Blitzcrank Build Guide by orochinagi

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author orochinagi

AP Blitzcrank with survivability

orochinagi Last updated on August 19, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 21

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Before I start with the guide itself, allow me to say that this is my first time writing a guide. So any feedback and/or ways to improve the guides are always welcome.
I've started playing Blitzcrank some time ago and soon found that with my play style the most fitting build would be an AP build on him.

We've all seen people playing Blitz and trying to be tanks (???) and/or going for AD or the most common Hybrid Builds. From what I've seen in early/mid game the way Blitz shines the most is with AP.

Regarding a tank build for Blitz i'd like to say a little something:
Blitz has a few disables (stun, pull, aoe silence) and no taunt. He should not be built to be a main tank in the team. He's a disabler and can pack quite a punch (even tho he usually lacks firepower to finish enemies off). He can also "fish" opponents to start team fights but if you try "tanking" you'll probably end up being nuked too fast.

Another important piece of info is that I play in EU. I've noticed that EU and US playstyles are different so try to keep that in mind.

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Latest Revision is valid for patch

07-07-2011 v1: Changed some tags, Runes got their own section now. Also started an overhaul of the formatting.
02-06-2011 v1: Added an important warning in the items section (early game).
25-05-2011 v1: Added "Log Examples" section.
23-05-2011 v1: Added an alternative mastery setup.
17-05-2011 v2: Added more info on Summoner Spells section.
17-05-2011 v1: Finished "Playstyle" section. Changed added some advised items.
11-05-2011 v1: Added "Playstyle" section (only "Early Game" section).
10-05-2011 v2: Changed some points in the masteries (Thanks Searz and tinolas)
10-05-2011 v1: Added item/skill images. Added Changelog section.
09-05-2011 v1: Creation of the guide (updated for patch

- Improve guide based on feedback;
- Re-do the structure of the guide. Remake each section's layout to make it easier to read;

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Greater Mark of Insight
Rocket Grab and Static Field are Magic Damage and thus they can do more damage if you have some Magic Penetration.

Greater Seal of Replenishment Greater Seal of Replenishment
Seals of MP5. Rocket grab's cost is quite high and it's also quite annoying to run out of mana when a near dead opponent is running off. This also works great to keep your passive shield higher (since it's 50% of your current mana).
Greater Glyph of Celerity
The key to playing blitz is skill spam, you don't want to have the grab on cooldown nor power fist. The lower the CD the more effective you will be. Even if your damage isn't enough to kill an opponent, you can still pursue (Overdrive spam) and keep them held up in your position for quite some time.

Greater Quintessence of Fortitude
More HP = Less chance that they will burn you from 21% to 0% HP without activating the shield.

Alternative Runes

Greater Quintessence of Avarice
It's also a viable choice and it'll help you get your build if you have a bad laning phase and/or get denied on your farming.
Greater Glyph of Focus
As mentioned before, it'll also your spam skills. It's main benefit will be in early game (up to lvl 12). Just be careful with the usage of Rocket Grab. In early game it can really dry you up...

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Masteries/Summoner Spells


I usually run with Utility & Offensive runes for a few reasons:
    - Blitz's mana is important (because of passive). Utility can help get more mp5 and more mana.
    - Cooldown reduction and summoner cooldown reduction's always good.
    - Increased XP gains
    - Since I usually run an AP build, the 9 points in offense will make me hit harder (and make exhaust quite handy in early game since mres/def is lower)

Alternative masteries - 1/8/21

This setup goes towards survivability. Instead of going all out in offensive points, this build values more survivability in early and in late game.
The utility points are the same as in previous build and should leave no doubts.
I'm keeping 1 point in Cripple due to the harassing potential that exhaust has in early game.
Regarding the defensive tree masteries, we're taking 3/3 points in Resistance (MDef increase) in order to be able to get 3/3 Strength of Spirit. The remaining points will go into 2/3 Hardiness (4 armor).

Having those 3 points in Strength of Spirit will increase your HP regen by a fair amount. We're talking about 20-35 HP5 in mid/late game.

Summoner Spells: +

I got used to playing with Flash + Exhaust on Blitzcrank to ensure kills.
- Exhaust is an impressive tool to guarantee kills in early game and in late game it still helps you survive.
- Flash can be used offensively (to get a clean rocket grab shot) or defensively (wall hoping). Personally, I usually keep it available for times of need (emergency escapes).

