
Vladimir
Top Lane Battlemage
The Crimson Reaper – scaling AP drain mage with sustain, AoE burst, and untargetability

Gnar
Top Lane Marksman
Gnar – top lane profile
Matchup Dynamics
How This Matchup Works
Stall early with Q – Transfusion sustain and W – Sanguine Pool to dodge Gnar engage; base on Wave‑4 crash. Pivot the lane at level 6 with R – Hemoplague amps and convert pressure after first item at ~10–11 minutes.
Early Game (1-5)
Gnar Favored - Gnar wins early/all-ins; punish Vlad's long CDs and immobility before R + items.
Mid Game (6-11)
Skill Matchup - Wave control + junglers decide; trade around Q cooldown (9→4.6s) and W (28→16s) safety.
Late Game (12+)
Vladimir Favored - Sustain + Q2 (Crimson Rush) poke scales; post-2 items, burst outranges peel.
Key Interactions
- Pre-stack Q for Crimson Rush: Cast Q – Transfusion twice to trigger surge; use empowered Q2 (85% bonus dmg) during trades; cycle every 9→4.6s by rank.
- Use W – Sanguine Pool vs key CC: Pool (2s, 15% current HP, 28→16s CD) to dodge Hyper / Wallop or Hop / Crunch; pool after displacement starts to avoid follow-up.
- Charge E – Tides of Blood then R: Hold E for 1.0s (slow 20% while charging) then cast R – Hemoplague before release to amplify nova; exit with Ghost.
- Spacing rule vs Gnar: Stand outside 325–400u when W is down; trade only with ≥6 allied minions; punish after Boomerang Throw / Boulder Toss or Hop / Crunch is used (8–16s windows).
Vladimir
Strengths
- Q – Transfusion sustain beats chip; empowered Q2 burst on 2-stack surge
- W – Sanguine Pool grants 2s untargetable to dodge hard CC/ults
- E – Tides of Blood AoE + slow enables wave control for safe bases
- Hemoplague amplifies team damage; scales into 2–3 item fights
Weaknesses
- Weak levels 1–3; punished by gapclosers and ignite all-ins
- No hard CC; needs wave set or jungle to convert kills pre-2 items
- Pool costs 15% current HP; misuse loses lane and gank insurance
- Struggles in long lane vs repeated dashes and true damage
Gnar
Strengths
- Gnar has reliable engage or ranged poke to punish Q cooldown
- Can force long trades or dives with jungler on Wave‑4 crash
- Threatens early plates before Vlad scales
Weaknesses
- Falls off vs Vlad sustain and R amp in grouped fights
- Telegraphed CC can be pooled; extended chases fail vs Ghost
- Magic resist stacking is expensive vs Vlad percent-pen windows
Power Curve Comparison EXPERIMENTAL
Power Curve Visualization
Win Conditions
Vladimir's Win Condition
- Crash Wave‑4 ~3:20 for component buy; deny dive with Pool; keep surge (Q2) ready on return
- Track Gnar key CDs; trade only after they’re used; call jungler to punish on bounce
- Hover Herald 8–10; threaten R>Ghost to force objective or kill
- Scale to 2 items; group to exploit R amp in chokes
Gnar's Win Condition
- Extend lane; fight after Vladimir uses Pool; force long trades with jungler
- Rush anti‑heal and early boots; break freezes before Q max
- Stack waves for dive on 6 if Vlad R is down
- Avoid grouped fights when Vlad has Flash + R; split-push if favorable
Laning Phase Guide
Level/Phase | Vladimir | Gnar |
---|---|---|
Level 1 | Start Q – Transfusion; last-hit only; slow-push wave 1; pre-stack Q before trades; ward river/tri at 2:20; avoid long lane vs Gnar dash. | Gnar: contest push; trade after Vlad uses Q; ward 1:15 brush cheese. |
Level 2 | Take E – Tides of Blood; thin wave to 6–8 near tower; short trade Q2>step back; base only after bounce; track jungle 2:45. | Gnar: force long trade when Pool is down; prep crash; thin his slow-push. |
