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Spells:
Ghost
Ignite
Ability Order
Crimson Pact (PASSIVE)
Vladimir Passive Ability
Quick Note
Also note these games:


*Excuse me for the other games, I tried them out on the free rotation and I discovered I suck with them (besides


"Every 40 points of bonus health gives Vladimir 1 ability power and every 1 point of ability power gives Vladimir 1.8 bonus health. This bonuses do not stack with themselves."
My friend, this is what gives Vladimir his pretty awesome durability and survivability. Stacking PURE AP doesn't look so bad now, right? You can get over 400 AP and 3000 HP pretty easily late-game, even without runes or complete masteries.
*Interesting note:
While specifically noted that










"Vladimir drains the lifeforce of his target, dealing magic damage and healing himself.
No cost
Range: 600
Cooldown: 12 / 10 / 8 / 6 / 4 seconds
Magic Damage: 90 / 125 / 160 / 195 / 230 (+0.6 per ability power)
Health Regained: 15 / 25 / 35 / 45 / 55 (+0.25 per ability power)"
Vladimir's bread and butter (where's the peanut butter n' jelly?!), for a few particular, obvious reasons.
This spell does not only damages pretty high mid to late-game, but it also heals pretty nicely if you manage to get it through a lot of AP, Spell Vamp or a Spirit Visage.
Anyways, back to the point...
Pros;
NO RESOURCES (NO COST)
NICE, INSTANT-DAMAGE
HEALING
LOW COOLDOWN AT MAX LEVEL
Cons;
NONE

"Vladimir sinks into a pool of blood for 2 seconds, becoming untargetable and slowing enemies above him by 40% for 1 second. Additionally, he deals magic damage every half second to them and heals himself for 12.5% of the damage done.
Cost: 20% of current health
Radius of AoE: 300 (estimate)
Cooldown: 26 / 23 / 20 / 17 / 14 seconds
Magic Damage Per Half-Second: 20 / 33.75 / 47.5 / 61.25 / 75 (+3.75% of bonus health)
Magic Damage Per Second: 40 / 67.5 / 95 / 122.5 / 150 (+7.5% of bonus health)
Magic Damage - Total: 80 / 135 / 190 / 245 / 350 (+15% of bonus health)"
Okay, so basically this is your peanut butter n' jelly (escape-chase mechanic other than Summoner Spells), 2nd health regen and living ability. It pops almost ALL projectiles (Avoiding Annies stun will just give the stun back to her, as if she never used it).
An example copied from Vladimir's wikipedia page:
Vladimir is still affected by damage over time effects (like Ignite and Fiddlesticks's Drain) while going into Sanguine Pool.
While using Sanguine Pool, Vladimir cannot use items, summoner spells or his other Abilities. (Basically, if you want to get a good escape, activate Ghost THEN Sanguine Pool)
When in Sanguine Pool, Vladimir is still affected by non-targeted spells such as


Vladimir cannot use Sanguine Pool to pass through walls created by abilities such as



Plus, a thing never mentioned: It gives you a bonus of about 20% movement speed (like Ghost) for the first 0.5 seconds when activating it.

"Vladimir unleashes a torrent of blood dealing magic damage to all nearby enemies.
Each cast gives him an Empowered stack which increases his healing and regeneration by 8% per stack for 10 seconds. This stacks up to four times. Additionally, his next Tides of Blood deals 25% more damage and costs 50% more health per stack.
Cooldown: 4.5 seconds
Radius of AoE: 620
Cost: 30 / 40 / 50 / 60 / 70 health
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.45 per ability power)"
Vladimir's first AoE and epic-farm ability, never use this to harras unless you are sure to hit. Always try to keep it at 4 stacks mid to late game (not early, it will just cost too much)
Tides of Blood will do about 600 damage per thingy flying to your enemy if he doesn't has much magic resist and you have about 300+ AP. (Extremely easy farmability). The cost will be 300, but It's worth it when you do about 600 damage each 4.5 seconds. (With my build, it will do about 700 or so)

