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Recommended Items
Runes: Rune Set #1
1
2
Resolve
Inspiration
+8 Ability Haste
+6 Armor
+65 Base Health
Spells:
1
2
Normal
Flash
Ignite
Items
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Braum
His kit has it all to stop you and to annoy you
Draven
Ideal
Strong
Ok
Low
None
Draven
Introduction
This is me when the season 8 ended

Hello everyone and welcome to my first guide. I started playing LoL in early of season 2. Blitz was the first champ that draw my attention and the first one that i really really loved. I have played almost 60-70% normal games as blitz in almost all possible ways. This guy is awesome...he can engage a team fight, save your team ,be the off-tank and even get you first blood if played well. His grab can take dragon,baron. Also an awesome grab can win the game (grab AP,ADC carry) or make you lose the game if you grab the wrong person (their tank for example like

*UPDATE 25/11/2014*
Season 5 is upon us. My university studies are getting harder and harder day by day. I will keep updating slowly but steady through out season 5. I am really sorry for the delay but i have a rather busy personal life. I will keep updating with many more advices and changes and ofcourse new videos to keep up with season 5 map
** 2/12/2014 **
Thank you ALL for supporting me by commenting and by viewing my guide. When i first started this build i never thought i would achieve so much.
Funny thing when i look my first videos and warding photos, i was playing with 30 fps with very low graphics. With my new pc i am playing with over 80fps on very high graphics ....oh dear god thank you so much !!!!
*** 13/4/2015 ***
After many tries and a lot of work i finally got up to platinum!! Thank you all for keep viewing my guide and for helping this build get better!!!
After patch 5.7 landed, blitzcrank took a big hit on his

**** 15/7/2015 ****
OH MY GOD!!!!! 1 million views!!!! i can't believe it!!! Thank you so much guys for the support !!!! i couldn't be more happy about how this build have grow up!!
***** 15/11/2015 *****
Finally new season!!! Rewards are shiping and new masteries with some interesting new items are here! I will try my best to expain everything. I am still learning this new objectives but i will try to explain it as the season moves on and also i will keep updating through out the season.
MAJOR UPDATE
****** 11/7/2016 ******Gosh it's been a while since the last update. First of all i want too thank you all so much for bringing this build on No1 to Blitzcrank guides. Second of all i want to apologize that it took me so much time to reach platinum this year but with the univercity studies and my job i wasn't able to play enought games . Thats why Support Montages take so much time to created and uploaded . Lastly i hope i can keep up to your expectation and try for diamond this year or at least help you learn even more things about Blitzcrank.
******* 13/11/2016 ******* OH MY GOD!!!! 5 MILLION VIEWS AND COUNTING!!! I can't thank you guys enough!! It started as a simple test to pass my free time so many years ago and now look where it reached!!! Seriously guys THANK YOU!!! THANK YOU for all the support you gave me and keep giving me !!! THANK YOU for keep viewing my guide!!! JUST THANK YOU FOR EVERYTHING :D :D :D !!!
#11/11/2017# Oh Dear God! 7,5 million views and counting!! Thank you so much guys!!! I can't even thank you enough but you get the point! I tried my best to understand the new Rune system and i provided you also with some good points on the new Rune sets for

## 24/1/2018 ##
First of all i want to say a big THANK YOU for reaching this build on the top of

So lets start with the basic 2 Rune Sets that i made for me and of course for you guys. Keep in mind that in the end pick your runes depending YOUR Playstyle .


This Rune Set is for Tanky/Versatile


For the passive


This Rune Set is for Tanky/Versatile
Blitzcrank players like my self.
This Keystone Rune point basically gives you the opportunity to shield for a small amount a teammate that is close to you, it has a certain cooldown though. Still i find this very interesting cause the one thing that was missing fromGuardian
Blitzcrank was a way to shield an ally. With this you can make small trades from time to time in order to test the oppements and escape with the minimum health damage that is possible.
Quite simple this one.Since asSecond Wind
Blitzcrank if you miss your
Rocket Grab you get your self to a vulnerable possition. Meaning you can get poked and lose trade quite easy. So with this rune point even if you get in this situation , you will at least get back some health to help you recover a bit before going back for trades and fights.
Ah i love this one! Basically every time you use a summoner spell you gain tenacity and slow resistant by a fixed amount for about 10 seconds. That been said if you have both of your summoners on cooldown that means that you gain a good amount of escape mechanism even without summoners up for that 10 seconds ,forUnflinching
Blitzcrank this is a life saver.
Ladies and Gents we have a winner! This rune point basically gives you a short boost of movement without usingNimbus Cloak
Overdrive just by casting your ultimate. This can either help you escape OR help you chase the enemy, combine with
Overdrive this will help your kit gain an alternative option
Thats simple and neat! Basically every 10 seconds your next ability will do some extra magic damage ,that makes yourScorch
Rocket Grab and your
Power Fist a bit more damaging as abilities and lets face it
Blitzcrank is all about setting up a good amount of burst to the enemy so your team can kill the target easier. So even if you max out your cdr from tanky items you gain also a bit of damage!


For the passive
Blitzcrank players
Every 3 mins you will get a free biscuit untill the 12 mins of the game, thats 4 biscuits total. What's super interesting on this Rune point it's that it gives you the ability to stay longer in lane or even save you from a dire situation since it gives you 15% of your missing health/mana and also increases you max mana by 40! Very nice to have for that extraBiscuit Delivery
Rocket Grab or that extra
Mana Barrier shield!
That's also a nice adition to the new Rune system. Basically after 10 mins you gain free boots but you can't buy them before that. Every takedown (assists/kills) that you do will lower the mark of the free boots by 30 secs sooner, so with 3 assists you can get them at 8:30 mins instead of 10. What's also interesting about this one it's that it gives you more Movement Speed than the normal ones and also when you gonna upgrade to the version of the boots of your choosing it will cost 50 Gold less!Magical Footwear
Now that's a beauty ! Basically it gives you a little bit cooldown reduction in everything! From summoners to items and even it raise your max cap of cdr by %5!Cosmic Insight
Please ignore them if you already know blitz. It's just a custom game with some tricks with blitz that most of you already know :)
click here

If you have time to spend i highly recommend to check out ScrapComputer VERY detailed Blitzcrank guide. He covers so many chapters on how to play Blitzcrank but he has also other interesting things to check out.

old videos

New Videos
This songs make me really energetic to play blitz or even to set my mood for ranked games , I hope you like it
click here


If you have time to spend i highly recommend to check out ScrapComputer VERY detailed Blitzcrank guide. He covers so many chapters on how to play Blitzcrank but he has also other interesting things to check out.

Because videos were getting out of hand and it was really really bad to just scroll down from this section i am dividing the videos in old/new and puting them in spoilers so you will have the option to either see or not see them.
SPECIAL VIDEO



This songs make me really energetic to play blitz or even to set my mood for ranked games , I hope you like it

When To Pick Blitz : When the enemy team has champions like
When To NOT Pick Blitz : When the enemy team has champions like
Play as a Defensive Blitz player if your team composition requires a more utility support.Your team just need an engager and a support that will use stuff like
Locket of the Iron Solari
Redemption
Turbo Chemtank. You can go a bit tanky mid game here.
Frozen Heart or
Iceborn Gauntlet still recomended but you can always choose your way of getting "tanky".
Play as Tanky Blitz if your team composition requires a tank (I found my self required a more tanky build because my teamates where all assasins or stable/immobile champions with no tankyness at all) Keep in mind that tanky blitz requires a really expensive build, so keep using
Relic Shield targon's brace
Ancient Coin. Just go super tanky with
Frozen Heart and
Warmog's Armor. You are the tank you still do the engages but you also control the teamfights.
** Adapt with how the game is going. Change your items path if it's needed. For example i have found my self starting with [glacial shroud] but never completing it cause i went super tanky with
and other items **









When To NOT Pick Blitz : When the enemy team has champions like










Play as a Defensive Blitz player if your team composition requires a more utility support.Your team just need an engager and a support that will use stuff like






Play as Tanky Blitz if your team composition requires a tank (I found my self required a more tanky build because my teamates where all assasins or stable/immobile champions with no tankyness at all) Keep in mind that tanky blitz requires a really expensive build, so keep using





** Adapt with how the game is going. Change your items path if it's needed. For example i have found my self starting with [glacial shroud] but never completing it cause i went super tanky with

Lets clarify some points about my given items and when you should pick specific items.
Lets start by defining your experience on blitzcrank.
If you have played less than 50 games with blitzcrank then you should start with the following items
If you have played more than 50 games with blitzcrank then you should have already "grasped" mana control so you should starting with

If your current division is silver then i would recomend starting predicting your oppoments movements. Now that you have an understanding of the game,champion,warding and build options ,you should learn when to grab and if you should grab. Yes the enemy malphite is low hp and you can probably kill him with your combo, but dont forget than he might still have his ultimate
If your current division is gold then you can choose whatever build suits you better. You have the understanding of a little bit from everything, but you want to learn the champion (probably) so i would recommend either Utility or Tanky blitz depending on your situation (your team composition,enemy team picks). You can also learn when to pick
Lets start by defining your experience on blitzcrank.

- Have you played more than 50 or less than 50 games?
- What is you current division?
- Do you plan to just learn blitz for having a support pick option?
- Do you plan to master blitz as support main?
- Are you good with landing hooks?

