Build Guide by littleCERBERUS
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
I am publishing this, not so much for the benefit of the general public, but more for my own benefit. Vlad is the champ I have been playing the most (although I am still admittedly fairly new to LoL). I am just hoping to get some build input and advice. I have looked up some builds, but (like most opinions) everyone's is different. I would love to get input especially on the Itemization part of the build, so please help me find the best way to build Vlad, and I will keep this updated.
Magic Pen Marks - Helps you cut through their defense. Deliver more punishment.
HP per Level Seals - Helps keep your health up, and by level 5 they give you more health than the flat HP seals.
AP Glyphs - More BANG for your buck.
Flat HP Quintessences - These give you a little less HP than the HP per level Quints (about 55 HP total I believe), but these will help you out more in your early game, help you lane longer, survive longer, gank longer.
Ignite - Works perfectly in conjunction with the rest of your abilites. Helps knock of pesky harassment, finish off low/no health runners. Reduces health regen and health. Ultimately this is one of the best Summoner Spells you can pick up when playing Vlad.
Exhaust - This spell can easily mean the difference between a kill and a death, especially when you are caught without teammates in a 1v1. Blinding your target for 3 seconds (or 3.5 if you pick up the mastery point in the offense tree) can give you enough time to get the kill. The slow can also give you the chance to make a quick getaway, or prevent THEM from getting away. Great usage and versatility.
Ghost - Ghost + Sanguine Pool = So Hot. This combo can make Vlad one of the best (if not the best) turret diver in the game. The ability to hunt and chase opponents behind their turrets, get the kill, and get away, is amazing. It is also one of the most entertaining things to do in the game (imho).
Cleanse - Hate being poisoned? Being slowed got you down? Pick this up and CLEANSE your problems away! But seriously, this is a great spell, but it seems more situational. Take it if you love it and would use it frequently, otherwise take a pass for something more universally useful.
Teleport - You shouldn't need to be running back to the base that often, but this CAN be useful for crossing the map quickly (ie. to intercept ganks, quick defend or push a lane you are not in, etc.) You can take this if you like, but (imho) there are better options out there.
Flash - Great for quick escapes or snagging those pesky runners. Again, take it if you just swear by it, but in my opinion, there are just better options out there.
Clairvoyance - Spot ganks, sneaks, and crazy fools trying to stay hidden in the grass. Can be great for premades (especially if you are using voice communication (ie. Vent, Skype, etc.), but is significantly less useful for random groups.
NOT A CHANCE
Heal - Your spells heal you. You shouldn't need this.
Clarity - Vlad = no mana. No mana = no clarity. End of discussion.
Rally - Be honest, have you EVER seen anyone use this? yeah......there's a reason for that. Pick again.
Smite - Great for early jungling. Pass.
Fortify - There are just better options. Besides HOPEFULLY your team is pushing well enough that you wont be having too many problems. Pick a better option.
Revive - Under NO circumstances should you be dying enough for this to be viable.