• 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Health (+1.33 health per level (+24 at champion level 18))
  • 9
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 3
    Greater Quintessence of Spell Vamp (+2% Spellvamp.)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Vladimir is an off-tanky manaless AP caster based on harass for damage with a lot of sustain in lane, but very little CC which is admittedly a serious drawback when compared to other mages like [imgsmall=champ/ahri.png][imgsmall=champ/anivia.png][imgsmall=champ/brand.png][imgsmall=champ/kassadin.png][imgsmall=champ/kennen.png][imgsmall=champ/malzahar.png][imgsmall=champ/orianna.png][imgsmall=champ/veigar.png][imgsmall=champ/xerath.png]. Vladimir is very much akin to [imgsmall=champ/mordekaiser.png] in this regard, only I believe Vladimir is more useful in teamfights (Vladimir being aoe to Morde's single target). This guide is primarily targeted at [number]Summoner's Rift[/number] and specifically mid lane but not necessarily either. What role does Vladimir play in the game? In lane he's a great match for popular glass cannons at mid lane and I believe this is his purpose. He's one of the easiest mages to get into because while he does a good amount of damage, he is designed to be on the tankier side as far as mages go. His kit is made to allow him to avoid damage, live through the damage he does take and then heal up quickly; in sum to keep him in lane as long as possible. Vladimir is rewarded for using his spells as often as possible and having prolonged battles as opposed to some champions who may only want to use their spells at critical moments to win fights in a very short period, which Vladimir can counter with his pool. In team fights, Vladimir acts as the damage amplifier with his ultimate and aoe. I want to mention that while this guide is intended for all levels of competitive play, good gameplay comes from experience, not guides; and that players with experience will get the most out of it even though the purpose of the guide is to educate players of all skill levels on how to play Vladimir. Personally, I have played Vladimir actively since the day he came out, and my playstyle has changed and improved dramatically since then, and that is where I come from to write this guide. If I didn't mention something, it's probably not because I forgot it, but because it simply isn't viable, like [imgsmall=summoners/clarity.png] [center][imgext=][/center] [center][highlight]True facts from Lacksadaisy[/highlight][/center]

