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Choose Champion Build:
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Support BC
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Suicidal CDR (Ignore this)
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My ADC left game!
Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
Introduction
The best way to play Support Blitzcrank is with someone who can provide CC AND damage, to keep them stunlocked/slowed while pounding away.
The thing to note about Support Blitz is his cooldown timers. They are RIDICULOUSLY small, especially once you have high CDR.
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Note: This guide is a repost of my original, which has been archived. I stopped getting feedback, so I wanted to repost to further improve the guide, especially since I added the Synergy/Opposition section.
PROS
Cuz we all pro+ Great support for feeding your carry + ESPECIALLY deadly under turrets + Great survivability + Can damage if it becomes necessary |
CONS
You thought you could get away?- No heal = no sustain for your carry - Cannot poke enemies without being hit - Dat ulti passive (see Skill Sequence) - Often banned in draft picks |
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Blitzcrank's signature move, ![]() |
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E, ![]() |
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The Combo


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The Chain
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Blitzcrank's Champion Spotlight provides good tips on usage of your skills. You will not be aiming for damage as the Riot employee does, but you will be looking for chances for maximum disruption.
Flat armor yellows for additional early game sustain. You can also use scaling health or scaling MR. |
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Flat armor reds because you need to protect your carry early game, but you will build more armor later. I provide many armor options for you in the Alternate Items section. |
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Scaling MR blues to provide MR later in the game. MR isn't as important early game because your lane opponents do not possess a lot of AP early game. |
If you start with your Q, be warned that it has the longest CD of your basic skills. However, it is much more effective for getting turret damage in. Most carries and ranged supports can't survive three consecutive turret hits early game in addition to the damage from your Power Fist. Follow up the Grab with a Power Fist to increase the time spent under turret. Let your carry get a hit in after this. If they escape turret range, you can TRY to chase after them with your W and pray that you can land your E again. This is possible with Ashe using Ice Arrows, or some other form of a slow.
Starting with your E is FAR riskier for your health, but almost guarantees a kill if it works. You can try to bait your opponents under turret range (which is somewhat safer, but still not recommended, due to

Core
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People consider ![]() |
Actually, the 2nd tier boots are yours to call. Take ![]() ![]() ![]() ![]() ![]() ![]() My personal favorite is ![]() ![]() |
5th item choices
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Removes all movement-disabling debuffs on ally champion and heals them. The difficulty is clicking them if they're CCed that hard. |
Zeke's Herald | +20 AD and +10% lifesteal to all nearby allies! Your carry will love you, and it slightly makes up for your lack of sustain. I only recommend this on a high AD team. |
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Gives health, armor, and 10% CDR. Its unique active gives a shield to all nearby allies equal to 50 + (Level * 10) HP (so up to 230 HP). It kinda makes up for your lack of actual heals. |
I am dubious about Kage's Lucky Pick (which is saying something, because I used to build it back in S2 when it built into almost nothing). It takes 30 minutes to pay it off, as it only gives 4 gp10. If you build it into ![]() ![]() ![]() ![]() |
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Costs 400g, but gives vision of all stealthed champions and objects near you for five minutes or until you die. It's used to sweep for enemy wards and destroy them. Consuming this potion paints a bright pink target on your head for four minutes, but it could be well worth it to take out enemy wards or view stealthed enemy champions and traps. You should have this if the enemy team is using ![]() ![]() ![]() ![]() |
Backdooring
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Support Blitzcrank's biggest problem is end-game. If you are losing, this normally means you have lost most, if not all, of your turrets and the enemy is launching super minions at you. Provided you have tanks and off tanks on your team, you and your carry can hopefully slide through the jungle and take out a turret before recalling. Use your W and E to focus the turret, and your R to destroy minion waves as they come. Activate ![]() |
Simply put, wards enable people on your team to view targeted areas normally clouded by the Fog of War. To use a Ward or Sightstone, hit the corresponding number on your keyboard (or click it in your inventory) and then click again on your screen to place it. If the reticle turns green, you have placed it in a bush, which is the most ideal place for it.
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Free 60s ward you get from the utility mastery tree. Use it to ward river or a bush. |
Sight Ward
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180s ward you can purchase for 75g or place via ![]() ![]() |
Same as a Sight Ward, but enables you to see stealthed enemy units, such as champions, traps, and wards. Costs 125g. |
Upon placing a ward, the ward will be visible if placed in a visible area, and then stealth itself over time. Champions can attack the ward if it is visible, which is possible through the placement of a Vision Ward or the use of an

