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Vladimir: Blood Bank Vandal
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Spells:
Ghost
Ignite
Ability Order
Crimson Pact (PASSIVE)
Vladimir Passive Ability
Introduction
...but we are not here to discuss that.
We are here to take a look at our favorite hemomancer, Vladimir.
Alright,I half-lied. We are here about me; well my synopsis of Vlad at least.
I will touch on the Runes, Masteries, Skills, and Item-buy-sequence. Maybe go in depth on a later date with all these other fancy chapter possibilities, but lets keep to basics shall we? We don't want to be stuck reading all day.
Alright... it maybe be small, but this is the first thing below the build summery.
RUNES!
...we all like these, right? How they eat away our IP when we want to play something new...
Anyways, if you haven't noticed a few important things about Vlad:
1---> He has no mana: So there goes maxing AP with Archangels and Deathcaps. Also, remember not to take the health regen Mastery if you decide to make a variant. That bonus is max-mana based.
2---> His passive ability: Gains 1 AP per every 25 additional health, and 2 times health per additional AP. While this isn't calculated from his base stats, it DOES include the Rune bonuses. We like this :)
RUNES I USE:
Marks of Fortitude - Will give us 31.23; so that is already +1 AP to begin with. Why not Insight? Explained later in Masteries and Items
Seals of Force - Why Force instead of Potency? Firstly, those with more hp tend to have more survivability early game. Next, those with more damage potential do better late game. Vlad's passive naturally balances his health and AP stats. Using Force runes will give us a better edge at levels 9 and 18
Glyphs of Force - ^^^see Seals^^^
Quintessences of Fortitude - 32.4 hp per rune, so each one alone gives us another ability point. And nearly 100 extra hp for beginning game? Who could resist! :P
Fortitude >>> 128.43 additional health from runes. So with the extra decimals and one added in, we even slip in ANOTHER ability point fora total of 5 bonus AP in the start.
Force >>> 2.43 per level. How? Seal gives 0.1. Glyph gives 0.17. So together that is 0.27 per level; now multiply by 9. By level 6 that is an additional 15 [14.58] AP, AND another 30 to max-hp.
RUNES!
...we all like these, right? How they eat away our IP when we want to play something new...
Anyways, if you haven't noticed a few important things about Vlad:
1---> He has no mana: So there goes maxing AP with Archangels and Deathcaps. Also, remember not to take the health regen Mastery if you decide to make a variant. That bonus is max-mana based.
2---> His passive ability: Gains 1 AP per every 25 additional health, and 2 times health per additional AP. While this isn't calculated from his base stats, it DOES include the Rune bonuses. We like this :)
RUNES I USE:
Marks of Fortitude - Will give us 31.23; so that is already +1 AP to begin with. Why not Insight? Explained later in Masteries and Items
Seals of Force - Why Force instead of Potency? Firstly, those with more hp tend to have more survivability early game. Next, those with more damage potential do better late game. Vlad's passive naturally balances his health and AP stats. Using Force runes will give us a better edge at levels 9 and 18
Glyphs of Force - ^^^see Seals^^^
Quintessences of Fortitude - 32.4 hp per rune, so each one alone gives us another ability point. And nearly 100 extra hp for beginning game? Who could resist! :P
Fortitude >>> 128.43 additional health from runes. So with the extra decimals and one added in, we even slip in ANOTHER ability point fora total of 5 bonus AP in the start.
Force >>> 2.43 per level. How? Seal gives 0.1. Glyph gives 0.17. So together that is 0.27 per level; now multiply by 9. By level 6 that is an additional 15 [14.58] AP, AND another 30 to max-hp.
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