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VLADIMIR BUILD GUIDE: The Professional Carry of Season 4 by FallenLegion1

by FallenLegion1 (last updated 12 months ago)

243,868 Views 2 Comments
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Scaling Armor(+1.35 armor per level (24.3 at champion level 18))
9
Greater Glyph of Scaling Ability Power(+1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power(+14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
9
21
0
mastery 1 1/1
mastery 2 0/4
mastery 3 2/4
mastery 4 1/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 3/3
mastery 1 3/3
mastery 2 0/1
mastery 3 0/1
mastery 4 1/1
mastery 1 1/1
mastery 2 0/4
mastery 3 0/1
mastery 2 1/1
21 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Crimson Pact
QTransfusion
WSanguine Pool
ETides of Blood
RHemoplague

Introduction

Why Should you choose Vladimir?
Im sorry but why is this even a question,-_ simply yes. No but seriously, If you think you like the champion's overall so called infrastructure, as well as his combined kit of what he offers to the teamfights and the overall match, then go head and throw some blood.


What Does Vladimir Offer to a team and overall as the Crimson Reaper?

  • Provides late game power
  • Great with other AoE champions greatly stacking together because of his ult
  • All of his skills are AoE being a great choice in Summoners Rift
  • Has great escape with his pool
  • Has short cooldowns with decent skill ratios
  • Has built in sustain and utilizes spell vamp greatly
  • Very tanky because of his passive

Runes

The rune setup I use for top are: Magic pen, Armour per level seals, Scalling AP glyphs, and 3 AP quints.

Reds(Marks):

  • Magic penetration, this is self explanatory, as there is nothing else to build on reds, and 7.8 magic penetration is quite quite a big boost of damage with ratios averaging at around 0.60 of your AP.

Yellows(Seals):
There are a lot of options which usually inquire with health or armor for seal choices. These are the best choices in my opinion:
  • (Health per level): Most common option, as Health per level are very useful as it goes hand in hand with Vladimir's passive and it gives you extra health with which you cant go wrong with.
  • (Armour per level): Most top laners do AD damage, and either way you can't go wrong with armor which helps against most junglers and ad carries which will focus you in teamfights, and overall it provides greater tankiness with the lower hp you get. Also helps against monsters like dragon and double golems, as well as reduced damaged from towers.

Blues(Glyph):
Most commonly used for Magic resist or Ability power.
  • Scaling Ability power): Gives you extra power which gives you the better advantage the more you progress. With Per level AP giving more AP then Flat AP at level 9, at which point you can abuse your power of damage corresponding with your sustain, having max level on transfusion.
  • (Scaling or Flat Magic resist): They make you more tanky and if you know before hand your going to be against heavy AP you might as well take them you expect to have a hard time. If you go Mid lane as Vladimir, magic resist per level or flat magic resist could help a lot against strong damage champs.
  • (Flat Ability power): This gives you a better early game, but is just not worth in the long run, as it gives you the same amount as scalling ap at Level 6 and is just not efficient as your damage potential to kill is really not that great at such early levels. If your not planning to demolish the other person prior to level 6, then I don't see why you would take flat AP over scaling.


The Big 3(Quints):
The choice between flat ap and movement speed is a common choice for many Vladimir players and is purely based on preference. Other non-standard quints like flat armour could be considerable depending on the situation especially with prior knowledge of your opposing opponent.
  • (Flat Ability power): 15 AP at starting level, helps quite a lot, converting into an extra 21 health, with pure extra 9 damage on q, giving you an overall competitive edge in damage as well as laning phase.
  • (Movement speed): 4.5% is the speed of boots of swiftness at 397 movement speed in comparison to the 380 with normal level 2 boots. Overall this gives you more movement inside teamfights as well as catching potential in lane.
  • (Spell Vamp): With the two spell vamp items getting reworked in season 4, the 6% spell vamp could help out quite the bit, as ~120 health from using E once is quite a lot of health which needs some spell vamp to go with. Overall this is a great choice for lanning and late game survivability.
  • (Flat Health): Provides with a a nice early advantage of health, giving you 2 AP extra with you , overall provides with a nice tank stats especially when combined with either a cloth armor or even better a .

[http://i.imgur.com/GsNRrcy.png]

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 2/4
mastery 4 1/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 3/3
mastery 1 3/3
mastery 2 0/1
mastery 3 0/1
mastery 4 1/1
mastery 1 1/1
mastery 2 0/4
mastery 3 0/1
mastery 2 1/1
21 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
9/21 - Offers more tankiness while still dishing out damage, just more reliant on getting that AP from items.

