Innate:Vladimir gains (2.5% bonus health) as ability power and (140% AP) as bonus health. These two bonuses do not stack with each other.
Crimson Pact'sbonus ability power stacks multiplicatively with other sources of % ability power but its bonus health stacks additively with other sources of bonus health. Examples on how they calculate below:
Case 1: With Rabadon's Deathcap you get a total of (40% AP + 3.5% bonus health) bonus ability power and (196% AP + 1.4% bonus health) bonus health.
Case 2: With Cinderhulk you get a total of (2.875% bonus health)bonus ability power and (140% AP + 15% bonus health) bonus health.
Case 3: With Rabadon's Deathcap + Cinderhulk you get a total of (40% AP + 4.025% bonus health) bonus ability power and (196% AP + 16.61% bonus health) bonus health.
Active:Vladimir drains blood from the target enemy, dealing them magic damage and healing himself.
80 / 100 / 120 / 140 / 160 (+ 60% AP)
20 / 25 / 30 / 35 / 40 (+ 35% AP)
Each cast of Transfusion generates a stack of Bloodthirst over its cooldown, which is displayed in his secondary resource bar. At 2 stacks, Vladimir gains 10% bonus movement speed for 0.5 seconds, and Crimson Rush while the Bloodthirst depletes over 2.5 seconds. The Bloodthirst depletes 75% slower during Tides of Blood, Sanguine Pool or stasis.
Crimson Rush: The next cast of Transfusion deals 85% increased damage and heals for an additional30 − 200 (based on level)(+ 5% (+ 4% per 100 AP)missing health), reduced to 35% against minions, consuming all Bloodthirst.
148 / 185 / 222 / 259 / 296 (+ 111% AP)
Even thought the healing effect is visualized as a projectile, the healing itself triggers instantly.
Vladimir's resource bar changes colors depending on Bloodthirst's charge-up.
White while generating the first stack and while at 1 stack (there is no time-out period).
Orange while generating the second stack.
Red while Crimson Rush is active (Bloodthirst will deplete over 2.5 seconds once triggered).
Each stack generates over-time (Transfusion's cooldown).
Vladimir cannot use basic attacks or abilities during Sanguine Pool, but is still able to move. If Tides of Blood is charging at the time of Sanguine Pool's activation, that ability may still be recast.
The first tick damages immediately so the final one occurs 0.5 seconds before Vladimir becomes targetable again.
The slow ends immediately once affected enemies get out of range.
COST:2 / 4 / 6 / 8% (based on charge time)maximum health
COOLDOWN:13 / 11 / 9 / 7 / 5
Active:Vladimircharges for up to 1.5 seconds, slowing himself by 20% if he charges for more than 1 second. Tides of Blood can be recast at any time within its duration. If Vladimir finishes charging or is interrupted, he automatically initiates the recast.
Recast:Vladimir unleashes a nova of 15 blood bolts, each of which collide with the first enemy they hit, dealing them magic damage that is increased based on how long Tides of Blood was charged, up to the first second.
If Tides of Blood was charged for at least 1 second, enemies hit are also slowed for 0.5 seconds.
40 / 45 / 50 / 55 / 60%
Enemies can intercept multiple bolts, but may only be damaged once.
If Vladimir is below 12% of his maximum health Tides of Blood will not cost any health, but will still increase in damage.
The spell indicator shows 11 equally spaced missile indicators when hovering the ability in the HUD, however the spell actually casts 15 equally spaced missiles.
The health cost may still drop Vladimir below the specified amount if he is above it. This is verified for every tick of health cost, i.e if the first tick drops him below it, the next ones will stop affecting him if he remains below it.
The following table refers for interactions while Vladimir is channeling:
Active:Vladimir spreads a virulent plague at the target location, infecting all enemies within the area at the time of cast for 4 seconds, which increases the damage they take from all sources by 10% for the duration.
After the duration, the infection bursts, dealing magic damage to all infected targets and bringing the blood from all infected enemy champions to Vladimir over 0.4 seconds for him to harvest, healing him, reduced by 50% for each subsequent champion.
150 / 250 / 350 (+ 70% AP)
150 / 250 / 350 (+ 70% AP)
75 / 125 / 175 (+ 35% AP)
450 / 750 / 1050 (+ 210% AP)
Hemoplague will amplify almost all sources and types of damage (including damage from neutral monsters but excluding true damage, with percent modifiers stacking multiplicatively).
Hemoplague amplifies itself for an actual 165 / 275 / 385 (+ 77% AP) damage.
Hemoplague's modifier to incoming damage stacks additively with Alistar'sUnbreakable Will for a total reduction of 45/55/65%.*
Base damage reduced to 80 / 100 / 120 / 140 / 160 from 90 / 125 / 160 / 195 / 230.
Damage AP ratio reduced to 45% AP from 60% AP.
Base heal changed to 20 / 25 / 30 / 35 / 40 from 15 / 25 / 35 / 45 / 55.
Heal AP ratio reduced to 15% AP from 25% AP.
New Effect: After two casts, and for the next one, Vladimir gains Crimson Rush for 2.5 seconds. If used before it expires, Vladimir gains bonus movement speed and the empowered cast will deal 100% increased damage as well as heal for an additional 60 − 315 (based on level) (+ 5% (+ 2.5% per 100 AP) missing health) but this healing is reduced to 50% against minions. The empowered cast will also count as the first stack toward the next Crimson Rush.
First Cast: Vladimir begins charging, increasing Tides of Blood's damage while rapidly consuming 10% maximum health over the next second. Vladimir is slowed after this initial second if he continues to charge. After 1.5 or if interrupted, Vladimir will automatically use the second cast.
Second Cast: Vladimir unleashes the stored blood in a nova of bolts, each dealing between 30 / 40 / 50 / 60 / 70 (+ 1.5% maximum health)(+ 35% AP) and 60 / 80 / 100 / 120 / 140 (+ 10% maximum health)(+ 70% AP) magic damage to the first enemy they hit. Enemies can intercept multiple bolts but can only be damaged once. Minions cannot block more than 5 bolts and, if they do get hit by one, the bolt will deal area-of-effect damage that only affects other nearby minions. If charged for at least 1 second, enemies hit are also slowed by 40 / 45 / 50 / 55 / 60% for a few seconds.
Tides of Blood's charge-up is not interrupted by casting Sanguine Pool but it will be canceled early if the second cast is used.
Cooldown increased to 9 / 8 / 7 / 6 / 5 seconds from 4.5 at all ranks.