This is a lazy snag map, but if you want to truly understand warding, I recommend looking at multiple support guides or watching support or jungling players to study their ward placement.
Early Game
Your main focus of early game is to feed and protect your carry. Blitzcrank, being a melee character in a mostly ranged lane, will have a hard time harassing. Your key element early game is positioning. Make sure you've placed Sight Wards in the bushes in lane and the tribush.
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You want to let your opponents push a little so that you can set them up for a turret combo and control ganks. The farther you push out, the more room their jungler has to gank. The opposite is true: the more they push in, the better the opportunity for your jungler to gank.
To feed your carry, either stay in bushes (provided you know they aren't warded) or stay within turret range. Keep moving constantly. When the lane is pushed against you enough, try to position yourself to pull an enemy champion into turret.
If you have decided it is time to push back, get a vision ward and place it in the enemy's lane bush. Destroy whatever ward they have there. You should also ward the bush in the river if you have not done so yet. Indicate your target with the targetting icon ("G" and click) to let your carry know who to poke or prepare to burst. When you can, grab them and wail on them.
Keep your wards up and ward dragon with a vision ward. Keep track of the timer on that ward: if it's been knocked down, that means your opponents have also placed a vision ward at dragon.
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Ridiculously early kill
1) You are blue and you know the enemy jungler is starting at red buff OR you are purple and you know the enemy jungler is starting at blue buff/wolves
2) Your carry starts with a high burst skill OR has a decent amount of survivability
Take your carry and head to the bush. Use your

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After the first turret is down
Ideally, now you and your carry want to start ganking other lanes. Move together at all times. Tell your teammates that you're looking to gank. It may also be wise to tell them to drive them towards the jungle walls closest to you; that way, you can pull the enemy through the wall and let your carry do the rest. Make sure the jungle stays warded when you're ganking.
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Mid-game
By mid-game, the game has dissolved from laning phase to constant teamfights. The best thing to do is prepare. For starters, keep dropping wards. By now, you should be keeping vision wards at Baron and Dragon and keeping wards along mid. Don't be afraid to carry extra vision wards if the enemy team has any stealthing champions; dropping a vision ward in a team fight will enable you to see them, and stealthing champions have that mechanic because they can't take a hit.
During an actual team fight, you'd like to focus on the AD/AP carry. Unfortunately for you, your opponents are smart; the tanks will likely stand in front of the carry so you can't grab them. You have a few options:
- take your carry into the jungle and pull the enemy carry in.
- focus the enemy support or champion with the highest CC and keep them inactive with The Combo
- save your mana for
Mana Barrier
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We're winning!
Hooray! You either have more turrets down or more kills than the enemy team (or, preferably, both). Keep warding. Build the survivabilities and auras. Make sure you stick with at least one high-damage character; you should not be by yourself at any time unless you have


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We're losing!
Oh noes!!! You've lost a lot of turrets or the enemy team is fed :( This is the case of the loser's strategy. If no one else on your team has a Philosopher's Stone, ask whether they want you to take the carry and backdoor or if they want you to defend. If they want you to defend, build