Summoner Sets

Primary Set

Flash/Ghost: Gives you the best chance of escape, but also lacks the damage without ignite. Being one of the most escapable champions in the game with these two summoners combined with you pool.
Flash & Ignite

Flash/Ignite: Provides with great short term movability, great for escaping over walls and just about every skill shot, meanwhile still having the extra true damage from ignite.
Ghost & Ignite

Ghost/Ignite: Provides with great long term movability, able to be a more offensive side of Vlad, ghost giving the ability to dive with w as well as come in and out in teamfights with ease, while still taking extra true damage with ignite equipped.
Individual Explanation

Most Useful:
Flash: Helps you have better positioning. Better escape. Helps you get that perfect ultimate on all 5 before they separate.
Ghost: Very useful for diving towers. Using W with ghost can give you a bigger distance advantage. Finish off or catch up to those stranglers.
Ignite: Procs with ultimate and Deathfire's grasp, doing more true damage. Helping you secure kills much easier. Overall adding more damage to your arsenal.

Situational:
Teleport: Helps with map control, its good, its just the other summoners are more essential to have.
Heal: Increases your invulnerability state, can be used after (pool) which takes percentage health, giving you that extra health after pool to help you escape on the break of edge, keeping you in the fight or lane longer.
Barrier: Sure its great especially since you take a lot of damage in teamfights being focused quite hard on par with the tank, its's just there are others that are better.
Cleanse: Helps in some cases, really situational and has to be timed well. Very useful to clear any effects like slows before using pool, as slow effects still lasts throughout pool ability.
Exhaust: Helps against bursty targets if timed well. Helps to catching fighting a strong dps.

Idk, just save it for dominion:
, , ,
Clarity, Revive, Smite, Garrison

Item Builds

Starting Build(s)
Early Damage
Early Tanky
Early Boots
Vs. Heavy AD
Early damage - With 28 health and a more damage and sustain from making it one of the most popular picks as first item.

Early Tanky - Provides with great early tankiness having an easier time, with health also giving you 2.5 extra AP, which insist much but still something. The main reason behind getting this is the great reduction from auto attackers as well as the armour going perfectly with this, being an excellent against a lot of tops that come into range to auto-attack you, not as useful against ad casters.

Early Mobility - Great in mid lane or any lane where dodging would be the main factor to winning lane, with lane opponents like and this is quite a keen choice offering two more pots then the start of .

Vs. Heavy AD - Unlike doran's shield, this gives more armor and greater sustain when you see fit to use the health pots. Its more useful then doran's shield against ad casters since the doran's passive doesn't protect from casting ad spells and this gives you more of the defensive armor.
Final Build(s)
Standard Final Items
Boots: sorcerers-shoes mercurys-treads ionian-boots-of-lucidity ninja-tabi boots-of-swiftness

Spell Vamp choices:
(Note: Spirit of the spectral wraith will no longer be as useful as it was to Vladimir's toolkit, with the new season 4 patch notes out)


Major Magic damage purchases:
zhonyas-hourglass rabadons-deathcap rylais-crystal-scepter abyssal-scepter

Against Heavy AP (Defensive):
mercurys-treads abyssal-scepter spirit-visage

Against Heavy AD (Defensive):
ninja-tabi zhonyas-hourglass randuins-omen

Lategame options:
void-staff rylais-crystal-scepter spirit-visage randuins-omen guardian-angel and for the sparkle don't forget sunfire-cape


  • ~600 AP in the end with lots of magic pen
  • Ending with at least 3500 Health from passive and health items.
  • Spell vamp to help sustain as some spells cost health
  • Lot of armor to help against Minions/Monsters/Towers and all attack damage champion damage
Build Order
Trinket: The greater totem gives free wards without using up your gold delaying items even by 75 gold can be quite costly throughout the entire game. This offers safety in lane with less gankability from junglers giving you more freedom in lane without buying any wards from the shop. The blue trinket doesn't offer much to a champion like Vlad, not having ranged ability beyond fog of war like nidalle spears or Xerath long range damage.
From in-depth item description see items choice cahpater of the guide below