"Vladimir infects all enemies in the target area with a virulent plague which increases the damage they take from all sources by 14% for 5 seconds. After these 5 seconds, infected enemies take magic damage.
Cost: 15% of current health
Range to center of AoE: 700
Radius of AoE: 350
Cooldown: 150 / 135 / 120 seconds
Magic Damage: 150 / 250 / 350 (+0.7 per ability power)"
Okay, so this is your second AoE, dealing massive AoE damage when maxed. Plus, you have 5 seconds before it detonates to deal 14% more damage (including Ignite, since It's ALL sources. Looking over the fact Ignite is true damage, meaning you can't reduce it's damage, feel free to just do it and watch them **** bricks.)
Dear Summoners,
Lately there has been a lot of rumors going around that
Vladimir is really underpowered, overpowered or simply underrated. I am here to show it in a different angle, thus giving people my point of view over him, showing that he is pretty balanced after a couple of nerfs and buffs done to him.
Vladimir used to be pretty overpowered, due to the healing with Q which resulted in a great laning and last-hitting skill (instant damage, projectiled heal) and his crazy AoE Damage with his E and R.
I'd like you to overview this guide as it is my first guide, and give you tips. Looking over the fact I bought
Vladimir one day ago, I still feel that I've done enough research and investigation into making my own, yet simple guide about him.
Lastly, this guide is updated to match with
Vladimir's new nerfs (different synergizes, damage, etc...)
I hope you will find this guide helpful or useful in any kind of way,
- Zeppyr.
Lately there has been a lot of rumors going around that


I'd like you to overview this guide as it is my first guide, and give you tips. Looking over the fact I bought

Lastly, this guide is updated to match with

I hope you will find this guide helpful or useful in any kind of way,
- Zeppyr.
Runes:
9x Greater Mark of Vitality (Reds)
9x
Greater Seal of Cooldown Reduction (Yellows)
9x
Greater Glyph of Magic Penetration (Blues)
3x Greater Quintessence of Vitality (Quints)
Why do I take per level? Easy answer - From level 5/6 (12 for the Quints) these benefit more than flats, and we all know you will reach those levels.
I take HP/level to get more AP late-game, and cooldown reduction so you can spam Q and E faster. More magic penetration late-game, just like any other mage, and more HP/level with Quints.
If you want to RULE early-game but be worse late-game, change the per levels to flats.
9x Greater Mark of Vitality (Reds)
9x

9x

3x Greater Quintessence of Vitality (Quints)
Why do I take per level? Easy answer - From level 5/6 (12 for the Quints) these benefit more than flats, and we all know you will reach those levels.
I take HP/level to get more AP late-game, and cooldown reduction so you can spam Q and E faster. More magic penetration late-game, just like any other mage, and more HP/level with Quints.
If you want to RULE early-game but be worse late-game, change the per levels to flats.
Masteries:
9/21/0
Veteran's Scars
is what we seek - The bonus health in the beginning is converted into about 1.5 Ability Power. Since you start either
Amplifying Tome/
Doran's Shield, you'll have either 30+ ability power or about 700 health.
Ardor
is great as well; All of your items become more effective.
Archmage's Savvy
,
Archaic Knowledge
and
Sorcery are obvious choices. I took extra magic resist and armor in the Defense tree to be more durable early game, and
Nimbleness
just in-case you will dodge an attack.
Defensive Mastery
is nice, but not neccesarily needed. I grabbed it so minions won't stop you from harrasing your enemies early-game.
9/21/0