If you have played less than 50 games with blitzcrank then you should start with the following items
2x
Health Potion. The reason i recommend this is in order for you to learn to control your mana. As blitzcrank player you should learn when to waste mana and when to keep it just in case an enemy got out of position.Sometimes the threat of the
Rocket Grab is better than casting the skill it self
If you have played more than 50 games with blitzcrank then you should have already "grasped" mana control so you should starting with
Relic Shield2x
. Now than you know how your champion works you should start learning how to position your self and protect your adc because lets face it, thats your job.


If your current division is unranked i would recommend to play a lot of games with blitzcrank (and other champions ofcourse). You need to learn how to ward also before going in ranked. Wards wins games!!!. Check my Warding Places for an introduction and examples.

If your current division is bronze then i would recommend starting to actually look your mistakes before looking your enemies or allies.You need to learn not only how to ward but and how to play/set up your champion in teamfights. Awesome grabs can seriously win you games especially at bronze, because people still learning the game and the lack positioning and side-stepping skillshots. Don't worry practise and you will get UP in ranks.

If your current division is silver then i would recomend starting predicting your oppoments movements. Now that you have an understanding of the game,champion,warding and build options ,you should learn when to grab and if you should grab. Yes the enemy malphite is low hp and you can probably kill him with your combo, but dont forget than he might still have his ultimate
Unstoppable Force and use it either on your adc or even worse to your whole team literally giving away the teamfight.

If your current division is gold then you can choose whatever build suits you better. You have the understanding of a little bit from everything, but you want to learn the champion (probably) so i would recommend either Utility or Tanky blitz depending on your situation (your team composition,enemy team picks). You can also learn when to pick
Ignite or
Exhaust while playing blitz in order to win some lane matchups.

If your current division is platinum or higher then you already know everything about this champion. The only thing i can recommend you to practice is predicting your enemy sidesteping your skillshot. Still if you want to check a couple of things be my guest and some feedback would be great.

If you plan on having blitz as a support option (last pick sucks sometimes right?) then you can pick between Aggresive or Passive lane matchup. Don't forget that practise makes perfect. Check my lane matchups for some tips.
If you plan on making blitz as main support option then you should practise A LOT and check everything i have spend time on this page writing. Escpecially ScrapComputer very detailed video guide. Practise with items with masteries and even try your preferable masteries/runes .

Landing a hook is both an awesome feeling and an embarassing situation (if your grab killed your team/carry). But the question is this... Can you land a hook? How many grabs do you land and how many do you miss? As said before practise makes perfect. Sooner or later you will learn your skillshot range, you will start to position your self better and you will start landing more hooks. If you missed a grab and your team is yelling at you for it (I know the feeling bro) don't write them back and DON'T start raging, it will only get your mood gloomy and you will keep losing hooks. Calm down, take a deep breath, if you have the option to hear some music either from youtube or from your phone,mp3... etc, then please do so. I can't count the times that hearing music made me feel better and i would improve my hooks during late game winning us the fights/game.


When Blitzcrank's life is brought below 20% health he activates Mana Barrier. This creates a mana shield equal to 50% of his mana for 10 seconds. Mana Barrier can only occur once every 90 seconds.
#This Passive is one of the things that makes this champion so unique. Basically what is does is that when you are at 150-400 HP (depends on champion level and items) Blitzcrank automatically pops up a shield just like spell



Cost: 120 Mana
Range: 925
Blitzcrank fires his right hand to grab an opponent on its path, dealing damage and dragging it back to him.
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them (*Also disrupt*) and deal 80/135/190/245/300 (+100% Ability Power) magic damage while he pulls them to himself.
#Ahh grab...the looooong hand of law...1st to max. Your signature ability. This thing can make you win your team's favor or get you reported. Skill shot ability so i recommend NOT to set it in smart cast until you really really know the grab range and speed.
TIP
A grab under your turret can give u a good DMG output. If you grab and then use





TIP#2
If the enemy team do baron you can use all your wards in the baron pit ( only if they more than one sweeping lens or vision wards) so make sure you grab one of them out of pit in your team when they try clear your wards ;) same applies for dragon pit or even out of your 3rd turret base

Cost: 75 Mana
Range: Self
Blitzcrank super charges himself to get dramatically increased movement and attack speed.
Blitzcrank super charges himself to gain 70 / 75 / 80 / 85 / 90 % movement speed and 30 / 38 / 46 / 54 / 62 % attack speed for 5 seconds, with the burst of granted movement speed rapidly decaying over the duration of the ability. When Overdrive ends, Blitzcrank is slowed by 30% for 1.5 seconds.
#Thats what makes you a robocop at super fast speed. You can chase champions,evade skillshots,position your self for a fast

#Don't use it recklessly , If you been chased try to escape with just side-steping or with your




Cost: 25 Mana
Range: Self
Blitzcrank charges up his fist to make his next attack deal double damage and pop his target up in the air.
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air (*Also disrupt*).
#That spell makes your combo. Combine it with




TIP




Cost: 150 Mana
Range: 600
Passively causes lightning bolts to damage a nearby enemy. Additionally, Blitzcrank can activate this ability to damage nearby enemies and silence them for 0.5 seconds, but doing so removes the passive lightning until Static Field becomes available again.
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100/200/300 (+20% Ability Power) magic damage every 2.5 seconds.
Active: Deals 250/375/500 (+100% Ability Power) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
#Awesome skill. 1st of all this passive must be used smart. What i mean is that don't rush in and use it when sometimes you can take full effect of this passive by just Auto Attacking enemy or by using your other skills without pressing








TIP
Remember that silence stops your enemy even from



Always...for combos like





Pick ignite on Blitz ONLY when the enemy team doesn't have assasins and you want to bring down the enemies faster. For example i pick ignite on blitz when i know that i have to win early game hard or otherwise we are doomed, depending on your team and enemy team if thei have late game champions or early mid game champions


Pick exhaust on Blitz to counter the enemy assasins hard. The power of exhaust is shining at late game when the enemy assasin or adc will have the debuff and it's so much easier to bring them down


So if you ask me about this Yes take it but ONLY if your adc has taken




Another great video from ScrapComputer . If you have time to spare check out his youtube channel cause he has amazing stuff.


I prefer choosing this item as my support/gold income because of his great stats. Basically this item gives you tankyness,cooldown reduction and a great mini-passive called Execute. So when you hit a lane minion with 200-250 health left in it you kill it instantly and you gain the gold of the minion but so does your laning partner if he is close to you. Moreover this mini-passive we talked about also heals you and your laning partner when you kill a lane minion . It maybe look small healing ability, but it helped me countless times to win my laning phase or win a simple teamfight


It's a new season item that i have been testing. The results are amazing. It gives you sustain from catalyst the protector. When completed it gives you also what lacks from blitzcrank and that's CC (crowd control) with a small AoE speed boost to you and your nearby allies when moving towards enemies for 3 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions for one second.


You got to love this item during this season. Not only it can disables enemy turrets that are close to you (even the 2 nexus turrets if you are close to them) but also gives you a great sustain with health and armor. Also it gives you a small speed buff when you are next to turrets. The only thing that i hate about this item is that in a very late game situation 40+ minutes his active is kinda useless cause you don't have turrets to disable (probably) so if you have completed your build and you have enough gold you can sell this item and buy something else that can and will help your team. Also situational item (if you are behind in turrets for example)


This is a MUST HAVE item in order to help your adc(attack damage carry) or your apc(ability power carry-also known as mage) to counter heavy enemy CC. If you know the spell




Great item for chasing or escaping . When activated you and your nearby allies get a small speed buff that can help you either reach escaping enemies or use it as an escape for your team.


This item is Blitzcrank bread and butter. It's giving you mana that you can use with your



If the enemy team has a lot of AoE (Area of Effect) damage take it . It gives you an active that provide you and your nearby allies a small/huge shield (scales with levels). I can't count how many times this active has won us teamfights and eventually the game. It's a good item when you are facing fed insta burst damage enemies like







If the enemy team has a lot of AD(Attack Damage) champions and you don't want to build





If the enemy team has a lot of AD champions or just a really fed




Tankyness,armor and an awesome passive with an an also awesome active. Basically this item passive means that if you get hit by a basic attack then the enemy that attacked you will have his attack speed lowered by 15%. The active of this item is kinda like the



Really funny item. I really like it. Strong resistances and a lot of HP . A neat passive also. Having more movement speed as blitzcrank rocks. It's passive kinda look like



Keeping your ADC's damage high it's one of your TOP priorities. Basically you point the ally champion you want and as long you stay close to him and fight with him as the passive when you use your ultimate ability, you and the champion bonded have now a great passive with damages for some seconds and some slow also.


This item is used for a split-push lane, meaning when you need objectives really bad but you need to stay with your team to help in teamfights, you can buy this purple thingy, place it preferably near bushes close enough to enemy turrets, then some little purple friends of us will get out from zz rot and either push the wave on the enemy minions or hit their turrets. Also has some neat defensive stats and a passive that when you are close to turrets(destroyed or not,enemy or yours) you gain a small Movement Speed buff while in their range. A Situational items that can be really funny sometimes.


You get a good portion of stat bonuses on health,armor,hp regen and an awesome active/passive! The passive of this item is like lets say





Ok since things came out of hand with this item this season i got to explain my self here.




Before i start saying anything i am gonna explain my self about this Chapter. Sometimes my friends asks me why do i play blitzcrank with a messed up build like that. Some other guys that added me in league asked me why i don't have a specific build and that they can't understand my logic behind my build paths. So i will try to expain myself as much as i can. Remember that situations vary too much and you can always change your path mid-way of completing it.
Winning The Lane Hard As F**k







When i win my lane so hard means that either i have given my adc 4 kills or more during the first 10-15 mins and we have no deaths or just 1 death or even more when i have more kills than my adc and i need to protect him until he gets back on his feet.








