While stated that the bonuses do not stack with themselves, that is not entirely true. When the bonus AP granted by Crimson Pact interacts with ability power modifiers, such as Rabadon's Deathcap or Archmage, the bonus AP gained from those modifiers triggers more health from Crimson Pact. This creates a cyclic loop. The same is also true for health modifiers, such as Juggernaut and Cinderhulk.
For every 1% of a respective modifier grants an 0.035% bonus to the opposite statistic component.
Spell shields will block the damage but will not prevent the healing.
The spell has a 0.25 second cast time.
The healing effect of Transfusion does not occur until the projectile returns to Vladimir.
If Vladimir has any Spell vamp he will be healed instantly, not waiting for the particle to return. He will be then healed by the particle as it arrives.
If Vladimir uses Sanguine Pool or Stasis item immediately after Transfusion or the target is behind Wind Wall, the healing projectile will fizzle and Vladimir will not be healed.
COST: 20% Current Health
COOLDOWN: 26 / 23 / 20 / 17 / 14
Active:Vladimir sinks into a pool of blood, gaining 37.5% bonus movement speed which decays exponentially for 1 second and becoming untargetable for 2 seconds. Enemies who stand upon the pool are slowed by 40% and dealt magic damage every half second, while Vladimir heals himself for 15% of the damage done.
When in Sanguine Pool, Vladimir cannot be rooted or stunned. As such, he can pass through the wall of Veigar'sEvent Horizon while in pool.
Tides of Blood
COST: 2.5%-10% Maximum Health
COOLDOWN: 9 / 8 / 7 / 6 / 5
First Cast: Vladimir begins charging, increasing Tides of Blood's damage while rapidly consuming 10% of his maximum health over the next 1 second. Vladimir is slowed by X% after the initial 1 second if he continues to charge. After 1.5 seconds or if interrupted, Vladimir will automatically use the second cast.
Second Cast: Vladimir unleashes the stored blood in a nova of bolts, each dealing magic damage to the first enemy they strike. Enemies can intercept multiple bolts but can only be damaged once. Minions cannot block more than 5 bolts and if the bolts strike a minion, the bolt will do area of effect damage that only affects other nearby minions. If charged for at least 1 second, enemies hit are also slowed for 0.5 seconds.
Hemoplague is a ground targeted area of effect ability that debuffs enemy units in the target location for 4 seconds. Debuffed units have all incoming damage amplified, and upon debuff expiration they take magic damage.
Hemoplague's amplification applies to its own damage, meaning that the effective damage and scaling are 168 / 280 / 392 (+ 78.4% AP).
Hemoplague has no cast time and affects the target area instantly. However, there is a 0.5 second animation time that prevents Vladimir from using Transfusion and Tides of Blood. Sanguine Pool, summoner spells, and items can be used during this suppression time.
Hemoplague will amplify almost all sources and types of damage, including damage from neutral monsters. Only true damage is exempt from amplification.
Percent damage modifiers stack multiplicatively, such as Havoc.
Casting Hemoplague on a recalling enemy will not cancel the recall, because the damage is delayed.