Other options:
- Ignite isn't my favourite option in blitz but it should be useful for those ganks.
- Cleanse will also save you from enemy ganks. At late game they'll usually have to spam slows and/or stuns to prevent you from running away. Using Cleanse will ensure that you're able to escape with your life.

Not recommended:
- Smite. Even tho you're not very good at early game farming, you'll do great at mid/late game. Smite is pointless.
- Ghost. Seriously? You've got Overdrive and you got the boots (rank 2 speed). Why would you need to run even faster? Wouldn't it be better to flash or cleanse? And if you think this isn't enough speed... something is wrong.

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Skill Sequence

Passive - Mana Barrier
    When Blitzcrank's life is brought below 20% health he activates Mana Barrier, creating a shield that lasts 10 seconds. The shield strength is equal to 50% of Blitzcrank's current mana and is not affected by armor or magic resistance. There is a one minute cooldown before Blitzcrank can activate this effect again.

Skill Notes:
Some sweet as hell passive that saves lives a lot of times. Keep in mind that the passive won't activate if you take a hit that brings you from 21% to 0% HP. Other than that, if the enemy team isn't doing insane damage, you can also use this to "tease" enemies into trying to gank you (when you still have a lot more "hp" left).

Q - Rocket Grab
    Blitzcrank fires his right hand at a straight line to the target area. If his hand encounters an enemy unit it will stun them, deal magic damage, and pull the enemy unit to him.
    Cost: 140 mana
    Cooldown: 20 / 19 / 18 / 17 / 16 seconds
    Magic Damage: 60 / 120 / 180 / 240 / 300 (+0.8 per ability power)
Skill Notes:
Mastering rocket grab is the key to mastering blitzcrank. If you're not good with the pulls and/or skillshots... then you may consider trying out another champion.

W - Overdrive
    Blitzcrank super charges himself to gain dramatically increased movement and attack speed for 8 seconds.
    Cost: 75 mana
    Cooldown: 15 seconds
    Movement Speed: 16 / 20 / 24 / 28 / 32 %
    Attack Speed: 30 / 38 / 46 / 54 / 62 %
Skill Notes:
Once you achieve a high enough cooldown reduction, this becomes spamable and thus making you move a lot faster. There's around 1 second downtime between activations. Always good for emergency escapes and also quite good to stop enemies from running ( Overdrive -> Get in Range for Rocket Grab -> Bring enemy to you)

E - Power Fist
    Blitzcrank charges up his fist to make his next attack deal double his total attack damage and pop his target up in the air.
    Cost: 25 mana
    Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Skill Notes:
A disabler. Useful for stopping annoying ultimates. Since higher levels only lower the cooldown, keeping this at level 1 should be enough.

Ultimate - Static Field
    Passive: Blitzcrank causes lightning bolts to deal a small amount of magic damage to nearby enemies every 2.5 seconds.

    Active : Blitzcrank can activate this ability to deal a huge amount of magic damage to nearby enemies and silence them for 0.5 seconds. This cannot target stealthed enemies. This removes the passive lightning bolts until Static Field becomes available again.
    Cost: 150 mana
    Cooldown: 30 seconds
    Passive Magic Damage: 100 / 200 / 300 (+0.25 per ability power)
    Active Magic Damage: 250 / 375 / 500 (+1.0 per ability power)
Skill Notes:
With a good cooldown reduction, the downtime on this is quite low and thus makes this skill a great farming tool for those crowded lanes with lots of minions. Also handy for disrupting team fights and to finish enemies off. The silence is short but it's also enough to interrupt most channeled skills :)

Regarding the skill sequence itself... As you can see on the build I did, the main focus should be getting Rocket Grab maxed up for 2 reasons:
- It doesn't do bad damage;
- It makes you and your lane partner kill people;

Why is Overdrive maxed before Power Fist?
From personal experience, 1 level in Power Fist is usually enough to ensure that they stay quiet taking damage and to ensure interrupts of annoying skills (nunu's ultimate, etc). Getting more levels will only help you spam more and that's really only useful in mid/late game. On the laning phase, the level 1 cooldown should be enough.
Overdrive's speed boost is always good, but not as good as having a higher leveled Rocket Grab.

