IntroductionHello everyone, this is Everlasting here from NA server. To briefly introduce myself, I started playing League at around December of 2009 and had a couple of quits in between the years :). I have no MOBA or real mutiplayer RTS experience prior to League. Starting April, 2012, I hold 2.3k solo queue elo and pride myself in my innovative builds and capacity for deep analyzation.
Now on to:
Vladmir is currently one of my favorite champions in the game, mostly because of his strong lane dominance and his ability to escape from dire situations. I play Vladmir as a solo top, as I believe this to be his best role. I do not recommend mid on Vladmir and in this guide, I will strictly focus on top lane as Vladmir.
Why top lane rather than mid?
1. Ranged/can kite
2. Fights against sustain with constant harass
3. Escape from ganks easier than other tops
4. Most potent in at least a double AOE team( Thus an AP mid and Vladmir top)
5. Does not need blue buff( as so to have a mid that will be more dependent on blue)
6. Smaller range than most ap mids( Thus more susceptible to harass if Vladmir went mid)
7. Does not push the lane when harassing top
- Added different masteries
- Added more info on Runes
- Added More items, comments, and build variations
- Added 2 HD Vladmir Videos with commentary
- Changed Lane Match Up list
MasteriesFor Masteries, I usually go 9-21-0. The extra beginning tankiness from the defense tree would really help improve up Vladmir's early game, where his weakness lies. This is the primary reason why I prefer the defense tree. The extra hp from Juggernaut is also a decent boost to Vlad, much more so than the final mastery from utility or offense
2 important aspects of defense tree thats extremely helpful to Vladmir: The cooldown reduction and movement speed. Due to Vladmir's changeable roles as an initiator and finisher, the movement speed would really help his cause. Without blue buff, the further 8.1 percent in cooldown reduction is a dramatic increase in vladmir's damage for the sake of only 3 points since Vladmir is sustained spell damager.
21-9-0 Masteries also works fine on Vladmir.
I suggest going 21-9-0 if you are your team's main AP damage or/and if you are rushing death cap after revolver( skipping rylais)
RunesFor runes. I take magic penetration marks, armor seals, ap per level glyphs, and movement speed quints.
Marks: Magic pen is a must .. not really much choice
Seals: either hp per level or armor seals. Since I play Vladmir as a top laner and most likely against someone with physical damage, I almost always take flat armor. In the case I am against an AP, either in mid, or vs / top, I would take Hp per level seals since that would benefit Vladmir more late game
Glyphs: The choices here are Ap per level or Flat Magic Resist. Flat magic resist if against a decently strong AP laner. AP per level if against AD or weak AP laner.
For weak AP laner, I mean lanes that you expect to dominate without having to have additional magic resist other than your natural amount and the 6 from masteries. For ex: Gragas
For Quints: There is Armor, Spell Vamp, Hp regen, Movement Speed, Magic Resist, or AP. I like movement speed, followed by spell vamp
Spell vamp/AP Quints doesn't help Vladmir much early on, so I dislike using them.
I prefer movement speed since I believe Vladmir to be sustained damage with an ability to kite. With or even without, you can easily + and back off and then attack him again.
Hp Regen Quints works well vs constant harass.. like Gangplank/Nidalee/Kennen
Flat Armor/Flat MR Quints can be good vs tough early game cahracters like Pantheon/Riven/Leblanc
With that said, you don't need many rune pages for Vladmir, nor do you need special runes. What I have listed is a set of choices. I generally only have 1 rune page for Vladmir, which is magic pen marks, armor seals, mr glyphs, and movement speed quints.
As of 6/24/2012, I have being using 2 Spellvamp quints and 1 Movement speed quint. Having different combinations of effective Quints works fine.
Possible Summoner Spells:
is good on Vlad since it asserts lane dominance and aggressiveness. I try to ignite when the opponent is trying to get the most heal done. Such as when Olaf uses W or Warwick about to Ult/Q combo. It takes practice on when to use ignite, but an important part of learning is to notice what your ignite did everytime you use it. Is it wasted? Did you utilize it well? How effective was it vs this champ at this particular time? etc.
A big mistake I see when people use is using it too early, allowing the opponent to just back out of the fight and heal off the minions, then picking a more opportune time to engage on you when your is on cooldown. You can use to scare people off or to kill, but also consider the possibility of your opponent backing out of the fight
is effective in that Vlad's natural cc only consists of his W( which is rather weak for cc/damage). is to sustain Vlad's damage output and allow him to escape from dire situations when coupled with his .
