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Recommended Items
Runes:
+8 Ability Haste
+6 Armor
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
Threats & Synergies
Morgana
Morgana is a hard counter to Blitzcrank due to her Black Shield. She can negate your all in potential by protecting herself or her ADC from your Rocket Grab pull, or preventing the knock up from your Power Fist. Take advantage of the long cooldown she has in lane.
Draven
Draven is a great synergy with Blitz, due to his high base damage and axes. He has CC on his E which can set up, or follow up, from your power fist. Blitzcrank, being weak outside of his CD rotations, the high damage Draven can offer in the small burst window is nearly always a guaranteed kill.
Draven
Draven is a great synergy with Blitz, due to his high base damage and axes. He has CC on his E which can set up, or follow up, from your power fist. Blitzcrank, being weak outside of his CD rotations, the high damage Draven can offer in the small burst window is nearly always a guaranteed kill.
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!
If you enjoy playing, or want to learn more about Blitzcrank, you can read and discuss more over at
/r/BlitzcrankMains.
Blitzcrank provides.
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. As Blitzcrank, you want to snowball your ADC as quickly and efficiently as possible, while zoning off the enemy ADC.
Flash is used for the threat of an all-in engage, and as your primary escape summoner.
With the massive amounts of CC built into Blitzcrank, the knock up on your Power Fist, and the hook provided by your Rocket Grab, can both proc Glacial Augment extremely easily. This provides an icy patch of ground for 3s baseline, which slows enemies and reduces their damage dealt to your allies by 15%, which is like a mini Exhaust! |
Hextech Flashtraption provides you with an extra, channeled Flash after you've used your base one. This means that you can use it to surprise your enemies from fog of war, and also works like normal Flash over walls, so you can continue to make aggressive plays. |
Biscuit Delivery restore's 8% of your hp and mana, and you get 3 of these over the course of 6 minutes, meaning you can sustain in lane longer. This is useful for Blitzcrank to continue making aggressive plays without having to recall, and he has high mana costs so it helps negate this a little. It also increases your mana cap by 120 in total. Minion Dematerializer can also be taken against lanes that are poke heavy and will harass you when you go to last hit. |
Cosmic Insight provides you with item haste, which is great for Shurelya's Battlesong's onuse, and you also get summoner spell haste, meaning you get your Flash and Ignite back sooner - meaning more aggression! |
Bone Plating provides you with a small shield that reduces damage taken for the next 3 attacks from enemies, which is a great bonus for engaging in lane and can be the difference between dying or living in a close fight. Second Wind can be taken if you're against a poke mage such as Lux or Vel'Koz, as you'll regen some hp after taking damage from them. Conditioning is also a good choice if you're planning on going to late game and need to be tankier. |
Unflinching gives you tenacity and slow resist, increasing up to 20% when you drop to 30% hp, meaning you can escape from CC easier, very useful on an engage champion, heading into the thick of the battle! |
Boots of Mobility > MOVEMENT SPEED Blitzcrank has the option to roam a lot, and catch people out, so having the bonus movement speed is invaluable. Mercury's Treads > TENACITY/AP RESIST If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%. Boots of Swiftness > SLOW RESIST If the enemy team has a lot of slows, you can trade Mobi's out for these. They offer 60 movement speed and 25% slow resistance. |
Zeke's Convergence > SURVIVABILITY/CDR/MANA Zeke's is a fantastic item on Blitzcrank as it offers armor, magic resist, ability haste and an extra 250 mana. When you immobilize an enemy, they get hit with a missile from your chosen allies attacks and abilities that deals bonus magic damage - increasing damage output for quicker kills. |
Redemption > CDR/HP+MANA REGEN/SUSTAIN Redemption offers an aoe heal in an area, add a sustain for his allies that Blitzcrank'S kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Mana Barrier. |
Locket of the Iron Solari > SURVIVABILITY/SUSTAIN With Locket of the Iron Solari, you gain 30 armor and 30 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - and you also provide nearby allies 5 bonus armor and magic resist. It also empowers other legendary items to increase passive bonus resistances by 2. |
Mikael's Crucible > SURVIVABILITY/CDR/UTILITY A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants a small heal. Increases your Mana and HP regeneration, and granting 20% shielding power - good synergy with Mana Barrier. |
Shurelya's Battlesong > DAMAGE/SUSTAIN/UTILITY Shurelya's Battlesong is good with Overdrive and Mobility Boots, increasing your movement speed passively by 5%, and while active, you and your allies receive 40% bonus movement speed for 3s, as well as granting you and your nearby allies an additional 60 magic damage on the next attacks or ability hits against enemy champions. This is a fantastic tool for hard engaging on an enemy team, as well as providing your other legendary items with an extra 2.5% movement speed, increasing Blitzcrank's engage potential. |
Mana Barrier (Passive) COOLDOWN: 90 seconds |
INNATE: When Blitzcrank receives damage that would bring him below 20% maximum health, he generates a shield equal to 30% of his maximum mana, that lasts up to 10 seconds. Mana Barrier will activate even when below 20% max health. Does work well with any maximum mana increase items you buy. |
Rocket Grab (Q) RANGE 1115 COST: 100 mana COOLDOWN: 20 / 19 / 18 / 17 / 16 |
ACTIVE: Blitzcrank fires his right hand in the target direction, dealing magic damage while pulling the first enemy hit towards him, stunning them for 0.5 seconds. |
- For dashes and blinks such as Ezreal's Arcane Shift the caster will blink to the target location after the casting time, regardless of crowd control effects. Blitzcrank's arm will visibly stretch and then fizzle.
