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Spells:
Ignite
Flash
Ability Order
Crimson Pact (PASSIVE)
Vladimir Passive Ability
Introduction
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I think of Vladimir as a "support" and off-tank initiator for two reasons. First off his
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Yes, Vladimir can be very successful as an AP nuke carry, but honestly other carries are better for that and furthermore you can never go wrong with tankiness, especially late game!
You will get kills. You will die rarely. You will assist your team better than going AP nuke, and you will farm nearly as well as AP nuke Vlad. It's all about the CDR and health stacking here.
Important: please note that upon acquiring
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Greater Seal of Regeneration can be replaced with Greater Seal of Vitality. The bonus AP provided by Vlad's
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Focus on that defensive mastery tree. We are going for an off-tank build. You want to be up there tanking damage and taking attention away from your squishies (e.g.,
Ashe,
Gangplank,
Sona, etc.)
The extra health from
Veteran's Scars
is nice. Together with the extra health from your quints + innate you will start the game with a bonus 75 health. Not bad!
Obviously taking
Archaic Knowledge
with your
Greater Mark of Magic Penetration will help that
Transfusion cause some hurting.
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The extra health from
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Obviously taking
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This section is very important!
Start with
Boots and 3
Health Potion. Use the boots to move in and out, getting your
Transfusion off on them whenever you can. Take note, some champions (e.g.,
Ashe with her
Frost Shot) can counter this behaviour, dealing more damage to you than you can return with this manoeuvres. Do not worry if you use your first potion quickly. You were just testing your opponents and now you know where you stand. Your pots should last you at bare minimum until level 5/6. If they have been used earlier than that, then you are failing and things are likely to get worse.
Hextech Revolver = 1200 Gold
Rush your
Hextech Revolver. I cannot stress this enough. If you have been doing well in lane you can probably kill your opponent with your
Hemoplague,
Transfusion,
Ignite,
Sanguine Pool combo. Check their HP before doing this and use
Flash to get in range. Often you can kill them before they react with a
Flash of their own. If you do not kill them, don't fret. Get that
Hextech Revolver and start dominating your lane.
Ionian Boots of Lucidity = 700 Gold (when upgraded from
Boots)
Hextech Revolver and
Ionian Boots of Lucidity together = 1900 Gold
Note: If you can, hold out until you get 1900 gold. If you go back and get Hextech Revolver and Ionian Boots in one go you will be far ahead of your opponent. However, if your opponent goes back for whatever reason and at that moment you have 1200 gold (or very close to it), go back and get your
Hextech Revolver! You need to get this item if they go back and get items, else you will be dominated!
After
Hextech Revolver you should be able to farm like a boss. When you get them to go back again, or conversely when you kill them, go back to get
Ionian Boots of Lucidity. With those boots and your CDR runes, you should be able to Q every 4 seconds or so. This is annoying as hell for them. Farm and push! Unless if they have a stun, don't be afraid to take a turret hit in order to Q them.
Giant's Belt = 1110 Gold
Next rush
Warmog's Armor. If you need to go back before then get your
Giant's Belt and anything else you can afford towards
Warmog's Armor. Buy a sight ward or two each time you go back, especially if you are pushing that ***** in mid hard!
After
Warmog's Armor get another
Giant's Belt. Now you are one tanky jerk, and you have over 100 AP due to your innate. Farm, get kills, help out in team fights and get that
Rylai's Crystal Scepter.
By this point in the game your team is either winning and you can get that
Needlessly Large Rod and change it into a
Rabadon's Deathcap, or else your loosing and the game will end before you have time to even get the Rod.
Leave your final slot open for warding and for a situational item. In the end you should have around 4.5k health, meaning that an item like
Thornmail will really wreak their AD carries as they chew on you. As for their AP carries, most of them will waste their time if they nuke you. They might half your health but in the mean time you'll be
Transfusion their friends,
Sanguine Pool away, and
Transfusion their minions.
Start with
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Rush your
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Note: If you can, hold out until you get 1900 gold. If you go back and get Hextech Revolver and Ionian Boots in one go you will be far ahead of your opponent. However, if your opponent goes back for whatever reason and at that moment you have 1200 gold (or very close to it), go back and get your
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After
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Next rush
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After
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By this point in the game your team is either winning and you can get that
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Leave your final slot open for warding and for a situational item. In the end you should have around 4.5k health, meaning that an item like
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Vladimir is weak early on. If your opponent is bad you can
Transfusion them from level 1-5 without taking more damage than you are dealing. If they are good then you must hang back, avoid skill shots and use your
Transfusion, E and auto attacks to weaken minions and last hit!
