Vladimir Build Guide
The Invincible Vladwritten by Pizzasalat
Table of Contents
You're interested in how to play a really reliable and powerful tank?
Then stay right where you are and take your time looking at my time-proven HP-Tank-Vladimir!
But first of all i have to tell you, that i wrote this guide, because i'm really tired of all those mid-going ap-item massers that get owned by much more reliable, burst damage dealing enemy mid casters.
Since this is my first guide, i'm not gonna ask you guys for rating it high or rating it at all(of course u still may, but i dont care).
I just want to show that Vladimir can be one of the most powerful tanks in this game and since i, myself dont read any guides, cuz i think it's way more fun to come up with new things on your own, i dont really need any feedback.
This guide is addressed to all of you, that know how to play LOL properly and always wanted to try Vlad in a different way, but dont have any idea where to start. You can play my build in SR on top and mid, as also in TTL top or bot as long as you have 2 guys with you, that can do the damage. Just make sure you get some creep kills, since u will need a bit money.
Crimson Pact (passive): Every 40 points of bonus health gives Vladimir 1 ability power and every 1 point of ability power gives Vladimir 1.4 bonus health (does not stack with itself).
Well, there's not too much to say about this passive. It will give you some damage and heal.
This is gonna be helpful since your build does not contain much AP.
Transfusion: Vladimir drains the lifeforce of his target, dealing (90/125/160/195/230) (+0.6 per ability power point) magic damage and healing himself for (15/25/35/45/55) (+0.6 per ability power point).
This is gonna be the pillar of your laning with Vlad. Since you wont be really aggressive in the first minutes of the game you're gonna use this ability to eighter regain some health against an aggressive enemy and last hit creeps easier or (while being pushed) harass the enemy laner. Transfusions CD is immensely decreasing with it's level, while its costs stay at zero, so you're simply gonna put a point in there whenever you can.
Sanguine Pool: Vladimir sinks into a pool of blood for 2 seconds, becoming untargetable and slowing enemies above him by 40%. Vladmir deals (80 / 135 / 190 / 245 / 300) (+0.15 per health point [15% of bonus Health]) magic damage over the duration and heals himself for 12.5% of that amount.
Your lovely 4-in-1-spell. It slows your enemies, makes you untargetable, heals you, and -since you're going for max.HP- it deals a really great amount of damage. The perfect ability for a Tank! Other than a Vladimir on AP, you're not gonna use this to run and hide. You're using it to initiate, to control the enemies movements and -in combination with your ultimate- to decide every damn team fight for your team!
Tides of Blood: Vladimir unleashes a torrent of blood, dealing (60 / 90 / 120 / 150 / 180) (+0.45 per ability power point) magic damage to nearby enemies. Each cast gives him an Empowered stack (max 4), increasing his healing and regeneration by (4 / 5 / 6 / 7 / 8)% each. Additionally, Tides of Blood cost and damage increases by 25% per stack.
This one is to be ignored until you reach level 13. It drains your precious HP, because of your missing early spell vamp while not doing much damage cause of your missing AP. It's gonna be useful in late game farming, because you dont have to use sanguine pool on minions and in late game team fights to increase your damage output and your regeneration though.
Hemoplague: Vladimir infects the target area with a virulent plague, causing (12)% increased damage for 5 seconds. After 5 seconds, infected enemies take (150 / 250 / 350) (+0.7 per ability power point) magic damage.
Another good reason to play your tanky Vladimir. Even in mids of a blood-boiling team fight you can take your time to find the perfect moment to unleash the powers of your unbelivable strong and supportive ultimate move. While other Vladimir players struggle to survive long enough to cast this spell properly or waste it in the beginning of the fight, not hitting enough enemies, you will be smiling since you can just wait for the right time. If you cast this spell be sure that your team is not too far away to make use of the crucial 5 seconds of damage increase, which should always ensure the win in a fight. Of course it's pretty useless if your team is already dead, so you should consider using it as soon as you see a good chance.
For Summoner Spells I mostly take Ghost and Ignite, or a Ghost and Exhaust combination if there's already too much Ignite taken in my team. There's no need to take any particular Summoner Spells with this build, so i just tell you what i use in most of the games. You can try any spell you want or consider useful. There're only two things i can tell you about this choice. The first is not to take Summoner Spells, that just have the same or a similar effect as your Items, like taking Cleanse when you're going to buy Mercury's Treads(that would also be a bad choice because you still have your Sanguine Pool). The second is: Dont take Clearity, you have no mana! And: Dont take Revive, you're not gonna die!
