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Spells:
Ignite
Teleport
Ability Order
Crimson Pact (PASSIVE)
Vladimir Passive Ability
Introduction
I've played hundreds of games with







Consequently, building heavily into AP will make you reasonably hard to kill. Building heavily into HP, conversely, will not make him deal reasonable damage.
Nerfs 5 and 21 decreased the ratios for this ability.
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This is


Instantaneous Damage
This is an important characteristic of the spell. Whereas autoattacks and other spells have a certain travel time before reaching the target,

It's also beneficial against champions that cast shields and spellblocks like Nocturne, Viktor or Morgana. They will be less able to time their shields to block

Healing

Cooldown



Nerfs 14, 17 and 49 badly hampered this ability.
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Of his abilities,


Untargetable

The best











Escaping
Apart from dodging abilities,

If an opponent has ordered their champion to initiate an attack on




If an opponent is in range of




Also note that the slow may be applied to put distance between an ally and an enemy pursuing them. Just be mindful that you keep yourself away from the enemy too.
Discretion
What makes

This ability will either make you immortal or suicidal; use it carefully.
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Sends out a wave of auto-locked projectiles that damage all nearby enemies on impact. Casting adds a stack (up to four). Each stack increases the ability's damage and all healing effects on

Multiple targets
There's no limit to the number of targets that can be hit. You might use it to indiscriminately damage the entire enemy team or to clear out a whole minion wave. It's Vlad's most damaging area of effect spell and his best mid-game farming tool.
Searching for hidden enemies

Stacks
Each stack increases


That said, maintaining the stacks can be expensive (each casting of

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Maximizing Effectiveness
Getting the most out of this ability means casting it at the very start of a fight and making sure that you hit as many opponents as possible with it. You never know how the fight is going to unfold or who your team will target.
Finisher



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Making Them Work Together
When unleashing a full combo, cast














Casting







We've already discussed the importance of




Understand that






Also appreciate that

Don't listen to any


So what do we do with


Marks
9x
Greater Mark of Magic Penetration
or
9x
Greater Mark of Scaling Ability Power
Seals
9x Greater Seal of Vitality
or
9x
Greater Seal of Health
or
9x
Greater Seal of Scaling Ability Power
Glyphs
9x
Greater Glyph of Magic Penetration
or
9x
Greater Glyph of Scaling Ability Power
Quintessences
3*
Greater Quintessence of Spell Vamp
or
3*
Greater Quintessence of Scaling Ability Power
or
3*
Greater Quintessence of Magic Penetration
or
3* Greater Quintessence of Vitality
or
3*
Greater Quintessence of Health
Vladimir is extremely vulnerable to early game harassment due to the initially long cooldown of
Transfusion. If you're going to be shutdown, it will happen in the first five levels. Health runes and spell vamp runes add a bit more durability to
Vladimir's early game. Magic penetration and ability power runes are more valuable mid to late game. Identify which area you're most concerned about and use the appropriate runes.
Note that magic penetration is extremely valuable, and your goal should be to penetrate all or most of an opponent's magic resistance. Remember, if we build spellvamp, then the amount of resistance that we penetrate is proportional to how much we will be healing ourselves. If you choose to not take magic penetration runes, remember that you'll need to make up for the difference with the items that you purchase in game.
9x