As for escape:
Vladmir's pool serve as a tiny flash, which I believe is good enough when coupled with . If against melee, you wait for their attack animation. Before the animation hits you, you and the opponent will be temporarily immobile in his attack animation, allowing you to distance yourself from the opponent and serving as a mini "flash". If necessary, pop ghost
Flash is an initiation skill, as well as an escape.
Vlad can't initiate by himself, if he does go in first. The opponent can choose to engage him and initiate on him, but Vladmir does not have the cc to lock the opponent down.
forsakes aggressive early game that ignite brings for better survivability and stronger late game.
I grab heal in lanes I expect to lose or draw on, for the combination of + . If you are new to Vlad, I suggest trying out heal for the first couple of games. Once you start dominating your lane, start taking ignite and try to land kill.
Heal is also effective on Vladmir due to Vladmir's .. which grants additional healing depending on how many stacks it is at.
If you do take , be sure to put a point in the heal mastery
Another powerful summoner for Vlad.
is most ideal against sustained AD damage since it devastates their damage output. Though I almost never take exhaust on Vlad, I see it being quite effective vs double AD ranged carries or vs a sustained damage AD bruiser( like tiger Udyr)
Summoner spell combos in order of preference:
Passive: Crimson Pact
Every 40 points of bonus health gives Vladimir 1 ability power and every 1 point of ability power gives Vladimir 2 bonus health (does not stack with itself).
One of the best passives in the game.
AP works upon itself, in that ap items will benefit other ap items. For ex: increaes you ap by how much ap you have. be more effective if you have more ap. etc.
Health only stacks upon itself. It serves no other purpose other than giving you survivability ( excluding ). Too much health isn't as good for tankiness as a hybrid of health and defense/magic resist. Stacking hp would not give you a lot of ap, NOR would it make you super tanky unless you choose to incorporate armor/mr.
With that said, Vladmir's most important role is to do damage. Due to how ap works upon itself and how much HP Vladmir gains from AP, I always choose to build AP rather than heavy hp items like .
Even if you build pure ap. You may be squishy, but you have a team and you have pool to survive. If built tank, surviving when the rest of your teammates die serve no purpose. Kill your opponents before they kill your teammates
As quote, the best defense is good offense.
Vladimir drains the lifeforce of his target, dealing 90/125/160/195/230 (+60% of ability power) magic damage and healing himself for 15/25/35/45/55 (+100% of ability power) of that amount.
Cooldown 12/10/8/6/4 seconds
Even after heavy and constant nerfs, Transfusion remains as one of the most powerful spells in the game, especially in lane.
Notice the ability power scaling of its heal effect. It allows Vladmir to heavily sustain himself in teamfights, yet low ratios on offense keep his early game damage down.
The skill is meant to be spammed, so remember to use it constantly. What I say seems pretty obvious, but I often see people make the mistake of not correctly using their skills when they are on cooldown due to heat of the moment.
The range on is not that long.. nor does it provide any cc. Most likely, opponents will try to trade back somehow. If they don't.. Good, you can see keep on draining them until they drop dead and rise as one of your own.
I don't use to last hit in laning phase, but mostly to harass. If you are missing cs due to not being able to last hit with autos.. practice it. Keep on practicing. , especially without cooldown and on early levels, need to be conserved to prevent confrontations or to trade. If I see a vladmir use early on a creep during low levels, I instantly jump him
W: Sanguine Pool
Vladimir sinks into a pool of blood for 2.5 seconds, becoming untargetable and slowing enemies above him by 40%.
Vladmir deals 15% of his bonus Health in magic damage over the duration and heals himself for 12.5% of that amount.
Cost 20percent of health
The troll pool. I use it as a last ditch effort and also for cooldown. It scales off of HP. If you are an primarily ap vladmir as I Suggest..this isn't gonna do much damage. Thus, I don't use it for damage.
I usually conserve it until I am almost dying in a well fought balanced teamfight. I don't expect to live when I surface from the pool unless my team has already almost won the fight. When I pool, I pool beneath the enemy to slow and damage them. After I surface from , I immediately pop my + .
In chasing environments, where your team has the advantage and there is no risk in using pool. Use pool to catch and slow the enemy, but never at the risk of your own life.
Another situation of pool is in smaller skirmishes.. such as 2 v 2. They are focusing your teammate and you think you need the damage from pool to kill. Use it.
