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Blitzcrank Build Guide by TheGoomyGamer

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League of Legends Build Guide Author TheGoomyGamer

Blitzcrank Support Guide [Updated to 6.17]

TheGoomyGamer Last updated on August 29, 2016
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
16
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
15
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.



Masteries

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 0

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 12

Recovery
 
 
5/
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
5/
Legendary Guardian
 
 
 
 

Resolve: 18



Threats to Blitzcrank with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Caitlyn Her ult, ace in the hole, is easily countered by a full amor Blitzcrank blocking the shot. Always be prepared to take the bullet for your adc.
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Introduction

Hi, TheGoomyGamer here, and welcome to my second guide, a serious one this time. I'm not level thirty yet, and haven't done any ranked so i can't give you any of the 'This guide carried me from bronze 5 to plat 1' stuff. But I can say that i have found this build to be quite helpful and it, and its many variations, have helped me in many games, and hopefully will in many games to come.


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Skills

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I take q first because it is incredibly useful early game to pull someone into your tower to take a few shots. E next as it helps execute the combo, and while lvling it up only reduces the cooldown, it is more useful than having the bonus move speed from your w, although you can max w second if you prefer. obviously max R whenever you can as with the example final build you get quite a bit of CDR meaning at rank 3 it has a cool down of roughly 13 seconds which is good for clearing minion waves, the utility in the silence and also as another part of your burst combo (More on that later!)


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Masteries

Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/1
1/5
5/1
1/1
The masteries are basically to make blitz more tanky. You can take veteran's scars over runic armour although the extra bonus on your passive really helps. The cookies are good as well due to your high early-game mana costs.


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Items

The Ancient Coin is useful for the bonus gold, and the 5%CRD is good as well.
Against AD teams the Warden's Mail is a good early item as attack speed adcs will be punished for attacking you. Frozen Heart is a good full item as it gives you large amounts of armour as well as the attack speed reduction for nearby enemies. A good amount of CDR and mana help as well.
Afterwards Zhonya's Hourglass should be the AP item on your build (if you have one) unless the armour isn't that important and you want to go for something like Abyssal Scepter for the MR but, to be honest, only bulky AP items should be used, meaning no Rabadon's Deathcap or Luden's Echo.
Spirit Visage is good for the bonus healing, coupled with the regeneration from Warmog's Armor or the healing from Mikael's Crucible as well as your Heal should you choose to take it.


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Spells


Teleport is useful due to the fact that you can have a truly global presence. Also useful during a split-push as you can tp to your Zz'Rot Portal and push while the enemies thing you're farming up top lane.


Flash is a key summoner spell and, while you may not always take it, it is useful for escapes and bush tricks. You lack reliable escape mobility (Not counting his w due to the slow, making it only useful in certain scenarios) so this is always a good spell to take.


An incredibly powerful spell on anyone with the proper co-ordination, exhaust is especially good on Blitzcrank to slow down an enemy fleeing from the tower you hooked them into. Less effective when paired up with an Ashe due to her slowing autos or against a Thresh as his lantern provides an easy escape, but still useful to make 2v2s easier or to secure a kill while your hook is ion cooldown.


always useful to provide a little extra support, and works particularly well with Ardent Censer and it's increased healing power. I take it oftentimes, although more often that not your ads will have it too, making the spell a little redundant, especially if you have the less-power-but-more-utility heal of mikaels crucible


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Combos

The Hook/Fist combo ( Rocket Grab + Power Fist)
This is fairly well known but nevertheless it is invaluable knowledge.
If an enemy gets too close, is overextending or is otherwise open for the picking, then fire a Rocket Grab their way. If against Morgana or Sivir then try to bait out the spell shield(s) with a quick tap of the laugh animation. Once hooked under your tower, immediately Power Fist them into the air. The cc locking of the stun followed by a knockup means they take quite a bit of damage from tower shots.
For maximum effectiveness, make sure that there are no other minions taking up turret aggro, meaning the turret will instantly lock on to the target. Not as effective in the late game where nearly everyone can reliably towerdive.

The No-flash combo ( Rocket Grab + Static Field + Power Fist)
This is more effective in the late game and only really useful against Flash-users or a Kassadin with enough mana to ult, although spell-reliant champions will suffer as well. Basically, one problem with the Rocket Grab Power Fist combo mentioned earlier is that it takes time for the boosted auto attack to connect. This means it is possible to flash away to prevent the combo from initiating, or a kassadin to ult the heck out. However, it is possible to Static Field during the middle of a Rocket Grab meaning the target will be silenced until the knock from Power Fist connects. If the target is not using Flash then it doesn't really matter when the Static Field is used, whether before or after the Power Fist.


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Tips

Do not Rocket Grab an enemy if that will;l lead to an unfavourable situation for your team, e.g.. pulling a fed Irelia into a low health team.

There are some walls it is possible to use Rocket Grab through, pulling an enemy over the wall into you/ your team.

Buying bonus Vision Wards later on can be used to 'fish', placing one over the walls of the enemy base and Rocket Grabing anyone who tries to kill it. Less effective with ranged champions.

Use your Static Field for wave clear, as later on with all the CRD provided by this build, your lvl 3 Static Field has a 12 second cool down (approx.), meaning one cannot really 'waste it'.


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Summary

So, if you're reading this it means you've read the guide. Thanks for checking out what I have to say about Blitzcrank and please upvote if you found it useful and comment on what I should change.
Thanks for reading my guide.
Happy hooking!