Level 3 | Take W – Sanguine Pool; hold to dodge Hop / Crunch/Hyper / Wallop; set up Wave‑4 crash ~3:15–3:30; recall if 900–1300g. | Gnar: bait Pool then re-engage; call jungler on stacked wave. |
Level 4 | Crash cannon then bounce; buy Amplifying Tome (400g) + Ruby (400g) or Boots (300g) + Control Ward (75g); re-enter with Q2 ready. | Gnar: stop bounce with jungler; deny recall; threaten plate on cannon. |
Level 5 | Hold freeze 3–4 minions near tower; punish after Gnar key CD (8–16s) with Q2 > step out; keep ward refresh 4:00–4:30. | Gnar: dive with jungler if Pool used; keep wave away from his tower. |
Level 6 | Hit 6 on push then look R > E(1s) > Q2 on bounce; all-in only if Ignite/Ghost up or Gnar lacks dash/Flash. | Gnar: save dash/CC for post-Pool; flash out of Hemoplague window. |
Level 7-8 | Complete Liandry's (3000g) or Rylai's (2600g); shove & hover Herald; TP (300s) only to stacked waves/objectives. | Gnar: match shove with early armor/MR; pull Vlad to long lane. |
Level 9 | Q max online; maintain short trades every ~4.6s; set deep wards; swap sides for objective timers. | Gnar: break freeze with help; avoid fighting in river chokes vs R. |
Power Spikes
Level Spikes
Vladimir | Gnar | ||
---|---|---|---|
Level | Description | Level | Description |
3 | Minor W unlocks gank insurance; trade after dodging key CC | 3 | Minor Gnar full combo; punish Vlad when Pool is down |
6 | Major R amp enables burst with jungle or on bounce wave | 6 | Major Gnar ultimate adds execute/lockdown; force long trades |
9 | Major Q max drops CD to ~4.6s; sustain outpaces poke | 11 | Major First max rank + item spike for Gnar |
13 | Critical 2-item (Liandry + Rylai/Zhonya) flips most melee lanes |
Item Spikes
Vladimir | Gnar | ||
---|---|---|---|
Item | Description | Item | Description |
Liandry's Torment (3000g) | Burn + DPS vs tanks/bruisers; improves shove | Plated/Merc Treads (1200g/1250g) | Reduce Vlad damage/CC; enable chases |
Rylai's Crystal Scepter (2600g) | HP + slow lets Q/E stick; kites melee | Executioner's/Brambles (800g/1000g) | Cut Vlad sustain; force recalls |
Zhonya's Hourglass (3250g) | Stasis vs dives/assassin engages; pairs with R window | Hexdrinker/Wit's End (1300g/3100g) | Anti-burst MR vs Vlad combo |
Void Staff (3000g) | 40% pen vs MR stackers; late-game must-buy | ||
Rabadon's Deathcap (3500g) | AP spike for one-shots post-2 items |
Best Build for Vladimir
Starting Items
Doran's Shield (400g) + Health Potion
Core Items
Liandry's Torment → Sorcerer's Shoes → Rylai's Crystal Scepter
Runes
Primary: Sorcery: Phase Rush, Nimbus Cloak, Transcendence, Gathering Storm
Secondary: Resolve: Second Wind, Unflinching (or Bone Plating vs burst)
Summoner Spells
Flash + Ghost (TP situational)
Priority Build Path
Burn scales with HP stacking tops; sustained DPS for shove
Flat pen increases Q/E damage; 1100g cheap spike
HP + slow to stick; safer side‑lane trades
Answer to MR stacks; huge DPS vs tanks
Stasis to dodge all‑ins after R window
Situational Adjustments
- Rabadon's Deathcap: Team ahead, need burst to end fights
- Morellonomicon: Heavy healing; upgrade from Oblivion Orb when needed
Key Patterns
Lethal Combos
(Pre‑stack 2x Q) > R – Hemoplague > E – Tides of Blood (charge 1.0s) > Q2 – Transfusion > Flash follow if needed
Lethal from ~55–65% vs non‑tanks with Liandry or Rylai + Ignite; add autos only if safeHold Hop / Crunch or Hyper / Wallop to stop/escape after Pool; disengage for 4–6s then re‑engage when Q window closes