Depending on enemy team:
More AD than AP? Start with a
Doran's Shield.
If not, then get a nice
Amplifying Tome and an
Health Potion.
Bluepill back once you arrive at about 1200 gold, and if you got
Amplifying Tome, make it a
Hextech Revolver and
Boots.
If you started with a
Doran's Shield, get a
Ruby Crystal, an
Amplifying Tome and
Boots.
Second Bluepill: Get
Boots of Swiftness/
Sorcerer's Shoes/
Mercury's Treads depending on the enemy team. I usually get
Boots of Swiftness, because
Vladimir is a pretty slow champion. If they are CC/AP Heavy, pick
Mercury's Treads. Want more damage applied on them?
Sorcerer's Shoes. Feeling slow?
Boots of Swiftness.
If you got
Doran's Shield, transform the
Ruby Crystal and the
Amplifying Tome into a
Haunting Guise.
Haunting Guise is awesome for a reason, you double-benefit from it because of your passive. It turns into 30 AP and 250 HP instead, and the magic penetration allows you to get
Boots of Swiftness if you needed a reason to skip
Sorcerer's Shoes's Magic Penetration.
-- At this point you should have
Doran's Shield, Tier 2 Boots and a
Haunting Guise
If you started with an
Amplifying Tome, start building your
Haunting Guise now starting with
Ruby Crystal.
-- At this point you should have Tier 2 Boots,
Hextech Revolver and
Haunting Guise/Parts of
Haunting Guise
The
Hextech Revolver is an obvious choice - 40 AP? That's about 70 HP and your Q will give you 15% of the damage as extra health. That's just awesome.
Next up, save for
Rylai's Crystal Scepter starting from
Giant's Belt.
* Just like
Haunting Guise: 640 HP instead of 500, and almost 100 AP instead of 80
Afterwards, get
Will of the Ancients.
MORE SPELLVAMP, MORE AP AND AN AURA? YES PLEASE!
Next is a nice
Rabadon's Deathcap.
Okay, this was chosen for obvious reasons:
140 AP = 252 HP
Passive: 30% More AP? That's awesome, and synergize's with your passive. Since you have Ardor, it'll be 34% instead!
If the teams are balanced, the next item is yours. Pick whatever you want.
More AD?
Zhonya's Hourglass/
Sunfire Aegis. (
Zhonya's Hourglass is usually my pick)
More AP?
Force of Nature/
Abyssal Mask.
*If the game didn't end and you have all items, you can easily sell your
Doran's Shield for any item you'd like to buy.
If you get
Zhonya's Hourglass as a last item, these are your stats:
Q Damage: 230 (+375) magic damage and healing himself for 55 (+375)
W Damage: Vladmir deals 300 (+319.5615 [15% of bonus Health]) magic damage over the duration and heals himself for 12.5% of that amount.
E Damage:
Vladimir unleashes a torrent of blood, dealing 180 (+281.25) magic damage to nearby enemies.
Each cast gives him an Empowered stack (max 4), increasing his healing and regeneration by 8% each. Additionally, Tides of Blood deals 25% more damage and costs 50% more Health per stack.
*WITH 4 STACKS: 360 (+281.25), 25% Spell Vamp as health refunded (160.3125 Health refunded)
R (Ultimate) Damage: After 5 seconds, infected enemies take 350 (+437.5) magic damage.
-- Boom baby, about 800 damage with your ultimate.
More AD than AP? Start with a

If not, then get a nice


Bluepill back once you arrive at about 1200 gold, and if you got



If you started with a




Second Bluepill: Get








If you got







-- At this point you should have


If you started with an



-- At this point you should have Tier 2 Boots,



The

Next up, save for


* Just like

Afterwards, get

MORE SPELLVAMP, MORE AP AND AN AURA? YES PLEASE!
Next is a nice

Okay, this was chosen for obvious reasons:
140 AP = 252 HP
Passive: 30% More AP? That's awesome, and synergize's with your passive. Since you have Ardor, it'll be 34% instead!
If the teams are balanced, the next item is yours. Pick whatever you want.
More AD?



More AP?


*If the game didn't end and you have all items, you can easily sell your

If you get

Q Damage: 230 (+375) magic damage and healing himself for 55 (+375)
W Damage: Vladmir deals 300 (+319.5615 [15% of bonus Health]) magic damage over the duration and heals himself for 12.5% of that amount.
E Damage:

Each cast gives him an Empowered stack (max 4), increasing his healing and regeneration by 8% each. Additionally, Tides of Blood deals 25% more damage and costs 50% more Health per stack.
*WITH 4 STACKS: 360 (+281.25), 25% Spell Vamp as health refunded (160.3125 Health refunded)
R (Ultimate) Damage: After 5 seconds, infected enemies take 350 (+437.5) magic damage.
-- Boom baby, about 800 damage with your ultimate.
Ghost and Ignite.
Ignite - Last-hits and to counter potions/heals, also is a good way to kill someone who is running away with low health.
-- You got the idea.
Ghost - Awesome mobility, and combined with Sanguine Pool, you are extremely fast for half a second and no one can target you for whole two seconds (saving your life just got easy)
Flash is also nice, but isn't the same.
Exhaust might be nice, but I don't think it's needed with
Sanguine Pool, since it applies a good slow as well.
Cleanse is unneccesary, you have Sanguine Pool.
Heal? Not really. You have your
Transfusion with
Will of the Ancients/
Hextech Revolver = Awesome healing.
Skip
Revive or
Clarity.
Clairvoyance is surprisingly nice, but leave that to the pros (supports)
*The rest of the summoner spells do not show here because they are not needed.

-- You got the idea.