Overview of skills

Crimson Pact
Converts AP into Health and bonus Health into AP
  • Overall helps you with being tanky throughout the game with the more AP you have the more health you get
  • Converting AP into health is a lot more effective with the amount gained from 500 bonus health is near 12 AP which is practically nothing
Transfusion
Dealing damage and returning health that scales with AP, being prime source of damage
  • Your butter on the bread, take it whenever you can
  • Start abusing it as soon as get a short enough cooldown with 5 levels in this ability, being able to trade and gain the advantage which Vlad is deprived of until level 9.
  • Poke with this ability prior to 9 only with the use of its range as you most likely will have a hard time trading damage if you don't catch some free damage on them
Sanguine Pool
Makes you invulnerable, still having mobility, gaining health over the duration, with an active slow
  • Get this at level 3 or 4, as this is your ultimate escape tool, whether it be a jungler ganking or a cc ability coming towards you, this is your best bet at surviving crucial moments where others would have given away first blood or would have taken too much damage to stay in lane against their opponent
Tides of Blood
Damages nearby enemy units while increasing all other healing by a percentage
  • Max this second at level 2, as it helps you last hitting in laning phase, but at a price
  • Spamed in synergy with q on a cooldown of 3.5 seconds
  • Amplifies the spell vamp, sustained health generated from all methods, including health regen to transfusion scaling healing
Hemoplague
Increases damage applied to targets by a percentage and deals damage after duration
  • Get your ult every time its up as you would just about any other champion
  • When cast, automatically catches everyone's attention to engage
  • Absolutely great for 5v5 fights amplifying your teams total damage by 12%

Pros and Cons


  • Has great sustain
  • Secondary tank in a regular team composition
  • Has great teamfight potential
  • Has great AoE damage
  • Has a superior amount of health then other mages even without any health items
  • Has ranged auto-attacks and abilities which helps in laning, especially against melee champs
  • Has an escape/invulnerability skill in his toolkit


  • Doesn't have the best burst damage
  • Has little cc
  • Depends on w being off cooldown to escape at tight situations
  • Has a weak early game
  • Not the best 1v1 champion

Why E + Q is better than Q + E

  • Press and it will start to gap close with its targets
  • Apply while is travelling
  • What happens: hits the target after

The Ultimate advantage:

  • pressing gives you extra healing for the next few seconds
  • costs health, which is replenished by using afterwards
  • gives extra healing to health gained from ability and spell vamp because you used prior to
  • Tides of blood has shorter range by 50. A comparison of 650 to 700 on Transfusion, using it before the target has a chance to escape further, with the instant q afterwards

Basic summary: These skills are instant with no cast time, and can be used in any order, but if theres an advantage that gives you extra healing then why not take it. This being done, by using q while tides of blood is travelling towards target.

Skill usage in teamfights

I have broken up my points into bullet points to be easier for the eye to read:
- Starting the fight with proper positioning is key.
- Using summoners like flash or ghost may seem like a waste just to start a teamfight, but if it provides you and your team with the proper initiate that your team can jump on and maybe make the turning point of the game, risk and reward.
- As mentioned earlier, a key moment is using and then , getting that extra percentage healing from e as well the cooldown on e being longer by half a second, coming off cooldown at the same time as again.
-------------------------------------------------------------------------------------------------------

Skill combo #1: All in Vladimir initiate
  • This is a very aggressive initiate, involving using Ghost or Flash into their team putting you isolated a distance in front of your team. As the enemy team's response will be immediate to focus you, mashing their skill sets.
  • Using your ultimate, in most cases you won't even have the chance to q or e without being cc'd or massively hurt, and you will have to use your pool wasting their skills on you as well as giving your team the perfect timing, slowing them with your sanguine pool from underneath. Meanwhile your team gets the perfect chance to apply damage combined with your ult on most of their team, creating the perfect initiate.
  • Coming out of pool, use e and q on whoever you feel is the target that provides great danger to your team
  • Use zhonas if you feel you are taking too much damage with pool being on cooldown
  • After zhonays, your pool should be up shortly, and hopefully will you will still be alive after using q and e some more, having that pool to utilize as you wish
Visual: OR-->-->-->


Skill combo #2: Poke method, into teamfight
Have you been in that position where the two teams just sit a distance away from each other, waiting for that perfect timing to go in? Well this is the scenario I'm talking :
  • Poking at max range on your Q is essential to have your E at max stacks without loosing too much health, being to enter that fight with as much damage as possible
  • The fight might begin with one of the tanks just rushing past everyone from either of the two teams or by simply by someone getting caught too close with some sort of cc. This may not be the key movement when to use ult
  • Get the better positioning before using ultimate, and even if it means to wait 2-3 seconds while you wait on cooldowns, wait until the majority of their team is clumped up enough to get that perfect ultimate complementary with the rest of your team's abilities
  • From this point onward just rely on your decisions skills using q and e, while preventing huge damage with the use of pool, and/or zhonyas if it has been purchased.
Visual: Poke with when fight begins, proceed with --->


Skill combo #3: Fighting a 1 v 1
Not going to talk too much about it, it will be self-explanatory:
  • Use Hemoplague, as this amplifies all your damage afterwards
  • Use e then q, as well as ignite if you have it
  • If you can block majority of the damage or cc with pool then go ahead, and resort your q and e until afterwards.
  • Your pool, having a multi-purpose usefulness, besides blocking damage, but to slow and apply damage to target if they are trying to get away keeping them close to you
  • Chase and keep damaging them with the low cooldowns on Q and E
  • Use Flash or ghost for that last E and Q combo if he/she is almost dead, if it seems reasonable for current the situation.
Visual: , second arrangment---> and finish with ---> OR finishing with