- Rocket Grab will hit and pull stealthed units, but it won't reveal them.
- Spell Shield will block Rocket Grab.
- You want to avoid grabbing tanks into your team, they'll get a free engage!
Overdrive (Q) COST: 75 mana COOLDOWN: 15 |
ACTIVE: Blitzcrank puts himself into Overdrive, gaining bonus attack speed for 5 seconds and bonus movement speed that decays to 10% after 2.5 seconds. During this time, their attacks deal bonus magic damage plus 1% of the target's max health. When Overdrive ends, Blitzcrank is slowed by 30% for 1.5 seconds. |
Power Fist (Q) COST: 25 mana COOLDOWN: 9 / 8 / 7 / 6 / 5 |
ACTIVE: Blitzcrank's next basic attack within 5 seconds deals 100% AD (+25% of AP) bonus physical damage and knocks up his target for 1 second. Power Fist resets Blitzcrank's basic attack timer. |
- Power Fist applies on hit effects and can critically strike.
- Power Fist's bonus damage does affect turrets, making it synergize well with Demolish.
- You can use Power Fist to enable Yasuo's Last Breath.
Static Field (Q) EFFECT RADIUS: 600 COST: 100 mana COOLDOWN: 60 / 40 / 20 |
PASSIVE: While Static Field is available, lightning charges Blitzcrank's fists, marking enemies he attacks. After 1 second, they are shocked for up to 150 (+50% AP at max level) magic damage. ACTIVE: Blitzcrank detonates his Static Field, dealing magic damage to nearby enemies and silencing them for 0.5 seconds. Static Field now removes shields on enemies before its other effects (damage and silence) |
- Static Field does apply single target spell effects, such as the slow from Rylai's Crystal Scepter, and the grievous wounds from Morellonomicon.
- Good to secure kills while using your full combo, and can interrupt channeled skills such as Monsoon or Death Lotus.
- Use this to break shields from enemies such as Janna and Lulu!
Level 1 you will want to be levelling your Rocket Grab as it's your primary engage tool, and can get you early level 1 kills. You can set up an invade if your team is not afk in base - going through the midlane to the right brush, as you will not be seen by the enemy until it's too late.
You can also set up a brush cheese in lane, and engage straight away onto your opposing laners with Rocket Grab, minimum you should be able to blow 1 or both of their Flash, and at best you can get at least one kill.
When you're in laning phase, you want to be a dominant force, pushing and zoning the enemy laners out of cs'ing, with the threat of a Rocket Grab engage, or a Flash all in. You want to be looking all the time for potential hook opportunities, granting your ADC easy kills or setting up a gank from your ally jungler. You can stand up front ahead of the minions depending on what comp you're facing, or run in with an Overdrive Rocket Grab, or just scare your opponents off.
If you're laning vs a Morgana and/or a Sivir, you'll want to bait their Black Shield and Spell Shield before you make an all in, they're on relatively long cooldowns at the lower levels (26s and 22s), so you can take advantage of this. Baiting can be achieved by any means, moving in an aggressive way, getting into their face to take advantage of your Power Fist, or if your ADC has baited by using a spell such as Jhin's Deadly Flourish.
Level 2 you want to be skilling up Power Fist for the knock up, so there's even less chance your opposing laners can escape your engage. Then it's onto Overdrive, giving you the ability to gap close before your Rocket Grab, giving the enemy less chance to dodge.
You can use Static Field to break off enemies shields such as Janna and Lulu, before you combo - adding a lot of extra damage that would before, be mitigated, adding a lot more kill potential.
With the new alcoves in Season 10, this gives you 3 brushes to play off of, and being able to hide in fog of war for extra, over the wall, out of sight hooks. Less vision means more hooks, meaning more kills!
You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.
Proccing your Relic Shield, you'll want to be focusing the cannon minions as priority, then melee minions, and lastly ranged.
Once you get your first back, hopefully with at least one or two kills under your belt, you want to be looking to buy Mobility Boots for the roaming potential and start to build your core items. You can set up kills for your midlaner and get them ahead, along with your ADC. If you can't roam, you want to be maximizing gold for your ADC, and this includes taking tower plates after kills.
Blitzcrank is one of the best roaming supports, through Mobility Boots and his Overdrive.
Outside of laning phase, you're going to want to be setting up a lot of wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.
With Blitzcrank's roaming efficiency, you want to be focusing on vision - it's extremely important for making picks when playing Blitzcrank. The main reason for playing him is to consistently make teamfights a 5v4, catching out enemy threats and then taking objectives.
You want to help out your ADC (hopefully) continuing his lead. You can still set up kills for him, and you're a strong threat to think about for an enemy wanting to set up a gank, as it's very easy for the tides to turn in your favor.
During teamfights, you'll either be wanting to make the engage on an important target, such as the enemies ADC, or a backline mage - Rocket Grab the squishies, and try to avoid ever hooking a tank - it gives them a free Flash engage on your team!!
Once your Rocket Grab is on cooldown, you can focus on peeling your team with Power Fist, and interrupting important enemy channels such as Absolute Zero.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports.
If you're interested in seeing more of me, please follow my stream! I stream every day . I play a wide variety of supports, and I am always engaging with my stream chat.
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07/09/2023 - Revamped guide.
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