Skip



*The rest of the summoner spells do not show here because they are not needed.
+ Strong bursts of damage
+ Great AoE
+ Easy nuker
+ Extremely helpful in teamfights, using his Tides of Blood and ultimate (Hemoplague, 14% more damage on all enemies caught in the AoE for five seconds, then BOOM explosion)
+ Farming just got easy
+ Excellent durability (I had 4k health in a 30 minutes game)
- Focused down easily
- Despite the durability is prone to ganking, can't handle much situations
- Most champions can take him down if playing uncorrectly
- If he's getting disabled a few times, he can easily die if still pursuing him.
- Cooldown problems on Sanguine Pool
+ Great AoE
+ Easy nuker
+ Extremely helpful in teamfights, using his Tides of Blood and ultimate (Hemoplague, 14% more damage on all enemies caught in the AoE for five seconds, then BOOM explosion)
+ Farming just got easy
+ Excellent durability (I had 4k health in a 30 minutes game)
- Focused down easily
- Despite the durability is prone to ganking, can't handle much situations
- Most champions can take him down if playing uncorrectly
- If he's getting disabled a few times, he can easily die if still pursuing him.
- Cooldown problems on Sanguine Pool
Okay, so about this.. Unless you sure you can do it; then you can try. Otherwise, don't.
Vladimir has bad ganking abilities and no 'elements of surprise' like
Teemo or
Warwick's
Infinite Duress. Despite his
Transfusion, he isn't capable of great jungling. There's few mages that jungle, one of them being
Fiddlesticks. I haven't seen more, although.
Vladimir has bad ganking abilities and no 'elements of surprise' like





Coordinate with your teammates when to ulti and who to slow with your
Sanguine Pool. Remember you get a 20% more movespeed for half a second when activating
Sanguine Pool, so you can chase with it and get away with it. Also, your
Sanguine Pool slow is 40% - That's a lot! Combined with someone that has Exhaust, the enemy is getting himself into sure death. Always use your ultimate on 2+ enemies, never use it on 1 unless you have to do so to survive.
(I've used it on two enemy champions; both died and I got a Double Kill)



(I've used it on two enemy champions; both died and I got a Double Kill)
Alright, basically all of
Vladimir's skills are unique.
His
Transfusion - insta damage and projectiled heal.
His
Sanguine Pool - pops almost all projectiles, including:
Annie's stun from
Pyromania (You can know when It's up if you see a swirling pool of white energy around her), turret projectiles,
Dark Binding, All of
Lee Sin's abilities, Although channeled abilities will still work (
Bountiful Harvest,
Warwick's
Infinite Duress) and
Event Horizon will stun you.

His

His









Farming:
Tides of Blood,
Transfusion,
Tides of Blood,
Tides of Blood,
Transfusion, Auto Attacks.
Tides of Blood is your farming ability! It can damage all enemies around you and can wipe out creep waves when 4-stacked. If you need health, just Tranfusion a little for a sure killing blow when the creep's health is low.






Laning can be tough, especially if you're new to Vlad. I find it nice being in top or mid, but mid is usually a little frustrating if you don't play cautiously. I usually pick mid, but when I pick top I make sure to go with a partner I know/trust (can speak English) and we try to coordinate well together.
Depending on your enemy in mid, if it's
Teemo, be over-cautionous. Teemo's
Toxic Shot is extremely strong against
Vladimir and can easily get you half down. Harras him only when he over-extends, and never go toe-to-toe with him.
Same goes for
Mordekaiser; attack him only when his shield is down, and stay behind your caster minions so he will miss his
Siphon of Destruction.
Brand is a pain in the ***, he can easily kill you once you over-extend and he uses
Conflagration on you. Always try to avoid his projectiles (
Sear) while under the effect of
Blaze. Simply hit
Sanguine Pool or move away from it if possible. Since
Pyroclasm's missle speed is slow, simply
Sanguine Pool when it comes to you. That should completely ruin his ultimate.
Skillshot champions and abilities (
Ezreal,
Morgana's
Dark Binding) are easier to play against, just make sure to keep him missing by hitting
Sanguine Pool if neccesary (usually it won't be) or simply getting your minions as shields.
*There are several
Morgana's that will play with
Smite, not for jungling but for insta-killing a minion that interrupts her from landing her
Dark Binding on you. Simply be aware of that and stand behind a couple of them, not one. You can't know how long will one will survive. If you get bound and you're low on health,
Sanguine Pool out of there.
Depending on your enemy in mid, if it's



