyond reach of your other skills. True strength of Hemoplague lies in 12% damage increase before damage apply. In duels it means you may land 2 times Transfusion, Tides of Blood and once Sanguine Pool. Around late game if you use it in proper moment of teamfight it may win game. If your team catch enemy team off guard together, do not afraid to initiate with it. Put point every time you may (6th, 11th and 16th level).
Masteries
Masteries
Runes
Runes
Marks: Greater Mark of Magic Penetration - Honestly, I do not see many situations when other marks would be viable for Vladimir. They're common used for mages and I didn't saw anyone on medium, high or pro elo playing on other runes like this on mages.
Greater Mark of Armor - On 2nd thought this is considerable replacement. As marks are offensive runes this is decent choice. If you're going to face heavy ad laner and you presume enemy will go very aggressive this might be good choice (just imagine how offensive Pantheon will build if he would have in team Rammus, tank build Galio and Leona.
Seals: Greater Seal of Scaling Armor - Since flat armor runes where nerfed I use those practically always. They're overscaling flat armor runes on your 6th level, and there are only few situations I can imagine when I'm taking willingly flat armor instead of armor per level.
Greater Seal of Armor - ok, there are few situations I would take them. It's about extremely dangerous and aggresive ad laner, who really may take without effort kills on you in early game. Darius, Lee Sin, Pantheon or Jayce may be problematic, as they get all skills their power in lane is owerwhelming, push stronger than yours, and each time you lack even 100 hp you starting to think about playing safe.
Greater Seal of Scaling Health - I know some people plays on those runes, but I think you need basic resists, because health by itself without resists are only food for life steal and spell vamp relying champions. It's also good idea, as it scales to late game nicely, so it's not bad. Also if you see enemy team got a lot ap champions they might be better idea than armor runes.
Glyphs:
Greater Glyph of Scaling Magic Resist - I pick them against non ap top laners, when enemy jungler isn't early game magic damage threat ( Fiddlesticks). They scale nice into late game teamfights and they overscale flat runes around 9th level.
Greater Glyph of Magic Resist - I'm taking those when I face ap top laner ( Ryze) or enemy jungler have got quite high magic burst potential. Not better, not worse than scaling runes, simply different.
Greater Quintessence of Ability Power - Most often picked runes for many mages. They're making early game a little easier because their benefit is quite high if you compare them to another runes.
Greater Quintessence of Movement Speed - Those runes gives nice utility for all champions, however Vladimir gains more from sticking/keeping distance as he likes to use range as advantage. Good choice, pick recommended if you see there are melee champions who needs to stick to enemy to show their potential ( Jax, Irelia, Tryndamere).
Spells
Spells
My choice for spells:
Teleport - Great spells of variety uses. I find it useful in making uncomfortable for Vladimir early game shorter, catching up if your lane does not go well, making possible split push with your great wave clear and most important - for unexpected joining into teamfight. Basically I use it to get early level advantage/not letting myself going behind and for joining first dragon fight, especially if I got ult ready. Another great thing is Teleport to turret makes it cd shorter.
Flash - This flash is standard for many champions. It's great escape/gap closer, tool to change position in teamfights for better engage. The greatest thing about Flash it almost immediately blink, practically unpredictable. I don't think I need recommend this spell to anyone.
Other viable spells:
Ghost - You may switch this with flash. On longer distance, it give longer distance than flash, but you're easier to predict. Still if you'll need more sticking than Rylai's Crystal Scepter feel free to take, it isn't bad for Vladimir - taken along with Teleport makes Enchantment: Distortion even greater.
Ignite - If you need more strenght in fight or heal reduction is must be against laner ( Dr. Mundo, Akali) or someone else in team may do better splitpush than you ( Nocturne) it may serve you better than Teleport. Take it if enemy team composition is tanky and need heal reduction as many as possible.
Exhaust - I do not feel this is must be for Vladimir as you may survive burst by Sanguine Pool but sometimes it's not bad idea, especially if you see champions like Ryze or Riven on top, who relies on heavy burst. Also in teamfights it's amazing spell, and more than one exhaust in teamfight may be more deadly as enemy imagine.