Winning The Lane







Winning the lane means that you win your lane by 1-2 kills or that you have successfully zoned your opponents enough for your ADC to have more that 30 cs than the enemy ADC . Can't say many more here about





Neutral Lane(not winning not losing)







Basically not winning or losing means that either nothing has happened during the laning phase that will give more power to either you or the enemy, this means that either the cs or the kills of both teams in lane are the same . Nothing changed in the item path as for the




Losing The Lane







Here my friends you are in a really ****py situation. When


Losing The Lane Hard As F**k







If you are in this situation then you can only try to help your team with your items since you lost so hard that you even if you grab someone it might don't do a thing after all. The reason i recommend the


Splitpushing Option







When you have so big problem in controling the game and you must constantly be next to your ADC and basically in your teamfights but also you want to push this is a good option, you can use the voidlings from the


*In my opinion there are no counters and such. Yes ofcourse some bot lane combos are awesome...but a really good blitz can win lanes even from
or
or
. Timing skills and the knowledge of your champion abilities make that possible. The following champions i picked is just my opinion and nothing more. You are not obligate to follow my advices in order to be a good blitzcrank player, cause everyone has his own playstyle and i am not in possition to judge anyone*









**NOTE**
Calculating jungler on many scenarios, you can do all-in fights even if your laner doesn't his main damage item (sometimes mana/health is still needed). Also if you have all your spells and level 6 when the enemy lacks both it might be a good time to do the all-in fight because most adc gets a power spike at level 6. Becarefull because enemies can do the same to you
RED Means either really great cooperation or really great threat
ORANGE Means either great cooperation or great threat
YELLOW Means either good cooperation or threat
All depending on which section you are reading
Calculating jungler on many scenarios, you can do all-in fights even if your laner doesn't his main damage item (sometimes mana/health is still needed). Also if you have all your spells and level 6 when the enemy lacks both it might be a good time to do the all-in fight because most adc gets a power spike at level 6. Becarefull because enemies can do the same to you
RED Means either really great cooperation or really great threat
ORANGE Means either great cooperation or great threat
YELLOW Means either good cooperation or threat
All depending on which section you are reading

Carrys that synergise with Blitz
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Supports countered by Blitz
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Carrys countered by Blitz
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Carrys countering Bliz
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Supports countering Bliz
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I played blitzcrank since season 2, and hit platinum with him. Even though he is a niche champion, I would like to share some tips.

1.Don't level your ultimate when you hit level 6. Because if you level it after you hook someone (use ctrl + R for quick access) then the lightning will hit whoever you pulled. AND you don't accidentally steal cs from your ADC.
2.Hook fires from your right hand. It's not a big difference, but you you'll slide by minions more often on the right side than the left side.
3.If you're below Diamond, always, ALWAYS invade after buying items quickly. (I know this tip will be controversial) The zoning potential from warding deep early and having blitzcrank on your team makes your invades 9001 times scarier. Remember, you DON'T have to get greedy and try to get kills. Even a flash is worth it.
4.Save your ulti like a finisher early game. The lightning procs do more damage than you think and you want to get as many procs as possible.
5.(A collection of small tips)
# Max Q, not W or E.
#

#E is a AA reset. If the enemy doesn't have escape,


#If your enemy adc DOES have an escape (ex. Trist




#After you hook, try to move in front of the enemy. Even though the body block in LoL is not as great as HoTS, you will block some movement by the enemy.
#Don't


#As you go higher up in rank, you'll have more success from



#I see this mistake more often from lower elo, but ALWAYS look at the minion difference before hooking. If the enemy has more minions, even if you hook right, you'll end up losing the trade.

Why do i miss hooks so much?
#People only miss hooks because they are fishing for them. You should never fish for hooks as it is only a low chance you actually hit something and it gets lower the higher ranked you are. Not to mention that you loose a lot of pressure because of that.
Also, I want to mention that people here discredit maxing W first too much. It's actually pretty good and helps with everything that you do like roaming or applying pressure in lane instead of the extra damage and 4s cd less on Q. Don't forget it gives attack speed for early fights as well.

Everyone keeps on saying to max
Rocket Grab but no one explains why?

#Because they think it's self explanatory.

On the other hand what does maxing




And





R>Q>W>E 90% of the time. but for sure not always and in every scenario

I feel like landing a single hook in the early/ mid game is all you need?
#Exactly! This is why you max



When to max my
Power Fist and when to max my
Rocket Grab?


#the choice between maxing


but mostly it's


a situation i would max







I am maxing
Rocket Grab first but losing most of my hooks... even like that i can tank up damage and follow ganks ,but why do i keep on losing my lane ?

#If you miss a hook in the laning phase your opponents can use the next 20 seconds(




When to pick
Tear of the Goddess and why?

#I take


Tips to land my
Rocket Grab on adc with escape mechanisms?

#Against targets with escape, run up to them and when in pull-range, do a quick laugh. The animation is about the same as the pull animation, lured some flashes like this when i was at lower elos.
#You can also just run up to people very fast in low elo, 80% of the time they use their escape in panic before your hook.
#with most of the AD carries having some kind of a dash, jump or other escape ability, I do like to use my




I love champions that have hooks.
Thresh is one of my favorite champions and I have a high win rate with him. Still, I can't do **** with
Blitzcrank, what am I doing wrong?


I too love hooks,




Blitz is bad against champions like:










You also want your ADC to have good damage compared to the your lane opponents, or you will lose trades even if you grab someone. Ideally you want to play Blitz against an immobile ADC with a squishy support.





The champ is all about setting up kills for your teammates
Agreed.Though Sometimes








Some tips for blitz?
1) r>q>w>e is the best skilling order.
2) if you use range indicators: the

3) sometimes go 0-18-12 masteries, and go for tanky runes. this will allow you to survive "bad pulls" in lane and lets you survive teamfights you initiate also having the cap of cooldown on 45% gives you the ability too hook more(if you get better at hooks then switch to 0/12/18 masteries in most of your games)
4) as i do with all tanky supports i go for

5)for new



6) Always invade
7) if noone invades, you can still try to snipe enemy blue from enemy jungler (situational - most often not worth to roam that early)
8)


9) once you got boots and lvl 2



10)








11) in teamfights you either initiate by trying to



12) your ultimate








13) Important: play him alot, and HOOK ALOT even if you miss(For new players with



14)Time your hooks with your ADC's last hits. Opponent thinks he's smart by standing behind a minion? Timing your hook so that it passes through the minion right as it dies makes for a very hard to dodge hook.
This can also be applied to clearing the last few minions with your

15)Roam to the middle lane top lane, especially in lower ELO's this has gotten my team SO many kills! Just make sure you let your ADC and midlaner,top laner know beforehand!
16)Sometimes a




17)

18)Sometimes it's better not to hook at all, as without it you have completely no pressure. Especially when you lost first skirmish and enemy ADC is ahead in kills/minions or there is massive minion wave coming to your tower.
19)Not every hook that lands is a good hook.