[title]Endgame Builds[/title] [center][img=items/ionian-boots-of-lucidity.png][img=items/will-of-the-ancients.png][img=items/rabadons-deathcap.png][img=items/rylais-crystal-scepter.png][img=items/zhonyas-hourglass.png][img=items/void-staff.png][/center] [center][highlight]Optimal endgame build for maximum damage output facing higher-mr (>50) opponents[/highlight].[/center] [center][number]Your endgame build should look like this almost all of the time[/number], although possibly with a necessary situational, most probably [imgsmall=items/quicksilver-sash.png][imgsmall=items/guardian-angel.png][imgsmall=items/deathfire-grasp.png] instead of [imgsmall=items/zhonyas-hourglass.png][imgsmall=items/rylais-crystal-scepter.png][imgsmall=items/void-staff.png].[/center] [center][img=items/sorcerers-shoes.png][img=items/will-of-the-ancients.png][img=items/rabadons-deathcap.png][img=items/rylais-crystal-scepter.png][img=items/abyssal-scepter.png][img=items/zhonyas-hourglass.png][/center] [center][highlight]Optimal endgame build for maximum damage output facing lower-mr (<50) opponents[/highlight].[/center] [center]Again, Zonhya's or Rylai's (depending on the extent Zonhya's active is necessary) may be replaced for a defensive item.[/center] [.][number]Why only emphasize these two builds, and then only the first one?[/number] It is important to note that Vladimir's builds are going to be relatively constant and similar due to the nature of his passive and him being manaless, somewhat regardless of your laning opponent or overall enemy team composition. But there are out-of-the-ordinary cases, so there are some alternative builds listed below. [number] [/number] [.][number]What is the build order?[/number] The left-to-right order of the full builds shown here is approximately the correct building order. Past boots 2+WotA, though, you usually are just building the most expensive item you can. [highlight]Alternate Endgame Builds[/highlight] [img=items/ninja-tabi.png][highlight] OR [/highlight][img=items/mercurys-treads.png][highlight] AND [/highlight][img=items/will-of-the-ancients.png][img=items/spirit-visage.png][img=items/rabadons-deathcap.png][img=items/rylais-crystal-scepter.png][img=items/void-staff.png] Possibly for use against heavy soft-CC (or strong early AD opponents) and lanes that outsustain you. [img=items/sorcerers-shoes.png][highlight] OR [/highlight][img=items/mercurys-treads.png][highlight] AND [/highlight][img=items/will-of-the-ancients.png][img=items/quicksilver-sash.png][img=items/rabadons-deathcap.png][img=items/abyssal-scepter.png][img=items/force-of-nature.png] Potential build against heavy hard-CC and strong AP opponents. [img=items/ionian-boots-of-lucidity.png][highlight] OR [/highlight][img=items/ninja-tabi.png][highlight] AND [/highlight][img=items/will-of-the-ancients.png][img=items/rabadons-deathcap.png][img=items/rylais-crystal-scepter.png][img=items/zhonyas-hourglass.png][highlight] AND [/highlight][img=items/randuins-omen.png][highlight] OR [/highlight][img=items/thornmail.png] Potential build against strong AD opponents. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Starting Items[/title] [center][item=boots-of-speed][item=health-potion3][/center] [imgsmall=items/boots-of-speed.png] [highlight]Boots of Speed[/highlight] [number]Unique Passive: Enhanced Movement 1 Menu: Movement Item cost: 350g Sell value: 245g[/number] [imgsmall=items/health-potion.png] [highlight]Health Potion[/highlight] [number]Effects: Restores 150 health over 15 seconds. Stacks: 9 per item slot. Menu: Consumables Item cost: 35g Sell value: 24g[/number] [.]Boots are the standard starter on most champions, especially mages, as they can allow you to avoid ganks and skillshot damage, and the sustain provided by 3-4 pots is unparalleled by any other item (this means don't take [imgsmall=items/amplifying-tome.png] as your starter, because you'll only be able to afford 1 pot). [.]If you are not leashing for jungle, wait at the fountain for a 4th potion. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Early Game[/title] [center][item=sorcerers-shoes][item=hextech-revolver][/center] [imgsmall=items/sorcerers-shoes.png] [highlight]Sorcerer's Shoes[/highlight] [number]Effects: +20 magic penetration Unique Passive: Enhanced Movement 2 Menu: Movement Item cost: 1100g (750g upgrade) Sell value: 770g Recipe: [imgsmall=items/boots-of-speed.png][/number] [.]Sorcerer's are better during the early laning phase for trading and generally more outright damage until you get your [imgsmall=items/abyssal-scepter.png] or [imgsmall=items/void-staff.png] for more magic penetration. [.]You will do more dmg than these than with [imgsmall=items/ionian-boots-of-lucidity.png] except in longer teamfights and vs. MR heavy opponents. [.]Here's an informative wall of text from user Ginoldar of our SoloMid comparing Ionian's and Sorcerer's on [imgsmall=champ/vladimir.png]: [.]Basically, we are (usually) taking Sorcerer's early on, and selling them lategame for Ionian's to pair with Void Staff. [imgsmall=items/hextech-revolver.png] [highlight]Hextech Revolver[/highlight] [number]Effects: +40 ability power Unique Passive: +12% spell vamp Menu: Magic > Ability Power Item cost: 1200g (330g upgrade) Sell value: 840g Recipe: [imgsmall=items/amplifying-tome.png][imgsmall=items/amplifying-tome.png][/number] [.]Hextech is a Vladimir core item. This means you will always get it. [.]Hextech provides more benefit by itself than WotA (not counting the aura effect for allies). The cheap price and the low-cost Amp Tomes it builds out of makes it perfect for early game. The spellvamp will pick up as you get more AP and do more damage but even early game you will notice a difference. [.]You don't want to have both a WotA and a Hextech at the same time. It's simply a terrible idea. If you enjoy the increased spellvamp, go with spellvamp quints, or for better healing a Spirit Visage is probably best here, or pick up a stronger AP item like Zonhya's instead. [title]Optional Early Game[/title] [center][img=items/ionian-boots-of-lucidity.png][item=quicksilver-sash][item=spirit-visage][img=items/kages-lucky-pick.png][/center] [imgsmall=items/ionian-boots-of-lucidity.png] [highlight]Ionian Boots of Lucidity[/highlight] [.]Refer to Late Game section of this chapter for complete description of Ionians. [imgsmall=items/quicksilver-sash.png] [highlight]Quicksilver Sash[/highlight] [number]Effects: +56 magic resistance Unique Active: Removes all debuffs from your champion. 90 second cooldown. Menu: Defense > Magic Resist Item cost: 1440g (700g upgrade) Sell value: 1008g Recipe: [imgsmall=items/negatron-cloak.png][/number] [.]Great item and a must against any heavy CC matchups. Good for MR and relatively cheap so it's easy to get early game. [.]A must against [imgsmall=champ/malzahar.png][imgsmall=champ/skarner.png][imgsmall=champ/warwick.png] and any other hard CC you're having trouble with like a stun-stacking team. [.]You should find yourself buying this more often than any other defensive item. [imgsmall=items/spirit-visage.png] [highlight]Spirit Visage[/highlight] [number]Effects: +250 health, +30 magic resistance Unique Passive: +10% cooldown reduction Unique Passive: Improves all form of self-healing by 15%, including health regeneration, life steal, and spell vamp. Menu: Defense > Health, Defense > Magic Resist, Magic > Cooldown Reduction Item cost: 1550g (300g upgrade) Sell value: 1085g Recipe: [imgsmall=items/null-magic-mantle.png][imgsmall=items/kindlegem.png][/number] [.]Good early game item (cheap and effective) and ok if you're being outsustained. [.]Works well with spellvamp quints and especially [imgsmall=summoners/heal.png]. [.]Not worth the slot late game, this being the defensive equivalent of [imgsmall=items/haunting-guise.png] and that [imgsmall=items/will-of-the-ancients.png] should be all of the healing you need. [.]I would not recommend Spirit Visage in most cases. Sometimes, the best defense is a good offense. Usually by the time you complete this, your enemies have been building a better offense nullifying any benefit you may get. This is especially apparent in Vladimir vs. Vladimir lane (mirror match). You do want to consider it more carefully if you're taking [imgsmall=summoners/heal.png] though. [.]You only really want this if you're being outpoked and outsustained by anyone, particularly [imgsmall=champ/yorick.png] as he is a strong earlygame solo top with his pokes and sustain. [imgsmall=items/kages-lucky-pick.png] [highlight]Kage's Lucky Pick[/highlight] [number]Effects: +25 ability power Unique Passive: Gain +5 gold per 10 seconds. Menu: Magic > Ability Power Item cost: 765g (330g upgrade) Sell value: 382g Recipe: [imgsmall=items/amplifying-tome.png][/number] [.]Kage's is not a necessary item for Vladimir. With it, you'll get about 30G a minute, which admittedly isn't gamechanging. You also have to either delay getting Hextech for it, or you have to wait until after you get Hextech, which can also mean delaying boots. Basically, only get this if you needed Deathfire Grasp for a ton of single target nuking ability, but get it as early as you can without putting off more important items. [.]Kage's can be a good early game item to pick up when you're getting stomped and are having difficulty getting CS, but want to keep building offensively. It could also be a good item to pick up early if you're looking at a team comp that is bound to be very HP-tanky ([imgsmall=champ/chogath.png][imgsmall=champ/drmundo.png][imgsmall=champ/malphite.png][imgsmall=champ/shen.png][imgsmall=champ/vladimir.png]) in anticipation of Deathfire Grasp. [.]Because of the 5GP10, you want to upgrade this later rather than sooner to get the most out of it. This item will pay for itself after 25 minutes and 30 seconds (765G), or if sold, in 12 minutes and 46 seconds. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Mid Game[/title] [center][item=rabadons-deathcap][item=will-of-the-ancients][item=rylais-crystal-scepter][/center] [imgsmall=items/rabadons-deathcap.png] [highlight]Rabadon's Deathcap[/highlight] [number]Effects: +140 ability power Unique Passive: +30% ability power Menu: Magic > Ability Power Item cost: 3600g (1140g upgrade) Sell value: 2520g Recipe: [imgsmall=items/blasting-wand.png][imgsmall=items/needlessly-large-rod.png][/number] [.]Rabadon's is a Vladimir core item. This means you will always get it. [.]Rabadon's is the single most effective AP item in the game making it absolutely vital. [.]Often rushing Rabadon's is a good idea, because although you will be squishier than if you rushed a Rylai's, you will do a ridiculous amount of damage with it if you get it while most of the enemy team is still at 30 odd MR. [.]At the same time, rushing a Rabadon's isn't as good as it used to be long ago. Vladimir already has high fairly high bases on his skills which will account for most of the damage, and earlier on Vladimir won't have as much AP diminishing the returns from Rabadon's passive. For a quick bump of tankiness, rush a Rylai's or a Zonhya's instead. [imgsmall=items/will-of-the-ancients.png] [highlight]Will of the Ancients[/highlight] [number]Effects: +50 ability power Unique Aura: Nearby allied champions gain +30 ability power and +20% spell vamp. (1200 range) Menu: Magic > Ability Power Item cost: 2500g (440g upgrade) Sell value: 1750g Recipe: [imgsmall=items/blasting-wand.png][imgsmall=items/hextech-revolver.png][/number] [.]WotA is a Vladimir core item. This means you will always get it. [.]For the 900g upgrade from Hextech, you get an extra 30 AP, 8% spellvamp and the aura for these which is incredibly important for teamfights. At 80 AP WotA is already an incredible offensive item besides the defensive spellvamp. [.]Hopefully, you're upgrading it slightly later in the game because you already get the majority of the benefits from Hextech. Once you have the majority of your damage from Rabadon's though, you can start to consider it. As soon as you're getting into teamfights more often, you want to get it ASAP. [imgsmall=items/rylais-crystal-scepter.png] [highlight]Rylai's Crystal Scepter[/highlight] [number]Effects: +80 ability power, +500 health Unique Passive: Your spell damage will slow the target by 35% for 1.5 seconds (15% for multi-target spells, damage-over-time spells and spells with a cooldown time below 3 seconds). Menu: Defense > Health, Magic > Ability Power Item cost: 3105g (700g upgrade) Sell value: 2173g Recipe: [imgsmall=items/amplifying-tome.png][imgsmall=items/blasting-wand.png][imgsmall=items/giants-belt.png][/number] [.]Rylai's isn't a Vladimir core item, although it might as well be one because of how good it is for you. You can drop it, but for what I couldn't say (maybe to keep Zonhya's but have a defensive situational, but you should probably always keeps Zonhya's). [.]It's vital for the fact that it provides Vladimir not only with a great amount of AP and HP but some precious CC. Cherish that CC, because it's all you get besides your pool. [.]Picking up a [imgsmall=items/giants-belt.png] earlier on will make a definite noticeable difference. If you have 1100 gold at any time (but not more than 1100), pick it up, even if you haven't finished or even started on Rabadon's. [title]Optional Mid Game[/title] [center][item=guardian-angel][item=hextech-sweeper][/center] [imgsmall=items/guardian-angel.png] [highlight]Guardian Angel[/highlight] [number]Effects: +68 armor, +38 magic resistance Unique Passive: Revives your champion upon death, restoring 750 health and 375 mana. 5 minute cooldown. Menu: Defense > Armor, Defense > Magic Resist Item cost: 2600g (1200g upgrade) Sell value: 1820g Recipe: [imgsmall=items/cloth-armor.png][imgsmall=items/chain-vest.png][imgsmall=items/null-magic-mantle.png][/number] [.]Great overall 6th, especially if dying late game could cost you a win, and ok for armor/mr. [.]Sometimes if the game is dragging on a long time and I have a lot of leftover cash, I sell some other item and get this for the passive, only to sell it and buyback the displaced item after having used up the passive. [imgsmall=items/hextech-sweeper.png] [highlight]Hextech Sweeper[/highlight] [number]Effects: +40 ability power, +300 health Unique Passive: +10% cooldown reduction Unique Passive: Your spell damage grants vision of your target for 4 seconds. Unique Active: Covers an area with stealth-detecting mist for 6 seconds, granting vision of units which pass through it for 6 seconds. 60 second cooldown. (1000 Range, 375 AoE estimate). Menu: Magic > Ability Power Item cost: 1870g (150g upgrade) Sell value: 1309g Recipe: [imgsmall=items/amplifying-tome.png][imgsmall=items/amplifying-tome.png][imgsmall=items/kindlegem.png][/number] [.]An interesting pick for Dominion, the active works much like Corki's [imgsmall=skills/corki/q.png] but revealing stealth champions as well. [.]I would say that this is definitely worth considering if you are fighting champions that rely on stealth such as [imgsmall=champ/shaco.png][imgsmall=champ/twitch.png][imgsmall=champ/talon.png][imgsmall=champ/akali.png][imgsmall=champ/vayne.png][imgsmall=champ/evelynn.png] as it has good synergy with your [imgsmall=skills/vladimir/e.png] and can help you check the brush in a pinch. [.]It's a support item so it's on the cheaper side for lower stats but I'd say it's still a somewhat viable pick for Vladimir, but maybe not so much lategame if you're not using the active often. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Late Game[/title] [center][item=ionian-boots-of-lucidity][item=void-staff][item=zhonyas-hourglass][/center] [imgsmall=items/ionian-boots-of-lucidity.png] [highlight]Ionian Boots of Lucidity[/highlight] [number]Unique Passive: +15% cooldown reduction Unique Passive: Enhanced Movement 2 Menu: Magic > Cooldown Reduction, Movement Item cost: 1050g (700g upgrade) Sell value: 750g Recipe: [imgsmall=items/boots-of-speed.png][/number] [.]During early game, Ionian's are a more defensive choice than Sorcerer's and if you feel the need to play defensive, I strongly recommend you take these over any other boots. [.]I find if the game lasts into late game, you want to sell your [imgsmall=items/sorcerers-shoes.png] for Ionian's when you can afford Void Staff. Why are we doing this? Ionian's can be better than Sorcerer's for a few reasons: [.]Although it's not a set-in-stone rule, because of the way magic penetration is calculated you try to pair Sorcerer's with Abyssal Scepter (for an effective [number]40[/number] flat mpen, and Ionian's with Void Staff for a total of [number]40%[/number] mpen. [.]Ionian's are more effective in teamfights and sustain in lane (although you do less damage, you definitely heal more because mpen doesn't affect your healing per minute but cdr does). [.]Here's an informative wall of text courtesy of SoloMid user Ginoldar comparing Ionian's and Sorcerer's on [imgsmall=champ/vladimir.png]: [.]If you don't want to lose the 300GP from selling [imgsmall=items/sorcerers-shoes.png] to buy Ionian's, you can get Ionian's from the start, especially if you know you're going to be facing a MR heavy team, like facing [imgsmall=champ/galio.png] (because you know you're getting a Void Staff) or when you have 3 or more AP ally champions (making it more likely for the enemy to buy MR, meaning you're going to buy a Void Staff). [.]One strategy favored by high-elo Vladimir players is to rush [imgsmall=items/ionian-boots-of-lucidity.png][imgsmall=items/will-of-the-ancients.png] before anything else and focus your [imgsmall=skills/vladimir/q.png] largely on minions with little to no harass at least until level 4 when you pick up your first point in [imgsmall=skills/vladimir/e.png]. This is a highly CS centered build with an emphasis on healing. This is a very effective style of play, ensuring a better minion score, and how I used to run Vladimir before changing to a beefier-damage focused style. [imgsmall=items/void-staff.png] [highlight]Void Staff[/highlight] [number]Effects: +70 ability power Unique Passive: +40% magic penetration Menu: Magic > Ability Power Item cost: 2295g (1000g upgrade) Sell value: 1607g Recipe: [imgsmall=items/amplifying-tome.png][imgsmall=items/blasting-wand.png][/number] [.]At roughly [number]50+[/number] opponent MR, Void Staff does more damage than Abyssal+Sorcerer's making Void Staff realistically better in most cases. Use this to understand when which item does more damage and which one to get. [.]Because of the way magic penetration is calculated you're trying to avoid having [imgsmall=items/sorcerers-shoes.png] paired with Void Staff as they decrease each others effectiveness. [imgsmall=items/zhonyas-hourglass.png] [highlight]Zonhya's Hourglass[/highlight] [number]Effects: +100 ability power, +50 armor Unique Active: Places your champion into stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any actions. 90 second cooldown. Menu: Magic > Ability Power, Defense > Armor Item cost: 3100g (800g upgrade) Sell value: 2170g Recipe: [imgsmall=items/chain-vest.png][imgsmall=items/needlessly-large-rod.png][/number] [.]Zonhya's isn't a Vladimir core item, although it might as well be one because of how good it is for you. You can drop it, but for what I couldn't say (maybe to keep Rylai's but have a defensive situational) [.]Excellent situational, armor always helps and it is also highly offense-oriented with a brilliant 100 AP. This is probably your best general sixth item to get. [.]Negates predictable burst and DOT spells with the active. [.]Potentially good against [imgsmall=champ/caitlyn.png][imgsmall=champ/karthus.png][imgsmall=champ/katarina.png][imgsmall=champ/kennen.png][imgsmall=champ/fiddlesticks.png][imgsmall=champ/fizz.png][imgsmall=champ/gangplank.png][imgsmall=champ/missfortune.png][imgsmall=champ/nunu.png][imgsmall=champ/teemo.png][imgsmall=champ/vladimir.png][imgsmall=champ/ziggs.png] [title]Optional Late Game[/title] [center][item=abyssal-scepter][item=force-of-nature][item=thornmail][item=randuins-omen][img=items/deathfire-grasp.png][/center] [imgsmall=items/abyssal-scepter.png] [highlight]Abyssal Scepter[/highlight] [number]Effects: +70 ability power, +57 magic resistance Unique Aura: Nearby enemy champions suffer −20 magic resistance. (1000 range) Menu: Defense > Magic Resist, Magic > Ability Power Item cost: 2650g (1050g upgrade) Sell value: 1855g Recipe: [imgsmall=items/blasting-wand.png][imgsmall=items/negatron-cloak.png][/number] [.]Abyssal is more of a defensive item than [imgsmall=items/void-staff.png] which also helps your team out. When do you get Abyssal over Void Staff? A tricky question. If the enemy has roughly under [number]50[/number] MR, Abyssal combined with Sorcerer's will deal more damage than a Void staff alone. Use this to understand when which item does more damage. [.]I would say get an Abyssal only if you needed the extra MR, the enemy isn't building any MR, or you happen to be playing with a very AP heavy team and no one else had it. [.]Keep in mind there is an issue with Abyssal's MR-reducing aura and Vladimir's [imgsmall=skills/vladimir/r.png]: The aura has a range of 1,000 and if the enemy is not within 1,000 you will not get the benefits of the reduced MR when [imgsmall=skills/vladimir/r.png] procs, which is the primary reason for purchasing Abyssal in the first place. Remember this, and work around it by staying in the teamfight longer. [.]Note that you never take both Abyssal and Void together, and much the same way you usually don't take Sorcerer's and Void together. [imgsmall=items/force-of-nature.png] [highlight]Force of Nature[/highlight] [number]Effects: +40 health regeneration, +76 magic resistance, +8% movement speed Unique Passive: Restores 0.35% of your champion's maximum health every second. Menu: Defense > Health Regen, Defense > Magic Resist, Movement Item cost: 2610g (1000g upgrade) Sell value: 1827g Recipe: [imgsmall=items/regrowth-pendant.png][imgsmall=items/regrowth-pendant.png][imgsmall=items/negatron-cloak.png][/number] [.]Best MR rating in the game, amazing Hp5 and even movespeed. As far as defenses go, you can't do wrong with FoN. [.]Only good if you're being hit hard by a lot of heavy AP, but not a lot of CC. Keep in mind that [imgsmall=items/quicksilver-sash.png] has a fair amount of MR as well; you only buy FoN if you truly need it. [.]Potentially good against [imgsmall=champ/akali.png][imgsmall=champ/gragas.png][imgsmall=champ/karthus.png][imgsmall=champ/katarina.png][imgsmall=champ/mordekaiser.png][imgsmall=champ/singed.png][imgsmall=champ/vladimir.png][imgsmall=champ/yorick.png] [imgsmall=items/thornmail.png] [highlight]Thornmail[/highlight] [number]Effects: +100 armor Unique Passive: On being hit, returns 30% of damage, before any reductions such as armor, as magic damage. At least 15 damage must be received. Menu: Defense > Armor Item cost: 2000g (1000g upgrade) Sell value: 1400g Recipe: [imgsmall=items/cloth-armor.png][imgsmall=items/chain-vest.png][/number] [.]You only want this if you're being hit hard by heavy AD. Same deal as [imgsmall=items/force-of-nature.png] only for AD basically. [.]People seem to think that stacking more armor on top of Thornmail and physical reduction effects like Tabi's passive reduce the amount of damage Thornmail returns, thus reducing Thornmail's effectiveness. People also think that lifesteal counters Thornmail. Both of these statements are wrong. [.]A little known fact is that thornmail's 30% damage return is calculated from the attacker's total attack damage, not off of damage dealt. [.]More on the effectiveness of Thornmail (wall of text): [.]Potentially good against [imgsmall=champ/ashe.png][imgsmall=champ/caitlyn.png][imgsmall=champ/graves.png][imgsmall=champ/missfortune.png][imgsmall=champ/riven.png][imgsmall=champ/sivir.png][imgsmall=champ/teemo.png][imgsmall=champ/tristana.png][imgsmall=champ/tryndamere.png][imgsmall=champ/twitch.png][imgsmall=champ/xinzhao.png] [imgsmall=items/randuins-omen.png] [highlight]Randuin's Omen[/highlight] [number]Effects: +75 armor, +350 health, +25 health regeneration Unique Passive: +5% cooldown reduction Unique Passive: 20% chance on being hit by an auto attack to slow the attacker's movement and attack speed by 35% for 3 seconds. Unique Active: Slows movement speed and attack speed of surrounding units by 35% for 1 seconds + 0.5 seconds for every 100 armor and magic resistance. 60 second cooldown. (500 Range) Menu: Defense > Armor, Defense > Health, Defense > Health Regen, Magic > Cooldown Reduction Item cost: 3075g (600g upgrade) Sell value: 2068g Recipe: [imgsmall=items/wardens-mail.png][imgsmall=items/heart-of-gold.png][imgsmall=items/cloth-armor.png][/number] [.]Now here's a sight you don't often see on Vladimir. Perfectly applicable though; excellent Hp5 and armor rating, great active, gives CDR. Maybe the best defensive armor item in the game. [.]Potentially better than [imgsmall=items/thornmail.png] but not nearly as offensive as [imgsmall=items/zhonyas-hourglass.png] (Zonhya's may be all the armor you need anyway). Think about this if no one else has one and you're getting hit hard by AD, but not so hard that you need Thornmail. [imgsmall=items/deathfire-grasp.png] [highlight]Deathfire Grasp[/highlight] [number]Effects: +80 ability power Unique Passive: +15% cooldown reduction Unique Active: Deals magic damage to target champion equal to 25% of their current health (+4% per 100 ability power) with a minimum of 200 damage. 1 minute cooldown. (750 range) Menu: Magic > Ability Power, Magic > Cooldown Reduction Item cost: 2600g (975g upgrade) Sell value: 1820g Recipe: [imgsmall=items/blasting-wand.png][imgsmall=items/kages-lucky-pick.png][/number] [.]Deathfire Grasp could be a good lategame addition to your arsenal to throw as much damage at a single target opponent as possible. I would pick this up if you're looking at a particularly HP-heavy enemy team comp, although the active is fairly effective against anyone and it gives you that much extra "oomph". [.]Deathfire Grasp's active is affected by [imgsmall=skills/vladimir/r.png] so that is the best time to use it, or when the opponent is at full health, because keep in mind that the active works off of CURRENT health, not total. [.]Because the damage of the active was reduced significantly, I would not recommend this in all cases, although whether or not the damage compares depends on the enemy comp. All in all, a very solid pick to replace Rylai's or Void Staff. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Other Items[/title] [center][item=mercurys-treads][item=ninja-tabi][item=warmogs-armor][item=haunting-guise][item=moonflair-spellblade][item=mejais-soulstealer][/center] [imgsmall=items/mercurys-treads.png] [highlight]Mercury's Treads[/highlight] [.]There are few builds that successfully integrate Mercury's. See a good example build to include Merc's listed above in Example Endgame Builds, useful against lane opponents that have a lot of soft-CC that [imgsmall=items/quicksilver-sash.png] can't keep up with such as [imgsmall=champ/yorick.png][imgsmall=champ/sejuani.png][imgsmall=champ/ashe.png] [imgsmall=items/ninja-tabi.png] [highlight]Ninja Tabi[/highlight] [.]Much like Mercs, very few builds successfully integrate Ninja Tabi. You would only really want to pick this up if you're getting zoned way too early by AD and you need farm bad, see a good example build to include Ninja Tabi above in Example Endgame Builds. [imgsmall=items/warmogs-armor.png] [highlight]Warmog's Armor[/highlight] [.]Technically viable, and not the worst item to get (especially with 9/21/0), but Vlad's HP->AP ratio is much worse than AP->HP. At full 1270 HP it only provides 31.75 AP (before any +hp%). [.]It makes you more susceptible to champions with [imgsmall=items/madreds-bloodrazor.png][imgsmall=items/deathfire-grasp.png] (and similar abilities like [imgsmall=skills/amumu/w.png]). With this item your HP is way too high, especially with a Rylai's, and at this point it's just far cheaper and more effective to get armor/magic resist. [.]Comparing this to a [imgsmall=items/zhonyas-hourglass.png], Zonhya's wins out by far. You wouldn't get Warmog's on Mordekaiser or Katarina or any other mage, so you wouldn't get it on Vlad. Top players have consistently agreed that this is not the best item for Vlad. [imgsmall=items/haunting-guise.png] [highlight]Haunting Guise[/highlight] [.]This is a highly underrated early game item; it comes at a cheaper price than [imgsmall=items/needlessly-large-rod.png] in smaller pieces and has a greater effect. [.]I still don't recommend it. Besides, the previous comparison is faulty: [imgsmall=items/needlessly-large-rod.png] is an important landmark being expensive and vital to your core as an AP caster. [.]Sold for something better lategame (specifically [imgsmall=items/abyssal-scepter.png][imgsmall=items/void-staff.png]) if taken. [.]More on the effectiveness of Haunting Guise: [imgsmall=items/moonflair-spellblade.png] [highlight]Moonflair Spellblade[/highlight] [.]It's not bad, it's just an early game item like [imgsmall=items/haunting-guise.png][imgsmall=items/spirit-visage.png] and gives decent stats for the low price, having been designed for supports. But [imgsmall=items/quicksilver-sash.png] is better against most forms of CC (the ones that shut you down) and [imgsmall=items/mercurys-treads.png] is more feasible overall. [imgsmall=items/mejais-soulstealer.png] [highlight]Mejai's Soulstealer[/highlight] [.]While a good AP item breaking even at 5-6 stacks, it's too inconsistent and easy to lose stacks on to be recommended. If you were doing so well that you could snowball and maintain high stacks, it wouldn't really matter if you bought this over more stable items. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Subpar Items[/title] [.]There are several other items I don't mention here that, while (to varying degrees are) applicable to Vladimir and not always bad (but usually are), their chance of use is so miniscule I simply won't bother explaining anything about them. In no particular order: [center][imgsmall=items/leviathan.png][imgsmall=items/banshees-veil.png][imgsmall=items/sunfire-cape.png][imgsmall=items/boots-of-swiftness.png][imgsmall=items/boots-of-mobility.png][imgsmall=items/dorans-shield.png][imgsmall=items/dorans-ring.png][imgsmall=items/lich-bane.png][imgsmall=items/morellos-evil-tome.png][imgsmall=items/aegis-of-the-legion.png][imgsmall=items/lich-bane.png][imgsmall=items/frozen-heart.png][imgsmall=items/hextech-gunblade.png][imgsmall=items/prospectors-ring.png][imgsmall=items/odyns-veil.png][imgsmall=items/rod-of-ages.png][imgsmall=items/locket-of-the-iron-solari.png][/center] [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Elixirs[/title] [img=items/elixir-of-brilliance.png][img=items/elixir-of-fortitude.png] Don't forget about these! Elixirs can be used right before imminent teamfights to gain a quick, cheap edge. You should always buy these when you have full build (endgame) and remember that purchasing elixirs (including [imgsmall=items/oracles-elixir.png]) while you have no empty slots means it is instantly consumed. It is also highly important to note that [highlight]when you die, the Elixir effect remains when you respawn, until it runs the full duration of 4 minutes[/highlight]. Prioritize [imgsmall=items/elixir-of-brilliance.png] over [imgsmall=items/elixir-of-fortitude.png] when you have no free slots, but when you do, [imgsmall=items/elixir-of-fortitude.png] can be used like a miniature [imgsmall=summoners/heal.png] because of the flat hp restored (note that [imgsmall=skills/vladimir/e.png][imgsmall=items/spirit-visage.png] and enemy [imgsmall=summoners/ignite.png][imgsmall=items/executioners-calling.png] have no effect on the health restored this way). For example, if the enemy team has a Karthus and you're worried about his ultimate, you might hold onto a HP elixir to use during a key moment when you're low to prevent death. This makes Elixirs fairly important over the course of a game, but not something you should always get over consistent items. Post-nerf, you don't want to consider these nearly as much, except when you know what you're doing.