Skill combo #4: Fighting a 1 v 2
Those times early game when your winning the lane and you think you can 1v2 a weak composition, most common seen when the opposing jungler comes to gank or see an opportunity and decideto take it. The best of scenario of this situation is when you have either a lead whether it be in health, damage, better skill set and/or you are just a lot more fed.
  • Make sure you are near full health, being sturdy enough to take at least a decent amount of their best burst
  • Make sure to get that ult properly onto both of them
  • Use e, and q on the champ with the lowest health
  • If you have ignite, use it on the either the target that's lowest or if you know they are low enough to die from your ult, ignite the other guy
  • Using W as soon as you use your main skills, can prevent the oncoming damage if you see it travelling or you are expecting it, in cases such as Annie ability would be expected to land on you as soon as she has clear intention of your engage, in combination with stun passive.
Visual: , mash --->, follow with then

Oh and one thing that many people don't consider, remember to activate your passive --->, huehue

Item Choices

Boots:

  • With Vlad's ratios at 60% of AP on Q, and 45% on E, Sorcerers shoes do work in lane, being one of the best choice, reducing their magic resist giving that damage from your abilities shine through.
  • A nice choice for mid lane. Especially if you are having a very heavy time against someone like swain or a burst mage that you can't quite pool away from. The main reason is be able survive fights and being focused in teamfights having protection against a heavy cc team.
  • With hard hitting auto attack champions besides the ADC, like ,,, these boots offer great protection against champs like adc and other ad carries that will wield you down, offering a slight edge of survivability. This is not a standard pick for boots but could be utilized by Vladimir.
  • Being a decent choice in top where you are stranded on that island and you can spam that q against the more tankier champions. Provides w faster when you are relieing on it to be off cooldown as well as q and e which are already on a low enough cooldown.
  • Effectively giving you the same movement speed as 3 Quints of movement speed. Giving you the greater mobility throughout the game dishing out damage while having mobility advantage for better positioning. Having a passive of slow effects being less effective, with slows being the best counter when going into pool, this helps out against that problem.

Spell Vamp:
(Note: Spirit of the spectral wraith will no longer be as useful to Vladimir's toolkit as it is now with season 4 patch notes out)

Will of the Ancients being an amazing choice, not providing an aura as in season 3, but giving you the personal 10% cooldown, being in-richly important on Vlad with the already short cooldowns, and needing w to be up as soon as possible. Overall this now gives mana and less AP which appalling, but with a price reduction and lower cooldown as a restitution for this change. Overall, making it the viable item that spirit of the spectral wraith once was.

Purhasing over as first majour item:
  • Zhonyas Hourglass
120 AP + a difference of 200 gold would bring an accommodation of 5 ability power = 125 AP
+ 50 Armor
+ Active: Invulnerability similar to your w.

  • Rabadon's DeathcAp
120 AP
+ 30% bonus AP
-------------------------------------------------------------------------------------------------------
Considering you have at least 9 points into offense, mental force and arcane mastery are included:
  • AP Flat Quints: 14.85 AP
  • AP Glyphs per level: (0.17*9)*13= 19.89 AP
  • Flat Mastery: 8 AP
  • Per level Mastery: (0.89*13)= 11.57 AP
  • Hextech revolver: 40 AP
  • Health from defensive Veteran's Scars and Juggernaut): (36hp + (1720/100)*3)=87.6 87.6/40= 2.19 AP
- ((125 + 14.85 + 19.89 + 8 + 11.57 + 40 + 2.19) = 221.9
- ((120 + 14.85 + 19.89 + 8 + 11.57 + 40 + 2.19)*1.30)= 281.45
- Difference : 59.55 AP --> ~60 AP

- 60/221.9= 27% of total AP
- 60/281.5= 21% of total AP
  • Final question: Is 60 AP > 50 Armour + invulnerability?
  • My Statement: The gap seems pretty big, but with this said you still have a large AP amount of 219 AP with , and having that extra armor to be able to withhold the damage, and giving you the second invulnerability in the game is quite the good pick as teamfights start to arise. Getting as a first majour item over seems more reasonable from the practical point of view, altough with this said I would consider getting the Rabadons if you are getting fed as the 60 AP difference grows steadily as the game progress with more AP items and overall a lot more damage then that of can offer at this point in a game.
  • (Note): This was done using 21/9 Masteries which should favor more AP on the Rabadons deathcap, if you are running 9/21 Masteries, Zhonyas-hourglass is an even better investment with less of an AP gap between the two items by level 13.