or
9x

Seals
9x Greater Seal of Vitality
or
9x

or
9x

Glyphs
9x

or
9x

Quintessences
3*

or
3*

or
3*

or
3* Greater Quintessence of Vitality
or
3*

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General Philosophy



Note that magic penetration is extremely valuable, and your goal should be to penetrate all or most of an opponent's magic resistance. Remember, if we build spellvamp, then the amount of resistance that we penetrate is proportional to how much we will be healing ourselves. If you choose to not take magic penetration runes, remember that you'll need to make up for the difference with the items that you purchase in game.
I recommend summoner spells in this order:
I strongly encourage the use of
Ignite for two reasons. (1) It deals between 70 and 410 true damage that when coupled with
Hemoplague is increased to 78-459. It doesn't seem like much, but it means that
Ignite is 12% more potent for
Vladimir than for any other champion in the game. (2) I mentioned before that
Hemoplague can be used to finish weak opponents at a distance. However, the delay gives them a chance to heal themselves before dealing damage;
Ignite minimizes their healing capacity for that period. When using this combo, note that
Ignite and
Hemoplague have identical durations, so you don't need to be concerned about which you cast first.
Teleport is useful for any champion laning in mid.
Vladimir, if you haven't guessed, should always be in the middle lane, so
Teleport will always be valuable to him. It enables you to leave lane to make game changing item purchases and return immediately. An opponent that can't do this will find themselves overwhelmed by your ability to purchase items without compromising your farming or tower. It may enable you to win the lane. Alternatively, it also enables you to quickly render aid to the other lanes, should they find themselves in a poor situation.
Ghost and
Flash are universally useful summoner spells, but are especially potent on
Vladimir. Because of
Sanguine Pool,
Vladimir is extremely resistant to ganks. Taking one or both of these escape spells will render
Vladimir virtually immune to ambushes.
I occasionally see a
Vladimir take
Heal; don't repeat this mistake. After you have spellvamp, its effect will be grossly overshadowed by
Transfusion and there won't be much point in having it mid or late game.




I strongly encourage the use of

















I occasionally see a



General Philosophy
We should prioritize item attributes in this order:
Ability power > Magic penetration > Spell vamp > Health > Resistances > Cooldown

Spellvamp should be the next priority. Three of





Keeping with the idea that we build upon strengths, building health should be a goal as well.


Resistances obviously follow as a priority once you have sufficient health. At least try to get your armor and magic resistance near to a 100 to get the absolute most out of the HP that

Cooldown is a matter of controversy. Some players reason that because the only thing limiting the usage of your abilities is cooldown, that






So how do we treat cooldown? Take it opportunistically. Take 4% of it in your masteries with

Naturally, you'll want to avoid any item that offers mana or mana regeneration.

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Item Discussion
Recommended
With complimenting rune page, these will let you penetrate more than 100% of other caster's magic resistance early game, providing an extra amplification to your damage and, with spell vamp, regeneration.
The 20% spellvamp will nearly double the healing effect of

When maxed with 80 AP, 0% spellvamp and four


When maxed with 80 AP and 20% spellvamp,

That's a 75% increases in your regeneration.
The spellvamp is so beneficial that if there is another caster on your team, such as



When maxed with 80 AP and 40% spellvamp,

Spoiler alert!!

Purchasing



Most enemy teams will have a caster or two. They'll also usually have at least a couple champions with more than 30 magic resistances (remember, you want to penetrate 100+% of it).



It benefits twice from



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Situational
This is only a viable item when the enemy team has substantially more magic resistance than you're penetrating. The less they have, the less the less utility


Prior to

















I used to use this item a lot. It provides a little bit of everything





This adds nothing to

Apart from the 50 armor and 100 AP,


Analogous to

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Not Recommended
A lot of





This item is theoretically workable. I can't recommend it, however, because there's no scenario for which you can maximize its utility. It's necessarily a gamble. Purchase it if you're comfortable with losing.

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Build Examples
Bloody - For maximum damage






Armored - For physical enemies







Warded - For magical enemies







Immortal - For maximum survivability






Most scenarios will call for some blend of these. Ask yourself: does the team desperately need a tank or an AP nuker? Are you penetrating most of the enemies' magic resistance? Do you need armor or magic resistance yourself? How much? Is thornmail necessary, or should you compromise between penetration and armor? BE ADAPTIVE.
General Walkthrough
In general, your goal is to play defensively until







Begin the match with three























Farm defensively in lane until you have at least 750 gold. Return to base to buy






If your opponent has still not returned to base yet, you will have a decisive advantage over them. Make the most of this; play aggressively. Harass them incessantly. Tower dive them if the opportunity presents itself. With



When you have 900 more gold, return to base once more to buy


With the laning phase coming to a close, you'll be farming efficiently enough that you can begin building

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The Other Champion
Easy













These are mana dependent champions with no inherent way to regenerate health; they can be forced out of lane regularly. They come with nothing that counters

Skillshot based casters like












Ranged AD champions like

































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Stalemate






These are champions that are difficult to kill or force out of lane, but that aren't necessarily threatening to







































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Difficult




These are champions with silence in addition to other crowd control effects. They readily outpace


























































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