I don't think any other spell is really viable for Vladimir.
Item explanation
Item explanation
Vladimir is flexible to build what makes him able to answer most of champions. As you saw build, there are only two essential items on Vladimir, but even them won't be picked in every game (However it really would be about one game per thousand). Here are my explanation and advices about building Vladimir:
Core Items:
Will of the Ancients - Vladimir has got built in sustain with Transfusion but it's heal is about to cover the cost of rest of his abilities. Spell Vamp makes Vladimir real vampire and that is what he's known of.
Zhonya's Hourglass - The trick about Vladimir sustain is not only about spell vamp, but not being hit between his skills. Sanguine Pool is built in ability to do that, and with this item you have one more possibility to land one more combo on your enemies. As price is high, the active of this item is invaluable.
Complete build with:
Liandry's Torment - After Patch 5.14 this item is much more considerable for mage like Vladimir. It was always viable, for him, but I considered it as as 5th/6th item, now it's not bad to build after core. This item does it's job only if you play against health stackers like Dr. Mundo, tanks who are suffers DoT ( Malphite), especially with speed up's making them run out of reach ( Garen). That's why it works better in late game, when they already have built hp. Also, as it works with their % max hp, your ap means nothing here except magic penetration - consider to grab also void staff and sorcerer shoes. With proper masteries and runes it gives you 39% penetration and 39 points after it - enough to deal with most tanks. Buy also Rylai's Crystal Scepter to double damage from passive by slowing enemies, because Vladimir got only one movement impair from his Sanguine Pool.
Rylai's Crystal Scepter - Very good item for Vladimir because it works so well with his kit - letting slow down enemies makes you easier keep distance or stick to enemies, and gives both most desirable stats for Vladimir - ap and hp, making it even more worth. I'm picking this in 95% of games which lasts that long - because it's my 4th or 5th item. You may build it faster if you have high movement speed enemy, especially with decent damage ( Malphite, Garen, Udyr).
Rabadon's Deathcap - Another item I pick many games. Mostly I take it as 4th or 5th item, when I have already some ap to feel passive of this item. I would take void staff instead if not synergy between this and Crimson Pact - more ap you've got, more hp you've got. Despite of Rabadon's Deathcap is not that effective in damage (in many cases) and far more expensive, gives you a lot more hp, and as Vladimir you need to be at last medium tough.
Void Staff - Decent and cheap item with very good effect if enemy got high magic resist. It's mid/late game item to build unless you're playing with someone rushing magic resist - Dr. Mundo/ Nasus/ Volibear with spirit visage and mercury's treads, or simply Galio (when facing him it's must to buy). It has natural synergy with Liandry's Torment and Rylai's Crystal Scepter, those trio may be the center of your build, and it works on Vladimir because of his huge AoE damage.
Abyssal Mask - Underestimated item, often far better than void staff. It has magic resist reduce aura, what works well with your range. It's also very strong in teamfights, especially if you got another AoE magic damage teammate (Malphite, Fiddlesticks, Swain). It also requires being near enemy, so if your enemies are hard to chase ( LeBlanc, Zed) it isn't good idea. The decision to make about buying Abyssal Mask or Void Staff (buying both isn't recommended as they work together not really well) is: how many ap champions got enemy, do I have another ap teammate and does enemy got a lot of magic resist? Thing looks this way:
Abyssal Mask
Enemy high magic damage
Ap Teammates
Enemy low magic resist
Void Staff
Enemy low Magic damage
No Ap Teammates
Enemy high magic resist
Guardian Angel - this item is very well known because it's unique passive restoring you from death after 4 seconds stasis. It also is only item granting armor along with magic resist on Summoner's Rift. Except obvious benefits from this item, there is one thing why I take it. On very late game with proper build it's letting to do ultimate annoy for enemies - where they hunt Vladimir as he's very big threat for them - Zhonya's Hourglass and Guardian Angel first and second Sanguine Pool (meanwhile breaks between being untargetable using other skills of course) - once you'll use all of that and it will be the reason you won, you will miss that moment and you'll want feel this moment once more.