[title]The next few lines are important to understanding this chapter![/title] All four Mastery Page setups listed in this chapter are compared to a standard of [number]9/0/0[/number], because all four setups share those masteries. And because they are shared, these 4 masteries are not listed under any of the masteries included for the sake of brevity. The shared stats that I won't list under each setup are: Summoner's Wrath: [number]+5 AP/AD while Ignite on cooldown[/number] Summoner's Wrath: [number]+35% Ghost movement speed bonus [/number] Mental Force: [number]+3 Ability Power[/number] Sorcery: [number]+4% Cooldown Reduction[/number] Arcane Knowledge: [number]+10% Magic Penetration[/number] [.][highlight]The terms "visible stats" and "invisible stats":[/highlight] These merely differentiate whether or not the stats show up on your in-game statistics panel. An example of a "visible stat" is [number]ability power[/number], or [number]magic resist[/number]. An example of an "invisible stat" is "[number]reduced incoming damage by 1[/number]" or "[number]reduced time spent dead by 4%[/number]" (from the Indomitable and Good Hands masteries, respectively). Masteries are list from left to right, top to bottom order, regardless of tree. [.][highlight]Why use these two terms?[/highlight] To quickly set apart stats that could be easily measured from stats that may need a second look. For example, 100 HP is absolutely better than 1 HP, so you can instantly make a judgement on which is going to be more useful to you. However, whether "+10 bonus damage to turrets" or "reduced armor of nearby turrets by 10" is "better" (Demolitionist and Siege Commander masteries, respectively) depends on the champion and the situation that champion is placed in, meriting a second look. For the purpose of making more informed judgements with clear information, I have separated the two. Also, I couldn't think of a less convoluted way to explain and compare all mastery page setups uniformly and quickly. [.][highlight]Are numbers from any other source (e.g. champion level, items) included in the stats shown in this chapter?[/highlight] No, the answer is no. Each mastery page setup I list will only be compared to a standard of 9/0/0, with no other numbers brought in from items, runes, champion level or abilities, including Crimson Pact. Naturally, however, the amount that the masteries listed will affect their given statistics is determined by how many points are put into it. This is a difficult explanation, so for example: the mastery Mental Force provides +1 Ability Power per mastery point put into it, and you can put up to 4 points into it. However, since we are only sinking 3 out of possible 4 mastery points in Mental Force, the number listed by it will be "+3 Ability Power". [.][highlight]Why only these four pages?[/highlight] Because you want at least 9 in offense by default as an AP mid, so that narrows it down to these four and a few "mixed" possibilities like 9/9/12, none of which are as efficient as more traditional pages. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]21/9/0[/title] [imgext=] [highlight]Visible stats:[/highlight] Resistance: [number]+6 Magic Resist[/number] Hardiness: [number]+2 Armor[/number] Durability: [number]+6 Health per level (+108 Health at champion level 18)[/number] Veteran's Scars: [number]+30 Health[/number] Blast: [number]+1 Ability Power per level (+18 Ability Power at champion level 18)[/number] Archmage: [number]Increases your Ability Power by 5%[/number] [highlight]Invisible stats:[/highlight] Havoc: [number]Increases damage dealt by 1.5%[/number] Executioner: [number]Increases damage dealt by 6% to targets below 40% Health[/number] [highlight]Verdict:[/highlight] The optimal mastery page setup is 21/9/0 as shown with the runes I have listed for the simple reason that it does the most damage out of all the setups provided in this chapter, combined with some early defenses to keep you going. In mid lane, where you're already going to be tankier than most AP mids, this extra damage is invaluable. Build calculator: [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]9/21/0[/title] [imgext=] [highlight]Visible stats:[/highlight] Resistance: [number]+2 Magic Resist[/number] Hardiness: [number]+6 Armor[/number] Durability: [number]+6 Health per level (+108 Health at champion level 18)[/number] Veteran's Scars: [number]+30 Health[/number] Enlightenment: [number]+0.45 Cooldown Reduction per level (+8.1% Cooldown Reduction at champion level 18)[/number] Juggernaut: [number]Increases your maximum Health by 3%[/number] [highlight]Invisible stats:[/highlight] Indomitable: [number]Reduces incoming damage by 2[/number] Evasion: [number]Reduces the damage taken from area effect abilities by 3%[/number] Honor Guard: [number]Reduces damage taken by 1.5%[/number] Juggernaut: [number]Reduces the duration of incoming disables by 10%[/number] [highlight]Verdict:[/highlight] If you need to play defensively or are up against a really tough lane, or usually if you're top lane, I recommend 9/21/0 over other mastery page setups. In my opinion, Juggernaut is the best final mastery. Build calculator: [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]21/0/9[/title] [imgext=] [highlight]Visible stats:[/highlight] Blast: [number]+1 Ability Power per level (+18 Ability Power at champion level 18)[/number] Archmage: [number]Increases your Ability Power by 5%[/number] Swiftness: [number]+2% Movement Speed[/number] Transmutation: [number]+1% Spell Vamp[/number] [highlight]Invisible stats:[/highlight] Good Hands: [number]Reduces time spent dead by 10%[/number] Improved Recall: [number]Reduces the cast time of Recall by 1 second and Enhanced Recall by 0.5 seconds.[/number] Havoc: [number]Increases damage dealt by 1.5%[/number] Executioner: [number]Increases damage dealt by 6% to targets below 40% Health[/number] [highlight]Verdict:[/highlight] Faster recall, movespeed, less time spent dead, along with slightly stronger healing all mean you're getting back into the lane faster whenever you die or recall, along with the easy possibility of getting faster Teleport with Summoner's Insight by dropping Improved Recall (for Teleport/Ghost or Teleport/Flash combo) gives 21/0/9 the possibility of being better than 21/9/0 if you are getting pushed out frequently. The improved movespeed also makes it better if you're roaming or visiting other lanes often. However, the natural tankiness and the synergy of the masteries Durability and Veteran's Scars with your passive make 21/9/0 the default choice, save possibly for lategame when 21/0/9 may outshine it. 21/0/9 is also a natural choice if you prefer Teleport to Ignite, or you're desperate for Flash. Build calculator: [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]9/0/21[/title] [imgext=] [highlight]Visible stats:[/highlight] Swiftness: [number]+2% Movement Speed[/number] Transmutation: [number]+3% Spell Vamp[/number] Intelligence: [number]+6% Cooldown Reduction[/number] [highlight]Invisible stats:[/highlight] Good Hands: [number]Reduces time spent dead by 10%[/number] Improved Recall: [number]Reduces the cast time of Recall by 1 second and Enhanced Recall by 0.5 seconds.[/number] Runic Affinity: [number]Increases the duration of shrine, relic, quest, and neutral monster buffs by 20%[/number] Awareness: [number]Increases experience gained by 5%[/number] Sage: [number]Gain 40 bonus experience on champion kills and assists (50% reduced effect on the Crystal Scar)[/number] Mastermind: [number]Reduces the cooldown of your Summoner Spells by 15%[/number] [highlight]Verdict:[/highlight] This is similar to the 21/0/9 verdict, but without any of the damage masteries and with less cooldown reduction than 9/21/0's lategame. 9/0/21 is oriented towards faster laning but with a weaker endgame than other setups. It's viable, but personally I'm not fond of it. Build calculator:

