
Guardian's Orb
950 goldAdds ability power, health and mana regeneration for repeated spell use in Swiftplay; manaless champions receive health regeneration instead.
Mid · SwiftplayMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Vladimir has an established central-lane plan with access to waves, both sides of the river and meaningful pressure between objectives.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Swiftplay · Mid
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Adds ability power, health and mana regeneration for repeated spell use in Swiftplay; manaless champions receive health regeneration instead.

Adds health and movement for the first committed spell rotation.

Adds early magic penetration against low-resistance targets.

Adds movement and haste for repeated spell rotations.

Adds late ability power after the core is complete.

Answers meaningful magic resistance later in the match.

Completes the six-item inventory with health and a slow for spellcasters who need repeated control.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Recommendation review pending
Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Banshee's spell shield can protect the first important cast against you.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
This battle-mage page rewards extended spell contact and enough resources to remain useful after the first rotation.
Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.
A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.
Matchup notes
Sanguine Pool can avoid a decisive part of Zed's commitment while Vladimir scales through the lane.
Late gameThe answer becomes more dependable with levels, completed items or stronger grouped-fight scaling.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Zhonya's stasis can absorb a committed dive or lethal burst window.

Banshee's spell shield can protect the first important cast against you.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Every 30 points of bonus Health gives Vladimir 1 Ability Power and every 1 point of Ability Power gives Vladimir 1.6 bonus Health (does not stack with itself).
Vladimir steals life from the target enemy. When Vladimir's resource is full, Transfusion will benefit from massively increased damage and healing for a brief time.
Cooldown (s) 9/7.9/6.8/5.7/4.6 · Listed range (units) 600Vladimir sinks into a pool of blood, becoming untargetable for 2 seconds. Additionally, enemies on the pool are slowed and Vladimir siphons life from them.
Uses health. Check the current ability tooltip for the health amount and any additional resource cost.
Cooldown (s) 28/25/22/19/16 · Listed range (units) 350Vladimir pays his own health to charge up a reservoir of blood which, when released, deals damage in the area around him but can be blocked by enemy units.
Uses health. Check the current ability tooltip for the health amount and any additional resource cost.
Cooldown (s) 13/11/9/7/5 · Listed range (units) 600Vladimir infects an area with a virulent plague. Affected enemies take increased damage for the duration. After a few seconds, Hemoplague deals magic damage to infected enemies and heals Vladimir for each enemy Champion hit.
Cooldown (s) 120 · Listed range (units) 625Zed's basic attacks against low health targets deals bonus Magic Damage. This effect can only occur once every few seconds against the same enemy champion.
Zed and his shadows throw their shurikens. Each shuriken deals damage to every enemy hit.
Cooldown (s) 6 · Cost 75/70/65/60/55 · Listed range (units) 900Passive: Zed gains energy whenever he and his shadows strike an enemy with the same ability. Energy can only be gained once per cast ability. Active: Zed's shadow dashes forward, remaining in place for a few seconds. Reactivating Living Shadow will cause Zed to switch positions with this shadow.
Cooldown (s) 20/19/18/17/16 · Cost 40/35/30/25/20 · Listed range (units) 650Zed and his Shadows slash, dealing damage to nearby enemies. Enemies hit by a Shadow's slash are slowed.
Cooldown (s) 5/4.5/4/3.5/3 · Cost 40 · Listed range (units) 290Zed becomes untargetable and dashes to an enemy champion, marking them. After 3 seconds the mark triggers, repeating a portion of all the damage Zed dealt to the target while they were marked.
Cooldown (s) 120/110/100 · Listed range (units) 625Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Push safely, then threaten vision, a side lane or the enemy jungle without abandoning free farm.
Reach river first with your Jungler and preserve the cooldown needed if the opponent contests.
Pressure a valuable target while respecting the control that can end your lead.
Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.
Move on a completed wave and return before several waves are lost to the tower.
Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.
Use range, tower space and vision. Do not contest every last hit if it opens another kill.
Ping missing early and take the safe route; blindly matching a stronger roam can lose two positions.
Group around your most dependable control and damage rather than searching alone for a comeback.
Pings, movement and objectives
Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.
Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.
Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.
Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.