In This Chapter i will try to explain the scenarios and how to think in different times either in lane or in teamfights, sometimes i will explain it from the side of view of ADC sometimes from the Support and sometimes from the jungler. Although i might left something out i believe that reading and working on this advice that i give you , you WILL become better player and of course better support player
The current meta of bottom lane is considered a duo lane, consisting of a marksman and a support, in rare cases someone decides to break the meta by sending down 2 champions with incredible synergy, in order to pull off amazing and stupefying plays.
A
Thresh /
Blitzcrank combo is a good example, due to their exceedingly long range pulls.
However by sacrificing the marksman spot on the team, they will have a much larger problem pushing towers as well as dealing as much damage in team fights.
Having 2 champions bot, gives you a chance to contest for Dragons.
*Survival first and foremost you can't do anything if you're dead.
*CS 2nd if you have
Relic Shield . (You can do whatever you want in between last hitting)
*Winning the lane third.
*As a support protect your ADC, even from themselves, never forget that.
*Objectives (proper warding can show you incoming ganks as well as provide cover, both to deny and secure objectives)
* Kills (that's right objectives are more important than kills, getting kills gives you a tactical advantage, use it, WITHOUT endangering yourself)
Inhibitors » FREE towers »Baron » Dragon » towers » buffs
Objectives win games, formulate a strategy where you dictate the fights and trades, rather than responding to your opponents plans. Rather than chasing low heath enemies too far, you can drop the chase and can go secure objectives, if they want to stop you, let them come to you while they’re low on health. No objective is achievable without knowledge of your opponent’s whereabouts, such as warding, having just chased them, or scoring an ace.
Right now Dragon/Baron became increasingly important late game, even more so, when it comes to securing early Dragons.
Attitude, mental state, irritation, joy, sadness, all factors that can win or lose you the game.
A) Interactions
- Your mood will affect how you play, as well as how you interact.
If you go into a match while angry, any little thing can set you off, and you will start to rage instead of focusing on the match.
- Asking 'why' is almost always seen as an attack against someone, be it skill, knowledge or decisions, forcing them to focus on defending themselves rather than winning the game, it is a vicious cycle that can start simply with the word 'why'.
- If you want people to listen, be courteous, and try to explain why they should do something, rather than demanding that they do it.
B) State of mind
- Don't Panic !!!!
Sometimes when threatened people forget everything and start running, that will get you killed.
- Stay calm in fights and focus on kiting and keeping yourself alive, you can't do anything if you're dead.
- Be nice to your support my dear team, he/she is there to contribute to the team, not to babysit you.
- As a support, remind your ADC, to applaud you, for saving them, a simple “You’re welcome” can go a long way, they shouldn't just take you for granted. (This is the mental aspect, keep them in check and keep it friendly)
- As a Support, remember that confidence is good, but without knowing your limits you're nothing more than another dead would be hero.
C) Agitation and physical state.
Don't play if you aren't feeling at your best, I cannot stress this enough.
If you need to pee, you're hungry, your dog just died, don't play, take some time off and find yourself. If you do decide to play, at least listen to some music, eat something, that will help you to relax or focus.
D) Playful banter
We all have our bad days, and it won't take much to set you off when you're feeling bad about something, so try to have fun in games rather than channeling your anger onto your teammates.
The difference between hammering your keyboard, and clicking the right keys at the right moment.
Champion mechanics are very different depending on the type of champion you play.
Certain champs have steroids
Lulu,
Taric,
Karma,
Leona ) others act more like utility/tank (
Braum,
Soraka,
Alistar,
Thresh), the details aren't important, understanding how they're played their combos, and their limits are, once you do that, you can effectively trade blows.
(*) Smart cast
Using this option saves you from 1 click on the mouse button, so rather than having to click Q and then the mouse once you've aimed, you can save yourself a split second, which can be crucial when aiming skill shots.
Please notice it can screw up certain champion abilities that requires channeling, such as and Q.
(*) Attack move
Usually set to the A-key, it can be a life saver, as it will move you towards the location, but stop to attack the closest target in range, this can be used to prevent people from kiting you, in and out of bushes (among other things).
If you go to key binding you can find the "Player Attack Move Click" which is the smart cast version of attack move.
(*) Stop
The Stop command, is used to stop and prevent you from taking any action.
Good to help you dodge and control minute movements in fights or the laning phase, also very useful when hiding in bushes AND also prevent you from attacking minions , so your ADC can farm and calculate the remaining life of the creep minions better .
-Kiting
Kiting is a hit 'n run technique used as a means to do damage while avoiding retribution.
Most commonly used techniques include:
* Using high range attacks and mobility to move in range to harass, and out of range to avoid retribution.
* Attacking and going into a bush to break line of sight.
* Using slows, snares and roots to prevent enemy heroes from walking up to you.
* Walk in and out of their range, while timing it, so your opponent is busy doing something else (usually last hitting or warding).
* Certain champions have movement displacing abilities, such as
Vayne tumble or
Ezreal jump, even
Flash.
* Using minions as roadblocks in order to buy yourself time and room to maneuver.
* Backwards kiting, moving backwards and away from your opponents while using abilities/spells while your opponent(s) chase you, very useful in large team fights, as it can prevent some of their heroes from even reaching the fight as it is continuously moving away and staying out of their range.
* To be a proper support you have to peel for them, which is my next subject.
-Peeling
The act of 'peeling' away the threats for another champion.
* Any form of CC should help achieve this goal.
* Heals and shields are useful at lessening the pressure on the ADC.
* Buddy blocking, the act of intercepting skill shots on behalf of the champion, exactly like taking a caitlyn ult, or walking in front of your ADC who is about to be hit by nidalee spear.
* Knockbacks and pulls are very useful if used correctly, you do not want to place a fizz right next to your ADC, but rather to keep him at a reasonable distance.
* There are a couple of useful champion items,
Mikael's Blessing , 3 support gold items, but it is more important how you use those items, than using them because you panic.
If you time certain abilities you can get off more skills/attacks at the same time,
Leona can kill a regular ward when placed, simply by timing her Q in between basic attacks.
Blitzcrank can save his ult just long enough to get off a lightning Arc (the passive from the
Static Field), before activating it.
Bottom lane is not just about playing support let's not forget there is also an ADC, which means that you have to rely on each other, it is a 2v2 lane NOT Rambo + 1 vs 2.
Trust each other, if one of you decides to go in and pull of a play, it is usually better to follow rather than hanging him/her out to dry.
If you follow, there is a chance of doing something, if not, one of you is more likely to die within the next 20 sec.
In short, if your partner is in trouble, you have to decide, can you save him/her? Yes or no, there is no time for half ***ed decisions.
When they make something happen follow up on it, but remember not to go all in right off the bat, make something happen, win the encounter and then back off, don't be suicidal or reckless.
An ADC is only ever as good as the support allows him/her to be, during the laning phase.
Contrary to popular belief, supports do 60-80% of the work, during this phase.
There are a couple of ways to win your lane that isn't focused solely on killing your opponent.
* CS: To out farm your opponent by a significant amount.
Being better at Last hitting is one way, it can also be done by zoning your opponent away from the farm, and freezing the lane far away from their tower.(As a support you can learn when to Auto attack a minion to lower its life by a merely 60 hp at a time in order for your ADC to last hit it, especially great when you learn how to do that underturret because you help your ADC to farm easier even though the enemy put pressure on you)
* Sustain/attrition: Be mindful of your health, and your mana at all times, as well as their health, not to mention your ADC health and mana.
Contrary to popular belief, if you or your ADC runs out of mana, going in unless you have your jungler incoming ready for a gank, is ill advised.
* Poke/burst: Don't go all in, trade some blows with them, and be sure to come up on top, you should know that burst counters sustain.
The best time to trade is when their support is out of position and won't be able to backup their ADC, while your ADC is there to help you trade. 2v1 always has a better chance than 2v2.
* Ganks: When you have a gank incoming, it is your job as a laner to present the most advantageous situation, if they come from the lane, make sure they have an easy time sneaking into the bush, or try to draw your opponent out (bait usually work).
DO NOT to scare them off before your jungler is in position.
It is the junglers job to get as close to them before your opponents realize it, and preferably be well positioned when they do, in order to secure kills.
* XP: Although it is rare to see, you can actually win by CS and XP alone, by forcing them out of lane, and freezing the wave far far away from their tower, giving you easy farm/xp, while they get nothing.
This is a crucial thing to do in a 2v1 lane, because your opponent can reach a breakpoint much much faster than you.
* Breakpoints and items: Reaching a breakpoint faster than your opponents, usually level 2, 6 should be your que to go in for a crucial early trade/kill.
If your opponents overstay in lane while low on health/mana and having vastly inferior items is also a dead giveaway, that they've made a critical mistake, giving you a chance to either kill them, or force them out of lane.
Here are some methods that focus on the lane and how to play in it.
You can categorize bot lane into 3 main types, Burst, Poke and Sustain.
Each of them are played with a different tactic, and risk.
*Burst lane (Very risky)
Great at all ins, usually determined by the support,
Blitzcrank ,
Leona ,
Thresh .
They have a huge kill potential at level 2, so always rush for level if possible.
Certain champions have huge power spikes at level 6, and with that, they can turn from a poke to burst lane (
Annie), essentially bursting down opponents before they can react.
*Poke lane (Medium risk, but is a skill match up.)
Great for harassing, like throwing
Nidalee spears all day long, this is not about nuking or bursting, auto attacks work just fine, as long as you do it consistently.
Harass at every chance you get, when they are low, you either go in for the kill, or scare them off for some free farm/xp, in either case whether they recall or stay it is your win, as long as you don't do something stupid, like being baited and dying. Examples would be
Sona
Karma
Zyra
*Sustain lane (Safe and monotone/boring)
Focused around managing mana and maintaining health, usual champions are
Soraka,
Sona and [janna], however champions without heals but with
Relic Shield is also a viable choice if played correctly.
Great for trading when being poked since you can sustain out of the things they throw at you, winning by attrition.
Can turn into an endless farm fest.
Quick lane type counters
*Burst lane - Poke down their ADC to such an extent, that it is too dangerous for their support initiate a play.
*Push for level 2, and keep on pushing to get the level advantage and the minion wave advantage to help, should they decide to engage on you.
*Poke lane - this is mostly a skill match up try to avoid early poke. When/if they wish to trade, don't be afraid to either go in, or back off completely, do NOT let them poke you for free.
*Sustain lane - Burst counters sustain, the longer you spend trying to force them low, the more difficult it becomes since you cannot hope to out last them.
*With a LOT of poke it is possible to force their support to run out of mana, but it usually takes too long to be an effective tactic.
*Utility - Depending on what you're up against you can counter most of it through positioning alone. Such as skillshots, (
Blitzcrank or
Thresh grab) positioning abilities, and AoE spells with some form of utility incorporated,
Zyra ,
Nami,
Janna ulti. More of this in the Positioning paragraph.
>Peeling<
This is not a lane type per say, but to choose champions who are tailored to protect their partner, through some forms of cc.
,
Janna ,
Nami ,
Morgana,
Braum and