Zhonyas-hourglass:

This item should bought practically every game as Vlad, giving you a second invulnerability, with two times in a fight that you can now escape great danger as you wish to use it. As well as giving you that extra timing for that second to come off cooldown, while still proviing with a lot of damage being on par with its base AP value to and .

Rylais Crytal Scepter:

Being cheaper then by 400 gold, while providing great cc which Vladimir lacks a lot, having a slow of 35% from and 15% on everything else. Having great potential to keep the target at bay while alternating and always kepping them slowed with the use of your short cooldown abilities. Overall this not only makes a Vlad a a tanky mage if bought really early but also creates a lot of support for your team.
  • Helps your team more then you think, being a great buy if your team is doing exceptionally well.
  • In compensation, you can get very late into your build, giving you great tankiness ability combined with the slow active on it.

Rabadon's Deathcap:

Just get this item anywhere from 1st to 3rd, as it just boosts your health and damage by great amounts, greatly synergizing with in the combination.

Abyssal-scepter:

Getting this item early might be a good reason against a heavily oriented magic damage team, such example of team would be top, in mid, as ad carry, in the jungle, and as support. This item not only gives you bonus penetration on them but as well to your magic dealing teammates, being an overall good item in terms of protection and damage. With Vladimir's ratios not as great, the 20 magic pen is ~33.3 damage on your .

Void Staff:

Don't be hesitant to get this too early, as many champions have a base 45 magic damage at level 18 the numbers go up with runes, defensive masteries and being added to that inside teamfights. Its recommended to get this after your 1st or 2nd damage dealing item such as these: OR .

Masteries(Description)- view top for images

Season 4 Masteries Pertaining to Vladimir

The mastery page Defense seems a bit weak in comparison to Offense at the late points into the tree. With the Defense tree offering a lot of armor and magic resist and protection against cc, this isn't that much compared to great damage bonuses in the. In my humble opinion I would say that 9/21/0 isn't as strong as it was before, and that 21/9 and special combination mastery pages like 13/17 and 14/16 are a stronger choice this season for Vlad.

General masteries

Mental Force/Arcane Mastery: 4 points to get 18 AP at level 18 and 1 into Arcane knowledge, being a great start to any magic damage dealer. Offers the early damage that Vladimir really needs to be able to sustain and trade damage.
Butcher: cs, is one of the most important aspects of gameplay, especially into higher level play, with people dying a lot less, the 2 extra true damage help quite the bit when last hitting under tower and overall last hitting. Especially with season 4 where it also applies on single target spells dealing more damage with your Transfusion.
Note(Hardiness/Resistance): The two defense masteries offering protection (Hardiness and Resistance) should be taking accordingly upon your opponent. Often armor for top lane and magic resist for mid. If your uncertain, armor is usually the better answer with a more protection from towers/minions/mosters and standard ad carries.

Defense Masteries:

Block: These are especially strong against constant damage dealers that use auto-attacks, helps with tanking damage a lot of consistent auto-attacks.
Recovery: Health regen at lowest health, is 6 hp every 5 seconds, even at half health of 2 hp regen per 5, 2*12=36*6 minutes of lanning = 144, that's roughly a free health pot every 6 minutes. Its a very good choice with a champion like Vladimir, as it is common for him not to stay at full health as some of his skills cost health.
Tough skin: Taking less damage from creeps may be a better pick then the extra health regen, with minions doing quite a bit of hurt, and switching aggro towards you every time you start to harass too strong on the opponent. If you feel like you might be playing extremely aggressive early and therefore taking lot of minion damage, this may be a very suitable option.
Unyielding This furthers upon block which only applies to auto-attack but decreases all damage depending on ranged or melee being one of most profitable masteries.
Veteran Scars: Same as old Veteran Scars but with 3 points into it, gives early health which gives you an extra AP point from passive as well.
Juggernaut: Giving 3% extra max health extra, can be utilized with a champion like Vladimir very well, with hp gained from your passive, an easily achievable average of 3k hp closing into the late game is a rough estimate of 120+ health.
Hardiness: Early armor helps against an AD opponents or even the jungle which is bound to gank at some point.
Resistance:Early magic resist helps against an AP opponents as you will get focused quite hard in the fights, and as more over promptly used in mid where there is bound to be an AP carry unless special situations like Zed or Mid Riven.
Perseverance: Helps Vladimir Regenerate health as he is a champion like Mord and Attrox who use health to cast abilities. Being at below 80% is about normal and any regeneration is quite helpful.
Swiftness: Vladimir having no dashes or escapes besides his pool, its useful to utilize it as best of your ability, and as it accepts all effects including slows cast on Vlad prior to using pool, making this mastery decently useful with overall less cc on you.
Reinforced armor: With three points into Hardiness this invests into 10% less critical damage which isn't that bad late game, but other points would be more useful early.
Evasive: With three points into resistance this gives 4% less damage from AoE damage which is quite a lot with many casters that have a lot of AoE abilities in their toolkit giving you a tanky edge.
Second Wind: With Q and W gives a lot of health especially W when pooling at the break of edge can provide with just the amount of healing to survive, its a decent choice especially late game.
Tenacious: Being a lot more beneficial then the Hardiness and Resistance mastery giving a potential to give 20 armor and 10 magic resist with 5 people within the required range.
Legendary Guardian: CC being a big part in teamfights and is usually how most teams run along with the contribution of something like a Sona ult or other wide variety of existing CC, this is essential with such short cooldowns to be always on the move.