[title]Offense[/title] [imgext=] For a better Ghost and the 5 AP while Ignite is on cd. [imgext=] Both Summoner's Wrath and Havoc are better, so only 3 points here. [imgext=] Vladimir doesn't get a lot from Brute Force. Don't take this over Butcher, don't take it period; a little auto harass isn't worth it. [imgext=] If you're having trouble last hitting, take 2 points in this instead of Mental Force. Unrecommended, you're better off just learning Vlad's attack rate. [imgext=] Very important. CDR is always good, especially on manaless champions. [imgext=] So-so, Vlad doesn't have the best attack speed. No practical way to get this except to drop a point of Havoc, Blast, Archmage, or Veteran's Scars, all of which are more important. [imgext=] One of the most important (if not the most) masteries you can get. It being at 9 points is why 9/x/x is viable. [imgext=] Incredibly important, does a surprising amount. Look at your endgame damage in the graph bar and take 1.5% of that to see for yourself. Already at lvl 2 [imgsmall=skills/vladimir/q.png], 1 point of Havoc will be adding more damage than 1 point of AP from Mental Force. [imgext=] AP is always good, and this is no different. Doesn't do a lot at lvl 1 though. [imgext=] Barely does more than Blast but more important lategame. [imgext=] 4x better than Havoc half the time, awesome. Definitely worth putting 21 points into offense for. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Defense[/title] [imgext=] Always with heal. Possibly Heal/Cleanse combo. [imgext=] 3 points in this on Summoner's Rift because usually you will fight AP carries at mid. [imgext=] On Dominion or top lane in SR you will be fighting more AD carries which makes this better. [imgext=] Decent, and along with Veteran's Scars dramatically reduces the need for flat HP quints. [imgext=] Decent and nothing else is better here for 1 pt--unless you're going 21/8/1 for Flash/Teleport combo. [imgext=] Good but Durability is better here, especially with a x/9/x setup. 60 hp a minute with 3 pts. [imgext=] Ok, it can mean a fair amount less damage taken. [imgext=] Good. Applies after damage reduction so it's better than arm/mr (hardiness/resistance). [imgext=] Meh. Probably inconsequential, AD carries are more important to pushing towers and this doesn't make enough of a difference. [imgext=] Strong alternative to Honor Guard. I don't take it because usually I'm too low to make much use it, but it is still very strong. [imgext=] Amazing. At lvl 18 and even before then this will make a big difference as the best CDR mastery available. [imgext=] Ok, this much like Evasion can also mean a fair amount less damage taken. [imgext=] Better than you would think but I don't know if it's always worth taking. Can't afford 3 pts here anyway. [imgext=] +hp% is great, but the main attraction of Juggernaut is the CC reduction, which is amazing for a single mastery. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Utility[/title] [imgext=] Only if you were taking Flash/Teleport together. Drop Improved Recall for this with x/x/9 & Sage with x/x/21. [imgext=] It's ok, it can mean a few (roughly 1-8) seconds shaved off your death timer. [imgext=] Great fun for a speedy retreat. [imgext=] Excellent. Movespeed is always good and works well with Ghost. [imgext=] Bad. Doesn't do anything for well-placed wards and there are no sweetspots for it. [imgext=] Good. Keep in mind returns are slim earlygame but the extra sustain always helps. [imgext=] Pretty bad on a ranged, manaless, non-jungling, AP caster, but still better than Greed or Scout. [imgext=] Bad. 1 pt means only 3 gold a minute, which is terrible, and you can't afford more than 3 pts in it without sacrificing more important masteries. [imgext=] Amazing during lane for faster levelups. [imgext=] Ok. Tossup between other masteries, and Sage wins out for 1 pt. [imgext=] Amazing. This is the best flat CDR mastery available. [imgext=] Actually very good. This can mean 31 seconds off Ghost cd and 27 seconds off Ignite cooldown, which is more important than it may seem.

[.]Basic guide to runes: [.]A heads up if you're new to runes: Don't waste your IP on anything other than Tier 3 runes (esp. Tier 2 runes) [.]The numbers listed by every rune are [highlight]per rune[/highlight], not the sum of a full page. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [.][title][imgext=] Marks: 9x Greater Mark of Insight (+0.95 magic penetration).[/title] There are no substitutes for these marks. Mpen marks are simply the best mage marks out there (unless you're Ryze or something). [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [.][title][imgext=] Seals: 9x Greater Seal of Vitality (+1.08 health per level).[/title] These are to maximize your returns with your passive; you won't get a lot of AP out of it (AP is not the primary reason for taking these runes in any case), but you would get even less overall with any other seal. Scaling hp seals are simply the most min/maxed choice after taking in all considerations. [.][title]Also viable are:[/title] [imgext=] [number]9x[/number] [highlight]Greater Seal of Avarice[/highlight] ([number]+0.25 gold per 10 sec[/number]). GP10 is a decent alternative for seals on most champions, but not particularly in Vladimir's case because of his huge farming potential. However, the numbers definitely support an AP mid using GP10 in this incredibly in-depth analysis by [number]Sverd[/number]: [center] [/center] [imgext=] [number]9x[/number] [highlight]Greater Seal of Resilience[/highlight] ([number]+1.41 armor[/number]). You cannot go wrong with 13 armor. Not really recommended mid lane but maybe top lane. [.][title]Seals that are not optimal and shouldn't be seriously considered:[/title] [imgext=] [number]9x[/number] [highlight]Greater Glyph of Force[/highlight] ([number]+0.1 ability power per level[/number]). Seals are the absolute worst choice for ability power, I don't know why you would do this yourself. These are terrible and only considerable on a few specific champions, and even then it's iffy. The same goes for flat AP seals. [imgext=] [number]9x[/number] [highlight]Greater Seal of Endurance[/highlight] ([number]+0.5% health[/number]). Highly unrecommended, scaling HP seals are better in just about every practical way. These can look better on paper, but have some serious flaws in practice which may not be immediately apparent. The issue is that you have to keep adding on AP or HP items to even attempt to have them keep up with scaling hp, which means going back a lot in lane--the opposite of what Vladimir is made to do. Even at their peak moments like level 1, you're never going to get more than about 20-30 HP out of these than you would with scaling HP seals. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [.][title][imgext=] Glyphs: 9x Greater Glyph of Force (+0.17 ability power per level).[/title] For more damage independent of build. [.][title]Also viable are:[/title] [imgext=] [number]9x[/number] [highlight]Greater Glyph of Shielding[/highlight] ([number]+0.15 magic resist per level[/number]). Never a bad pick if you want to play defensively, honestly. [imgext=] [number]9x[/number] [highlight]Greater Glyph of Focus[/highlight] ([number]-0.65% cooldowns[/number]). These can help you get over Vlad's long [imgsmall=skills/vladimir/q.png] cd early in the game. Not quite as good since they lowered his cd's, though. [imgext=] [number]9x[/number] [highlight]Greater Glyph of Warding[/highlight] ([number]+0.68 magic penetration[/number]). Not the worst glyphs (not the best neither), but taking mpen over AP depends on how good the champion's AP ratios are, and Vladimir's are good enough to warrant AP over mpen, even after these were buffed. [imgext=] [number]9x[/number] [highlight]Greater Glyph of Shielding[/highlight] ([number]+1.34 magic resist[/number]). Only if you really need it. [.][title]Glyphs that are not optimal and shouldn't be seriously considered:[/title] [imgext=] [number]9x[/number] [highlight]Greater Glyph of Potency[/highlight] ([number]+1.19 ability power[/number]). They fall behind scaling at level 7 (post-buff), not worth it. If you desperately need an early game edge, consider flat cooldown or even flat magic resist for a more defensive take. [imgext=][imgext=] [number]7x[/number] [highlight]Greater Glyph of Force[/highlight] ([number]+0.17 ability power per level[/number]) with [number]2x[/number] [highlight]Greater Glyph of Insight[/highlight] ([number]+0.68 magic penetration[/number]). I've seen this done with the idea that the two mpen glyphs combined with Sorcerer's Shoes and the Arcane Knowledge mastery (+10% mpen) give an approximate total of 30 mpen so the enemy has an effective 0 mr for true damage, and that's just asinine I tell you what. This idea stems from a poor understanding of how runes work and that they're not rounded in actual calculation but only in presentation. I've also seen 6x Force with 3x Insight, and it's just as bad, if not moreso. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [.][title][imgext=] 3x [highlight]Greater Quintessence of Transmutation[/highlight] (+2% spellvamp).[/title] After a lot of experimenting and theorycrafting, I've decided that Spellvamp quints are in fact the better default choice for quints. Basically, you heal about 4 times more per [imgsmall=skills/vladimir/e.png][imgsmall=skills/vladimir/q.png] combo around level 6+ than you would with flat AP without any dramatic or even major loss in damage output. Spellvamp also scales incredibly well into lategame, in ways that other runes (like flat AP) cannot. [.][title]Also viable are:[/title] [imgext=] [number]3x[/number] [highlight]Greater Quintessence of Potency[/highlight] ([number]+4.95 ability power[/number]). The 15 AP (and thus 21 HP as well) at level 1 from three flat AP quints is nothing to knock, and even though this affects virtually every aspect of your character, it isn't enough. Your [imgsmall=skills/vladimir/q.png] works off of a .6 AP ratio for damage, which means you're getting 9 extra damage out of it; not excatly a tiebreaker. Vladimir's early game is already his soft spot and trying to patch it up just isn't very smart, and flat AP also doesn't scale well. I think the highlight of these quints is the 21 HP, but you overheal that with spellvamp quints anyway pretty soon. Still not a bad substitute if you can't afford spellvamp quints. [imgext=] [number]3x[/number] [highlight]Greater Quintessence of Swiftness[/highlight] ([number]+1.5% movement speed[/number]). Fun for chasing and never really bad. These runes go well with anybody. [imgext=] [number]3x[/number] [highlight]Greater Quintessence of Focus[/highlight] ([number]-1.64% cooldowns[/number]). Somewhat viable but you're better off grabbing a spirit visage or something if you want cdr that bad. [imgext=] [number]3x[/number] [highlight]Greater Quintessence of Warding[/highlight] ([number]+4.0 magic resist[/number]). Not bad. Considerable. [imgext=] [number]3[/number]x [highlight]Greater Quintessence of Insight[/highlight] ([number]+2.18 magic penetration[/number]). Same issue as mpen glyphs: AP is better here. [.][title]Quints that are not optimal and shouldn't be seriously considered:[/title] [imgext=] [number]3x[/number] [highlight]Greater Quintessence of Fortitude[/highlight] ([number]+26 health[/number]). I strongly recommend you not take these, flat AP is just overall better. For the 78 HP you get 1.95 AP. They aren't the worst by a long shot, but you have a lot more options with quints that you're better off with. [imgext=] [number]3x[/number] [highlight]Greater Quintessence of Endurance[/highlight] ([number]+1.5% health[/number]). The same as their seal counterparts, these quints don't even match up to flat hp quints.

[highlight]The stats on skill buttons/pictures as shown by SoloMid are outdated for most of Vladimir's kit. Do not take the numbers listed by SoloMid for granted.[/highlight] I've updated the writing here to reflect the current ratios, but you can always refer to LoL Wikia or the official LoL website for current stats. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title][img=skills/vladimir/p.png] Passive: Crimson Pact[/title] [number]Every 40 points of bonus health gives Vladimir 1 ability power and every 1 point of ability power gives Vladimir 1.4 bonus health. These bonuses do not stack with themselves.[/number] This is what makes Vladimir tick. It's what allows him to stack AP and still be tanky. Note the AP->HP ratio is much better than the HP->AP ratio, which is why we fit as much AP when possible in Vlad's builds. This passive means you are granted tankiness indirectly through building offensively; [highlight]it does not mean you build HP for the sake of HP on Vladimir by any means[/highlight]. You must think of Vladimir's passive as a neat perk and not a primary ability that you build around (even though in actuality you are because it makes HP and AP items more cost effective); you must build as you would with, for example, Mordekaiser. While specifically noted that [imgsmall=skills/vladimir/p.png] will not stack with itself, any ability power gained through [imgsmall=skills/vladimir/p.png] will be affected by [imgsmall=items/rabadons-deathcap.png]. The ability power added in this way will be converted into health through [imgsmall=skills/vladimir/p.png]. You need to gain approximately 74 bonus health to be granted 1 additional health this way. If you have all % health increasing runes the bonus health need will be 61. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title][img=skills/vladimir/q.png] Q: Transfusion[/title] [number]Vladimir drains the lifeforce of his target, dealing magic damage and healing himself. Magic Damage: 90 / 125 / 160 / 195 / 230 (+0.6 per ability power) Health Regained: 15 / 25 / 35 / 45 / 55 (+0.25 per ability power) Cooldown: 10 / 8.5 / 7 / 5.5 / 4 seconds No cost Range: 600[/number] Max this first. This is what gives Vlad his sustain. Pretty much just use it every time it's up, not a lot to it, it's a single-target nuke with moderate range and no cost that returns Vladimir health after a split second. It's not quite as useful in teamfights for damage as [imgsmall=skills/vladimir/e.png] but the healing is so incredibly important you'll always max this first. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title][img=skills/vladimir/w.png] W: Sanguine Pool[/title] [number]Vladimir sinks into a pool of blood becoming untargetable for 2 seconds 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. Magic Damage Per Half-Second: 20 / 33.75 / 47.5 / 61.25 / 75 (+3.75% of bonus health) Maximum Magic Damage: 80 / 135 / 190 / 245 / 300 (+15% of bonus health) Cooldown: 26 / 23 / 20 / 17 / 14 seconds Cost: 20% of current health Radius of AoE: 300[/number] You want to use this carefully the entire game, as the cost is heavy (not as heavy at low hp of course), the cd is high, and it is your only escape/cc. Besides that it's an excellent escape and one of the best in the game. This spell will make you invulnerable to a vast majority of spells in the game for a few seconds, but although it does do a little damage and does heal you, that will never be its primary use. Used properly it can be an incredible offensive and defensive spell. For example, with just the right timing you can escape [imgsmall=skills/karthus/r.png] (you cast pool just as it is about to explode down on you) as well as just about everything. You can pool out of many projectiles like tower shots, or [imgsmall=skills/annie/q.png], or for example [imgsmall=skills/taric/e.png] before it reaches you, but note that abilities like [imgsmall=skills/annie/p.png] will still be active (for the enemy champion) if it didn't hit a target. It would almost be as if the abilities were used on a minion that died before the projectile reached the minion. [.]While [imgsmall=skills/vladimir/w.png] is your only escape, the cooldowns and cost can be deceptively high. It is still a last-resort spell. You don't want to rely on it to get you out of every scrape as you can easily become overconfident in your capabilities which can lead to unnecessary deaths. [.]Pooling does not pop turret projectiles if the projectile animation has already started. You can pool and avoid the hit before it begins to shoot it out, but the timing can be tricky. [.]Towers shouldn't re-target you when you come out from [imgsmall=skills/vladimir/w.png] under them, assuming it has found a new target i.e. minions. However they will target you if you are either doing DOT to them (meaning Ignite) or you come out from pool directly under them, damaging them as you emerge. [.]DOT (damage over time) still applies in pool, for example [imgsmall=summoners/ignite.png] or [imgsmall=skills/fiddlesticks/w.png]. [.]You cannot escape from fears in pool (for example [imgsmall=skills/nocturne/e.png] before it procs). [.]Nor can you pool with silence or stun on you. Vladimir is in a very weak spot when disabled because of this. [.]You can still pool but cannot move in snares e.g. [imgsmall=skills/swain/w.png]. [.]You cannot move under walls like [imgsmall=skills/jarvaniv/r.png][imgsmall=skills/anivia/w.png][imgsmall=skills/trundle/e.png] in pool. [.]You are stunned moving into [imgsmall=skills/veigar/e.png] in pool. [.]During the cast time of [imgsmall=skills/vladimir/w.png] Vladimir can be hit by [imgsmall=skills/chogath/w.png]. He will be dmged and silenced but still go into his pool. [.]Caution! Allied [imgsmall=skills/soraka/r.png][imgsmall=skills/janna/r.png][imgsmall=skills/karma/q.png][imgsmall=skills/gangplank/e.png] (and similar) will not affect you in pool as you are untargetable by anyone. [.][imgsmall=summoners/heal.png] will affect you even inside of [imgsmall=skills/vladimir/w.png] as of Nautilus patch. [.][highlight]Never use pool on minions or for farming or damage[/highlight]; it is saved as an escape. Being your only inherent CC, your pool can also be used to slow an enemy who is escaping and allow your team to catch up, if you are in the position to use it safely. Also note that your [highlight]pool gives an unlisted speed boost[/highlight]. Use this to your advantage. If you are chasing right behind someone who is almost dead but cannot reach them with your [imgsmall=skills/vladimir/q.png], and you can spare the lost HP, use it and catch up! However that is incredibly risky play and rarely an option beyond laning phase. As of patch V1.0.0.143 the movement speed bonus now decays over time, making the speed boost even less utilizable. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title][img=skills/vladimir/e.png] E: Tides of Blood[/title] [number]Vladimir unleashes a torrent of blood dealing magic damage to all nearby enemies. Each cast of Tides of Blood gives him an Empowered stack, which increases his healing and regeneration by 4/5/6/7/8%, and causing his next Tides of Blood to deal 25% more base damage but cost 25% more health. This lasts for 10 seconds, and stacks up to four times. Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.45 per ability power) Cost: 30 / 40 / 50 / 60 / 70 health Maximum Magic Damage: 120 / 180 / 240 / 300 / 360 (+0.45 per ability power) Maximum Cost: 60 / 80 / 100 / 120 / 140 health Cooldown: 4.5 seconds Radius of AoE: 620[/number] I believe [imgsmall=skills/vladimir/e.png] is the one skill that sets Vladimir players apart in terms of skill. It makes him more of a buildup champion, doing more and more damage the oftener you use it, much like [imgsmall=items/guinsoos-rageblade.png] and similar, so think of it like that. Its AoE makes it invaluable in teamfights to you. You want to make sure you're using this before your [imgsmall=skills/vladimir/q.png] as often as possible to get the most heal. [highlight]Maintaining 4 stacks early game can be a deadly double-edged knife[/highlight], but with a potion and continual use of [imgsmall=skills/vladimir/q.png] it's usually far deadlier for the enemy. Also something you should keep in mind but is difficult to exploit is that the increased regeneration affects [imgsmall=items/health-potion.png] as well. Note that by the time you have [imgsmall=items/hextech-revolver.png] the effective hp cost is negligible and when you have [imgsmall=items/will-of-the-ancients.png] there is no effective cost at all and the health restored is important. You don't necessarily have to see your enemy to hit them with [imgsmall=skills/vladimir/e.png] either, this makes it incredibly useful to fight invisible enemies and can serve as a sort of mini-ward allowing you to check if stealthed champions are nearby; you also don't have to necessarily enter a bush to hit an enemy with it, you can run up, cast, do the dmg, and walk away without a lot of risk. This can be used to test bushes for enemies without committing yourself to possible death. [imgsmall=items/hextech-sweeper.png] heightens this advantage over invisible champions by a great deal. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title][img=skills/vladimir/r.png] R: Hemoplague[/title] [number]Vladimir infects all enemies in the target area with a virulent plague which increases the damage they take from all sources by 12% for 5 seconds. After these 5 seconds, infected enemies take magic damage. Magic Damage: 150 / 250 / 350 (+0.7 per ability power) Cooldown: 150 / 135 / 120 seconds No cost Range to center of AoE: 700 Radius of AoE: 350[/number] Great ult to drop in teamfights that can make or break them. Not a lot to say here except to drop it early, when everyone is in position to do as much damage as possible, and on as many targets as possible. Note that you won't get any spellvamp until after it procs. Also note that [imgsmall=summoners/ignite.png] is (naturally) affected and the damage is increased accordingly. As of patch v1.0.0.132 Hemoplague has no cost.