Your priority should be: Static Field (when available) > Rocket Grab > Overdrive > Power Fist.

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Starting items:

Sapphire Crystal + Health Potion + Mana Potion

This should allow you to stay in lane for a while and I usually pick the Sapphire Crystal crystal instead of the Meki Pendant due to Blitz's Passive. If your mana pool is bigger so is your shield Mana Barrier.

The main focus should be getting the Tear of the Goddess so that your mana pool starts increasing with time. It's a cheap and quite effective item for blitzcrank. You should always spam skills whenever you go to base. They should be available again (or almost) when you're reaching your lane again.

After you've completed the Tear of the Goddess, get the Boots of Speed. Blitz base speed is low and the increase in mobility will allow you to position yourself better/faster for the always important Rocket Grab.

After the boots, I usually do the Glacial Shroud Glacial Shroud to get some more survivability and to get lower cooldowns. Another option is finishing Sheen instead if you'd rather have more firepower.

WARNING: If you're taking a lot of magic damage and/or the enemy team is heavy in AP, buy a Negatron Cloak as soon as possible. It'll do wonders.
The Mercury's Treads should be bought earlier if you're facing a lot of magical damage and/or a lot of CC

Mid Game:

Once all these 4 items are done ( Tear of the Goddess, Boots of Speed, Glacial Shroud & Sheen) you should have a good mana pool (if you've been spamming your skills well) and thus it's a smart option to advance towards Archangel's Staff to increase even further your firepower.

Regarding the next step... The priority between Lich Bane and Frozen Heart is kinda tricky. It varies a lot with the team you're facing and if they are focusing fire on you or not.

Late Game:

I've left the final 2 slots open since I really don't have a "must have" item to place there. The items I pick usually depend on how the game is going, who is my team and who am I fighting against.
Here's some options (in no particular order):

Enemy Casters are annoying you
- Banshee's Veil: The usual anti-caster item. It gives mana (which is great for you) and also gives all that magical defense and the passive effect of canceling one spell. Usually a safe bet.
- Force of Nature: I used to make the Veil every single time. But recently I'm finding that the Force of Nature helps me stay in lane longer due to the regen and that it helps me recover a lot faster from those hard team fights.

You want more firepower:
- Void Staff: Cheap staff, grants you AP and still takes some magic resist out of your enemies... IF they are stacking it.
- Abyssal Scepter: Increases your damage via + AP and via -MR for the enemies. Can also be a big benefit for the rest of your team.
- Rabadon's Deathcap: Tried it out not long ago. As the 6th item it held surprisingly good results. I ended up the game with over 600 AP and thus the Static Field was doing A LOT of damage. I advise it if you only want brute firepower it'll definitely boost up your ultimate damage.

Too many AD/Attack Speed enemies:
- Thornmail: I think this is a must when you have a fed AD carry like Ashe going for you every single time. It's a great source of damage return and damage mitigation.
- Randuin's Omen: Good to prevent enemies that attack you from running away. It'll make it easier to do a Rocket Grab, will increase your survivability (HP, HP5 and Armor) and will also help your team gank by slowing enemies.

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Early Game

With this build you'll have to be going into a lane with a partner.
Good partners are people who can do a nice damage spike, slow or stun at low levels. A few examples on good lane partners are: Morgana, Tryndamere, Xin Zhao, Lux (amazing slow + snare)

I think you get the point from those champions I've stated. They slow, stun or spike. All that combined with your Rocket Grab and Power Fist should pack some heavy harassment early on.

I always keep moving between creeps trying to get a clear shot line for the Rocket Grab. Even if you can't get a good shot at them, that should harass a bit of their farming potencial. Try to throw a shot now and then to keep them playing defensively and you'll eventually able to do some zoning (they'll think twice before moving forward since you can pull them, disable and then your lane mate can disable again).

Try to use this for your benefit. Since they aren't farming well, they'll eventually get a bit more greedy and end up doing a mistake (which you'll capitalize with your Rocket Grab).
If they outrange you or you're getting harassed, play defensively and use the turrets. Pulling them to take 1-2 tower hits is a good strategy and can quite often ensure kills.

Using Exhaust in early game ganks will do wonders cause of the mastery point you have in Cripple.