Offence Masteries:

Double Edged Sword: VLad has great sustain from Abilitis, masteries and spell vamp that taking extra damage to do more damage that is just a typical day for Vladimir but with more damage.
Sorcery: Cooldowns are great, but there are more over greater points to be taken further ahead up the tree, and getting a couple of points into this to get to the next tier of masteries is its useful purpose.
Butcher: Helps greatly in getting CS, feeling comfortable with more then enough damage to kill the creeps creates an easier task of getting CS especially without leaving it at very low amounts overestimating your auto-attacks.
Expose weakness: This mastery offers more damage for your teammates with a 3 second cooldown perfectly synergizing in teamfights with your E on an approximate similar cooldown.
Mental Force: Providing with scaling AP, no matter how small its something extra that also helps with leading up to a stronger late game.
Feast: 2 Health really isn't that much health for a Champion like Vlad per every minion, and I haven't even started talking about the useless mana it gives to Vlad. Overall this mastery could be taken, but there are far better options.
Spell Weaving: Absolutely over-powered in my opinion giving as much as Havoc at 21 points, with just 3 simple auto-attacks done between or during spells, is great amplifier, although on the contrary, in teamfights, without much auto attacks on especially from a champion like Vlad this isn't that great and other substitutes are better.
Arcane Mastery: I mean it give you 8 flat AP, can't go wrong with that.
Executioner: Absolutely great, can be utilized with Vlad's ult which amplifies the damage on its target but does the blast of damage when the champion is already low on hp, most likely to proc with this mastery, and just overall great for finishing targets.
Archmage: 5% extra AP on top of already crazy amounts of AP, this just pushes those numbers even higher, being more noticeable late game, synergizing great with Rabbadons.
Dangerous Game: Giving you health upon a kill, which couldn't be any better perfectly synergizing with Vlad's toolkit being able to survive and continue to be in the fight as well going hand in hand with the second wind mastery giving you 10% increased healing when low.
Devastating Strikes: The armor penetration isn't that useful but overall the 6% magic pentration when running will 21 points into offense is quite the beast.
Arcane Blade: This gives you more last hitting potential late game, as well as more culminating damage on towers and dragon kills. This mastery should be only gotten as an extra if you have nothing more important to invest your mastery point into, as in 21/9/0 mastery page.
Havoc: Its great, for one point amplifies your damage by 3% which adds up to big numbers. If you've invested 20 points, you might as well take this.

Basic wave clearing

Unless you've got a fully stacked mejais soul stealer with some 4 rabbadons you won't be one shoting minions with one q, so it's useful to know the different farming techniques that you can utilize as Vladimir.

Wave Clearing combos:

  • Using E twice around level 13 should kill the back minions as well as leave the front bashing minions at a reasonable low hp if not dead depending on how well you are doing.
Effectively: --->

  • Farming with one E and and using pool is the fastest method of clearing, being able to kill the back minions and leave the front minions at very low health which can be finished off with the second use of Q and two auto-attacks, gaining a good portion of hp you are lacking after using Sanguine pool.
Effectively:

Gameplay style

Distributed into levels, describing the approximate gameplay you are in for:

  • 1-6(Just survive): Taking W at level 3 after one point into E to get that upper hand of safety as early as possible. Try and poke as much as you can with Q. Avoid trading damage as your opponent will for the most part be able to punish you with more damage then you can apply this early.

  • 6-9(Aggressive Expansion): Try and not use E too much if you're having problems with getting your health back to full. Your damage is decent enough but not at its full potential. With ult and ignite you may be strive to be more aggressive, and asking for help from the jungler to gank, can make for a good secure kill.

  • 9-13(Action): The game can go anyway from here onward, with the amount of choices you have to act upon, being limited to your lane. If you're top, might as well farm another 100 minions, or do what you think is necessary at the situation. Mid has a bigger advantage to help with dragon and can successfully gank under towers with W, getting the turret aggro off of you when you can't take heavy subsequent damage.

