Vladimir

Vladimir ADC Build 16.11

Vladimir ADC build in patch 16.11 has a 60.7% win rate over 56 games. This setup focuses on blasting wand is a pure ability power component purchased to raise spell damage in a straightforward way. it is mainly for mages and ap users who want stronger cast impact while progressing toward a major item completion.

Vladimir Roles
Patch: 16.11
56 Matches
Win Rate: 60.71% / Pick Rate: 12.02%
Doran's Ring
Health Potion
Health Potion
Hextech Rocketbelt
Riftmaker
Rabadon's Deathcap
Zhonya's Hourglass
Hextech Rocketbelt
Riftmaker
Dark Seal
Rabadon's Deathcap
Flash
Ghost

Vladimir Build Guide & Strategy (Patch 16.11)

About Vladimir

Vladimir is a scaling battle mage who drains through extended fights, grows harder to remove as fights drag on, and can swing entire engagements with a well-placed Hemoplague. He becomes monstrous when he reaches the center of a clustered fight, but his weak early pressure and telegraphed entry windows can be punished before he is ready.

Vladimir Build Strategy & Items

This item supports more assertive spell-based play by making pokes, waveclear, and burst rotations hit harder as soon as it is bought. It fits champions who want to pressure lane with damaging abilities or enter skirmishes with a more threatening combo window. The item supports spell-driven laning where you pressure with abilities, manage the wave actively, and threaten opponents without running out of gas too quickly. It fits champions whose early game revolves around cast frequency, poke timing, and keeping control of minion states. The item supports confident, map-active play where you look for trades, assists, and early fights without giving away deaths that reset its upside. It fits AP users who can convert lane control or roaming windows into stacked value and stronger mid-game threat. Blasting Wand is a pure ability power component purchased to raise spell damage in a straightforward way. It is mainly for mages and AP users who want stronger cast impact while progressing toward a major item completion. Doran's Ring is an AP starter built to smooth out early spell usage while still giving meaningful lane presence. It is mainly for mages and AP users who want better early trading, wave interaction, and resource comfort in lane. Dark Seal is a snowball-oriented AP starter or early pickup that rewards staying alive and staying involved in successful fights. It is mainly for champions who expect to build momentum through lane pressure, roams, or skirmishes and want that success to compound. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall. Rabadon's Deathcap is the premier late-game AP amplifier for champions that want their spells to hit as hard as possible. It is mainly bought when a mage or AP carry already has a strong base of power and wants one item to massively raise their damage ceiling.

Vladimir Key Strengths

Blasting Wand is valuable because it gives a clean damage spike without asking for conditions, letting AP champions feel stronger in both lane trades and mid-game fights. It also serves as a flexible bridge into many different mage items, so it rarely locks a build into a narrow direction. Doran's Ring stands out because it helps both the damage and the usability of your early abilities, which matters more than raw AP alone in many lanes. It also makes farming and lane control smoother for champions that need to cast regularly to keep pressure or secure minions. Dark Seal is attractive because it can become far more rewarding than a normal low-cost AP buy when your early game goes well. It also suits champions that influence fights through picks, river skirmishes, or support-style participation, since assists help it scale without needing solo kills every time. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Rabadon's Deathcap is prized because few purchases change AP damage output as dramatically once a champion already has supporting items in place. It is especially strong on picks with high ability ratios, where one completed slot can transform poke, burst, and zone control all at once. Hextech Rocketbelt is valuable because it solves a practical problem many AP divers have: their damage is good, but getting into range is unreliable without help. It is especially strong on champions whose full combo becomes threatening the moment they cross a small gap, since the item turns near-misses into actual all-in chances. Zhonya's Hourglass is prized because it can completely change how enemies are allowed to commit, often wasting their best burst or buying enough time for your team to flip the fight. It is especially strong on champions whose most dangerous moment puts them in harm's way, since the item turns a normally suicidal angle into a playable one. Ionian Boots of Lucidity are useful because they improve how often you get to interact with the game, which can matter more than raw stats on champions built around utility or cooldown-based pressure. They are especially strong on picks that make repeated use of summoners or key spells to create tempo, since the boots reward every extra opportunity to act. Riftmaker is attractive because it gives AP champions a real payoff for surviving and contributing across the full length of a fight instead of peaking only at the start. It is especially strong on picks with repeatable damage or self-sustain patterns, since they are already built to make extended combat uncomfortable for the enemy team.

Best Vladimir Runes & Spells

Conqueror is a stacking combat rune designed for champions that build momentum as a fight develops. It mainly rewards repeated contact, sustained ability use, and the willingness to stay engaged until accumulated combat power starts to outweigh early burst runes. Cut Down is a damage rune aimed at punching upward into healthier opponents rather than cleaning up weakened ones. Its purpose is to improve how well a champion threatens tanks, bruisers, or otherwise high-health targets that would normally soak through standard damage patterns. Transcendence is a haste-focused rune built to make a champion's kit cycle more smoothly across the game. Its core purpose is to shorten downtime between meaningful casts so spell-based champions can pressure more often and recover faster after using key abilities. Summon Aery is a flexible poke and shielding rune that adds small, repeatable value to both offensive and supportive spell patterns. Its purpose is to reward steady interaction, whether that means wearing an enemy down through repeated hits or reinforcing allies through frequent protection. Gathering Storm is a scaling rune built for players who are willing to wait for larger stat payoff as the game progresses. Its purpose is to trade away early influence in exchange for stronger damage relevance in longer games. Nimbus Cloak is a summoner-spell tempo rune that grants a burst of movement right after using a summoner. Its main purpose is to turn Flash, Ghost, Smite, Ignite, or similar timings into stronger chase, cleaner escape, or better repositioning at the exact moment a play breaks open. Legend: Haste is a scaling rune that gradually improves basic ability access as the game unfolds. Its purpose is to help ability-reliant champions cycle through their core tools more often, making skirmish patterns and repeated spell usage smoother over time. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Ghost is a sustained mobility spell centered on extended movement rather than a single instant reposition. It is mainly picked to improve chase, kiting, and target access across longer skirmishes where spacing decides the outcome.

How to Play Vladimir (Early, Mid & Late Game)

Vladimir Laning Phase (Early Game)

In the early game as Vladimir in the ADC lane, prioritize consistent farming and map awareness. Aim to secure your Hextech Rocketbelt as quickly as possible to establish a lane advantage and create opening opportunities.

Vladimir Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As ADC Vladimir, your roaming potential and skirmishing power are at their peak.

Vladimir Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Vladimir, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Vladimir Mechanics & Gameplay Tips

Good Vladimir players manage health as a resource instead of spending it carelessly, charge Tides of Blood only when the trade or wave state justifies the commitment, and use Sanguine Pool to dodge the spell that would otherwise stop their setup. Poor Vladimir play appears when he pools too early, walks in without an exit or ultimate angle, or blows his empowered Transfusion on low-impact moments instead of timing it around decisive trades.