Blitzcrank Build Guide by xCrA2yb0yx
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 guide is my way of playing as support Blitzcrank, the Great Steam Golem.\
Blitzcrank is in the categories of Melee, and Fighter. He depends Heavily on using his Crowd Control (CC) to make his AD Carry (ADC) and the whole team later on. He can be a very good support with all of its CC. It can be really hard/annoying to play against and very nice to have it by your side if played right.
Before I get into anything, I have to say that the stats showing what you are going to have at level 18 might be wrong since that maximum cap of Tear of the Goddess can go up to 1,000.
Pros / Cons
A LOT of CC usable in short time
Can be very annoying (CC, Passive)
Can fight back with low HP
Tanky (my guide)
Need a lot of Gold (Wards, items requiring quite a bit amount of money)
Hard to land a lot of your grabs without having good prediction of enemy
Need to play few games to use all of his skills effectively in battle
These runes are not the runes that normal support will get. However, these runes will take part in your tankiness (PROS)
Greater Mark of Strength x 9 ( + 0.95 Attack Damage )
Greater Seal of Resilience x 9 ( + 1.41 Armor )
Greater Glyph of Shielding x 9 ( + 0.15 Magic Resist per Level [ 2.7 at level 18 ] )
Greater Quintessence of Swiftness x 2 ( + 1.5% Movement Speed )
Greater Quintessence of Fortitude x 1 ( + 26 Health )
Now let's go over why I recommend these runes.
Mark = to deal more damage early with your E skill or Power Fist.
Seal = For the tankiness and uses early game that I am going to discuss about later in the guide.
Gylph = For tankiness
Quintessence (Movement Speed) = Helps in Chasing, Ganks, and early running away in the beginning without shoes.
Quintessence (Health) = You would've guessed but it's for tankiness.
I would like to recommend masteries that a lot of supports get. The setup of the Masteries are 0/9/27.
Offensive Masteries = Supports do not need any offensive ability since you will already have an ADC by your side.
Resistance 1/3 - There are not much Ability Power (AP) champions that will gank a lot or do heavy magic damage in the beginning and you will have some Magic Resists with your runes and the shoes.
Hardiness 3/3 - Even in early game, you will need this for SURE!!
Durability 4/4 and Veteran's Scar 1/1 - For the early game tankiness and taking damage for your ADC early by pulling the enemy towards you and away from ADC.
Summoner's Insight 1/1 - the 15 secs. lower cooldown on Flash can be very helpful because I use Flash a lot.
Expanded Mind 3/3 and Meditation 3/3 - Blitzcrank is one of those mana-hungry champions in the beggining with his Q skill costs 110 mana.
Swiftness 4/4 - Let's you get out of sticky situation early with your W skill or Overdrive and runes.
Greed 4/4 - It helps to cover your costly CONS with your Philosopher Stone Philosopher Stone and Heart of Gold.
Wealth 2/2 - It allows you to buy a Meki Pendant, Sight Ward a sight ward, and a health potion.
Strength of Spirit 3/3 - This mastery allows you to spam some of your skills more once you buy the Tear of the Goddess and get some stacks on it.
Mastermind 1/1 - I don't think I really have to explain this because it helps you, your teammates, and the whole team and some point in the game ( or at least it should).
My Summoner spells areExhaust and Flash.
Exhaust - Gives you a lot of chance of escaping, landing your grab (slow), makes your enemy deal less damage to your team, and completely shutting down enemy carry for a while in later team fights.
Flash - I think it's MUST HAVE spell for Blitzcrank with it's chance of giving hi9m different options. Flash and grabbing someone right away gives them almost no chance to dodge it if they are standing still and it't too far to reach them by walking and not allowing them to notice that you are approaching. Also, it's good to learn how to make your enemy chase you close to your turret, Flash, then pulling them deep into your turret. That will allow them to still have turrets aggro even when they flash away.
Other skills that can also be used by Blitzcrank.....
Ghost - It gives you other ways of chasing and escaping if you are not familiar with Flash.