Remeber: W is situational and does not do much damage. It is mostly used when utility is needed or when you are dying. Most importantly, do not use it at heavy risk of your life
A mistake I keep on seeing is people using pool early levels as damage.. Say I am jax. Level 7 or 8. The enemy vladmir has hextech. As Jax, I need to confront the enemy so I do not get slowly taken down. I jump on the enemy vladmir. + go down. It is a close fight. The enemy vladmir pools beneath me and stays near me for a while to try to do damage. He surfaces.. His + are still on cooldown. I have 100 HP... and I kill him with a already actived ghost. If the Vladmir uses to just run around and wait for cooldowns. He could have came back. healed off the minions and drive me back/kill me. This has happened numerous times. Don't expect the pool to do good damage or heal you well when you build ap or low leveled. It doesn't.
O yeah.. and don't use pool to farm
E: Tides of Blood
Vladimir unleashes a torrent of blood dealing 60 / 90 / 120 / 150 / 180 (+45% of ability power) magic damage to nearby enemies.
Each cast gives him an Empowered stack (max 4), increasing his healing and regeneration by 8% each. Additionally, his next Tides of Blood deals 25% more damage and costs 50% more Health per stack.
Cost 30 / 40 / 50 / 60 / 70health
Vladmir's most underrated and forgotten skill. Yet, this skill is what drives Vladmir into a godly late game. The best Vladmir, imo, is the one who can utilize the best
It is what brings out Vladmir's damage and sustain in teamfights. This skill increases Vladmir's healing and damage output, but hurts Vladmir at the same time. At 4 stacksl Vladmir becomes a monster
Without , I rarely keep Tides of Blood at high stacks due to the amount of hp it costs to sustain. Yet after I have my spellvamp, I try to keep tides at 4 stacks for maximum damage. If I am not trying to push the lane, I either 1. dont use tides or 2. dont use it near the minions when trying to sustain my tides of blood.
Late game, I try to keep my tides at 3-4 prior to teamfights. Keeping your tides up prior to a teamfight can greatly change the outcome. If I am at 0-1 stacks, it is mismanagement on my part.
hit surrounding enemies at a low range. So when using E, consider how many enemies will be hit by it. If I am at low stacks of tide, I will use it instantly to stack up my tides. If my tides are high, I might even save tides for 2 seconds until I am in a position to use it more effectively.
And as many of you already know, tides clear the back wave in 1 shot when charged. Tides clear waves easily and effectively.
A mistake I see with people's is using it at wrong times, especially at early levels. If an enemy Vladmir uses at early levels during laning phase. The enemy can dash in and trade blows/even kill Vladmir since his is on cooldown
Vladimir infects the target area with a virulent plague. Affected enemies take 10 / 14 / 18% increased damage for 5 seconds.
After 5 seconds, infected enemies take 200 / 300 / 400 (+75% of ability power) magic damage.
Cost 15percent of health
Ah.. the declaration of war.
Vladmir's is the signal for a teamfight to start and for additional and heavier damages to follow since its a damage amplifier.
It is weak in damage.. and bad for 1 v 1 situations.
Though, it should be obvious. Use R on the enemies your teammates will be attacking/focusing on. This is why Vladmir works well in AOE burst team comps, because he would then be able to amplify the damage done to multiple enemies.
If the enemy is spread out, use your on 2 enemies that you team will be focusing, such as the backline. It doesn't matter it only hit 2 instead of 4. Vladmir's does not do much base damage. If your team is defending your ad carry instead, use it on the 2-3 people rushing your AD and help him take them down.
Therefore, do not save in teamfights. It should be used really early before the main damage is dealt.
And do not use as a way to last hit..
Skill OrderVladmir's skill order is usually set
Some people go -> -> at level 3 for maximum damage, like to set up for a Jungle gank.
Item BuildsVladmir's final item build is pretty narrow, since he does not auto for damage and does not use mana
The starting item should always be , almost no exception. Do not start with ..it should be easily punished if your opponent plays aggressively.
Items I consider core are: or +
I get if vs lots of CC and if not.
Though I do not consider Rylai a core item anymore, I usually get Rylai as my third item after boots and revolver as solo top.
My final build is usually :
Final Items: or +
Other than the core items, other items included in the final build are situational and it may be more optimal to build different items.
Here are some other items you might consider:
- might get this item if the enemy team has a decent amount of AP damage, and our team has good AP damage but no one is building Abyssal.