The maxing order is always [imgsmall=skills/vladimir/r.png] > [imgsmall=skills/vladimir/q.png] > [imgsmall=skills/vladimir/e.png] > [imgsmall=skills/vladimir/w.png] These are the only viable alternative skill orders: [.]Level 2 [imgsmall=skills/vladimir/w.png] instead of [imgsmall=skills/vladimir/e.png]. Very viable and the classic style of playing Vlad--defensively. It's just that you don't use pool that often before level 4, and you should have ghost up if you are ganked. Take [imgsmall=skills/vladimir/w.png] at level 2 if you're afraid of getting ganked, or you are solo top facing a duo lane, or you are bot lane. It depends on how aggressive you want to be, and how aggressive you think the enemy is. [.][imgsmall=skills/vladimir/q.png] -> [imgsmall=skills/vladimir/w.png] -> [imgsmall=skills/vladimir/e.png]. Level 1-3 skill order. This isn't entirely uncommon and not entirely unrecommended. It is used when you need your entire arsenal for maximum damage output ASAP, like when you are preparing for a lvl 3 gank, towerdive or push. I find myself building this way when I'm in an easy lane but I'm worried about ganks. [.]On the same note as the previous skill order, [imgsmall=skills/vladimir/q.png] -> [imgsmall=skills/vladimir/e.png] -> [imgsmall=skills/vladimir/w.png] could easily be something to consider as well. It really depends on the situation and how badly you need everything. [.]Level 1 teamfights: [imgsmall=skills/vladimir/w.png] first, [imgsmall=skills/vladimir/q.png] second (only if you know what you're doing) [.]Levels 8 and 10 (OR 12 and 13) getting [imgsmall=skills/vladimir/w.png][imgsmall=skills/vladimir/w.png] instead of [imgsmall=skills/vladimir/e.png][imgsmall=skills/vladimir/e.png] for highly defensive play.

Very early game can be the hardest phase for Vladimir. His only spell has a long cooldown and he is squishy. However, you can't be afraid of trading hits so save your [imgsmall=skills/vladimir/q.png] for enemy pokes as it will be your primary damage for a while, and you shouldn't underestimate his potential either. Poke and harass with your [imgsmall=skills/vladimir/q.png] every time it's up, and if possible try to get an auto or two in without drawing too much minion aggro, withdrawing after your [imgsmall=skills/vladimir/q.png] and moving in again as it is about to come up again. If you end up going back early, [imgsmall=items/amplifying-tome.png] will probably be all you can afford besides [imgsmall=items/health-potion.png] or [imgsmall=items/sight-ward.png]. Be sure to get up to 5 potions or as many as you can afford after other items if you go back early as they will be important to staying in lane. Focus on CS as usual as it can be just as important as early kills, and avoid as much damage as you can. Use your [imgsmall=skills/vladimir/e.png] sparingly and wisely before you get your [imgsmall=items/hextech-revolver.png] as the cost hurts and it pushes your lane. Keep the harass up and if you have softened up your lane opponent enough this is when you have the ability to dive with [imgsmall=skills/vladimir/e.png] -> [imgsmall=skills/vladimir/q.png] -> [imgsmall=summoners/ignite.png] combo. However you probably won't be able to dive until 6 when you can drop your [imgsmall=skills/vladimir/r.png] into the mix as well. Never be afraid of using your [imgsmall=skills/vladimir/r.png] on only one enemy if necessary. If you're being hit hard by trading you can play defensively, not use your [imgsmall=skills/vladimir/e.png], and only [imgsmall=skills/vladimir/q.png] minions. Remember that being zoned out of experience is almost always better than dying. If the lane is too rough, try requesting a laneswap. And a note on jungle buffs: While Vladimir cannot utilize the excellent Mp5 from Ancient Golem (blue buff), the CDR is invaluable. This is the only buff (on Summoner's Rift anyway) worth considering to actively take. If your jungler is manaless, consider picking it up, and don't be afraid to take it if no one else will/can. Elder Lizard (red buff) no longer applies effects on spells, meaning it really has no utility at all for Vladimir. It is basically worthless, because Vladimir is one of the few champs it specifically doesn't work for: he's ranged, he doesn't jungle, and he's an AP caster that doesn't build any AD. Only times you want to actively take it is when you're stealing it from the enemy and no more suitable ally is nearby to take it for you (this shouldn't be happening).

Vladimir is great for the fact that he's tanky enough and he can sustain his lane long enough that he can honestly do fine most of the time without ganks. But help is always appreciated, especially when against opponents that are harder to zone/kill than you are like [imgsmall=champ/anivia.png] This section is aimed at helping you learn how to avoid enemy ganks and set up allied ganks on mid lane. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Allied Ganks[/title] There are a two main ways you can line a gank up by drawing the enemy out so as to trick them into overextending and getting caught, in my experience. For either technique, the enemy should generally be either squishy or at half health or less. [highlight]Passive luring[/highlight]: Stay towards the back of your creep wave, don't try to poke the enemy, maybe even keep yourself at a lower hp to look like an easier mark, and move yourself closest to the opposite bush that the gank is coming from; as in, if your jungler is coming from the lower-right bush, move yourself closer to the upper-left bush and vice versa. If the enemy is trying to keep some distance between you and him or her, naturally they will move closer to the bush your jungler is in, allowing for easier stuns from gankers like [imgsmall=champ/amumu.png]. Depending on positioning and how far the creep wave is pushed you may want to taunt them out by moving in and out some to tease. [highlight]Aggressive luring[/highlight]: Go all out. Get right in the enemy's face, again using the opposing-bush maneuver, blast your combos and get their attention. If they feel like they can win a 1v1, but your jungler can get in there in time to help fight them down while they're distracted, you can probably get the kill (or assist!). This can be dangerous because crafty opponents will often not put themselves at risk until they have a gank lined up themselves and they are entirely sure they will not die. Warding key spots before a gank is often helpful. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Enemy Ganks (Run!)[/title] This is the trickiest time to estimate when to use [imgsmall=skills/vladimir/w.png] outside of teamfights and it is key here. Generally the best thing to keep in mind is to save your pool until the last second. For example, if [imgsmall=champ/udyr.png] is running towards me with his stun, I will wait until he is just about to hit me to pool, almost ensuring escape as he will be slowed and I can create a good amount of distance. Remember that if you plan to flee and know you cannot survive the CC that is coming at you, use [imgsmall=summoners/ghost.png] BEFORE you pool as this will definitely improve your chances of survival. With [imgsmall=summoners/ghost.png] you can cast it pretty early on while fleeing because it lasts for a while, but with [imgsmall=summoners/flash.png] it can be a little trickier. Just remember that it is better to run up to a wall and Flash over it than to Flash to the wall and walk around it. This applies to Ghost as well: when you see a gank coming at you, you may want to turn and walk away calmly without blowing your summoner and pool the moment you see them; sometimes it is better to wait until you are sure you are about to get caught to pool out. If you pool too early, you are incredibly vulnerable when you come out, and this is especially apparent when [imgsmall=champ/rammus.png] is powerballing above you and is going to taunt the moment you come out.

This is where Vladimir excels. At level 9 his [imgsmall=skills/vladimir/q.png] is maxed out, he has two points in his [imgsmall=skills/vladimir/e.png] and he has his [imgsmall=skills/vladimir/r.png]. At 11, it's even better. Other casters won't have reached the same potential as Vladimir has, making him a fierce lane opponent. You should focus on [imgsmall=items/sorcerers-shoes.png][imgsmall=items/hextech-revolver.png] if you don't have it already, which are your two most important early~mid game items followed by [imgsmall=items/giants-belt.png] and [imgsmall=items/needlessly-large-rod.png]. You should also stop purchasing HP pots around the time you get hextech. Keep laning and harassing, and you should be able to use your [imgsmall=skills/vladimir/e.png] more effectively with Hextech and get more stacks easier. If you're winning, don't be afraid to towerdive, because you can [imgsmall=skills/vladimir/w.png] out of tower shots incredibly effectively, making Vladimir a master towerdiver. If you're being hit hard you would get the appropriate defensive situational earlier than usual, probably a [imgsmall=items/chain-vest.png] or [imgsmall=items/negatron-cloak.png], of course only after [imgsmall=items/hextech-revolver.png] or [imgsmall=items/will-of-the-ancients.png]. This is also when [imgsmall=items/spirit-visage.png] can come in handy, being relatively cheap, especially if you're fighting against someone who outsustains you, i.e. [imgsmall=champ/yorick.png] Yorick. During mid game you should keep your eyes open and be aware of when you can get a good gank off through roaming; with your pool you are great at diving but you need CC or assistant healing/dps to pull it off usually. Don't forget to ward!

You should have your core and most or all of your semi-core by late game. This is a good time to work on some defenses because your [imgsmall=skills/vladimir/q.png] will have become a lot tamer and you will rarely have chances for 1v1 trading that you can win. Be aware of where your team is and what they're doing, as your [imgsmall=skills/vladimir/r.png] will be key in teamfights, and avoid getting caught or cut off. [highlight]Coordination is key here[/highlight]. As you become more involved in teamfights, and your [imgsmall=skills/vladimir/r.png] becomes more invaluable, you need to be more careful about using [imgsmall=skills/vladimir/w.png]. During all the chaos when everybody is using different spells, it can be hard to keep track of anything and you may have a tendency to pop pool whenever you see yourself dropping in HP, but try to keep your head, pay attention to what's going on, and use it whenever you truly need it. Using your pool too early in a teamfight can have a strong negative effect, including losing dps because you aren't using your [imgsmall=skills/vladimir/q.png][imgsmall=skills/vladimir/e.png] combo, and redirecting aggro from yourself to your allies (which can be a bad idea). Try to stay alive on your spellvamp, not your pool, and if you're suffering a lot of AoE damage, try to remember to use [imgsmall=items/zhonyas-hourglass.png] first instead of pool. Splitpushing can be a good idea as Vladimir pushes lanes fairly rapidly with his [imgsmall=skills/vladimir/e.png] and he can quickly heal up when low after pulling out of a team fight as well. Knowing when to splitpush and when to stick your team for an imminent teamfight is a powerful knack, as you are important to both.