Spirit Visage - that one is actually rarely pick from me. Not that it's bad item, simply many people goes for ad mid and does not looking for fact their jungler and top laner are ad; after that only magic damage source in team is support. When you do not need magic resist from this item it isn't worth imo, no matter how good hp, cdr and passive are useful. However it may be good idea to rush Spectre's Cowl or even full Spirit Visage if you would play against strong strong champion reliant on magic damage ( Ryze, rarely seen in game + extremely rarely played on top Swain and Viktor).
Luden's Tempest - Replacement for missed by many Deathfire Grasp. For Vladimir this item is better option than it's predecessor, because it's passive synergize with spell vamp. Lack of cooldown reductiown is compensated by extra movement speed which is also good option for Vladimir. If your team needs strong ap carry, it's very good item to combine with Zhonya's Hourglass and Rabadon's Deathcap.
Boots and enchantments
Boots and enchantments
Many players don't spend lot of time to think about picking boots, simply going way they see "most often" in current meta. It's Berserker's Greaves on ad carry, Sorcerer's Shoes on ap carry, Mobility Boots on jungler and support, Ninja Tabi or Mercury's Treads for rest. No mentioning 90% of players if they upgrade boots they're buying Enchantment: Homeguard. Personally I'm facepalming each time I see everyone in my team got Enchantment: Homeguard except me. Not that I'm not buying them, simply I'm not doing it so often. Especially rarely while playing Vladimir. Read my explanation why.
Boots:
Ionian Boots of Lucidity - most often I'm going for them. Cdr is very well working on Vladimir as he's completely skill dependent and surely he's not burst type of mage like LeBlanc or Akali, but relies on constant poke. As Vladimir does not pay for Transfusion and Hemoplague, and Tides of Blood and Sanguine Pool price are quite covered by spell vamp, using them far more often is better than using them bit stronger but less often. In almost every case of Vladimir itemisation you won't get more than 20% cdr from items. But with Ionian Boots of Lucidity, Sorcery and Will of the Ancients you've got 30% cdr, what is satisfying on Vladimir from my experience.
Sorcerer's Shoes - These boots are overestimated in my opinion. 15 points of flat magic penetration aren't that strong as you think, unless you're facing few enemies less than 55 points of magic resist on 18 level or enemy who's got a lot of magic resist and you combine it with Void Staff. You may go for these boots if you think burst is more important, but Vladimir wasn't created to burst enemies down in eye blink. They aren't effective against medium magic resistance - when enemies have enough resist to not melt like snow in the sun, but they aren't stacking it like Galio.
Mercury's Treads - one of my favourite boots at all. If enemy team got 2 ap champions this item is considerable, when there are 3 of them and they got quite hard cc it's smart choice. I saw too many games, where enemy team simply screwed my team with brutal cc and noone of my teammates even thought about buying tenacity, Banshee's Veil or Mercurial Scimitar (sometimes I start to believe this second item is only available for me in game). Leona irritates you in teamfights? Nautilus prevent from moving for an inch? Fiddlesticks ignores your ad carry and use Terrify to make easier land Enchanted Crystal Arrow on you? Go for Mercury's Treads, they help a lot.
Ninja Tabi - Decent boots if you're facing a lot of aa-reliant champions. It's best idea if they got Trundle top, Master Yi Jungle, Yasuo mid and aa reliant adc like Draven (You may see such teams from time to time). Don't think like "tabi are for tanks and some bruisers" Ninja Tabi are answer to enemy. Passive makes a great difference in some fights, because living second more in long fight is never something you can give away.
Enchantments:
Enchantment: Alacrity - Reason for this choice is quite simple, if you need a bit more mobility in teamfights they're good choice, making possible catch someone or withdraw this slight difference may be crucial.
Enchantment: Captain - This one is very interesting. If you're fighting in middle of teamfight, it's good to make your teammates move faster toward you to join and help, making easier for them to take better positioning. It's good if you see your team is good in cooperate, don't fear to trust them then.