Same goes for









Skillshot champions and abilities (




*There are several




So this is it, I hope you guys will try this out and tell me what do you think. Please corret me if you think It's bad, and if you've got nothing good to say - don't say it. Please, if you critique, make sure It's not only "u sux".
I hope this guide helped you and made you learn something about Vlad; I know it did to me.
Please let me know if I should change something; it is greatly appreciated.
I hope this guide helped you and made you learn something about Vlad; I know it did to me.
Please let me know if I should change something; it is greatly appreciated.
Build Example
ITEMS in order of appearance:
Stats @lv. 18 w/ these items. Masteries and runes are NOT calculated!
Hit Points 1930 3870.21 (+1940.21)
Health Regen (per 1) 3.36 3.36 (+0)
Health Regen (per 5) 16.8 16.8 (+0)
Physical Damage Health 3377.5 7145.19 (+3767.69)
Magical Damage Health 2509 5263.49 (+2754.49)
Effective Health 2943.25 6204.34 (+3261.09)
Attack Speed 0.882 0.922 (+0.04)
Damage 99 99 (+0)
Ability Power 0 581.245 (+581.245)
Armor Penetration 0 0 (+0)
Armor Penetration (%) 0% 0% (+0)
Magic Penetration 0 45 (+45)
Magic Penetration (%) 0% 40% (+40)
Critical Chance 0% 0.66% (+0.66)
Critical Damage 200% 200% (+0)
Armor 75 131 (+56)
Magic Resist 30 36 (+6)
Dodge 0% 2% (+2)
Lifesteal 0% 0% (+0)
Spell Vampirism 0% 25% (+25)
Tenacity 0 0 (+0)
Cooldown Reduction 0% 5.61% (+5.61)
Range 450 450 (+0)
Movement Speed 310 380 (+70)
Auras
Aura: Gives nearby allied champions +30 Ability Power and 25% spell vamp.
Passives
Passive: +40% Magic Penetration [
Void Staff ]
Passive: +20 Magic Penetration [
Haunting Guise ], [
Sorcerer's Shoes ]
Passive: Dealing spell damage slows the target's Movement Speed by 35% for 1.5 seconds (15% for multi-target and damage-over-time spells) [Rylai's]
Passive: Increases Ability Power by 30% [Rabadon's]
Passive: Enhanced Movement 2 [Shoes (if these are
Boots of Swiftness, you should have 400 Movement and Enhanced Movement 3]
Passive: Tenacity 35% [Depends on your boots, if you got
Mercury's Treads ]
ITEMS in order of appearance:






Stats @lv. 18 w/ these items. Masteries and runes are NOT calculated!
Hit Points 1930 3870.21 (+1940.21)
Health Regen (per 1) 3.36 3.36 (+0)
Health Regen (per 5) 16.8 16.8 (+0)
Physical Damage Health 3377.5 7145.19 (+3767.69)
Magical Damage Health 2509 5263.49 (+2754.49)
Effective Health 2943.25 6204.34 (+3261.09)
Attack Speed 0.882 0.922 (+0.04)
Damage 99 99 (+0)
Ability Power 0 581.245 (+581.245)
Armor Penetration 0 0 (+0)
Armor Penetration (%) 0% 0% (+0)
Magic Penetration 0 45 (+45)
Magic Penetration (%) 0% 40% (+40)
Critical Chance 0% 0.66% (+0.66)
Critical Damage 200% 200% (+0)
Armor 75 131 (+56)
Magic Resist 30 36 (+6)
Dodge 0% 2% (+2)
Lifesteal 0% 0% (+0)
Spell Vampirism 0% 25% (+25)
Tenacity 0 0 (+0)
Cooldown Reduction 0% 5.61% (+5.61)
Range 450 450 (+0)
Movement Speed 310 380 (+70)
Auras
Aura: Gives nearby allied champions +30 Ability Power and 25% spell vamp.
Passives
Passive: +40% Magic Penetration [

Passive: +20 Magic Penetration [


Passive: Dealing spell damage slows the target's Movement Speed by 35% for 1.5 seconds (15% for multi-target and damage-over-time spells) [Rylai's]
Passive: Increases Ability Power by 30% [Rabadon's]
Passive: Enhanced Movement 2 [Shoes (if these are

Passive: Tenacity 35% [Depends on your boots, if you got

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