Marks : Greater Mark of Fortitude ( flat Health)
Seals : Greater Seal of Endurance ( % max. Health)
Glyphs : Greater Glyph of Warding ( flat Magic Resistance)
Quints : Greater Quintessence of Endurance ( % max. Health)
You can go for other Marks if you want to, but i feel good having a little more health early.
You can make some changes here too if it fits your playstyle better, but i always go 6 / 24 / 0,
taking Summoner's Wrath(for my Ghost and Ignite/Exhaust combo), 3 points for 3 flat AP and 2 points for CD-Reduction
in the offense tree and making sure to take all Health-masteries as well as Resistance, Vigor, Indomitable, Initiator, Enlightenment, Honor Guard and one point in Hardiness in the defense tree.
Start items : Regrowth Pendant(if you're not so confident, you can buy an additional Heal Pot)
Core items : Warmog's Armor - Mercury's Treads - Spirit Visage - Sunfire Cape
Late game items : Aegis of the Legion - Will of the Ancients
Situational items : Ninja Tabi - Abyssal Scepter
In SR: Regardless if you're mid or top, you will lane just the same way. First of all you should tell your teams jungler, that he only should gank your lane when he has really nothing better to do and all other lanes dont have any problems, since you're gonna play extremly defensive, just getting last hits and almost not pushing. Without offensive runes and a Regrowth Pendant as your first item, it shouldnt be much of a problem to keep that up. Avoid using Sanguine Pool and just farm using Transfusion and auto-attacks. Your aim is an extremely fast Warmogs Armor to get over 2k HP in about 10-13 minutes(that means: no more Health Pots, no Boots before that). Once you've got it you can start to become a little more aggressive as no champ should be able to burst you anymore. You can start farming faster, using Sanguines Pool and harass the enemy champ without problems now. Also you can be pretty confident about escaping ganks even when the lane is pushed and you dont have a ward placed. Laning will soon be ending without you having one dead and getting more and more durability.
In TTL: If you're solo just play as written above. If you lane together with a partner, regardless of what char he's playing, take some last hits, you'll need them! You can be way more aggresive than at solo laning as long as you've got all enemies visible on the map. Pushing should also be no problem since you can just get the smaller camps in TTLs jungle, when there's nothing more to push. You can also decide (if you have a fitting partner) to zone the enemies and prevent them from getting any of your minions. Thanks to your range and Transfusion you should be able to keep that up for a long time even when getting some damage. You can think about getting some boots before you finish Warmogs Armor, but it still should work out without them if your team knows what to do.
Laning Phase is over now and you've to get your full build together to crush the enemies with your mates.
I'm not gonna tell you how to farm or to move in this phase of the game, since it depends too much on the situation your team is in and you should know how to act yourself. Let's talk about some late game item choices:
You can change from Mercury's Treads to Ninja Tabi when it's clear that the enemies only build AD, but that should be clear already. Even when your early laning enemy is an AD-char you should buy Mercury's Treads first, because they are more useful in most of the situations. If it's the other way around and all your enemies are going for AP, you should still take a Sunfire Cape, because some of those guys will get Lich Bane, so armor is always a must have. You can decide dropping your late Will Of The Ancients for an Abyssal Scepter if you feel a need for more magic resistance. With your full build there's nearly no chance for you to get killed anymore, so you can almost do what you want, of course jumping into 5 enemies, with no mates around will kill you, but even then it will take some time. With eighter your Will of the Ancients or an Abyssal Scepter you will have some good late game damage output and you will be able to take on one(should be no problem at all) or maybe even two enemies by yourself.
That's about it for my guide. Sure, i could've written much more in detail, but since this is a guide for the ones of you that can play LOL already, i thought there'd be no need for any more information about items, summoner spells, or preformance on the map. Also in most guides there're tips about how to lane against which enemy the best, but for my experience there shouldnt be any problems with any opponent if you lane the way i told you. Also the "pros and cons" thing is fully ignored by me, cause i think when you want to follow a guide this is unnecessary.
Just decide for yourself if you wanna try out my build and listen to my thoughts, as i already mentioned i dont care much.
I will just carry on, winning with it myself ;)
Submitted by Pizzasalat
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