Lulu being some of the most obvious choices however depending on how you play, other less obvious champions can also be used, such as
Ziggs,
Thresh ,
Zilean ,
Kayle, and
Alistar .
Make sure to use the tools available to you at the right time and place, in order to pull off some incredible plays.
However, if you panic and use the spells too early, they may be on cd when you truly need them.
List: Heal, slow, root, knockback, knockup, extra health (
Lulu ult), shields (
Morganaand
Braum ), as/ms boost, AoE zoning and so forth.
Pushing your lane compared to playing defensive.
At level 1, 3 caster minions deals the same damage as an ADC.
If you can get your minions to help, you should have the advantage, and the bigger the wave the better your chances will be, this is called 'utilizing the wave'.
If you can build up a large enough minion wave, you can dictate the engages in lane through the use of 'wave momentum'.
Pushing pros:
You can deny your opponent farm if you manage to push to their tower.
Good meat shield against skill shots.
Better trading potential.
You remove their meat shield, granting you an easy chance to poke/harass.
If you are able to create a large enough wave, you can dictate the engages due to 'wave momentum'.
Pushing cons:
It requires good warding.
Risky to be so far away from your tower, which leaves you prone to ganks.
Getting ganks from your own jungler isn't likely.
You have to push all the way to their tower, if you do not, they get free farm.
Defensive pros:
It is very safe, you can essentially hug the tower, and hold them off tower diving.
Their jungler will have a low risk of succeeding unless they're exceedingly tanky, and you are low on health.
Farm fest
Good chance of surviving or escaping ganks.
If you can manage to freeze the wave just outside of your towers range you will have free farm.
Defensive cons:
Bad against poking comps, since you have little room to dodge, and not a lot of minions to hide behind.
If they decide to tower dive, not much will deter them. (Good bait if you have 'Heal' ready)
If you recall the tower will take a beating
The tower will take some cs if you aren't careful.
If their minion wave grow too big you will be in big trouble.
A) ward placement
Bottom lane:
To prevent ganks you would want to ward the entrances to the lane, meaning the lane bush(es), riverbush/Dragon and the tribush.
As a rule of thumb, if their jungler is able to jump walls, you ward the river bush instead of the Dragon.
With only a few wards it is possible to keep the lane secure throughout the laning phase.
However depending on your opponents play style, you may want a few extra wards to prevent them from walking into the bushes and zoning or harassing you uncontested.
Overall warding:
What you want, is to create a perimeter. Knowing how many enemies you'll have to face or their general location means you can make informed decision which often end up winning games.
If you want Dragon/Herald/Baron you need to know where their jungler is as he is the biggest problem is they wish to contest it, as he can contest it by himself, one or two members of their team hardly pose a threat unless you're low, so knowing who could possibly contest it can be the difference between success and failure.
B) Minion and tower Aggro
When being pushed close to your tower, you need to understand how towers work to have a better chance at increasing your cs, while under the tower. How minion aggro works, if you wish to harass, while being pushed by a huge minion wave.
Towers will attack the first target in range, and then prioritize
- CHAMPIONS WHO HARASS YOU
- Pets
- Seige minions
- Minions
- Whatever is left
Towers
When sieging towers, you will draw aggro whenever you attack an enemy champion who is inside of the towers range, so if they move too far away from their tower, you can actually attack them without drawing aggro, once you've drawn aggro it can only be lost by leaving the towers range, or becoming untargetable.
Minions
This same trick applies to enemy minions, as long as they have something else to prioritize first, they will ignore you even though you walk right past them.
So if you manage to bully your enemies far enough away from their minions before using auto attacks, you will not draw unnecessary minion aggro.
However do notice that you will only draw aggro from minions when you auto attack a nearby enemy champion, compared to towers where any form of damage matters.
C) Freezing the lane
To manipulate the minions to fight in the same place, again and again, and again.
The easiest way to do it, is simply to ensure that their wave is at least 3 caster minions (roughly) bigger than yours at all times. When there are no more friendly minions you step in and act as a punching bag, until your minions show up again.
D) The slow push
During mid/late game where towers are scarcer and far between, you can build up huge minions waves as they have more room to be built up slowly.
To do that, you need to wait for the wave to be close to your base, then you kill off all the caster minions, if it is a cannon wave, you need to leave the cannon minion, that way, and then leave, that way the wave will build it self up slowly but surely, so that they will have to send someone to deal with it, forcing a situation where they will have to fight you 4v5 or risk losing a tower to the huge wave.
E) From reset to frozen
Without being interrupted, it is possible to force an equal lane to become frozen.
To do this, you need to tank their minions for about half a second before the waves collide, so that their minions will have a chance to group more tightly and will focus 1 minion, rather than spread out their attacks, like they normally do.
You still need to last hit, but you should wait until the very last moment before you do, that way you won't be affecting the wave enough, to not fall in your favor.
When to recall, gank mid, or leave someone to defend the tower.
By vigorously pushing the lane, you can 'buy' yourself time enough to leave the lane, and pursue other goals.
Recalling
As long as there is something to do in lane, without taking a risk, you should stay, this includes killing their tower, securing cs, or even setting up a kill.
Things to look out for:
- Items arms race (breakpoints) if your opponent has B.F sword and your adc only have a dorans blade because you 'forgot' to recall.
- Mana, neither you nor your partner is very useful without mana.
- Health, same thing unless you want to try and bait your opponents into towerdiving, even if your jungler is incomming, it is best to let him hold the tower while you recall.
- Incoming ganks, can you survive with the towers help yes or no, a conscious decision to abandon the tower, in favor of surviving.
Rotating mid to gank
First of all you can't gank without having reliable CC, because of this, very few ad carries are able to gank mid on their own, even some supports (
Soraka ) are horrible and should not be attempted.
You can rotate mid to gank, only when your lane partner is relatively safe, the lane is pushed, and you have sufficient health/mana to not be a burden.
One of the most obvious occasions to do this, is when you destroy their tower, let the ADC push 1 more wave if need be, thereby securing the lane from being overwhelmed, and giving you enough time to rotate mid for a nice unexpected gank.
Few supports can hold a lane on their own for long, as this requires certain pushing potential, and cc, while a few number of ad carries without built in escapes are also at high risk when being left alone, the more cc or burst your opponents have, the more dangerous it is for your partner to be alone in lane, so no time for idling around if you wish to rotate mid to gank.
Positioning is roughly translated into decision making based off game knowledge, threat assessment, optimal approach or escape.
Zones of Control
The area of which, it is dangerous for you to be in, against skillshot based champions, it is usually anywhere that is within their range, without anything blocking, such as minions.
Blitzcrank is a perfect example, if he is hovering around the sides, he is waiting for you to be out of position and within his grab range.
Because of this, he can walk up and scare you out of the lane, that is called zoning.
Danger zone
In terms of Melee champions, the closer you come to them, the more dangerous they become, Riven is a great example of this, the longer away from her you are, the less skills she has at her disposal.
Mages or adc on the other hand, are pretty comfortable at attack range, as it can be hard for them to aim, if you are too close and ready to dodge.
Bushes
Think of bushes and vision as a tool, to help kite, or sneak up on your opponents with, and remember to place wards in the bushes if your opponent likes to hide in them.
That goes for their team as well, you will feel so stupid if you walk past a bush, and 15 sec later they emerge to kill you, after you're too far away from your tower.
Walls
Try to avoid standing too close to the walls when in lane, because there is one less way to dodge skillshots, short of flashing.
Skillshots
The art of aiming abilities, most skillshots go in a straight line from the user, however some are circular, or even go across.
Some skillshots like
Jinx
Flame Chompers! are about preemptively securing your own, or preventing their escape, and by placing them close to a wall, you increase the effectiveness of that ability.
The more you move around the harder it will be for them to hit you, keep moving, only stop to attack.
They are often also negated by minions, so use them as a 'living' shield.
Targeted skills
These are a pain to deal with, luckily the damage you receive from them is usually lesser than that of a skillshot, and there is a slight delay giving you a chance to react, in case of
Leona stun, if you have jump, use it! (
Tristana )
That way you will not be in a position for them to follow up on it.
Timing and cooldowns
Timing can be the difference between a successful trade, or a disastrous one.
Champions with abilities need to engage, like
Blitzcrank /
Thresh hook or
Leona jump are extremely vulnerable for a short period of time while that ability is on cd, be sure to punish them for it.
Impact of warding
With this Season changes to the jungle, certain champions are now able to solo/duo the Dragon extremely early, which may require more wards.
Ganking
The best time to gank is always when your opponent is overextended or have just used their escape ability for something, and it is therefore on cd.
Walk up behind them, and when they try to escape, you should lead them, rather than follow, that way you can get in more attacks, abilities, and you may even scare them into running away from their tower. Keep in Mind that most junglers at level 3 gank, that's around 3:10-3:40 min in game. So Ward prior to this time and keep looking the minimap.
Pushing
The closer you come to their base, the faster their champions can close in on you, making it crucial to have proper warding, map awareness and either have backup ready (for a trap) or be ready to flee before placing yourself in danger.
Stand Your Ground
When you know there isn't a single chance of escape, and you will die if you try to run, your best option is to fight to survive (or die for something), most champions have initiation abilities or spells they prefer to start with, if you can dodge those, you have a chance to turn it around.
Move unexpectedly, dodge, kite, kill.
If you're being surrounded, rush in to force a fight while they're still too far away to help, so you only have to fight them individually instead of as a group.
Chess/tactics
Have you ever watched the LCS? Those games are not just about who the best players are, it is just as much about tactics, trading dragons for towers, ulting minions to save a tower, or buy time, put pressure on a part of the map while your team is off securing objectives.
Even sacrificing a player on your team to occupy your opponents long enough for the rest of your team to be useful elsewhere.
Their jungler can't secure Dragon if he is busy in top lane or dead, which is why having vision of your enemy jungler will allow you to counter gank, negate ganks, steal his farm, or even invade at just the right moment.
Playstyles determine every interaction you have with an opposing champion, and is therefore a subject well outside of bottom lane.
There are 3 main playstyles, aggressive, passive and bait.
With any bit of observation, you can tell if your opponents suddenly changes to an aggressive playstyle, it usually means, that they have a gank incoming or they reached a breakpoint faster than you (level 6).
With this knowledge, and if your opponents understand it, you can bluff, bait or even escape ganks before they can react.
Professional players are able to change play style several times in a single fight making it exponentially harder to fight them.
Aggressive
When you actively seek confrontations, to a larger or lesser degree, just show them who the boss is.
Unfortunately you can get tunnel vision* which is very bad for you.
Passive
Trying to avoid confrontations as best as possible, even letting you get zoned if it means you'll stay safe.
Bait
The art of making your opponent do stupid things (greed is strong), like chasing
Blitzcrank close to their tower, forgetting to hide behind minions, giving him an easy grab.
Having shields or heals is a great way to appear weaker than you actually are.
Obviously playing bait isn't always without risk, so be confident in your ability, and know what you're doing.
I. What is bot lane

