Build Guide by Ophioneus
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.
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.
This is my first build, so I'm looking forward for some criticism. Also, I'm not a native English speaker, so I'll excuse for my errors.
This build is focused to create a tankish support with cooldown reduction Blitzcrank. Somewhat like a damage sponge puller. If you have a nice lane partner with crowd control and a nice damage (like Swain, Anivia, Fiddlesticks, Annie, Veigar, Ryze, etc.) you'll do a lot of assists and some kills on early game.
Pros / Cons
- Really hard to kill
- Annoying as hell
- Gank initiator
- Life saver with pulls and stuns
- Expensive build
- Bad farm mechanisms even after level 6
- Vulnerable to CCs on mid game
I like to use a standard 9|21|0 masteries for tanking. You can also use 0|21|9, emphasizing mana and healh regeneration, but you'll deal less damage on the late game.
I chose flat health seals and quintessences, flat magic resist glyphs and flat armor marks for the early game. There's nothing much to say about this. It'll help a lot on the early game, defending your squishy but deadly ally.
9x Greater Glyph of Magic Resist
9x Greater Seal of Health
9x Greater Mark of Armor
3x Greater Quintessence of Health
You'll have +8.2 armor, +13 magic resist and +145 health with these settings.
What you should get:
Clarity: It'll help you to stay on the lane until level 6~8. It will help you on survivability if you're out of mana and your shield will activate on the mid game.
What you might get:
You've plenty of options on this field. Almost all the spells are fine to have as Blitzcrank, but I will highlight three.
Ghost: It's always a good idea to have more speed. Adding this to your Overdrive, you'll be uncatchable even with Exhaust.
Flash: Awesome to engage on battle, getting you on a better position to Rocket Grab. You will need some practice to master the Flash Rocket Grab.
Clairvoyance: If nobody on your team have it and you'll expect to run low on money for Wards it could be a good idea to have this spell to do grabs across walls or to not be ganked while pushing the lanes on mid/late game.
What you should not get:
Revive: You'll not die very often. That is at least what I expect.
Kindlegem, a component of Shurelya's Reverie, right away if you're having trouble to catch (and kill) your lane's enemies.
Mejai's Soulstealer for example), change the item order: buy Force of Nature first.
Overdrive. Its active will slow your enemies for a short period of time. It's synergy with Shurelya's Reverie!
Ignite wouldn't do any damage so far. You're at least unkillable. Enjoy!
Oh, you also might want to buy the Elixir of Agility, the Elixir of Brilliance and the Elixir of Fortitude if the game get really long.
How to Play
Early game: Having a nice crowd control and damage lane partner is a must-have. You must protect your squishy ally and defend near the tower, trying to tower grab them, until you have your ultimate. If you've successfully tower grabbed an enemy, your lane partner should crowd control them after your combo ( Rocket Grab + Power Fist). At level 6~8 it's time to get Philosopher's Stone and Boots of Swiftness. You must farm all the way you can until an enemy's tower falls.
Mid game: You'll start going to get on some team fights on this time. You shall aim your Rocket Grab to your enemy's carry. Pushing tanks would result on a barely dead enemy. Nice tanks will always escape alive and you can get on trouble if the enemy team focus all the crowd control at you. If your team is doing a great job controlling the remaining towers, try to farm a little more pushing the lanes or killing the Golem and the Dragon.
Late game: Now you should be able to endure most of the damage. Try to hang with your teammates, leading the group and trying to shatter their group grabbing one of the squishier targets. They'll try to save their comrade and, if you got some nice AoE/CC allies, they will be dead in no time. You can also backdoor alone with this build, but you must have a great map awareness to do so. Being ganked with slows, stuns and fears may kill you on a 5vs1.
With a Blitzcrank built like this you can kill, but that's not your main target. He's built to help to kill and to endure damage, having your enemies far from your carry(ies). Use your skills wisely and be creative with your catches. I've so much fun blindcatching them across the fog of war when they're running from me. Grabbing when they're tower hugging will give advantage to your team, resulting on an instant kill and a shattered group thinking if they must try to help the teammate or not.
Some of my matches with this build:
On the 22-6-26 match I got all the build done. I was pretty unkillable. I had an Anivia dealing damage with me. All I had to do was to endure and dealing damage and keep them on the area of effect of Anivia's ultimate.
All the others were pretty fast (surrender @ 25 minutes).
This build has some Estupratom's influence, since the item lineup is somewhat similar. I've tried his build and I found out that it was useless to get more AP when you have a fine team. You don't really need to kill with Blitzcrank (in fact, I'm killing a lot with him like this). Plus, I found out that you are unable to tank without more magic resistance than that. Force of Nature do the task and with the total health regen provided by the build you can play the game without going to recall until the end. I highly recommend his build for solo gaming.