If you're able to clear your lane, moving to mid to ensure a gank (tall grass, Overdrive, Power Fist, Rocket Grab - you can also do it grab > fist if you can't get close enough).

Bottomline: Mobility and forcing the enemies to play a bit more defensively is key.

Mid Game

Once the laning phase ends and people starting missing from their lanes, you'll want to do the same.
Keep roaming thro the lanes, assisting in pushes and helping out in ganks. When there's big caster minion waves reaching your towers, use that opportunity to farm some gold (by this time Static Field should clear up the minion wave).
From this phase onward, there's a golden rule that you should never forget: avoid pulling their tank when trying to initiate team fights. It'll only place you in a disadvantage.
You'll want to try to pull their carries and anyone that's squishy.
Also try to keep in mind that once you pull someone, hell will probably break loose. Power Fist and keep the enemy you pulled close to you and your team. It should be enough for them to nuke. If you're getting focused upon, be sure to get some space and fall back. A dead Blitzcrank is useless. Even if you survive with low HP, you can still help your team chase the survivors of the team fight and pull them to your team (thanks to Overdrive and Rocket Grab).

At this point, it's also safe to say that you should focus on improving your resistances (MRes or Armor... depending on what's hurting you the most).
I usually try to have at least 1x Negatron Cloak and 1x Glacial Shroud (it should boost your armor AND your mres over 100 and thus over 50% damage reduction).

Bottomline: Keep good awareness, assist ganks, don't overextend and be careful when initiating team fights. You don't wanna pull the wrong enemy. It's better to wait than pulling an Alistar, Rammus or Galio.

Late Game

The same basics of Mid Game apply with one major difference. If you've been playing "well" and farming decently you should have quite some firepower and a big mana pool (and thus a big Mana Shield). You should keep acting as before on the team fights but you'll be able to withstand a bit more of punishing. During teamfights, you can also try to disrupt their team. Rocket Grab goes through walls. Keep that in mind. You can easily make 1 enemy split away from the rest of the team and thus lower their damage capacity for that fight.
Pulling a tank through a wall and/or out of a fight is usually the only situation in which it's a good choice to pull.
For example, if you're able to pull Alistar through a wall and bring him out of the fight, the enemy team will lose healings, stuns AND those annoying knockbacks. At this point you can also easily stall Alistar for quite some time (due to the low cooldowns on Power Fist and Rocket Grab).

Bottomline: Keep the same playstyle as in mid game. You're a great initiator and you're able to cause a big deal of disruption on team fights by pulling key elements of the enemy team out of the team fight.

Important Notes

  • Always keep an eye out for mana shield cooldown;
  • 90% of the times, you should NOT pull the enemy tank in team fights;
  • Your mobility is high, don't be afraid to spam Overdrive (during mid/late game);
  • Calculating your "hp" as your HP + Mana Shield can sometimes go bad (early game vs Tryndamere for example) but it's usually a good way to bait enemies into jumping to you or to bait them to tower dive.
  • Keep in mind that your Mana Shield will only activate when you're under 20% HP. If you go down from 25% to 0%, the shield won't activate ( Tryndamere again - damn his crits).
  • Towers are your friends, so is Rocket Grab + Power Fist. Try to combo up the three things together.
  • Your Rocket Grab will also pull stealthed units but it won't unstealth them (except Teemo Camouflage. Keep that in mind.

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Log examples

Leaving here some examples for the record and so that people can see the results I usually get with this build.

Ranked - Solo Queue 5v5:
2011-05-28 - 10/3/21 - Win
2011-05-28 - 5/3/11 - Win
2011-05-28 - 4/1/3 - Win
2011-05-28 - 2/8/5 - Loss
2011-05-28 - 10/7/16 - Loss
2011-05-25 - 3/2/11 - Win
2011-05-24 - 6/2/14 - Win
2011-05-23 - 14/6/18 - Win
2011-05-23 - 7/4/10 - Win
2011-05-23 - 7/6/7 - Loss

Normal - 5v5:
2011-05-24 - 24/5/19 - Win
2011-05-20 - 8/4/4 - Win

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And this pretty much sums up my first guide. As I mentioned in the intro, any comments are welcome.

This is still a work in progress and was written "in a rush" so I'll try to complete it a bit more whenever I can.

Thanks for reading the guide