The current meta of bottom lane is considered a duo lane, consisting of a marksman and a support, in rare cases someone decides to break the meta by sending down 2 champions with incredible synergy, in order to pull off amazing and stupefying plays.
A


However by sacrificing the marksman spot on the team, they will have a much larger problem pushing towers as well as dealing as much damage in team fights.
Having 2 champions bot, gives you a chance to contest for Dragons.
II. Priorities

*Survival first and foremost you can't do anything if you're dead.
*CS 2nd if you have

*Winning the lane third.
*As a support protect your ADC, even from themselves, never forget that.
*Objectives (proper warding can show you incoming ganks as well as provide cover, both to deny and secure objectives)
* Kills (that's right objectives are more important than kills, getting kills gives you a tactical advantage, use it, WITHOUT endangering yourself)
Inhibitors » FREE towers »Baron » Dragon » towers » buffs
Objectives win games, formulate a strategy where you dictate the fights and trades, rather than responding to your opponents plans. Rather than chasing low heath enemies too far, you can drop the chase and can go secure objectives, if they want to stop you, let them come to you while they’re low on health. No objective is achievable without knowledge of your opponent’s whereabouts, such as warding, having just chased them, or scoring an ace.
Right now Dragon/Baron became increasingly important late game, even more so, when it comes to securing early Dragons.
III. Mentality

Attitude, mental state, irritation, joy, sadness, all factors that can win or lose you the game.
A) Interactions
- Your mood will affect how you play, as well as how you interact.
If you go into a match while angry, any little thing can set you off, and you will start to rage instead of focusing on the match.
- Asking 'why' is almost always seen as an attack against someone, be it skill, knowledge or decisions, forcing them to focus on defending themselves rather than winning the game, it is a vicious cycle that can start simply with the word 'why'.
- If you want people to listen, be courteous, and try to explain why they should do something, rather than demanding that they do it.
B) State of mind
- Don't Panic !!!!
Sometimes when threatened people forget everything and start running, that will get you killed.
- Stay calm in fights and focus on kiting and keeping yourself alive, you can't do anything if you're dead.
- Be nice to your support my dear team, he/she is there to contribute to the team, not to babysit you.
- As a support, remind your ADC, to applaud you, for saving them, a simple “You’re welcome” can go a long way, they shouldn't just take you for granted. (This is the mental aspect, keep them in check and keep it friendly)
- As a Support, remember that confidence is good, but without knowing your limits you're nothing more than another dead would be hero.
C) Agitation and physical state.
Don't play if you aren't feeling at your best, I cannot stress this enough.
If you need to pee, you're hungry, your dog just died, don't play, take some time off and find yourself. If you do decide to play, at least listen to some music, eat something, that will help you to relax or focus.
D) Playful banter
We all have our bad days, and it won't take much to set you off when you're feeling bad about something, so try to have fun in games rather than channeling your anger onto your teammates.
IV. Mechanics

The difference between hammering your keyboard, and clicking the right keys at the right moment.
Champion mechanics are very different depending on the type of champion you play.
Certain champs have steroids








(*) Smart cast
Using this option saves you from 1 click on the mouse button, so rather than having to click Q and then the mouse once you've aimed, you can save yourself a split second, which can be crucial when aiming skill shots.
Please notice it can screw up certain champion abilities that requires channeling, such as and Q.
(*) Attack move
Usually set to the A-key, it can be a life saver, as it will move you towards the location, but stop to attack the closest target in range, this can be used to prevent people from kiting you, in and out of bushes (among other things).
If you go to key binding you can find the "Player Attack Move Click" which is the smart cast version of attack move.
(*) Stop
The Stop command, is used to stop and prevent you from taking any action.
Good to help you dodge and control minute movements in fights or the laning phase, also very useful when hiding in bushes AND also prevent you from attacking minions , so your ADC can farm and calculate the remaining life of the creep minions better .
-Kiting
Kiting is a hit 'n run technique used as a means to do damage while avoiding retribution.
Most commonly used techniques include:
* Using high range attacks and mobility to move in range to harass, and out of range to avoid retribution.
* Attacking and going into a bush to break line of sight.
* Using slows, snares and roots to prevent enemy heroes from walking up to you.
* Walk in and out of their range, while timing it, so your opponent is busy doing something else (usually last hitting or warding).
* Certain champions have movement displacing abilities, such as



* Using minions as roadblocks in order to buy yourself time and room to maneuver.
* Backwards kiting, moving backwards and away from your opponents while using abilities/spells while your opponent(s) chase you, very useful in large team fights, as it can prevent some of their heroes from even reaching the fight as it is continuously moving away and staying out of their range.
* To be a proper support you have to peel for them, which is my next subject.
-Peeling
The act of 'peeling' away the threats for another champion.
* Any form of CC should help achieve this goal.
* Heals and shields are useful at lessening the pressure on the ADC.
* Buddy blocking, the act of intercepting skill shots on behalf of the champion, exactly like taking a caitlyn ult, or walking in front of your ADC who is about to be hit by nidalee spear.
* Knockbacks and pulls are very useful if used correctly, you do not want to place a fizz right next to your ADC, but rather to keep him at a reasonable distance.
* There are a couple of useful champion items,

If you time certain abilities you can get off more skills/attacks at the same time,



V. Partnership

Bottom lane is not just about playing support let's not forget there is also an ADC, which means that you have to rely on each other, it is a 2v2 lane NOT Rambo + 1 vs 2.
Trust each other, if one of you decides to go in and pull of a play, it is usually better to follow rather than hanging him/her out to dry.
If you follow, there is a chance of doing something, if not, one of you is more likely to die within the next 20 sec.
In short, if your partner is in trouble, you have to decide, can you save him/her? Yes or no, there is no time for half ***ed decisions.
When they make something happen follow up on it, but remember not to go all in right off the bat, make something happen, win the encounter and then back off, don't be suicidal or reckless.
An ADC is only ever as good as the support allows him/her to be, during the laning phase.
Contrary to popular belief, supports do 60-80% of the work, during this phase.
VI. Winning your lane

There are a couple of ways to win your lane that isn't focused solely on killing your opponent.
* CS: To out farm your opponent by a significant amount.
Being better at Last hitting is one way, it can also be done by zoning your opponent away from the farm, and freezing the lane far away from their tower.(As a support you can learn when to Auto attack a minion to lower its life by a merely 60 hp at a time in order for your ADC to last hit it, especially great when you learn how to do that underturret because you help your ADC to farm easier even though the enemy put pressure on you)
* Sustain/attrition: Be mindful of your health, and your mana at all times, as well as their health, not to mention your ADC health and mana.
Contrary to popular belief, if you or your ADC runs out of mana, going in unless you have your jungler incoming ready for a gank, is ill advised.
* Poke/burst: Don't go all in, trade some blows with them, and be sure to come up on top, you should know that burst counters sustain.
The best time to trade is when their support is out of position and won't be able to backup their ADC, while your ADC is there to help you trade. 2v1 always has a better chance than 2v2.
* Ganks: When you have a gank incoming, it is your job as a laner to present the most advantageous situation, if they come from the lane, make sure they have an easy time sneaking into the bush, or try to draw your opponent out (bait usually work).
DO NOT to scare them off before your jungler is in position.
It is the junglers job to get as close to them before your opponents realize it, and preferably be well positioned when they do, in order to secure kills.
* XP: Although it is rare to see, you can actually win by CS and XP alone, by forcing them out of lane, and freezing the wave far far away from their tower, giving you easy farm/xp, while they get nothing.
This is a crucial thing to do in a 2v1 lane, because your opponent can reach a breakpoint much much faster than you.
* Breakpoints and items: Reaching a breakpoint faster than your opponents, usually level 2, 6 should be your que to go in for a crucial early trade/kill.
If your opponents overstay in lane while low on health/mana and having vastly inferior items is also a dead giveaway, that they've made a critical mistake, giving you a chance to either kill them, or force them out of lane.
VII. Lane types

Here are some methods that focus on the lane and how to play in it.
You can categorize bot lane into 3 main types, Burst, Poke and Sustain.
Each of them are played with a different tactic, and risk.
*Burst lane (Very risky)
Great at all ins, usually determined by the support,



They have a huge kill potential at level 2, so always rush for level if possible.
Certain champions have huge power spikes at level 6, and with that, they can turn from a poke to burst lane (

*Poke lane (Medium risk, but is a skill match up.)
Great for harassing, like throwing

Harass at every chance you get, when they are low, you either go in for the kill, or scare them off for some free farm/xp, in either case whether they recall or stay it is your win, as long as you don't do something stupid, like being baited and dying. Examples would be



*Sustain lane (Safe and monotone/boring)
Focused around managing mana and maintaining health, usual champions are