  • 13-18: From here onward, it will just be the choice of the two teams how they want to play it out, having protective wars over dragons or rushing to the nexus. At this stage you will be depended on how both teams did prior and will have act accordingly.

Warding placement


Image was not created by me, found on lolpro.com

Match-up's (Mid lane is coming soon)

Face-ups in top:

Shen -[http://i.imgur.com/SsCHGMf.png]
The guy is a tank, if he is using his on applying damage on you, that means he is not getting the health/sustain from the passive on when he kills a minion. In trades of damage, your applies more/equal damage with sustain in the long run. Careful of the coordinated ganks made by his jungler, trying to sidestep his or using if necessary can avoid a deadly blow. Shen does aggressive damage if he uses his , with passive proc with his damage from , using when you see him launching with , will deprive him of the gap closer required to get into range for his passive proc, meanwhile leaving him vulnerable for next 8 seconds. Shen's superiority is helping out his team from the other side of the map with his , punish him for leaving his lane pushing the lane making him lose minions to tower and bringing down the tower if doesn't return soon, Vladimir having the advantage to clear waves extremely fast.

Malphite -[http://i.imgur.com/SsCHGMf.png]
The guy mainly a great counter against heavy AD team compositions, as you are an magic damage champ, this kinda goes against his main purpose. As Vladimir you have the advantage of constant poke to bring that passive down, as well sustain which Malphite doesn't have to keep him away from lane as much as your heart desires. Although early game may be a struggle and is quite useless to poke at him as his shield will just pop back up again and you will have to wait for your 15 second cooldown on having 1-3 points into it early game. Just farm, as there's not much you can do against his strong passive until you get proper items,.

Renekton -[http://i.imgur.com/ExazCHh.png]
Careful of his hard engages with his two dashes, but even then punish him with the range on your , especially at later levels near level 9 with and on a short cooldown, you can just follow him after he does his aggressive combo, giving you a chance to use e and q approximately twice on him. Early game, punish him for trying applying damage with his combo having no escape or damage after , you may pool preventing him from doing any damage to you. Renkton's does a fair bit of damage to minions around you, pushing the minions your way, giving you control of the minions and ability to poke from under tower. Overall controlling the lane on your side as he will push the lane with his is his ultimate demise and your savior.

Jax -[http://i.imgur.com/ExazCHh.png]
Jax's jumping animation is a clear sign of engage which can be countered by using to prevent the following stun as well as constant damage from and , in this instance depriving him of his gap/escape mechanism. Don't fight him at close range as you will lose, just abuse your range on combo. A Jax without good cs number poked out of lane, will bring a weak Jax into mid game having an easier time to deal with as well being more squishy have less of an luxury to build tanky items.

Nasus -[http://i.imgur.com/ExazCHh.png]
He is not the best lane opponent for Vlad, but you have one of the best chances to wreck him early game preventing him from becoming a walking monster. I would start with ability tome and just poke him every time is off cooldown, as he will try to get his stacked as much as possible and having to cs with his melee range. Getting boots can help chase him, as Nasus has the one of the highest base movement speed. If he turns on, your best bet is to wait it out and not fight him unless he is very low. Also while slowed by his using is less useful as you cant escape the danger as the slow continues to effect you in the pool and making your only escape go to waste.

Teemo -[http://i.imgur.com/ExazCHh.png]
Managing to stand your ground against the fury guy, with poke from and low cooldowns will be your answer mid game. While you are getting to there, you should be using every time it comes off cooldown, and making sure to grab a couple of health pots into lane as Temmo does have the chase potential with significant movement speed, and overall more damage with basic attacks dealing magic damage. Oh and for god sake don't go into the bushes! If you need to fight and chase a teemo with knowledge of the general placement of a teemo shroom you may use to go over the area to not trigger the slow and damage .

Darius -[http://i.imgur.com/ExazCHh.png]
Your range is slightly larger being your best bet at catching free damage on him without getting pulled or getting damaged by his slicer. Managing to predict Daruis moves is the only way to not die and keep farming in lane, saving in case he may flash into range to grab and finish you with and . Make a good job at keeping Darius in your lane as he will cause a lot havoc if he starts roaming in your jungle or around mid lane having great execution potential with his toolkit, and may damage your teams state in the game.

Singed -[http://i.imgur.com/ExazCHh.png]
Farm safely and don't bother killing him. Getting a is the only choice, spamming and managing to match the same wave clear as singed, farming the jungle on your side is usually a great option as well, such as the double golems, since you have extra time at ~level 10 when the waves of creeps disappears in a matter of seconds from both sides in a lane composition like this one.