- I can see this item working vs a very Heavy AP team with only 1 AD, but in such situations I rather go the Spirit Visage + QSS or Abyssal route
- Really underated, good early game. Lucidity boots + Haunting Guide + Abyssal works well
- Good vs Heavy auto attacking team
- Good vs heavy AP harass in lane like Malphite or Swain or Yorick
- If you wanna have fun :o, but almost always bad
- Vs suppress like Warwick, Skarner, and Malzahar( considered Vladmir counter)
What might strike out to you is that ( after having learnt my mistake) I almost never get . is when you need the penetration early game for a burst to finish off your enemy. For Vladmir, whose damage is sustained and reliant on late game, is not as good.
One important factor to consider is that percentage magic pen is calculated after flat magic pen.
So if the enemy has 80 MR and you have + . Your + rune's magic penetration will be calculated first, then followed by the 50 percent magic pen( from your masteries and ). With that said, and does not have a good synergy when stacked together.
Rather, works better with or/and since they are all flat penetration.
I prefer having the mid AP go + since the Mid AP is more burst reliant mid game and needs the penetration earlier.
My build order is usually:
-> -> -> finish boots ->-> or ( if the enemy stacked MR) -> followed by either or -> ->
This is my ideal build order. However, you should never sacrifice your laning phase to perfect a build order. What I mean by this is that if you are having trouble in lane, build against your lane!
2 or a +or + is good if vs AD. // is good vs AP. is good vs Hybrid.
If you can get past laning phase with decent results, then you did good. Vladmir is a beast late game.
If you do have to build doran shield/defenses/etc., that is fine as well. Sell those items in the very end when you have no slots/1 slot left
Early GameVladmir's early game is particularly weak, but also relatively safe.
Generally, Before level 7+, I let the opponent push close to my tower as so I can avoid ganks, but also reach higher levels so I can level up my .
To let the minions push, do not draw minion aggro and last hit only unless the minions are close to your tower. To not draw minion Aggro, do not harass with Auto attacks ( for the most part), but rather only harass with
Also, early ganks will generally hurt you instead since ganking often pushes the lane by drawing aggro and killing creeps. During early ganks, Vladmir won't be able to do much damage or provide enough utility to secure a kill. Thus, I usually state I don't want ganks early game and will ping so if I see a good opportunity to gank.
I play passive until I have a ward up and revolver ( usually bought on the first return). Then I harass with a combination of and for maximumu damage. Often, I would push the lane to the opponent tower and harass the enemy at his tower, but also keeping in mind of my ward( usually placed at tri if blue side and Baron if purple)
Things to be aware of and take advantage of:
Since Vladmir is ranged, the opponent laner will often camp the brush so he can dash to you and harass you. Placing a in the brush is not a bad way to assert lane dominance, but you can also use to detect his position and harass him when he is in the brush. I press E to harass the enemy when I have a decent wave around me, so the opponent can't easily come out and trade blows without receiving much damage. If you leave your opponent with brush dominance, he can choose when to engage and perhaps even kill you( like when your minions have pushed past him and he can attack you from behind or when your minion wave is low)... If your opponent does not know how to take advantage of brush control, disregard this part
is your escape tool, but also serves to dodge skills. I cannot stress how important it is for W to be used effectively. When ganks, use your to dodge his gold card or any other stun for that matter. Don't before the stun even goes off! He will just throw the stun at you after you come out of your .
The same applies for //// skillshots etc. Use your W to dodge those skills! Do not panic and believe in your own reaction time :). If you fail, keep on practicing! You have to learn somehow
Mid GameSince Vladmir is a top laner with no cc and few dive potential, mid game is still laning phase.
For the most part, I try to take down the top tower during Mid game.
With wards and low cd spellvamp, harass your opponent to his tower and gradually push it down. Force dragons if he is low or dead etc and be sure to take note of dragon timer.
Stay in your lane unless your oponnent is going for an objective like dragon. If he is roaming/looking for ganks, but not for objective( since its gone).. Ping and let your teammates know and continue to take down top tower.
Late GameDuring late game, you want to be sure to buy wards so that your team has coverage of the River for baron and sneak attacks.
Warding is not just the supports job, as top laner and a great farmer, be sure to contribute to warding. Don't let lack of ward coverage be the reason for your loss.
Late game, the team should be well organized so that no one gets caught out of position. As Vladmir, you generally cannot split push since your dps on towers in low. Stick with your team and guide your team to objectives etc.
A very important concept to note here is taking jungle creeps and clearing waves.
Vladmir is well suited to clear waves fast. When a wave is stacked up, clear it if you can( not at the expense of objectives) and get back to your team. Do not waste time walking to the next wave and pushing that as well. Of course, what I said does not apply to all cases. But you generally don't want to stray too far. Vladmir cannot split push + Vladmir needs to be present early for teamfights since he amplifies damage.