Great for trading when being poked since you can sustain out of the things they throw at you, winning by attrition.
Can turn into an endless farm fest.
Quick lane type counters
*Burst lane - Poke down their ADC to such an extent, that it is too dangerous for their support initiate a play.
*Push for level 2, and keep on pushing to get the level advantage and the minion wave advantage to help, should they decide to engage on you.
*Poke lane - this is mostly a skill match up try to avoid early poke. When/if they wish to trade, don't be afraid to either go in, or back off completely, do NOT let them poke you for free.
*Sustain lane - Burst counters sustain, the longer you spend trying to force them low, the more difficult it becomes since you cannot hope to out last them.
*With a LOT of poke it is possible to force their support to run out of mana, but it usually takes too long to be an effective tactic.
*Utility - Depending on what you're up against you can counter most of it through positioning alone. Such as skillshots, (





>Peeling<
This is not a lane type per say, but to choose champions who are tailored to protect their partner, through some forms of cc.
,










Make sure to use the tools available to you at the right time and place, in order to pull off some incredible plays.
However, if you panic and use the spells too early, they may be on cd when you truly need them.
List: Heal, slow, root, knockback, knockup, extra health (



VIII. Wave manipulation

Pushing your lane compared to playing defensive.
At level 1, 3 caster minions deals the same damage as an ADC.
If you can get your minions to help, you should have the advantage, and the bigger the wave the better your chances will be, this is called 'utilizing the wave'.
If you can build up a large enough minion wave, you can dictate the engages in lane through the use of 'wave momentum'.
Pushing pros:
You can deny your opponent farm if you manage to push to their tower.
Good meat shield against skill shots.
Better trading potential.
You remove their meat shield, granting you an easy chance to poke/harass.
If you are able to create a large enough wave, you can dictate the engages due to 'wave momentum'.
Pushing cons:
It requires good warding.
Risky to be so far away from your tower, which leaves you prone to ganks.
Getting ganks from your own jungler isn't likely.
You have to push all the way to their tower, if you do not, they get free farm.
Defensive pros:
It is very safe, you can essentially hug the tower, and hold them off tower diving.
Their jungler will have a low risk of succeeding unless they're exceedingly tanky, and you are low on health.
Farm fest
Good chance of surviving or escaping ganks.
If you can manage to freeze the wave just outside of your towers range you will have free farm.
Defensive cons:
Bad against poking comps, since you have little room to dodge, and not a lot of minions to hide behind.
If they decide to tower dive, not much will deter them. (Good bait if you have 'Heal' ready)
If you recall the tower will take a beating
The tower will take some cs if you aren't careful.
If their minion wave grow too big you will be in big trouble.
A) ward placement
Bottom lane:
To prevent ganks you would want to ward the entrances to the lane, meaning the lane bush(es), riverbush/Dragon and the tribush.
As a rule of thumb, if their jungler is able to jump walls, you ward the river bush instead of the Dragon.
With only a few wards it is possible to keep the lane secure throughout the laning phase.
However depending on your opponents play style, you may want a few extra wards to prevent them from walking into the bushes and zoning or harassing you uncontested.
Overall warding:
What you want, is to create a perimeter. Knowing how many enemies you'll have to face or their general location means you can make informed decision which often end up winning games.
If you want Dragon/Herald/Baron you need to know where their jungler is as he is the biggest problem is they wish to contest it, as he can contest it by himself, one or two members of their team hardly pose a threat unless you're low, so knowing who could possibly contest it can be the difference between success and failure.
B) Minion and tower Aggro
When being pushed close to your tower, you need to understand how towers work to have a better chance at increasing your cs, while under the tower. How minion aggro works, if you wish to harass, while being pushed by a huge minion wave.
Towers will attack the first target in range, and then prioritize
- CHAMPIONS WHO HARASS YOU
- Pets
- Seige minions
- Minions
- Whatever is left
Towers
When sieging towers, you will draw aggro whenever you attack an enemy champion who is inside of the towers range, so if they move too far away from their tower, you can actually attack them without drawing aggro, once you've drawn aggro it can only be lost by leaving the towers range, or becoming untargetable.
Minions
This same trick applies to enemy minions, as long as they have something else to prioritize first, they will ignore you even though you walk right past them.
So if you manage to bully your enemies far enough away from their minions before using auto attacks, you will not draw unnecessary minion aggro.
However do notice that you will only draw aggro from minions when you auto attack a nearby enemy champion, compared to towers where any form of damage matters.
C) Freezing the lane
To manipulate the minions to fight in the same place, again and again, and again.
The easiest way to do it, is simply to ensure that their wave is at least 3 caster minions (roughly) bigger than yours at all times. When there are no more friendly minions you step in and act as a punching bag, until your minions show up again.
D) The slow push
During mid/late game where towers are scarcer and far between, you can build up huge minions waves as they have more room to be built up slowly.
To do that, you need to wait for the wave to be close to your base, then you kill off all the caster minions, if it is a cannon wave, you need to leave the cannon minion, that way, and then leave, that way the wave will build it self up slowly but surely, so that they will have to send someone to deal with it, forcing a situation where they will have to fight you 4v5 or risk losing a tower to the huge wave.
E) From reset to frozen
Without being interrupted, it is possible to force an equal lane to become frozen.
To do this, you need to tank their minions for about half a second before the waves collide, so that their minions will have a chance to group more tightly and will focus 1 minion, rather than spread out their attacks, like they normally do.
You still need to last hit, but you should wait until the very last moment before you do, that way you won't be affecting the wave enough, to not fall in your favor.
IX. Stay or go

When to recall, gank mid, or leave someone to defend the tower.
By vigorously pushing the lane, you can 'buy' yourself time enough to leave the lane, and pursue other goals.
Recalling
As long as there is something to do in lane, without taking a risk, you should stay, this includes killing their tower, securing cs, or even setting up a kill.
Things to look out for:
- Items arms race (breakpoints) if your opponent has B.F sword and your adc only have a dorans blade because you 'forgot' to recall.
- Mana, neither you nor your partner is very useful without mana.
- Health, same thing unless you want to try and bait your opponents into towerdiving, even if your jungler is incomming, it is best to let him hold the tower while you recall.
- Incoming ganks, can you survive with the towers help yes or no, a conscious decision to abandon the tower, in favor of surviving.
Rotating mid to gank
First of all you can't gank without having reliable CC, because of this, very few ad carries are able to gank mid on their own, even some supports (

You can rotate mid to gank, only when your lane partner is relatively safe, the lane is pushed, and you have sufficient health/mana to not be a burden.
One of the most obvious occasions to do this, is when you destroy their tower, let the ADC push 1 more wave if need be, thereby securing the lane from being overwhelmed, and giving you enough time to rotate mid for a nice unexpected gank.
Few supports can hold a lane on their own for long, as this requires certain pushing potential, and cc, while a few number of ad carries without built in escapes are also at high risk when being left alone, the more cc or burst your opponents have, the more dangerous it is for your partner to be alone in lane, so no time for idling around if you wish to rotate mid to gank.
X. Positioning

Positioning is roughly translated into decision making based off game knowledge, threat assessment, optimal approach or escape.
Zones of Control
The area of which, it is dangerous for you to be in, against skillshot based champions, it is usually anywhere that is within their range, without anything blocking, such as minions.

Because of this, he can walk up and scare you out of the lane, that is called zoning.
Danger zone
In terms of Melee champions, the closer you come to them, the more dangerous they become, Riven is a great example of this, the longer away from her you are, the less skills she has at her disposal.
Mages or adc on the other hand, are pretty comfortable at attack range, as it can be hard for them to aim, if you are too close and ready to dodge.
Bushes
Think of bushes and vision as a tool, to help kite, or sneak up on your opponents with, and remember to place wards in the bushes if your opponent likes to hide in them.
That goes for their team as well, you will feel so stupid if you walk past a bush, and 15 sec later they emerge to kill you, after you're too far away from your tower.
Walls
Try to avoid standing too close to the walls when in lane, because there is one less way to dodge skillshots, short of flashing.
Skillshots
The art of aiming abilities, most skillshots go in a straight line from the user, however some are circular, or even go across.
Some skillshots like


The more you move around the harder it will be for them to hit you, keep moving, only stop to attack.
They are often also negated by minions, so use them as a 'living' shield.
Targeted skills
These are a pain to deal with, luckily the damage you receive from them is usually lesser than that of a skillshot, and there is a slight delay giving you a chance to react, in case of


That way you will not be in a position for them to follow up on it.
Timing and cooldowns
Timing can be the difference between a successful trade, or a disastrous one.
Champions with abilities need to engage, like



Impact of warding
With this Season changes to the jungle, certain champions are now able to solo/duo the Dragon extremely early, which may require more wards.
Ganking
The best time to gank is always when your opponent is overextended or have just used their escape ability for something, and it is therefore on cd.
Walk up behind them, and when they try to escape, you should lead them, rather than follow, that way you can get in more attacks, abilities, and you may even scare them into running away from their tower. Keep in Mind that most junglers at level 3 gank, that's around 3:10-3:40 min in game. So Ward prior to this time and keep looking the minimap.
Pushing
The closer you come to their base, the faster their champions can close in on you, making it crucial to have proper warding, map awareness and either have backup ready (for a trap) or be ready to flee before placing yourself in danger.
Stand Your Ground
When you know there isn't a single chance of escape, and you will die if you try to run, your best option is to fight to survive (or die for something), most champions have initiation abilities or spells they prefer to start with, if you can dodge those, you have a chance to turn it around.
Move unexpectedly, dodge, kite, kill.
If you're being surrounded, rush in to force a fight while they're still too far away to help, so you only have to fight them individually instead of as a group.
Chess/tactics
Have you ever watched the LCS? Those games are not just about who the best players are, it is just as much about tactics, trading dragons for towers, ulting minions to save a tower, or buy time, put pressure on a part of the map while your team is off securing objectives.
Even sacrificing a player on your team to occupy your opponents long enough for the rest of your team to be useful elsewhere.
Their jungler can't secure Dragon if he is busy in top lane or dead, which is why having vision of your enemy jungler will allow you to counter gank, negate ganks, steal his farm, or even invade at just the right moment.
XI. Playstyles