Sticking around to creeps, be it lane minions or jungle minions, to use your [imgsmall=skills/vladimir/e.png] and keep the stacks up is a good idea right before a teamfight. But don't waste time running back and forth doing this; often you want to cast it on nothing just to keep the stacks up when the timer is about to run out, so you can keep up the pace and stay with your team. If all five of you are going in the same direction, even in the wrong direction, you're improving your chances of coming out on top by leaps and bounds rather than getting split up and singled out. You want to drop your [imgsmall=skills/vladimir/r.png] as early as possible while still getting as many enemies as possible, while everyone is in a position to do damage and unload ultimates, to get the most out of the increased damage. This is incredibly important and landing [imgsmall=skills/vladimir/r.png] well can easily change the outcome of the fight. Remember that Vladimir is not a tank but rather a tanky mage, offtank at best. Try to let the tank take most of the hits and stay out of the fray, but don't be afraid to take some damage. Keep your sustain up and focus on supports/squishy carries, it's what you do. [imgsmall=skills/vladimir/e.png] is excellent here because of the AoE and your most important skill behind [imgsmall=skills/vladimir/r.png]. Often what you want to do is get to the back where the squishy bursty champions and supports often are and take them down as fast as possible. Remember that the healing you get from [imgsmall=skills/vladimir/q.png] and spellvamp in general depends on how much damage you're doing: it is almost always worth it to focus champions with lower MR over tanks. If they're clustered it may be difficult but you can disrupt their coordination by pooling past them with [imgsmall=skills/vladimir/w.png]. It is also good to note that Vladimir is an optimal choice for initiation because of [imgsmall=skills/vladimir/r.png][imgsmall=skills/vladimir/w.png], especially under towers because you can tank them until you're low while your team fights with your ult ticking and then pool, diverting the tower aggro and increasing chances of everyone surviving.

[.]"One of the most lethal yet subtle tools at your disposal on League of Legends is wards. Say you buy 3 for 225g, and place them correctly. You spot an enemy coming in to gank, and avoid dying. The warding has already more than paid for itself. Even though they have a fairly short duration, they can show you easy marks for ganks. It's not uncommon to see teams grab aces because of a single ward at the Baron." [center]-- [number]Mysperson[/number] (from SoloMid)[/center] Some people think only supports and players with [imgsmall=items/wriggles-lantern.png] should ward. This is absolutely not true and a bad attitude to have. While it is true that supports are the only role to take wards at level 1, warding is the responsibility of the entire team as it benefits the entire team. Personally I like the "[number]2 wards per 10 minutes[/number]" policy. Follow this informational for success at warding. Most important for a mid-lane champion are the two pink dots closest to mid lane, because two wards in those two spots will help you spot nearly all incoming ganks. [imgext=]

This list is here to help inform you about common or viable mid (and a few top) lane opponents on Summoner's Rift and what to expect, as well as maybe how to handle them. I don't include every possible top lane opponent but most if not all likely mid opponents. This chapter doesn't go into great depth and isn't much more than basic playstyle technique (Q enemy, dodge attacks). [highlight]Also note that it is a highly personal chapter: these are all matchups I personally have fought and experienced, so it may not hold true for every elo or game, along with the fact that it is primarily from a mid lane perspective, and some champions may be a great deal more difficult to fight in top lane or even bot lane or in different game modes.[/highlight] It is also pertinent to remember that in most difficult lanes, especially "counters," using 9/21/0 makes laning relatively easier. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Counters to Vladimir[/title] [imgsmall=champ/darius.png] Terribly difficult to fight, your [imgsmall=skills/vladimir/q.png] range is just short enough for him to pull you in with [imgsmall=skills/darius/e.png], and he can burst you health down ridiculously fast from there. More on how to fight him effectively at a later point, until then my best advice is to turtle or lane swap. [imgsmall=champ/mordekaiser.png] His [imgsmall=skills/mordekaiser/e.png] is on a lower cd and counters your [imgsmall=skills/vladimir/q.png]. You have to run in and [imgsmall=skills/vladimir/q.png] before he can get any spells off and shield up. You must play very aggressively with your pokes and use it every time it is up before he shields to get any advantage. Stay away from minions as he will always try to [imgsmall=skills/mordekaiser/e.png] them. Outside of lane he is not so fearsome but don't let him melee you because you will lose hard to his [imgsmall=skills/mordekaiser/q.png]. [imgsmall=champ/rumble.png] He has a very strong early game with his [imgsmall=skills/rumble/q.png] and can force you out of lane quickly. He is on the squishy side without his [imgsmall=skills/rumble/w.png] but he can also move in quickly with it. Stay very mobile and behind your minions, don't let him come near, and poke as often as is safe. [imgsmall=champ/yorick.png] He has strong early game harass. He's the only champion I know who can zone Vladimir at level 1 (besides pre-nerf Rumble). Stay far in the back and wait for the creep wave to push to you to farm, that's all you can do most of the time. Play very defensively and [imgsmall=skills/vladimir/q.png] off his ghouls. Although early game is his strong point, mid and late game he tapers off. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Strong Opponents[/title] [imgsmall=champ/ahri.png] Strong lifesteal with her [imgsmall=skills/ahri/p.png] and because her primary damage is a skillshot [imgsmall=skills/ahri/q.png] you want to rush boots 2. [imgsmall=champ/anivia.png] Outdamages you and can easily burst you down if you get caught by [imgsmall=skills/anivia/q.png], just avoid it at all costs. Fairly impossible to push out of lane with her [imgsmall=skills/anivia/p.png] without incredible ganks so don't go crazy trying to kill her. [imgsmall=champ/annie.png] If you get stunned she can burst you down. If you can't survive the stun, [imgsmall=skills/vladimir/w.png] from under her projectiles to avoid. [imgsmall=champ/brand.png] Deals incredible damage. Avoid his [imgsmall=skills/brand/q.png] and you can outsustain him because he runs OOM fast. [imgsmall=champ/caitlyn.png] Rush boots 2. [imgsmall=champ/cassiopeia.png] Rush boots 2. [imgsmall=champ/diana.png] Don't let her get close, stay mobile, and learn how her [imgsmall=skills/diana/q.png] pathes. [imgsmall=champ/fiddlesticks.png] Don't try pooling out of his [imgsmall=skills/fiddlesticks/w.png] and if you get out of it often enough you may do alright. Fight at a distance because you can't outdamage its heal. [imgsmall=champ/fiora.png] If she's mid you'll do fine. If she's top, beware. Just remember you can pool out of her ult. [imgsmall=champ/fizz.png] Healing debuff is annoying. [imgsmall=champ/gangplank.png] Oh, god. [imgsmall=champ/gragas.png] Rush boots 2. He has a very long poke range, similar to Karthus. [imgsmall=champ/karthus.png] Rush boots 2. This lane is a dancing lesson. He's squishy but he has the range advantage; you need some cc to hold him still to melt him. [imgsmall=champ/kassadin.png] You should be able to [imgsmall=skills/vladimir/q.png] before he silences you with [imgsmall=skills/kassadin/q.png]. This way you can outdamage him but beware, if he unleashes his combo on you and you're silenced you can die to him easily. [imgsmall=champ/kennen.png] Outdamages you. Use minions as a shield to his [imgsmall=skills/kennen/q.png] and you may do alright. [imgsmall=champ/kogmaw.png] His range is amazing. Rush boots. [imgsmall=champ/leblanc.png] Keep in mind when she [imgsmall=skills/leblanc/w.png] in, she will return to the old spot. Hide behind your creeps to avoid [imgsmall=skills/leblanc/e.png] [imgsmall=champ/leesin.png] Ridiculous to fight. Very strong early game. If you see him pushing the wave as fast as possible to hit level 2, be careful. Never let him come near, be aware of how his skills work, and avoid [imgsmall=skills/leesin/q.png] like the plague because if he jumps to you, you will take damage even in pool. [imgsmall=champ/lulu.png] AP Lulu can hurt real bad. Stay behind your own creeps. [imgsmall=champ/malzahar.png] Stay away from your own creeps to avoid [imgsmall=skills/malzahar/e.png] and you almost definitely want a [imgsmall=items/quicksilver-sash.png] [imgsmall=champ/morgana.png] Avoid her [imgsmall=skills/morgana/q.png] like the plague. [imgsmall=champ/nidalee.png] Don't let her [imgsmall=skills/nidalee/q.png] you and it can be an ok lane. Be aware of the Nidalee strategy to hide in the middle bushes where you can't see her and land a [imgsmall=skills/nidalee/q.png] on you under your tower; if you can't see her, you can't see her spear until it hits something either. Rush boots 2. [imgsmall=champ/orianna.png] Stay mobile, rush boots 2. You really have to walk erratically in this lane, going back and forth. [imgsmall=champ/rengar.png] Devilishly hard to fight, stay AWAY from bushes. [imgsmall=champ/riven.png] One of the few lanes you may want to consider rushing a Tabi in. [imgsmall=champ/ryze.png] Snare is annoying. Does more damage per trade. Keep in mind his ult gives him lifesteal. [imgsmall=champ/talon.png] Silence is annoying. [imgsmall=champ/twistedfate.png] Avoid his [imgsmall=skills/twistedfate/q.png] and don't let him kite you into creeps. [imgsmall=champ/urgot.png] Rush boots 2. If he lands [imgsmall=skills/urgot/e.png] on you, run until it goes away. [imgsmall=champ/vayne.png] Strong early game damage. Beware her [imgsmall=skills/vayne/w.png] [imgsmall=champ/veigar.png] Don't let him land his stun combo. You definitely want a [imgsmall=items/quicksilver-sash.png] because if unloads on you he will drop you like a fly thanks to [imgsmall=skills/veigar/r.png] but otherwise he's a total pushover. [imgsmall=champ/viktor.png] I don't have a lot of experience against Viktor but you probably want to rush boots 2 to avoid his skillshot and ultimate. [imgsmall=champ/warwick.png] Can be a very difficult lane. Not much I can tell you. Play defensive. [imgsmall=champ/wukong.png] Huge early game damage to you. Stay away from your own creeps and use the bushes. [imgsmall=champ/xerath.png] Just rush boots 2. Your spells are on a shorter cd, so if you can get up close you can win. [imgsmall=champ/xinzhao.png] Rush boots 2, be careful. [imgsmall=champ/ziggs.png] Rush boots 2 because he's entirely skillshots. Very annoying to fight. [imgsmall=champ/zyra.png] Quite bursty but managable. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Average Opponents[/title] [imgsmall=champ/akali.png] You outdamage her until she's level 6 and gets [imgsmall=skills/akali/r.png] and turns into a beast. Easy lane until then. [imgsmall=skills/vladimir/e.png] her in her [imgsmall=skills/akali/w.png] [imgsmall=champ/ashe.png] Don't let her get her first auto on you when you get into lane, wait for her to use up her [imgsmall=skills/ashe/p.png] crit on a minion. Stay behind your own minions to avoid her [imgsmall=skills/ashe/w.png] and learn to [imgsmall=skills/vladimir/w.png] under her [imgsmall=skills/ashe/r.png] and it won't be a bad lane. [imgsmall=champ/chogath.png] Silence from [imgsmall=skills/chogath/w.png] is very annoying but honestly if he goes mid you should be able to zone him. [imgsmall=champ/corki.png] Rush boots 2. [imgsmall=champ/ezreal.png] Rush boots 2. [imgsmall=champ/galio.png] Tanky as all hell but if you avoid his (strong) pokes you should be ok. Concentrate on CS. [imgsmall=champ/graves.png] Rush boots 2. [imgsmall=champ/heimerdinger.png] Heal off his [imgsmall=skills/heimerdinger/q.png] turrets, they provide a source that you can [imgsmall=skills/vladimir/q.png] consistently without pushing your lane. Be careful that he doesn't roam because he has a tendency to do that after leaving a few [imgsmall=skills/heimerdinger/q.png] up in the lane. [imgsmall=champ/janna.png] Does a surprising amount of damage, especially AD Janna. Usually too squishy to be much of an opponent though. [imgsmall=champ/jax.png] Keep your distance. [imgsmall=champ/jayce.png] Early on his autos will do a lot of damage, but you quickly surpass him. [imgsmall=champ/karma.png] Outheals your damage, kind of. [imgsmall=champ/katarina.png] Healing debuff from [imgsmall=skills/katarina/w.png]is annoying. [imgsmall=champ/kayle.png] Does a surpising amount of damage. Usually can't outheal you though. [imgsmall=champ/lux.png] Rush boots 2. She's squishy so you should do ok. [imgsmall=champ/maokai.png] Annoyingly tanky. Just let his [imgsmall=skills/maokai/e.png] go to your creeps. [imgsmall=champ/masteryi.png] AP Yi is a very difficult lane because he can outheal and outpoke you. Luckily for you, you never see it! [imgsmall=champ/missfortune.png] Healing debuff from [imgsmall=skills/missfortune/w.png] is annoying. [imgsmall=champ/nunu.png] Can be pretty difficult because of his incredible sustain in lane, but Vlad is more consistent and should win out. [imgsmall=champ/pantheon.png] Stun is annoying but you're basically his counter. [imgsmall=champ/sion.png] He can't do much until he has some solid AP under his to belt to buff his shield. Keep your harass up and maybe you can zone him. [imgsmall=champ/sivir.png] Stay away from your own creeps. [imgsmall=champ/soraka.png] Difficult to push out of lane until you're level 6 and can [imgsmall=skills/vladimir/r.png] and can outburst her heal. Surprisingly tanky. [imgsmall=champ/swain.png] Avoid his [imgsmall=skills/swain/w.png] and walk out of his [imgsmall=skills/swain/q.png] and you'll do fine. [imgsmall=champ/syndra.png] She can do damage but she's terribly squishy. [imgsmall=champ/teemo.png] Too squishy to be that strong of an opponent but can deal strong damage at the same time. [imgsmall=champ/udyr.png] Surprisingly tanky. Can't really push him out of lane that easily. He can't do too much to you either, tends to ignore you. Focus on CS in this lane. [imgsmall=champ/zilean.png] Too squishy to be that strong of an opponent but can deal strong damage at the same time. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Easiest Opponent[/title] [imgsmall=champ/vladimir.png] My all time favorite matchup. Follow my guide and you'll win every time. Ha Ha Ha! But in all seriousness, be very careful. Any mistakes are doubly hard to recover from in this lane.