Another thing to take advantage of is clearing the wolf/wraiths camps. Clear them asap when they spawn. Vladmir, with his AOE, clears camps fast and the money will eventually stack up.
Team FightsRead my skills section if you have not. It is most important for my description on how to team fight
As I previously stated, Vladmir's amplifies damage.. So use it early before the main damage comes.
After using your , use your damage on the ones your teammates are focusing. It seems pretty obvious, but what I just said needs greater clarification.
Vladmir is not a tanky dps, nor burst, nor is he a strong 1 v 1 ( comparatively with dpses like riven/jax). He is like a ranged dps mage, and what he does is provide backup damage. Go for the targets you think are most likely gonna die( that are within your vicinity) and help your teammates take them down. It can be protecting your AD carry or helping your jungler/mid lane rush their backline( if they decide to do so). Help the one that you think will be most successful. Generally, I attack whoever is falling the fastest.
The reason for this is that Vladmir does not do damage fast enough or is strong 1 v 1 or have cc to be able to go and try to take down enemies by himself. Helping his teammates is Vladmir's best bet at a successful teamfight.
Also, as Vladmir. When fighting, be sure to move between the cooldown of your spells so that you are in position when you cast again.
What not to do:
What always surprised me and made me facepalm is the following infamous combo:
-> immediate while wriggling around the enemy with a last ditch wriggle room to escape -> -> -> Alas, Vladmir is dead.
Don't do that.. Don't + unless your teammates are for sure to win the teamfight really fast. Use and for damage. Use to dodge projectiles and when low health for cooldown and extra survive. If you only + + once in a teamfight..this results in a very insignificant amount of damage dealt
Don't rush in front of everyone because you see the enemies bunched up together. I also see this often. The Vladmir because he sees the enemies are bunched up.. No good follow up damage.. Vladmir's ult is wasted.
Don't rush to the enemy AD carry and try to kill him by yourself.
Be aware of your mistakes and learn from it. Vladmir is actually quite high skill cap, though learning him at first may be easy. He is high reward and has a lot of potential to tap from.
Lane Matchups and team compsAlmost done!
In the following. I will list who Vladmir is strong against,weak against and ties with. There will be champions missing from the ones I listed and matchups might change as future patch notes change the balance of the game.
I will not list how to counter vladmir, but I may give some insight on how you can dominate in some lane matchups.
The items chapter is something you might want to look at before reading this chapter.
Wins vs - Chogath, Fiora, Garen, Kennen, Darius, Pantheon, Poppy, Singed, Trynd
Ties with - Akali , Gangplank, Jarvan, Lee, Malph, Nasus, Nidalee, Olaf, Shen, Voli, Warwick, Yorick, Wukong, Udyr, Jax, Galio
Loses against - Fizz, Irelia, Kayle, Riven, Renekton, Swain, Rumble,
Notes: Generally start backing off when an enemy charges at you such as /. Don't start an auto attack fight unless its clearly in your favor. When he starts backing away, get a on him. Harass your enemies, but do not hard engage. Whittling down his enemies is Vladmir's forte
By being aware of your situation and taking advantage of your range, Vladmir can dominate melee champs with no gap closers such as Singed/WW/Garen.
Vladmir is weak vs gap closer and high burst damage. You want to build hp vs burst so you are able to sustain yourself back up. Past level 6, a lot of champions can burst you down, so don't stick around with low health. Vladmir is NOT tanky! Your ult is significantly weaker than other ults in 1 v 1 situations
Vladmir works well with the following( this includes some, but not all!):
Riven, Amumu, Sona, Wukong, Warwick, Karthus, Rumble, Morgana, Graves, Kennen, Annie,
is the best support for Vladmir. Sona provides the cc so Vladmir can ult and damage can follow up. 's ult is an utility CC skill rather than damage, so the true damage can follow after Vladmir's ult.
works well with Vladmir( with some other AOE cc like ) beacuse it focuses down an enemy, forcing the opponent to converge at that spot. Though you would want AOE cc in a team comp with and Vladmir, I list this example to express how you don't have to be AOE to work well with Vladmir.
In general, you want some AOE cc initiation for Vladmir.
Vladmir Gameplay Video6/24/2012 - New Videos
Final CommentsSorry for the long read and lack of images, my friends.
I consider this guide in depth... and for those interested in the particulars, I hope I have provided something of knowledge and value.
Also,Do you guys want more pictures or no? Suggestions to make my guide better?
Leave your comments and thank you for the read.