Use your boots to
Transfusion at the correct moment (e.g., after
Volley). Run in and
Transfusion that ****! Last hit with your auto attacks. Save that
Transfusion if you can to hit your opponent in lane. Auto attack if they are pushing hard (e.g,
Caitlyn's auto attacking or
Malzahar's
Null Zone). You want to make sure that the minion wave never/rarely gets to your turret. If it does it means last hitting will be harder and potential gold will be lost.
Assuming you have not died, once you get your revolver you should be able to deal more damage to them than they can do to you when factoring in your healing. At this point you want to push up to their turret to cause them to loose gold due to the turret. Use your
Tides of Blood as quickly as possible to last hit hard and destroy those minions! If they have a jungle(er) that you are afraid of do not do this. However, with a ward in either of the bushes close to mid lane, and your W, you should be able to push hard with confidence.
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Use your boots to
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Assuming you have not died, once you get your revolver you should be able to deal more damage to them than they can do to you when factoring in your healing. At this point you want to push up to their turret to cause them to loose gold due to the turret. Use your
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Bring
Ignite because you become more formidable in lane with it. Also,
Hemoplague plus ignite can catch an opponent off-guard and guarantee a kill.
Bring
Flash because it's amazing. With this build you can still AP nuke: Flashing onto a weak opponent and dropping everything on them usually gets you a kill or two in game. If you are confident, Flashing into the opposing team, using your
Hemoplague, dropping all your other spells and then
Sanguine Pool often causes massive confusion and good results in a team fight. It can, conversely, cause death if your team is not well organized or if they are unable to hit the opposing team's carries in time. Be prudent!
Ghost is also viable. Many pros use
Ghost and
Flash. With a lot of health and your
Sanguine Pool you should be good in terms of surviving ganks, so
Ghost is not necessary here. But if you feel an offensive
Ghost into top or bottom lane get's you the kills, then my all means go for it!
I wouldn't take any other summoner spells. You could make a case for
Teleport, perhaps. I wouldn't go there.
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Bring
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I wouldn't take any other summoner spells. You could make a case for
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Max your
Transfusion out as quickly as possible to reduce the cool down on it while increasing your main damage source.
I get
Transfusion again at level 3 before getting
Sanguine Pool because
Sanguine Pool should be unnecessary at this point. Their jungler is unlikely to gank you while he is level 2, and you should not be getting so badly owned as to need a
Sanguine Pool.
Tides of Blood has nice farming capabilities, and it allows you to really counter someone who is pushing your lane hard! Be cognizant of the fact that your
Tides of Blood costs you health to cast. Remember, you do not want your turret hitting minions and absorbing potential gold, so if someone is pushing you, push back with your
Tides of Blood. Furthermore, if they blue pill and you decide not to go back, use E and
Transfusion to push the lane hard, thereby destroying their potential gold and experience.
I max out
Sanguine Pool last because the main utility of this skill is it's escape capabilities. The best part about leveling it up is getting it's cool down lower. But before you get higher CDR with your runes and boots, and before you get enough health to last long enough to use it twice, it really isn't worth maxing out. Be warned, it also costs you 20% of your current health, so in all honestly you shouldn't be using it often at all during lane phase.
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I get
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I max out
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When in a team fight do poke at opponents with your
Transfusion. Due to your
Sanguine Pool, opponents have little inclination to return substantial fire. You can also heal up what any one person dishes out. When a team fight does occur be sure to be in front of your squishies, but beside or behind your tank.
You want to take damage.
You need to get your
Hemoplague off on at least 2-3 opponents in the back.
You want to
Tides of Blood everyone.
You want to
Sanguine Pool when you are half health.
Upon using
Sanguine Pool re-evaluate the team fight. If you are winning feel free to stay and
Tides of Blood then
Transfusion as quick as possible. If it seems even or worse, move as far away as possible,
Transfusion, and then run if things look bleak. If it isn't on cool down,
Flash might be appropriate at this time.
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You want to take damage.
You need to get your
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You want to
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You want to
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Upon using
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Never let minions reach your turret. Try as best you can to divert minions to the sides of mid lane just long enough for your next minion wave to come. That there is potential gold!
Use your
Sanguine Pool wisely. Using it too early causes unnecessary death. Conversely, using it quickly after everything else in a 2v1 (in your favour) can give you the CC you need to kill a hoe.
Use your
Sanguine Pool wisely!!! If you are being turret dove Q, and only W after being hit! If you W before being hit the turret will not focused your opponent and you will die without justice. If you wait for them to hit you before
Sanguine Pool, if they then stick around taking turret while you are pooled, and if you
Transfusion them again upon re-materializing, you should die in peace, knowing that the tower diving ***** got theirs!
Use your
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Use your
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