The aim of this chapter is to show replays of example Vladimir gameplay, to give insight on how Vladimir is played in practice and to show some subtleties that are difficult to describe without example. I will go over a variety of replays on SoloMid in depth and explain some details that may not be readily apparent. All of the Vladimir gameplay videos I will go over can be found here: [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Ciderhelm / Don't Feed Vladimir / 9 minutes 33 seconds[/title] This isn't a full game replay so much as an in-depth video describing Vladimir, how to play him, and how to fight him. Highly informative. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Dyrus / Make big Plays Can't use Microwave / 36 minutes 16 seconds[/title] [number]02:30[/number] Game starts, [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png] for items. [number]03:03-03:46[/number] [imgsmall=champ/vladimir.png] waits in the top bush before going back for a 4th pot. This is to help tell if enemies come through that part of the allied jungle, possibly for red buff or golems. [number]04:35[/number] [imgsmall=champ/vladimir.png] arrives in lane. From here through the rest of the general laning phase, a mostly even mixture of using [imgsmall=skills/vladimir/q.png] and [imgsmall=skills/vladimir/e.png] on creeps and [imgsmall=champ/nautilus.png] is used when appropriate. [number]05:38[/number] Level 3, [imgsmall=skills/vladimir/q.png] -> [imgsmall=skills/vladimir/e.png] -> [imgsmall=skills/vladimir/w.png] skill order. In what order you get the first three skills is very important and this skill order gives Vladimir the most potential at the earliest point. [number]06:12-06:30[/number] While lane is heavily pushed and there won't be many creeps to get, so [imgsmall=champ/vladimir.png] goes out and scouts the river, checking for jungler presence. [number]08:45[/number] [imgsmall=champ/nocturne.png] has been waiting in the enemy jungle for a few seconds now, and when the lane is pushed with a fair sized creep wave, [imgsmall=champ/vladimir.png] with 4 [imgsmall=skills/vladimir/e.png] stacks ready before-hand initiates with ultimate and follows through with [imgsmall=skills/vladimir/q.png] -> [imgsmall=skills/vladimir/e.png] -> [imgsmall=summoners/ignite.png] combo before pooling away, meaning [imgsmall=champ/nocturne.png] will only have to tank maybe two tower hits before getting away. [number]08:56[/number] [imgsmall=champ/morgana.png] appears from mid through the river, and casts [imgsmall=skills/morgana/w.png] on the wrong part of the bush. [imgsmall=champ/vladimir.png] attempts to wait and see if he'll be given enough time to recall but no go. Apparently undecided whether to break for the river and run away, or to dive under the enemy tower and try and go for an executed, he goes for the tower a second too late after [imgsmall=champ/morgana.png] gets off her [imgsmall=skills/morgana/r.png] -> [imgsmall=summoners/ignite.png] combo. Neither [imgsmall=summoners/flash.png] nor [imgsmall=summoners/ghost.png] would've saved him here, but he might have lived if instead of trying to recall in the nearest bush, he kept walking to his own tower. While you're not always interrupted trying to recall in these bushes, take this as a warning that you're better off spending the few extra seconds and walking to a much more secure position. [number]09:12[/number] First back, 1400 gold, bought [imgsmall=items/hextech-revolver.png], [imgsmall=items/sight-ward.png] and [imgsmall=items/health-potion.png]. He organizes his items so they're in usual positions so he knows which keys to press reflexively without thinking. [number]10:15[/number] Here you can see [imgsmall=champ/vladimir.png] is tanking the creeps right in front of the tower. This is because it can be difficult to last hit sometimes when the tower is hitting the creeps, it's far easier to control how much damage they're taking by keeping them away from the tower. [number]10:28[/number] Wards his lane. Don't forget to ward! [number]11:45[/number] Here [imgsmall=champ/vladimir.png] takes a tower hit to get a [imgsmall=skills/vladimir/q.png] off. This is because you can rapidly regain the health lost but they cannot nearly as easily, meaning even with a tower hit the trade was worth it. [imgsmall=champ/nautilus.png] is also too busy trying to get cs to attempt to retaliate, making the trade easily in Vlad's favor. [number]11:51-11:57[/number] With allied Karthus's [imgsmall=skills/karthus/r.png] impending, [imgsmall=champ/vladimir.png] drops his [imgsmall=skills/vladimir/r.png] and [imgsmall=skills/vladimir/q.png][imgsmall=skills/vladimir/e.png] along with [imgsmall=summoners/ignite.png] to easily melt through [imgsmall=champ/nautilus.png] before using [imgsmall=skills/vladimir/w.png] to immediately get away with minimal damage done. [number]12:13[/number] After recalling he has a total of 1190 gold and purchases a [imgsmall=items/will-of-the-ancients.png] and [imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png]. [number]13:10[/number] Noticing [imgsmall=champ/nautilus.png] went mid instead of returning top, [imgsmall=champ/vladimir.png] heads down to see if he can gank, and drops a ward in a strategic spot. [number]16:41[/number] With the lane pushed and the ward gone [imgsmall=champ/vladimir.png] makes the smart move of returning with 1735 gold to get more wards, picking up [imgsmall=items/sorcerers-shoes.png][imgsmall=items/blasting-wand.png] and [imgsmall=items/sight-ward.png]. Be very cautious about extending past the river without any wards to help prevent ganks. [number]18:03[/number] After some apparent weighing of options, [imgsmall=champ/vladimir.png] destroys the turret that has 1 hit left on it. Sometimes the tower is left alive as long as possible to allow for maximum farm potential by ensuring your wave doesn't push too far, allowing you to farm more securely. [number]18:50[/number] [imgsmall=champ/vladimir.png] gets caught by Ashe's [imgsmall=skills/ashe/r.png] at this ward hotspot, with enemy [imgsmall=champ/nautilus.png][imgsmall=champ/morgana.png] behind me. This is a very bad spot to be in, and you can see it looks very grim with Morgana's exceedingly deadly [imgsmall=skills/morgana/r.png] on him and a lot of other CC holding him down from [imgsmall=skills/morgana/q.png][imgsmall=skills/nautilus/e.png][imgsmall=skills/nautilus/q.png] not to mention [imgsmall=summoners/ignite.png] ticking away. [number]18:56-19:00[/number] After some bad bruising, [imgsmall=champ/vladimir.png] manages to [imgsmall=skills/vladimir/w.png] and somehow miraculously is still alive. [imgsmall=champ/vladimir.png] then uses the bush to prevent any more damage on him and along with allied Nocturne's [imgsmall=skills/nocturne/r.png] somehow manages to [imgsmall=summoners/flash.png] over a dividing wall, narrowly missing enemy Amumu's [imgsmall=skills/amumu/r.png]. [number]19:08-19:12[/number] [imgsmall=champ/vladimir.png] uses the creep wave to heal up rapidly allowing him to be secure enough to head top and heal up further while pushing his lane back. [number]20:13[/number] After clearing the jungle a bit [imgsmall=champ/vladimir.png] returns with 1700 gold and purchases a [imgsmall=items/needlessly-large-rod.png] [number]20:55[/number] After some back-and-forth while the enemy team does dragon and [imgsmall=champ/vladimir.png] waits for the rest of his allies to reach dragon, allied [imgsmall=champ/nocturne.png] initiates onto them and a teamfight begins. [number]21:09[/number] The moment [imgsmall=skills/vladimir/r.png] is ready and at least two enemies are clumped together, [imgsmall=champ/vladimir.png] drops it onto the enemy [imgsmall=champ/amumu.png][imgsmall=champ/nautilus.png] [number]21:54[/number] While the rest of his team pushes mid, [imgsmall=champ/vladimir.png] goes for enemy blue golem buff. Instead of letting allied [imgsmall=champ/nocturne.png] take it, Vlad takes it for himself. I'm not sure if this was accidental or an intentional joke on Nocturne. [number]22:16[/number] [imgsmall=champ/vladimir.png] recalls with 1095 gold, sells his unused [imgsmall=items/health-potion.png] (at this point it's of little use) and purchases [imgsmall=items/blasting-wand.png], and, because he is so close to affording [imgsmall=items/rabadons-deathcap.png] he waits a moment at the fountain to pick it up. [number]23:18[/number] Notice how much damage he does to the enemy [imgsmall=champ/amumu.png] with 4 [imgsmall=skills/vladimir/e.png] stacks up and [imgsmall=items/rabadons-deathcap.png] allowing allied [imgsmall=champ/nocturne.png][imgsmall=champ/karthus.png] to pick up kills [number]23:35[/number] Vladimir uses [imgsmall=skills/vladimir/w.png] to get away from Morgana's [imgsmall=skills/morgana/r.png], not because pool could clear it but because it gives him the speed boost needed to get out of range before it procs, which would kill him. [number]24:16[/number] Despite being very low, [imgsmall=champ/vladimir.png] returns to top lane to farm off a large wave pushed to the tower, healing up rapidly. This helps show you the potential of staying a very long time in lane as Vladimir. Just don't overstay your welcome. [number]26:35[/number] After a bit of back and forth in the lane a teamfight erupts when enemy Ashe initiates with [imgsmall=skills/ashe/r.png]. Vladimir reacts immediately by dropping [imgsmall=skills/vladimir/r.png] onto the clustered enemies so that when it procs the damage dealt is a huge boon. Unfortunately during the mere 5 seconds it takes to proc, a large part of the teamfight is over. Because of how quickly these events can happen you need to be on your toes to use [imgsmall=skills/vladimir/r.png] at an opportune time. [number]28:17[/number] Seeing the enemy team is busy securing dragon, [imgsmall=champ/vladimir.png] with allied [imgsmall=champ/karthus.png] decide to baron and they quickly take it down when allied [imgsmall=champ/corki.png] shows up. If the enemy team was not mostly concentrated at dragon, it may have been very difficult to secure baron without a teamfight, which probably would have been in the enemys favor. [number]29:04[/number] Vladimir recalls with 1000 gold and purchases [imgsmall=items/chain-vest.png]. He's working towards a [imgsmall=items/zhonyas-hourglass.png] over [imgsmall=items/rylais-crystal-scepter.png] probably primarily as a result of the amount of gold he had after every recall (1600+ or less than 1100) but also possibly very intentionally to combat enemy [imgsmall=champ/morgana.png] (the active countering her ultimate) as well as significantly curbing enemy [imgsmall=champ/ashe.png][imgsmall=champ/nautilus.png]. [number]29:05-30:25+[/number] Notice how Vladimir goes mid, staying very close to his allies, and helps push mid lane to take down a tower that was low. They maintain a tight, cohesive deathball which the enemy has a lot of difficulty countering. Coordination and teamwork is an incredibly essential part of the game, especially late game and when you control baron. [number]30:51[/number] Vladimir gets caught by enemy Morgana's [imgsmall=skills/morgana/q.png][imgsmall=skills/morgana/w.png] combo, prompting enemy Ashe to unload [imgsmall=skills/ashe/r.png] seconds later, followed by allied Karthus [imgsmall=skills/karthus/w.png] and enemy Nautilus [imgsmall=skills/nautilus/q.png] as well as just about everyone else's spells unloading into a final, desperate teamfight. Notice Vladimir's actions and see how he responds to everything going on in this fight very carefully. See how he uses [imgsmall=summoners/flash.png] to escape [imgsmall=skills/morgana/r.png] just as it is about to proc, but immediately returns. [number]31:09[/number] Vladimir's side gets an Ace. This is pretty much a death rattle for the enemy team. As 3 of his teammates are still alive and they control baron still, they push for an inhibitor and a nexus turret successfully. [number]32:12[/number] Stealing the enemy jungle is a huge part of gameplay, especially when the enemy is pressed and forced to rely on their own jungle for safe leveling. Here Vladimir is essentially kicking them when they're down. Notice how he takes the largest creep and leaves the little ones (mistakenly leaving both alive?), ensuring minimal possible gain for the enemy. [number]32:25[/number] Vladimir recalls with 2650 gold, finishes [imgsmall=items/zhonyas-hourglass.png], and with the remaining 1855 he picks up a [imgsmall=items/blasting-wand.png] and sells his now-useless [imgsmall=items/sight-ward.png] so he has space for an [imgsmall=items/amplifying-tome.png], obviously working towards a [imgsmall=items/void-staff.png]. With 620 gold remaining, he picks up both, [imgsmall=items/elixir-of-brilliance.png][imgsmall=items/elixir-of-fortitude.png], predicting the end of the game shortly, a smart move. [number]33:45[/number] Notice the huge amount of damage Vladimir does to [imgsmall=champ/ashe.png], who like most AD carries is a glass cannon. Take advantage of this. [number]33:48[/number] Vladimir uses his [imgsmall=skills/vladimir/r.png] on enemy [imgsmall=champ/amumu.png][imgsmall=champ/morgana.png] in a great move. If he had used it at any point later, the enemy would be too close to their fountain for it to do much of anything, and he is getting at least two opponents. Also note how he uses [imgsmall=items/zhonyas-hourglass.png] to prevent [imgsmall=skills/morgana/r.png] from hurting him (along with anything else like the tower). [number]33:49-53[/number] Morgana mistakenly uses her [imgsmall=items/zhonyas-hourglass.png] far, far too early to escape [imgsmall=skills/vladimir/r.png]. Take this as a warning to use your [imgsmall=items/zhonyas-hourglass.png] properly: Zonhya's active lasts for [highlight]2[/highlight] seconds, Vladimir's ult lasts for [highlight]5[/highlight] seconds. [number]34:10[/number] The enemy team surrenders. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Dyrus / most troll vlad game ever / 48 minutes 35 seconds[/title] More soon!