Enchantment: Distortion - That one I see rarely, but it fits excellent if you got Teleport and Ghost or Flash. It's reducing cd of both and giving additional effect - especially you'll feel difference with Ghost, because then it gives 40% move speed instead 27%. Using more often tp is convinient, and reduced cd on flash I do not need explain and say how great it is.
Enchantment: Homeguard - This spell I see in every game which lasts longer than 30 minutes. People take it for going back faster to lane as it would be extremely important. I see this spell useful in: when you're defending your base, and when you're using this with tp, to make surprise enter and catch someone out of position. Or if you're playing Hecarim, I do not ask a question about it.
Trinkets
Trinkets
This chapter will be short. It's about choose and use of trinkets.
First choice:
Stealth Ward - this is your first choice. I do not recommend any other choice, as it's best for your lane safety. No arguing. Best.
Changing Trinket
Depend on lane opponent you may want switch trinket around 9th level. You have also two options of upgrading Stealth Ward.
If your enemy laner relies on stealth ( Akali) or he's Teemo it's good idea to take Sweeping Lens. Pick it also in late game if your team composition want deny enemy vision.
Farming with Vladimir is not very difficult early game, and very easy from mid game, when you have more points in Tides of Blood. Practically, later he is able to take any wave in less than 5 seconds.
In early game I advice focusing on farming with aa, use Tides of Blood if your lane goes well or you have already built Hextech Revolver. Transfusion keep for harass and use other tools for that, especially as Tides of Blood may harass and be farm tool at the same time. Keep distance, come closer only for harass, withdraw and wait for cd. That's how it works basically. If lane is hard just try keep to last hit and keep yourself in sustain with Transfusion and ask jungler for a gank.
What you can should afraid is aggressive champions with at least medium early strength and annoying junglers. You do not like champions who's got sticking abilities ( Renekton, Fiora, Irelia) and champions with longer distance of harass ( Gnar, solo top adc like Quinn). Jungler help will be vital in such situations.
There is one most important advice: don't die. You've got great farming tools, so in most cases you're getting advantage as game proceed. Don't be greedy. Top lane is place, where often you'll face champions who are getting impossible to face if they got first kill on you. There aren't many champions who scales better than Vladimir and I can't recall anyone who with such scaling got better farm tools, leaving them waiting for opportunity to get kill. For Vladimir lane isn't simply place to win. It's place to farm, if you can pick a kill - it's good. But it isn't absolutely necessary to have overwhelming power in mid-late game. Large amount of farm - it is necessary.
Teamfights
Teamfights
There are few details making different possibilities for team fight.
- Are you with team or joining by Teleport?
If you're going into teamfight your job is to scatter their positioning by going into middle of fight, do lot of damage and try to cast Hemoplague before they scatter around.
If you're with team, there is next question:
- Do you have Team Mate with initiation skill?
If yes, let him start the fight, you're going after him and act like ap bruiser, do as much damage you can and be maximally unpleasant and interrupting for enemy.
If no, you may use Hemoplague for initiation. It isn't something I advice, but eventually it can do such role. just be sure your team can follow and use this 5 seconds worthy.
If you want to avoid huge burst damage use Sanguine Pool. Use it also if your health is going low. When it ends you should be able to land another Tides of Blood + Transfusion.
If you have full build, you may have active Guardian Angel. When the passive works after for 4 seconds, you may land combo and use another Sanguine Pool, and another one combo.
If you managed to land this and someone from enemy team is still alive, it means someone is overfed, or there is duel between Zac and Dr. Mundo.
Logs
Logs
07.01.2015 Guide published
10.01.2015 Added examples of defensive build, did some minor changes and corrected few mistakes.
26.01.2015 Changed match-ups chapter into vs champions tab and updated them a bit.
15.03.2015 Added build without Will of Ancients
04.06.2015 Added Luden's Tempest to items and explained
27.07.2015 Updated items chapter after patch 5.14
11.10.2015 No maior changes, just updating :)
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