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Blitzcrank - Support/CDR/Tank
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Spells:
Clarity
Ghost
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
Introduction
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.
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.
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.
Regrowth Pendant & Mana Potion
- You'll have a nice start with this item, having your health almost full all the time. The mana potion will help you staying on the combat longer and pulling the enemy to your tower more often.Philosopher's Stone
- Just get to the next step. You'll have more health regeneration and some mana regeneration too. Plus, this item's passive will grant you more 5 gold every 10 seconds, helping you to farm to the next items. You may buy Kindlegem, a component of Shurelya's Battlesong, right away if you're having trouble to catch (and kill) your lane's enemies.Boots of Swiftness
- Rush to this boots. It will be needed to catch your enemies, dealing to them extra damage with your ultimate's passive.Heart of Gold
- This will be your very first tank item, giving to you 27 armor and some health. It will generate some gold per second and it's a step forward to Randuin's Omen.Lich Bane
- If your problematic enemies are mainly physical damage, you must get some extra damage with Lich Bane, giving to you ability power, magic resistance, mana and movement speed. If you're having a bad time with AP DPS's (those who're stacking with Mejai's Soulstealer for example), change the item order: buy Force of Nature first.Shurelya's Battlesong
- Finish this item first. It will grant you some more CDR and more health and mana regeneration. Its active will be useful to pursuit or run from enemies, giving you more movement speed for a short period of time.Randuin's Omen
- Time to get really tankish. With this item done, your enemy will be no match to you, (or at least the physical DPS's). Much more armor and less cooldown it's what you need to get them with your Overdrive. Its active will slow your enemies for a short period of time. It's synergy with Shurelya's Battlesong!Force of Nature
- Like I said before, if you're not having a bad time with AP DPS you should do this item at the end. This will grant you more magical resistance and health regen. With this, even 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.
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.
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).
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.
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