Tryndamere -[http://i.imgur.com/ExazCHh.png]
Tryndamere being a champion very dependent on farm as well being able to work on the principle of hard engage and high reward. Not pushing the lane and keeping close to the tower ensures he can't chase you down unless he dives. Using when he making you also invulnerable, prevents you from taking damage coming out of pool when his ult is near its end, using with is a nice touch during the last seconds of his ult making him heal for less with ignite and even if he uses or your after effect damage will secure the kill. Overall great lane control is the main counter to Tryndamere gaining free damage with while being safe beside your tower, but even this may be hard since he's got a lot of sustain from .

Lee Sin -[http://i.imgur.com/ExazCHh.png]
Stay behind minions, as he will constantly try to snipe you like a Nidalee spear with , having no mana to restrain him. His every step to kill a single minion is your chance to apply pressure and weaken him, eventually driving him down in cs numbers. If he manages to jumps to you with , he follow it up with slowing you and giving him time to put free auto attacks on you, try your best to follow behind him back to the minions as he will have to retreat applying at least one cast, revamping the lost health and overall getting retribution for his engage.

  • The Famous Lee sin combo with on you followed by dragon strike and sliding to the kicked target with 2nd part of , the so called "Insec play".
1. Firstly, if you see him trying to pull of the Insec play with either the ward or flash kicking you closer to his side of the map, try to if you see the aggressive mindset coming at you.
2. Secondly, using after he kicks you, is just as effective, wasting the potential of his ult as the damage of resonating strike does not apply, and he doesnt get the chance to get into range to apply after you come out of with the slow effect being active on lee sin who is slowed on top of you, providing with a gap of distance between you and him.

Rumble -[http://i.imgur.com/K2iTkYS.png]
Rumble has strong potential of chase if he lands at least one of the skill shot slows() being followed up with his flaming gun() hurting you way too much to be able to do anything about it. Staying behind your minions will prevent him from being on your back, and make it hard for him to harm you until you out sustain his damage. Poke him with as he will have to chase too far to try to pull off his combo without losing farm. Mainly try to be safe and wait till you get a to apply great trades and start pounding him. Getting early boots may be a great option to dodge and run away from his flame.

Pantheon -[http://i.imgur.com/K2iTkYS.png]
Pantheon has great poke and hard initiate with making him quite a pain until late game when you are able to withstand his constant damage and being able to spell vamp and sustain enough health. Using at high health is useless, just try and cs as much as you can, while gaining health from and . As the main answer is just trying to take the game into late game, Vladimir being a better asset to the team fights in most of the team compositions out there. At level 6 you can start abusing your as extra power meanwhile his is useless in the 1v1 situation.

Riven -[http://i.imgur.com/K2iTkYS.png]

Irelia -[http://i.imgur.com/K2iTkYS.png]

  • You can always look at the Vladimir Counter page by TSM, which doesn't offer insight but is on the general basis a pretty good for deciding the match up difficulty.
Found here, http://www.championselect.net/champ/Vladimir

Logs

  • This guide was started and created on Sunday 2th November 2013
  • Guide was published on Friday 15th November 2013
  • Profesional Vladimir guide by Vlad, was made public on Friday 15th November 2013
  • Changed masteries to the newly updated ones posted officially by riot on Saturday 16th November 2013
  • Updated with new Guide editor on Tuesday 19th November 2013
  • Major Visual update to entire guide on November 26th 2013, with more coming in the following days
  • Updated Will of the ancients description on 27th November

About me - Final Comments

My real name is Vladimir so its quite ironic and is the reason I started playing Vladimir the champion when I first started playing league a long time ago. Since then he's become my favorite carry.

  • I have over 500 hours of experience with Vlad
  • I am currently Platinum 5
  • Have competed in multiple clans, 5v5 teams, as well occasional scrims
  • This is my first guide so please comment and leave comments, I will try to answer and modify any changes to this guide accordingly, especially with season 4 coming out soon.
[http://i.imgur.com/lCWD2T5.png]

WILL KEEP UPDATING WITH MORE INFORMATION ABOUT SEASON 4

Thank you for reading, and please up-vote if you liked the guide

Comments

September 27, 2014 - 09:52 PM #1

Moved guide to here in-case people are interested http://www.mobafire.com/league-of-legends/build/vladimir-the-professional-mid-and-top-carry-360159

May 20, 2014 - 10:23 AM #2

but one question you see people building a torment on him but why do you not say anything about that do you think it isn't usefull on vlad?

May 20, 2014 - 10:22 AM #3

Awesome guide! It is really usefull! :)

February 11, 2014 - 12:26 AM #4

http://sh.st/cM6P

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