Build Guide by krpro1
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"The rivers will run red!" Vladimir
Check out my other build if Tryndamere is along your lines of interest!
Your Tryndamere Resource
Welcome to my second guide for Vladimir! Time is the real benefactor here for me, however, this guide is truly amazing for the time I've had with Vlad. He is an amazing champion once played correctly and better mastered. Very fun may I add as well! Take some time to educate yourself with the following information before you rush in and play him with the item build above.
Crimson Pact is an awesome passive
Shows his true colors in team fights
He's a good carry
Sanguine Pool is a nice ability to save yourself or gain kills with
Very enjoyable champion to use
He's definitely not the best tank until later on in the game, and even still he's no Mundo or anything obviously
Pool can't save you from everything: get silenced before using, could cost you
(Passive): Every 22 points of bonus health gives Vladimir 1 ability power and every 1 point of ability power gives Vladimir 2.5 bonus health (does not stack with itself). Effect increases each few levels.
(Active): Vladimir drains the lifeforce of his target, dealing 120 (+0.66 per ability power) magic damage and healing himself for 25% (+0.33% per ability power) of that amount.
Damage: 75 / 120 / 155 / 195 / 235 (+0.66 per ability power)
Cost: No cost. Cooldown: 8 / 7 / 6 / 5 / 4 seconds.
(Active): Vladimir sinks into a pool of blood for 2.5 seconds, becoming untargetable and slowing enemies above him by 26%.
Vladimir deals 60 (+10% of Valdimir's bonus Health) magic damage over the duration and heals himself for 15% of that amount.
Cost: 15% Health.
Cooldown: 22 seconds.
Tides of Blood
(Active): Vladimir unleashes a torrent of blood on surrounding units, dealing 115 (+0.66 per ability power) magic damage to enemies and healing allies by 57.5(+0.33 per ability power).
Cooldown: 8 seconds.
Cost: 80 Health.
(Active): Vladimir infects the target area with a virulent plague which periodically spreads to nearby enemies and increases the damage they take by 12%/16%/20% for 5 seconds.
After 5 seconds, infected enemies take 250/400/600 (+0.8 per ability power) magic damage.
Damage: 250 / 400 / 600 (+0.8 per ability power)
Cooldown: 120 seconds.
Cost: 15% Health.
Spells to get
Cleanse: Removes all debuffs from your character.
Exhaust: Blinds the target (100% miss chance) and slows its Movement Speed by 40% for 3 seconds. 550 Range (estimate).
Flash: Teleports your champion to target nearby location.
Ghost: Your champion ignores unit collision and moves 32% faster for 14 seconds.
This spell allows me to chase down and catch enemies as well as run away using Sanguine Pool.
Heal: Restores 140 + 20 x level health to your champion and 50% of that to nearby allies.
Ignite: Ignite is a damage over time spell that targets a single champion dealing 50 damage plus 25 damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target healing and regeneration by 50%. 600 Range.
Works well when an enemy's low and I've used Hemoplague. If my Hemoplague doesn't finish the job, usually Ignite will.
Teleport: After 4 seconds, teleports your champion to target friendly minoin or turret.
Spells not to get
Clairvoyance: Reveals an area of the map for 6 seconds (castable anywhere).
Clarity: Restores 100 + 25 x level mana to your champion and 50% of that to nearby allies.
Fortify: Grants invulnerability to all Allied Turrets and causes them to attack 100% faster for 7 seconds. While Fortify is ready to cast, you deal 9 bonus damage to minions.
Promote: Promotes an allied minion into a Siegerider, a powerful unit with a +Armor/Damage Aura and turret damage reduction, this minion grows more powerful with the level of your champion.
Rally: Summons a beacon with 200 + 25 x level Health for 15 seconds which increases allied Attack Damage by 10-35 and used to give Health Regen by 15 + 1.5 x level per second. 0 Range Cast, 850 Range Aura (estimate).
Revive: Instantly revives your champion at your spawning pool, 9 minute cooldown.
Smite: Deals 420, plus 35 times your level, damage to target enemy minion or pet.
Explanation Behind Spells, Skill Ordering, and Talent Tree
As you can see, I roll with Ghost and Ignite and the basics were explained under the Spells. If you want a chance in survival after being a victim of an ambush of X amount of people involved, your going to want Ghost so that you can maximize your escape efforts while using Sanguine Pool. However, it's not just used defensively, but offensively as well. I shouldn't have to explain myself there, but when using the Hemo + Ignite combo, you might need to chase an enemy if they are fleeing.
For this champion, one's play style usually that creates the skill order, so here's mine:
Transfusion is your main ability. You will be using this a lot as a basic attack and and a primary means for healing. So I strongly recommend that you fill this up first. Obviously you'll want to get all 3 abilities first, in the order Transfusion -> Sanguine Pool -> Tides of Blood. Tides of Blood is a later game skill if you ask me. The only reason I get the first rank is so that I can use it for minion kills. It isn't too efficient early game because you obviously don't have too much health to begin with, and the skill requires health to function. Although it increases health received from Transfusion and damage done through the ability, I don't like putting myself at risk draining my own health for a poor return because my Transfusion isn't maxed out. The cd is too great early on and it's a good way to get killed.
I went for magic penetration in the offense tree and non mana masteries under utility reaching Presence of the Master. Cooldown reduction is real good for Vlad.
OR Mejai's Soulstealer
Start off by grabbing and some If you find yourself up against a team full of casters, go ahead and keep it safe by grabbing for the resistance. You may choose to single lane, which is what Vlad excels at, or you can lane with an aggressive/annoying champion you're teamed with.
Directly following we need to choose our boot type. Usually I will go ahead and grab but you may find that the team you're up against, as stated before, is a bit on the caster side. In this case go ahead and get the
Finally, our last item for early game will be This is nice because it's a cheap, fast, and efficient way to get 40 ap and some spell vamp for your spells. I really wish they hadn't nurfed/changed , because it would've been an awesome way for Vlad to build.
Once we have we can start on our You can't not get this item, it's just that good! Your slows from on top of Transfusion will get your team some nice kills when you need them.
Next we can start working on which is an important essence to Vlad's build. This item is expensive, but worth every penny. With 120 AP standard stat, on top of it, it increases your AP by 25%. That's a nice return back in health as well!
Order: If you have enough gold to buy first, do so before buying .
Now, is a safe way to finish so that we continue to build more AP, and penetrate our enemies magic resistance by 40%. However, if you need that magic resistance for yourself as stated above on various items before, then by all means, do grab your
This site is still under construction, and as promised, I continue to add to it so the public receives a better understanding on how to play and build Vladimir. Please Rate and Comment below AND PLEASE COMMENT IF YOU VOTE! Otherwise I assume you don't have a reason. If you can vote, you can comment! Thank you!