Heal - Your ADC should try to get this ability since he/she is going to be lower health more times than you since the ADC are priorities to kill and focused down easily.
Clarity - Clarity may allow you to buy something else other than Meki Pendant and have variety of options of purchases in the beginning. However, Note that it will be useless later on so if you think you are up to challenge that you can win in first 20 min. and not go to late game wasting one summoner skill, then go for it.
Clairvoyance - This thing will be very useful in the game and will be the first choice if I don't take Flash and Exhaust. This will be able to tell if you the enemy is ganking your jungle, lane, and possibly tell your jungler where other jungler is so that YOUR jungler can gank him/her when they are low on health.
The skill sequence I have is different from what all the other guides are saying. I get Rocket Grab at level 1, then Power Fist, into Overdrive. Now here comes the weird part, I max out my Rocket Grab first (WHAT?!?!). Yes I do, I grab Rocket fist first because of the bonus base damage and cooldown. A lot of times in the beginning players of Blitzcrank will try to pull the enemy and then Power Fist. And since level 1 of Power Fist has the cooldown of 5 seconds, it is still faster than level 5 (maxed) Rocket Grab which is 16 seconds. So I max my Rocket Grab(Q) first, then Power Fist (E), into Overdrive (W).
Now let's finally talk about Blitzcrank's ability that's last but certainly not least, Static Field. This skill is very awesome and I love it so much because it can literally change the course of a team fight. Passively, it will deal damage (100/200/300 [+25% of AP]) to a random enemy (champions, minions, and neutral monsters) around you. You can activate this skill to deal massive damage (250/375/500 [+100% Ability Power]) and silence them for 0.5 seconds. That small 0.5 seconds may not seem that long but what can it do? Kill your enemy or let your team Lifesteal or Spell Vamp your enemies. I will tell you that when facing about 2 enemies, you shouldn't activate it early in the fight. However, late game team fights, it is good to use it at the beginning of the fight with your max 40% cooldown Reduction with Frozen Heart(25%) and Shurelya's Reverie (15%) which will make your ult to be available every 18 seconds. IMPORTANT!!!!! Silencing Enemies can stop ults of Janna, Katarina, and Nunu (If I missed any, please tell me so I will be able to edit it and provide more specific information). This is not the only way since he has 2 other CC, but it will allow you to still stop those without getting too close (power fist) or with all the distraction in the way (Rocket Grab). I will I really recommend you not to do this even though it is tempting and fun in late games (Unless you are SURE your team is going to win). It is to Activate the ability to Kill Steal (KS) from people.
Alright, now that the skills are over, let's talk about in what order should you use the skills. With first 3 skills (Q,W,E) or all 4 skills, you should charge with your overdrive activated, and Power Fist the priority such as the enemy ADC or enemy who is hurting YOUR ADC. After that, they will either try to run away or get your ADC.
If they Run Away - chase them with some distance and wait for them to flash or use one of their skills to create distance. You should react with either Flashing yourself, or catch up to them using your Overdrive (W).
If they choose to try and get your ADC - create some distance, pull them away from your ADC and Overdrive away or use your Exhaust & Power Fist under your turret. However, you HAVE to make sure that your turret is not attacking an enemy minion or wait until your enemy hits you or the person next to you and Turret put its aggro on the champion.
So to shorten it down, it will look something like this
+ + + (you should most likely be able to use your 2nd Power Fist at this point) + THIS IS A SMALL BATTLE.
I am So Sorry, but I will not be able to create a general skill sequence for a big team fights because I will not know which characters will be in the fights. Like I said earlier, it will be able to stop some ults, but you will not have to use it if the person using ult is weak that his/her skills don't have a huge impact for the team fights.
I buy a mana hungry which means that every grab you do, it's going to cost you 110/260 mana in the beginning. That is really costly to be used whenever it's available. You should just start to harass with your power fist at level 2. After you finish Tear of the Goddess, you should start building for Philosopher Stone.