Survive R window; win extended if Vlad wastes PoolTrading Combos
Q1 > kite 1–2s > Q2 (surge) > step back; add E tap to slow if safe
Exit before enemy key CD returns (8–16s)Boomerang Throw / Boulder Toss poke/trade; force long trades after Pool; save dash/CC for post‑Pool chase
Fight across lane; deny short tradesLethal Thresholds
- Vladimir Kill Range: Kill if target <60% HP without Flash; <40% for tanks. R amp + Q2 + E (charged) secures; Zhonya to dodge return burst
- Gnar Kill Range: Gnar wins when Pool and Ghost are down; force fight on big wave; execute <25–35% with ult if applicable
- Critical Levels: 3: Pool; 6: R amp; 9: Q max; 13: 2‑item
Level by Level Game Plan
Level | Primary Goal | Lane Position | Trading Opportunities | Kill Windows | Setup Opportunities |
---|---|---|---|---|---|
1 | Stabilize lane and farm safely | Hold wave outside tower; slow push 1 | Q poke only when safe; avoid long trades | Very low pre‑3 | Ahead: thin then stack 2; Even: last‑hit; Behind: hug tower; ward 2:20 |
2 | Add wave control with E | Freeze 3–4 minions | Q2 trades; tap E for slow if safe | Low; needs jungle | Track jungle 2:45; keep brush control |
3 | Unlock gank insurance | Prep Wave‑4 crash | Dodge key CC with W then Q2 return | Low‑Med if enemy wastes dash | Deep ward before push 3:00 |
4-5 | Pre‑6 sustain and base | Crash 4 then bounce | Shield with Q spam; avoid extended fights | Medium on bounce with Ignite | Recall 900–1300g; reset vision 4:30 |
6 | Use R amp for pick | Control brush; fight on bounce | R>charge E>Q2 | High vs dashless/Flashless | Ping jungler; time summoners |
7-8 | First item leverage | Shove then hover Herald | Longer trades with burn/slow | Medium‑High with Liandry/Rylai | TP 300s to objectives |
9+ | Transition to side lane | Freeze to deny or slow push to roam | Q every ~4.6s; use Pool reactively | Medium; pick squishies off R | Deep ward river/jungle chokes |
Mid Game (11-16) | Set up flanks and collapse | Approach from fog; join objectives | Front‑to‑back after R amp | High on immobile carries | Plan TP with wave states; track cleanse/QSS |
Late Game (16+) | Teamfight execution | Frontline peel or flank depending on comp | Burst backline with R window | High if 2–3 items | Control vision in river/chokes; time Flash |
First Back Goals
Ideal Back (900–1300g)
- Amplifying Tome (400g)
- Ruby Crystal (400g)
- Control Ward (75g)
Crash Wave‑4 (first cannon) then base to preserve tempo
Standard Back (700–900g)
- Boots (300g)
- Amplifying Tome ({ITEMS['Amplifying Tome']})
- Control Ward (75g)
Base on bounce; keep TP for objectives (300s)
Anti‑heal Back (800g)
- Oblivion Orb (800g)
Buy if opponent rushes sustain; delay only if not needed
Teamfight Tips
Aspect | Vladimir | Gnar |
---|---|---|
Primary Role | AP backline diver/aoe amplifier | Frontline/engage or split depending on kit |
Target Priority | Enemy ADC Burst mage Jungler on objective |
Punish Vlad post‑Pool Mark flanks; peel for carries |
Objective Control | Force pick before Dragon/Herald with R amp Zone chokes with E slow |
Start objectives on spawn; flip if Vlad R is down |
Positioning | Flank through river/jungle entrances; avoid front‑to‑back without Pool | Spread in chokes; keep vision on walls/brush |
Other Tips | Cast R before E release to snapshot amp; Ghost to stick then Pool the return burst Hold Pool for key CC (0.2–0.3s buffer) |
Bait Pool with light CC then commit; track 28→16s CD |