Playstyles determine every interaction you have with an opposing champion, and is therefore a subject well outside of bottom lane.
There are 3 main playstyles, aggressive, passive and bait.
With any bit of observation, you can tell if your opponents suddenly changes to an aggressive playstyle, it usually means, that they have a gank incoming or they reached a breakpoint faster than you (level 6).
With this knowledge, and if your opponents understand it, you can bluff, bait or even escape ganks before they can react.
Professional players are able to change play style several times in a single fight making it exponentially harder to fight them.
Aggressive
When you actively seek confrontations, to a larger or lesser degree, just show them who the boss is.
Unfortunately you can get tunnel vision* which is very bad for you.
Passive
Trying to avoid confrontations as best as possible, even letting you get zoned if it means you'll stay safe.
Bait
The art of making your opponent do stupid things (greed is strong), like chasing

Having shields or heals is a great way to appear weaker than you actually are.
Obviously playing bait isn't always without risk, so be confident in your ability, and know what you're doing.

-Come quietly or there will be... trouble.
-Excuse me, I have to go. Somewhere there is a crime happening.
-My Friends call me Murphy. You can call me robocop
-Thank you for your cooperation. Good night.
-You are under arrest. You have the right to remain silent...
-Madame, you have suffered an emotional shock. I will notify a rape crisis center.


Well thats all folks. I will try to update with more videos and more tips Special Thanks to DeZ3rX for helping me with my guide and Joxuu for he's awesome advices about improving it and ScrapComputer for letting me use his VERY detailed Blitzcrank Guide

Credits from the animated blitzcrank picture goes to Lionsketch
30/4/2014 After a while i updated rune page items and spells and masteries .
2/5/2014 After LMaverick inspired me to change my build and make it better i updated masteries section,rune section,ability explanation section,spell section and finally after a looong time i added some #Awesome Robocop lines to use while your grabs and teamfights have a great success
8/5/2014 Updated Introduction
25/5/2014 Updated Hall Of Fame , added a compilation video from my blitzcrank games that i promised to you and added some of my scores and itemization for examples .
6/6/2014 Added tanky blitz,What path to choose. Updated runes,masteries,introduction
12/6/2014 Updated What Path To Choose and added a Part 2 compilation video from my blitzcrank games
23/8/2014 Updated Team Work
25/11/2014 Introduction,TeamWork. Added Threat to Blitzcrank section and Items Updated for Season 5
2/12/2014 Updated Warding places to match the new map and changed introduction a bit (it was too big and annoying)
2/12/2014 Part 2 Updated What Path To Choose and Warding places again
13/12/2014 Added item section and Updated all builds items paths.
1/1/2015 Updated Masteries,Runes,Videos,Threats to Blitcrank,Small item explanation and small spell expalantion. Happy New Year!!!
7/2/2015 Updated Masteries,Small item explanation,Teamwork. Added Starting Items And Explanations,Questions And Answers.
19/3/2015 Updated Pros/Cons picture,Fixed Masteries lists,Added
Bard on Teamwork section,Changed picture from THE END section.
13/4/2015 Updated Introduction,
Overdrive on Ablitily Explanation, Threats To Blitzcrank With This Guide and minor alighment,visual stuff on build. Added a new montage of blitzcrank and moved videos from Hall Of Fame to Videos Section
17/7/2015 Updated masteries, Updated runes, Updated Introduction, Updated What path to choose , Updated Team Work with alignment and added
Tahm Kench, Updated VS champion
15/11/2015 Updated masteries,runes,introduction,items,vs champions, added ScrapComputer video about
Exhaust or
Ignite, Starting item and explanation, even the build path.
19/12/2015 Updated some items and masteries descriptions, removed Hall Of Fame, Added ScrapComputer Warding For Teleport Ganks, fixed some visualation and explanations in Questions & Answers section, Added one more mid game option and one example full build option for more aggresive build path.
5/1/2016 Updated masteries, runes image, added more tips and picks in team work, updated videos,
22/3/2016 Updated item description eye of the equinox,added
Zz'Rot Portal . Updated teamwork and added
Kog'Maw and
Jhin. Added part 2 and part 3 of support montage in video section. Updated
Ignite description in Spells section.
10/4/2016 Added part 4, part 5 montage videos.
20/4/2016 Added part 6 montage video,Added build paths and explanation (under construction), added spoilers in the video section.
18/5/2016 Added part 7 and part 8 of support montages , added one part on Build Paths And Explanations, added special video blitzcrank in ascension in videos section
11/7/2016 Added major update on introduction, added Support Montages 9,10.
29/8/2016 Added the rest of the building paths and explanation, added support montage 11
13/11/2016 Build Updated for season 6, masteries,runes,items,added videos,updated introduction changed pictures,
25/12/2016 Added a very special christmas montage ,added
Redemption on items, changed some items in main build,
21/1/2017 Fixed Some minor mistakes (fast typing sucks) ,Fixed build order items, Added Support Montage 15.
11/2/2017 Fixed some spelling errors,Added Support Montage 16
3/5/2017 Fixed some spelling errors, Added General Talk(How To Think As Support), Added Support Montage 17.
10/9/2017 Fixed the error with the line dividers and added some new ones, because photobucket stop having free hosting for 3rd party images.
11/11/2017 Deleted old masteries and runes, Added the new runes and explanation for the system. Updated Introduction
20/7/2018 Updated the guide to the item changed like
Remnant of the Aspect , updated what path to choose, updated build paths and explanations, updated general building items in the basic part of the guide on top.
24/1/2019 Updated everything. Literally.
28/10/2019 Updated a bit everything and cleared the tinypic url with imgur links.
2/5/2014 After LMaverick inspired me to change my build and make it better i updated masteries section,rune section,ability explanation section,spell section and finally after a looong time i added some #Awesome Robocop lines to use while your grabs and teamfights have a great success
8/5/2014 Updated Introduction
25/5/2014 Updated Hall Of Fame , added a compilation video from my blitzcrank games that i promised to you and added some of my scores and itemization for examples .
6/6/2014 Added tanky blitz,What path to choose. Updated runes,masteries,introduction
12/6/2014 Updated What Path To Choose and added a Part 2 compilation video from my blitzcrank games
23/8/2014 Updated Team Work
25/11/2014 Introduction,TeamWork. Added Threat to Blitzcrank section and Items Updated for Season 5
2/12/2014 Updated Warding places to match the new map and changed introduction a bit (it was too big and annoying)
2/12/2014 Part 2 Updated What Path To Choose and Warding places again
13/12/2014 Added item section and Updated all builds items paths.
1/1/2015 Updated Masteries,Runes,Videos,Threats to Blitcrank,Small item explanation and small spell expalantion. Happy New Year!!!
7/2/2015 Updated Masteries,Small item explanation,Teamwork. Added Starting Items And Explanations,Questions And Answers.
19/3/2015 Updated Pros/Cons picture,Fixed Masteries lists,Added

13/4/2015 Updated Introduction,

17/7/2015 Updated masteries, Updated runes, Updated Introduction, Updated What path to choose , Updated Team Work with alignment and added

15/11/2015 Updated masteries,runes,introduction,items,vs champions, added ScrapComputer video about


19/12/2015 Updated some items and masteries descriptions, removed Hall Of Fame, Added ScrapComputer Warding For Teleport Ganks, fixed some visualation and explanations in Questions & Answers section, Added one more mid game option and one example full build option for more aggresive build path.
5/1/2016 Updated masteries, runes image, added more tips and picks in team work, updated videos,
22/3/2016 Updated item description eye of the equinox,added




10/4/2016 Added part 4, part 5 montage videos.
20/4/2016 Added part 6 montage video,Added build paths and explanation (under construction), added spoilers in the video section.
18/5/2016 Added part 7 and part 8 of support montages , added one part on Build Paths And Explanations, added special video blitzcrank in ascension in videos section
11/7/2016 Added major update on introduction, added Support Montages 9,10.
29/8/2016 Added the rest of the building paths and explanation, added support montage 11
13/11/2016 Build Updated for season 6, masteries,runes,items,added videos,updated introduction changed pictures,
25/12/2016 Added a very special christmas montage ,added

21/1/2017 Fixed Some minor mistakes (fast typing sucks) ,Fixed build order items, Added Support Montage 15.
11/2/2017 Fixed some spelling errors,Added Support Montage 16
3/5/2017 Fixed some spelling errors, Added General Talk(How To Think As Support), Added Support Montage 17.
10/9/2017 Fixed the error with the line dividers and added some new ones, because photobucket stop having free hosting for 3rd party images.
11/11/2017 Deleted old masteries and runes, Added the new runes and explanation for the system. Updated Introduction
20/7/2018 Updated the guide to the item changed like

24/1/2019 Updated everything. Literally.
28/10/2019 Updated a bit everything and cleared the tinypic url with imgur links.
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