[imgext=] [center](Image credited to SoloMid user [number]Ultimate[/number])[/center] Personally I don't believe Vladimir is an optimal choice for Dominion because of the much decreased focus on laning and farming (Vladimir's strengths) as well as the highly tanky AD presence which can be an issue, thus I don't have a lot of experience with him in this game mode, but this is how I build. To understand Dominion better you need to understand the persistent aura affecting all champions on Dominion: [.]Champions start at level 3 with 1375 gold. [.]12% armor penetration. [.][highlight]5% magic penetration[/highlight]. [.][highlight]20% healing reduction[/highlight]. (this stacks additively with other healing reduction effects and affects all types of healing) [.]Mana regeneration bonus, equal to 2% mana regeneration per 1% of missing mana. [.]A fixed experience gain over time. [.]Increased gold gain over time. (26 gold per 5 seconds) [.]Reduced gold gain by killing champions. [.]Increased gold gain by killing minions. [.]The Recall spell is replaced by Enhanced Recall that requires only 4.5 channeling time instead of the original 8. [.]Respawn times are reduced. Most important out of this list for Vladimir is the +5% mpen and the -20% healing. This will affect how we will build. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Item Build[/title] [highlight]Starting Items[/highlight][img=items/sorcerers-shoes.png][img=items/health-potion4.png] I find Sorcerer's Shoes the optimal choice for the early damage. You need to hit as hard as possible and a lot of sustain won't always be possible because of how hard you'll be getting hit, which is also why you'll be using your potions up quickly (3-5 potions is best). [highlight]Default Build[/highlight]: [img=items/sorcerers-shoes.png][img=items/will-of-the-ancients.png][img=items/zhonyas-hourglass.png][img=items/rabadons-deathcap.png] These are generally the first items you want to get, followed by situational items, usually in this order. [highlight]Situational[/highlight]: [img=items/randuins-omen.png][img=items/thornmail.png][img=items/spirit-visage.png][img=items/ionian-boots-of-lucidity.png][img=items/ninja-tabi.png][img=items/mercurys-treads.png][img=items/rylais-crystal-scepter.png][img=items/abyssal-scepter.png][img=items/quicksilver-sash.png][img=items/force-of-nature.png] Left to right for general attractiveness as an item and likelihood of use. Consider more carefully the tankier situationals for Dominion, especially armor. Because of the absence of a Blue Buff (or jungle creeps period), you will find far fewer AP opponents in the Dominion, and what AP champions there are will be less mana-hungry than usual. Spirit Visage and Ninja Tabi are also somewhat better on Dominion. Refer to the Itemization chapter for more in-depth description of items to get a better idea of when which ones are optimal. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Masteries[/title] Because of how difficult it can be you should take [highlight]9/21/0[/highlight] because a tankier build is preferable in this case. Use the same 9/21/0 masteries as shown in the Masteries chapter, except drop the point in [number]Resistance[/number] for a point in [number]Summoner's Resolve[/number] (as shown below), assuming you take [imgsmall=summoners/heal.png]. [imgext=] [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Summoner Spells[/title] [img=summoners/heal.png][img=summoners/ghost.png] because I think a much more defensive outlook is necessary. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Skill Order[/title] [imgsmall=skills/vladimir/q.png][imgsmall=skills/vladimir/w.png][imgsmall=skills/vladimir/q.png] and at level 4 [imgsmall=skills/vladimir/e.png]. The rest as normal with the same build priority ( [imgsmall=skills/vladimir/r.png] > [imgsmall=skills/vladimir/q.png] > [imgsmall=skills/vladimir/e.png] > [imgsmall=skills/vladimir/w.png] ). [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Strategy[/title] In Dominion, I find Vladimir should go to the bot lane. Often tanky AD bruisers like [imgsmall=champ/renekton.png] head bot so you may have trouble until you get some levels and decent items. Play as usual, keep your [imgsmall=skills/vladimir/e.png] stacks high, dominate the bushes, don't forget to pick up the healing buffs. It is also helpful to learn at what point does the fountain stop healing you and at what point can you still buy items next to the fountain. Reduced rewards from champions means an increased focus on turrets and their capture/defense, so don't be as worried to die, because k/d/a doesn't mean as much.

There are several vital differences to the Twisted Treeline that you should know about to win: [.]Fast paced gameplay, more intense and less forgiving with high-risk high-reward. [.]Only 3 players, not 5. Getting caught can be much worse in this bracket. [.]Random Jungle. Most of the camps can spawn different monsters, some are harder, some are easier. [.]Jungle is incredibly important to winning. [.]Dragon is worth 280G per teammate and provides an amazing late game buff. It's basically the pre-nerfed dragon in Summoner's Rift but as valuable as Baron. Very easy to kill with a Wriggle's Lantern. [.]There is no blue buff, this is the main reason mana reliant champions such as Anivia are rarely picked and played effectively [.]Very small map, getting forced out of lane to heal takes much less time to get back. [.]Heavily reliant on early game. Some champions snowball out of control such as Lee Sin and Renekton, and it's very difficult to catch up if the enemy takes advantage. [.]Winning can be fairly hard in close games due to the Nexus Turret being so close to the fountain turret. [center](Text credited to [number]Only Jaximus[/number] and his Twisted Treeline guide: )[/center] [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Jungle[/title] There are two possible sets of spawns in the Twisted Treeline, here are two screenshots that show which camps spawn where. [center][imgext=][/center] [center][imgext=][/center] One of the most important factors in regard to winning Twisted Treeline is controlling the jungle, even for Vladimir. There are more jungle objectives in the Twisted Treeline, as displayed in the screenshot. The bottom two camps are shared between Small Golems and Small wraiths. The top outer left and top outer right camps are shared between Small Golems and Small Wolves. The Golem camps give the most exp, where the Wraiths and Wolves give less exp, and can hurt fairly badly. The top inner left and top inner right camps are shared between Big Wraith Buff camps and Big Wolf Buff camps and can be fairly hard to kill early. The Dragon is in the cove below the top inner camps, and the Lizard buff spawns between the bottom camps. The bottom camps are shared between the Golem camp and Blue Wraith camp. [center](Text and images credited to [number]Only Jaximus[/number] and his Twisted Treeline guide: )[/center] [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Jungle - Neutral Creep Buffs[/title] [highlight]Crest of Flowing Water (wraith buff).[/highlight] White/black animation. Increases movement speed by 30%. Lasts 1 minute. [highlight]Crest of Nature's Fury (wolf buff).[/highlight] Green animation. Increases attack speed by 20% and reduces cooldowns by 10%. Lasts 1 minute. [highlight]Blessing of the Elder Lizard (lizard/red buff).[/highlight] Red animation ( Exact same thing as the Red Buff in Summoner's Rift. Provides a slowing attack and a damage over time burn. Lasts 3 Minutes. [highlight]Crest of Crushing Wrath (dragon buff).[/highlight] Brown animation. For every level you have, you gain 1% damage, this also applies to true damage. 18% more damage at level 18. Lasts 4 minutes. [center](Text credited to SoloMid user [number]PenguinThief[/number] and his Twisted Treeline guide: )[/center] [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Item Build, Masteries, Runes, & Summoner Spells[/title] All as the normal Dominion build. See the Dominion section (above chapter) for details. [number]-------------------------------------------------------------------------------------------------------------------------------------------------------[/number] [title]Strategy[/title] Soonâ„¢ with pictures.

[imgsmall=champ/vladimir.png] Vladimir is a fun tanky mage, of which there are few indeed, with 3 AoE spells and a good teamfight ultimate, able to move in and around teamfights quickly with his [imgsmall=skills/vladimir/w.png] and maybe get to the back where squishies are. When left alone, his [imgsmall=skills/vladimir/e.png] can rack up a lot of damage to the enemy team making him a viable pick I think. Here are some miscellaneous comments and general advice that didn't fit anywhere else. [.]Vladimir patch history: [.]Glossary of LoL terms & lingo: [.]Basic last hitting guide: [.]Basic mid lane guide: [.]Improve your gameplay outside of the game: [.]Vladimir official profile: [.]Vladimir on LoL wikia: [.]If you are on the purple side (colorblind: "red" or bottom-left) try moving your chat so it doesn't obscure your vision. See the linked video above for an example of what I mean. Better yet just scale your chat size down. [.]Try scaling down your HUD size to see more of the screen. This is done by [number]ESC[/number] -> [number]Interface[/number] -> [number]HUD Scale[/number]. [.]Get some extra screen space by pressing [number]ESC[/number] and going to [number]More Options[/number] to check [number]Hide Center HUD Wall[/number]. [.][highlight]Try smartcasting. Seriously, do it. And do it with Smartcast Range Indicators on.[/highlight] Your [imgsmall=skills/vladimir/r.png] becomes much harder to cast because you must feel the range rather than see it visually, but when you get used to it, smartcasting becomes much faster than click/target casting. [.]If Smartcasting isn't working for you because not seeing your radius meters is making your chase or aim difficult, you should go into the [number]More Options[/number] menu and checking the option [number]Smartcast Range Indicators[/number]. This will allow you to have the speed of smartcast and see radius meters at the same time, my personal preference. Note this affects your smartcast key bindings, not ordinary cast. Also be careful that you're not sticking to old habits and waiting to click before actually releasing as it will definitely make it slower than if you just used ordinary casting; you have to retrain yourself using smartcasting to make the most out of it. [.]Advice from personal experience: if you're having unpleasant experiences in solo queue, when you get into game use the "[number]/ignore all[/number]" function. It makes your game a lot more pleasant and really does take pressure off. Remember that it is [highlight]never[/highlight] worth it to talk to the enemy team (and sometimes your own), or to talk period. Just don't get reported for non-communication. [.]Kudos to [highlight]Lihit[/highlight] for having the best Vladimir guide I have seen at: [.]Easy read for a very solid Vladimir guide from [highlight]Brisholine[/highlight]: [.]"Stop Wasting My Time" from [highlight]Pastoulio[/highlight]: (a must read!) I will continue to update this guide as patches come into play that affect Vladimir in any way, and I am always seeking to improve the way it is written and presented, so expect updates! If you have any questions, leave a comment and I will address them as soon as I can.

Major (and some minor) changes will be listed here. Newer changes at the top, older changes at the bottom. [number]17 October 2012[/number] Minor edits to several chapters. [number]13 October 2012[/number] Complete overhaul of Mastery Pages chapter. Updated Matchups chapter with new champions. Misc. revision. [number]21 August 2012[/number] Updated Twisted Treeline chapter. Added GP10 seals to Runes chapter. Added some Q&A to Itemization chapter. Updated Skills to relfect V1.0.0.143: Sanguine Pool movement speed bonus now decays over time. Fixed mastery builder links in Masteries chapter. Misc. cleanup. [number]01 July 2012[/number] Misc. cleanup. [number]31 May 2012[/number] Misc. cleanup Changed default from Flat AP quints to Spellvamp quints. [number]06 May 2012[/number] Varying amounts of miscellaneous revision and correction to several chapters. Added static descriptions of Summoners and Items to respective chapters. Added Ionian Boots of Lucidity to Optional Early Game in Itemization chapter. Added video to Replays chapter. [number]01 May 2012[/number] Light amount of miscellaneous revision and correction. Moved Deathfire Grasp from Subpar Items to Optional Late Game. Added Kage's Lucky Pick to Optional Early Game. Spectator Mode introduced, guide updated to include relevant patch notes: Deathfire Grasp now builds out of Blasting Wand and Kage's Lucky Pick Will of the Ancients now builds out of Blasting Wand and Hextech Revolver Summoner Heal base value reduced to 100 from 145. [number]22 Apr 2012[/number] Large amounts of miscellaneous revision and correction. Elixirs are now more accurately presented. Finished first replay in Replays chapter. Replaced Ignite/Heal with Heal/Ghost in Dominion chapter. Fixed Mastery inconsistencies in Masteries and Dominion chapters. Added situational boots into Dominion chapter. Added map picture into Dominion chapter. Hecarim introduced: "Fixed a bug where Vladimir could occasionally be hit by projectiles while in Sanguine Pool" Updated Runes chapter to reflect rune changes to magic resist, magic penetration, and flat ap with this patch. Not a change to the guide, but Vladimir is now available as a bot in Co-op vs. AI! [number]05 Apr 2012[/number] Introduced Twisted Treeline chapter. Added pictures into Runes chapter. Added onto Dominion chapter. Miscellaneous cleanup. [number]26 Mar 2012[/number] Added onto each part of the Runes chapter a seperate section for runes you shouldn't take. Moved some parts of conclusion to more appropriate chapters. Removed disclaimer on Replays chapter. [number]24 Mar 2012[/number] Edited Runes chapter. Edited Masteries chapter. [number]21 Mar 2012[/number] Added onto Replays chapter. Added onto Dominion chapter. Edited Matchups chapter. Miscellaneous cleanup. Lulu introduced, guide updated to include relevant patch notes: Heal summoner spell: Base heal amount reduced to 120 from 140. Recently Healed debuff duration increased to 35 seconds from 25. [number]07 Mar 2012[/number] Introduced Replays chapter. Large amounts of miscellaneous cleanup and revision to parts of most chapters. Revised changelog, stopped clearing of older minor changes. [number]25 Feb 2012[/number] Introduced Warding chapter. Added onto some of the alternate endgame builds. [number]23 Feb 2012[/number] Revised and corrected Thornmail description. Added link to videos of Vladimir gameplay in Conclusion. [number]13 Feb 2012[/number] Nautilus introduced, guide updated to include relevant patch notes: Crimson Pact will now correctly work with all sources of bonus Health (% health runes, Juggernaut mastery) Hemoplague damage amplification reduced to 12% from 14% Tides of Blood healing bonus adjusted to 4/5/6/7/8% per rank from 8% at all ranks Hextech Revolver spell vamp reduced to 12% from 15% Heal summoner spell will now restore health to the caster even if they are untargetable when the summoner spell is cast (Vladimir's Sanguine Pool, Zhonya's Hourglass) [number]9 Feb 2012[/number] Guide is approved. Changelog introduced. [number]26 Dec 2011[/number] Guide is created. [number]29 Apr 1429[/number] Jeanne d'Arc arrives at the siege of Orléans.


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