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Vladimir

Vladimir

Top Lane Battlemage

The Crimson Reaper – scaling AP drain mage with sustain, AoE burst, and untargetability

VS
Gnar

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

1
Liandry's Torment

Burn scales with HP stacking tops; sustained DPS for shove

2
Sorcerer's Shoes

Flat pen increases Q/E damage; 1100g cheap spike

3
Rylai's Crystal Scepter

HP + slow to stick; safer side‑lane trades

4
Void Staff

Answer to MR stacks; huge DPS vs tanks

5
Zhonya's Hourglass

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

Vladimir Full Combo (Level 6+):

(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 safe
Gnar Escape/Counter Combo:

Hold 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 Pool

Trading Combos

Vladimir Short Trade:

Q1 > kite 1–2s > Q2 (surge) > step back; add E tap to slow if safe

Exit before enemy key CD returns (8–16s)
Gnar Quick Trade:

Boomerang Throw / Boulder Toss poke/trade; force long trades after Pool; save dash/CC for post‑Pool chase

Fight across lane; deny short trades

Lethal 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