Build Guide by Sticky Finish
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Hello, well i'd like to first start off by saying that this is my first guide ever on anything so please note they there will be probably a lot of mistakes and things missed. Please leave lots of constructive criticism so that I can improve on this guide and any guide I might make in the future.
Good intiator if your good enough with Rocket Grab
This next section is just a list of his moves and what they do.
Mana Barrier (Passive)
When Blitzcrank life is brought below 20% health he activates Mana Barrier. Mana Barrier can only occur once per minute. This creates a mana shield with 50% of his mana, lasts 10 seconds and refunds any unspent mana.
Rocket Grab (Q)
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 60 / 120 / 180 / 240 / 300 (+80% of ability power) magic damage while he pulls them to himself.
Cooldown 22 / 21 / 20 / 19 / 18 seconds | Cost 140 mana | Range 10000
Blitzcrank super charges himself to increase Movement Speed by 16 / 20 / 24 / 28 / 32% and attack speed by 30 / 38 / 46 / 54 / 62% for 8 seconds. However, when this effect ends his movement speed is decreased by 25% for 3 seconds.
Cooldown 22 seconds | Cost 90 mana | Range 1
Power Fist (E)
Blitzcrank charges up his fist to make his next attack deal double his total attack damage and pop his target up in the air.
Cooldown 9 / 8 / 7 / 6 / 5 seconds | Cost 25 mana | Range 300
Static Field (R)
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 (+25% of ability power) magic damage every 2.5 seconds.
Active: Deals 250 / 375 / 500 (+100% of ability power) and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
Cooldown 40 seconds | Cost 150 mana | Range 600
Next Section is an explanation for spells, runes, masteries and item build
Your champion ignores unit collision and moves 32% faster for 14 seconds.
Blinds the target (100% miss chance) and slows its movement speed by 40% for 3 seconds.
If you thought it was hard enough to run away from this metalhead than you should see the combination of these two spells.
Ghost is great for a chase or escape, it's even more insane with this build because your move speed will be off the wall making it impossible to catch you or to run away from you.
Exhaust just ensures your chance of escape or can guarentee kills but also is great in team fights when you see a tryndemare or whoever beating on your allies just throw that on them and say you can't see me or my team *****.
I know a lot of people will probably be like no clarity huh? But really with the mana regan from masteries and runes I never really have too much of a problem here.
Also i'd like to say as far as spells you can really have whatever you like. I personnally feel like these two spells are the best that suit my style of play.
Greater Mark of Insight. Magic penetration is great for most if not all tanks as magic is usually the main source of damage for most tanks
Greater Seal of Clarity. Mana regan is really necessary for blitzcrank because his mana regan without anything is very poor.
Greater Glyph of Force. I take this for the extra damage later its not an insane amount more but is enough with the combination of items to really smack around the squishier heros which I will talk more about later.
Greater Quintessence of Fortitude. These Hp quints are great for all heros as they really give you that extra leg early in the lane.
Ok so as you can see my masteries are 1-16-13
I just take the improved exhuast. I dont go any further because as a tank your main role is too just to be a meat shield and get in the face of the enemy teams squishier heros. So I really dont think its important to venture to far into this part of the skill tree.
I take some damage mitigation, Hp and HP regan. The extra Hp and Hp ragan gives you more staying power during laning phase. Damage mitigation for the same reason but also it clearly makes you a little bit more tanky.
Do not underestimate the .3% hp regan base on you maximum mana. This is 1.5 hp regan per 5 seconds per 100 mana. Blitzcrank start off with 300 base mana so thats an extra 4.5 hp regan per 5 seconds.
Ok so here we take the improved ghost because you need 4 ranks at the base of any part of the skill tree to reach the next tier. we take the extra 4% regan because we will take w/e we can for more staying power during laning phase because that really is the most important part of the game. It really determines how well you will do for the rest of the game. I take the extra experiance bonus to give you that first to level 6 advantage which really is an advantage in it's self as you have your ultimate skill and they opposition may not which you can take advantage of to land a kill or be more aggressive and deny them some experiance possibly. Ok the mana regan again this is great its 5 mana per 5 seconds which will double your base regan and in combination with the runes you really should never run out of mana unless your constantly spamming your spells non-stop. The extra buff duration is extra you don't need to put any points here if you don't want to but I had 2 extra points and I felt that you really could not spend them any better than this.
So start off with a regrowth pendant and a potion. The regrowth pendant gives you the most staying power of any item that you can possible start off with also we are going to use it later to as part of a recipe item for your Force of Nature.
Ok most of the time I take Mercury Treads because they of the reduced crowd control effects. Keep in my you do not have to take these as Boots of Swiftness are also great or if the enemy team happens to be composed of a mostly auto attackers Ninja Tabi might not be a bad idea. If you feel you are doing really well early and feel that the enemy competition is not up to par you should definatly take the Boots of Swiftness.
I almost always go Force of Nature first for nearly all tanks because early and metagame you mostly suffer from burst damage and this is the best way to go to deal with that. Also provides increased movement speed which is always a plus. If you can get it fast enough it provides great staying power in the lane due to its great health regan.
Sunfire Cape makes you more of a threat also makes you a better farmer the combination of this and the passive of your static field is just a lot of passive dps especially on an individual target.
Abyssal Scepter is in my opionion the second best ap item in the game behind Rylai's Crystal Scepter. It provides more magic resistance which is always a plus. It provides more ap which increases the damage of all you skills. Lastly it reduces the magic resist of nearby enemy champions which is extra magic penetration for you AND you allies.
Frozen heart for more defense, mana and the cool down reduction. It removes any mana problems you might have. The cool down reduction is perfect because most of your spells have long cool downs. The armour for is self explanatory. *NOTE* That if you are taking too much physical damage that you should get this before Abyssal Scepter.
Your 6th item Trinity Force.
In most games you will not get this far.
Provides extra offense, HP, mana , more movement speed and some slow which you can never ever have too much of.
Explanation of Playstyle
During the early minuts of the game you should be focusing primarily on farming.
Because of the long cool downs and poor mana regan Blitzcrank is poor harrasser early game. That does not mean do not harrass at all becuase if you dont then your opponants unless they are bad are not going to allow you just to free farm. They will be aggressive and zone you out. So when oppertunity presents it's self strike. You should try lane with a ranged hero like Ashe or Miss Fortune as the both are great harrassers and both have slows which you can use to help lands Rocket grabs easier.
Also it's a great idea to gank mid lane around level 4 of so for first blood. Make sure that if you do that you communicate with your teammate. The number reason for failed ganks is misscommunication.
Around levels 8+ you should be ganking w/e ever possible. If you see someone overextending
point it out to your team and gank them.
Always remember to place wards at dragon and blue buff for suprise ganks.
Ok so your a tank that does not mean your doing a great job. Always remember to get in the face of the enemy teams squishy heros. But don't leave a teammate behind to get beat on. Dont forget to silence the other team in team fights and try get into good position to silence as many as you can. Dont forget to exhaust and auto attack heros in team battles especially if they are beating on squishier teammates.
You job in team battles is to try and disrupt enamy champions anyway you can.
I cannot stress this enough make sure you silence their casters and make sure you blind and stun their Dps heros like Tryndemere and Ashe ect.
Remember to purchase Elixers after you have finished you build.
Again this is my first guide ever on anything in anygame so please tell me anyway I can improve on my guide and any guide I might make in the future. I have been using this build for a long time and it works extremly well for me so I really hope this guide works well for you. Comment and let me know how it worked for you if you tried it and remember dont judge a guide unless you have tried it.