The mana Regen. per 5 secs. in Tear of the Goddess and Philosopher Stone Philosopher Stone is going to help a lot. Also, the 5 gold per 10 seconds will help out too since you can't farm. Next item in line are the Boots of Speed and modified Boots. Out of all the Boots choices out there, I think the Mercury's Treads are the best. It will give you Tenacity which lowers ALL the CC that is done to you and because Force of Nature is 2nd to last item I go, the magic resist will assist you. Next item is Glacial Shroud to start building the Frozen Heart. it will give you a lot of boosts.
mana - Will allow you to spam your skills more often AND give you more shield with the mana Barrier passive.
Armor - Will get you tanky
Cooldown Reduction - At this point of the game, there will be more ganks from enemies or needing to use your skills more and this item will help you with that.
The Heart of Gold which you will get next gets to be more tanky and get more gold.
The Kindle Gem - Gives you additional health along with Heart of Gold and gives you Cooldown Reduction.
Shurelya's Reverie Shurelya's Reverie - This is an "Active" Item which means that you can press the item or press 1-6 that's above your 4 skills to activate it. This items UNIQUE Active is to speed up all the ALLIED champions near you. However, once you use it, the effect CANNOT go to other Allied champions as you get closer. So it's best to use it in middle of all your teammates.
Frozen Hear from Glacial Shroud - This item will give you 99 Armor, 500 Mana, 20% Cooldown Reduction, AND has a UNIQUE Passive slows ALL the enemy champions' Attack Speed by 20%.
Randuin's Omen from Heart of Gold - The options that this item gives is pretty amazing I am not going to lie.
75 Armor, 350 Health, 25 Health Regen. per 5 secs. - This makes you really tanky for ADCs. If the enemy ADCs focuses you in team fights, that is good because you will last pretty long.
Passive - It gives 20% chance to slow enemy champions' Movement Speed AND Attack Speed by 35% for 3 secs. if they basic attacks you.
UNIQUE Active - Slows All NEARBY enemy champions' Attack Speed AND Movement Speed by 35% for 2 ( +0.5 secs. for every 100 [Armor + Magic Resist]) It has 60 seconds Cooldown. By now, you should have have around 250 Armor and Magic Resist combined.
Force of Nature - This will give you more Movement Speed, and good amount of Health Regen.
Manamune or Archangel Staff Archangel Staff - you can get either of them really. I just get Manamune since I got flat Attack Damage Mark (Greater Mark of Strength). I get Manamune last, because I have no intention of killing the enemy at all most of the times.
Here are the reasons why these 5 items are better to buy before...
Shurelya's ReverieShurelya's Reverie - Cooldown Reduction, the Unique Active gives your teammates to chase, good initiation, and good run away options.
Randuin's Omen - This is give you 5% Cooldown Reduction which will get you to 40% (Max Cooldown Reduction). You can use your Unique Active when you finally caught up to an enemy and chase another enemy champion and have that possibility of changing the game by getting that 1 More KILL.
Mercury's Treads - I mean this is pretty much no-brainer. I mean it's the Boots, seriously.
- This is pretty no-brainer too. It gives you 25% Cooldown Reduction, mana, and it's passive slows down all the Attack Speed by 20% that will help your team to receive less damage from enemy ADC
Force of Nature - This item lets you live with its Movement Speed and with exceptional amount Health regen. per 5. Oh and don't forget about that good Magic Resist too.
Conclusion for the Guide
So overall, Blitzcrank is a good champion that can literally Carry the game with Assists. The only reason Blitzcrank can be a support is because of his pulls. He can't sustain anyone without heal but if you are good at it, you should be able to get most of the ADCs fed. Also, he can be used in ranked games a lot which is what I do sometimes. However, I don't play ranked games at all these days because even if you feed your team, they can just throw it off saying that they can win just because I give them some kills in beginning. So if you guys just keep practice it, it will be a really good advantage for you and your team.
I am sorry that I could not post any pictures of my Blitzcrank games. I will try to upload that as soon as I figure it out which I can't tell you when it will be.
Well, that's all and I hope you guys found this at least somewhat interesting or helpful. And I would love to receive votes and comments whether they are good or not because that will give me ideas of what I can improve for my next upload or guide. Thank you guys so much for even reading it this far.