Hello and welcome to my second Mobafire guide, this time for Blitzcrank the Off-Tank. This build was inspired because I have seen way too many people and guides trying to put off Blitz's damaging capabilities in exchange for survivability. In one way they are right, with this build Blitz can be quite tanky, with your respectable Health, 170+ in both resistances, and his shield that activates at low HP, kicking him back to over half health. However, this build does not sacrifice damage nearly as much. With this build you get roughly 290 AD. Not too shabby for someone with that kind of survivability. That isn't even considering the massive damage boosts from Trinity Force and Power Fist. Anyway, if you want to know more about this beast of a champion, keep on reading!
This is where my build begins to differ from the normal Blitzcrank build in a bit more of an obvious way. The focus here isn't on being an Off-Tank that leans towards defense, but on being an Off-Tank that leans toward offense.
Your first item is always your Sapphire Crystal because that Mana will keep you in-lane longer early game, and will contribute to the defense you get from Mana Barrier. This transitions into Boots of Speed to keep pace with the competition. Next you get your Tear of the Goddess to start building up stacks. Lastly, you finish off your boots into Mercury's Treads to get some Magic Resist and Tenacity.
Right at the beginning of the Mid-Game, you want to pick up your Manamune, which will give you a nice Attack Damage boost at that point, and it will just get better as you go! Next you want to construct Frozen Heart to boost your Armor and Mana (thereby your damage) and picking up that sexy passive. Lastly, Banshee's Veil, which will secure you some nice Magic Resist, Health and Mana (even more AD!) boosts.
The first thing to do to begin wrapping things up is to build your Maw of Malmortius. It will get you through those mages that get really good end-game as well as giving you some AD. This item's Passive synergizes with Mana Barrier nicely, raising your AD sky high without having to worry about dying because of low HP, as well as saving the Mana Barrier for non-magic attacks. Lastly, build Trinity Force, starting with Sheen (the Mana and the added effect are the best parts of Triinity Force for you anyway). That should have you set on the track to Victory!
Runes + Masteries
These here are some pretty basic runes and require limited explanation.
Greater Seal of Resilience: Boosts your Armor, making you harder to take down.
Greater Mark of Desolation: Increases your armor pen, making you do much better in the beginning of the game.
Greater Glyph of Warding: Boosts your Magic Resist, making you harder to take down.
Greater Quintessence of Endurance: Boosts your health, making you harder to take down, simple as it gets.
These are a bit interesting. Let me explain. You stack your mastery points into Defense, racking up a ton of survivability. The remainer gets dumped into Mana per Level (boost Mana Barrier and Attack Damage through Manamune) and Attack Damage for a little bit more OOMPH! If you noticed, I lied, they aren't that interesting or in need of an explanation.
So Blitz has a lot of options in the Summoner Spell category, so I will just give you the reasons why you want to use what and you can take it from there, but I will put them in order of recommendation.
Gets you either away from or in the center of the battle. This is nice because you can use it to set off a Static Field or to run away after using it if need be (but you shouldn't use Static Field if you aren't sticking around, really).
A DoT to take out the runners. Also ruins Heal, Regen, and Life-Steal dependent Champions. A nice way to score a First Blood after grabbing them with Rocket Grab and knocking them around a bit.
Before you go on saying that it is nooby, look at it this way: Flash is just a run away that makes you a *****, but Heal is for people who stay and fight like a man. Also, it supports your allies (including minions, your friendly helpers in Turret Murder) as well.
Yet another way of stopping those pesky runners, it's almost like your Q isn't a grab! This basically ruins any one Champion in a team fight, and makes it so that if you are near death, you can reduce their damage and ability to run, just in time for the kill.
If you're soloing top, this is a nice way to slow the enemy Champion down if you absolutely need to recall, and also makes downing turrets that much easier. Remember though, it gives the enemies a sense of pride in killing your Promotes!
There you go. It's a longer and more thought-out guide than the one I made for Hecarim. Try it out and give me feedback, I love to know what I'm doing wrong. Remember, your primary role in combat is to either initiate with a Rocket Grab (giving your team a virtually free kill) or dragging someone off who can't handle you (like an unsuspecting carry) in the middle of the fight. Good luck, have fun, and happy Crankin'!