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![]() Sync: Low. He'd work better with a poking support, as his kit enables him to hit enemies with few consequences. |
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![]() Sync: High. Grabbing an enemy lets him know to activate his slow near you while saving his dash. |
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![]() Sync: High. Likes to be set up for kills but specializes in burst damage. |
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![]() Sync: Decent. While your Rocket Grab is a terrible matchup for Draven, his high damage will enable him to really perform well once you have an enemy within his range. |
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![]() Sync: Low. She's squishy and has a very weak escape mechanic. She also has considerable range, and thus probably does not need your help as much. |
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![]() Sync: High. If you set up correctly, you can pull enemies into her ulti and keep them there. |
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![]() Sync: High. Nothing says "F U" like pulling an enemy into Caitlyn's trap, then knocking them up. I love this combination, and she works well with a Bruiser BC to finish off enemies. |
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![]() Sync: Low. Kog'maw requires special attention. He's squishy, but makes up for it with his range and slows. His problem is his slow isn't extremely effective, and thus has no escape mechanism. The best thing you can do with Kog'maw is pull enemies away from him. This requires careful positioning on your part. |
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![]() Sync: Low. Works better with steadier CC and doesn't need enemies brought to her. |
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![]() Sync: High. She has her own escapes, and your knockup lets you keep them "stunned" so she can burst them down. Holy cow at level 2. |
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![]() Sync: Decent. Pulling the enemy carry into the turret sets up Twitch well to chase them down and finish the job. Also a good pick for Trollcranking...but we don't do that here. |
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![]() Sync: Low. A true stun, slow, or snare would work better to set up the Piercing Arrow. |
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![]() Sync: Good. ![]() |
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![]() Opposition: High. When you pull him under turret, he'll smack either you or your carry back to kingdom come, then heal himself afterwards. |
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![]() Opposition: Decent. She's pretty squishy as a ranged support. To use her knock-up, she takes a small amount of time to channel. When you set her or her carry up, she'll probably shield first, then knock-up or slow afterwards. |
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Wait, what Karma? There's a champion called Karma? Joking aside, ![]() Opposition: Unknown. I've never laned against her. Her passive means she performs much better at low HP, but good luck keeping low HP late game. |
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![]() Opposition: Decent. She'll be easier to handle early game, as her kit offers no disruption skills. Watch out for her late game, as she might start hurting. |
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![]() ![]() Opposition: High. You do NOT want to grab her, or she will sit down and stun you. It's the equivalent of pulling ![]() |
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![]() ![]() ![]() ![]() ![]() Opposition: High. She's extremely good at peeling and can silence you with ![]() |
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![]() Opposition: Decent. When pulled, she'll probably shield or snare, when she can't hit anything other than you and her carry with the snare. She's very squishy, but is not often in range for you to do much about that. |
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![]() ![]() Opposition: High...because of ![]() ![]() |
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![]() ![]() ![]() ![]() Opposition: Low. She's squishy and her stun takes longer to cast than it does for you to use your AA. Feel free to tag and bag her. |
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A poke (two target), heal+DEF buff (allies nearby), a speed-up (allies nearby), and a stun (wide linear AoE). Her AAs have bonus effects after three spell casts. Blue = bonus damage, Green = damage debuff, Pink = slow. Opposition: Low. Sona, the queen of the auras, cannot counter you. She can stun you with ![]() |
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A time-delayed AoE, a CDR ability, slow/speed-up, and a resurrection. Overall, nothing that can disrupt you. Opposition: Decent. He's a powerful support early game with his bomb and he gets more XP due to ![]() ![]() ![]() ![]() |
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The cooldown on his ![]() ![]() Opposition: High. You can't lane with him, can't lane against him. If you grab him, silence first, then knockup. |
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He's tankier than other carries, and stands a very good chance of escaping with his ![]() Opposition: High. He can escape easily before you get Lv6, and he can survive turret shots well afterwards. |
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He has a smaller AA and skill range than other carries, and he's squishy. While he has ![]() Opposition: Decent. He can still escape, but he is easier to pull back in due to his shorter range. |
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Has no CC, though he does have a run-speed buff. Opposition: Low. He can't escape, but he hurts like an anvil. Stay out of his range as best you can, and watch the position of his axes to position yourself for a grab. |
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She has her arrows to slow you and her ultimate will stun you. Other than that squishy. Opposition: Low. Grab her and silence her so she can't cast ![]() |
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Like Ashe, her only escape mechanism in-combat is her slow. Opposition: Low. See above. |
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She's got an escape+slow combination, in addition to her traps which will snare. Deactivate those when she's not in lane by walking on them. You don't want your carry getting caught on them while chasing. Opposition: High. She can easily escape and be firing all the way. |
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For the same reason you can't lane with him, he's very easy to kill. While ![]() ![]() ![]() Opposition: Low. Tag and bag. |
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A smart Sivir player will purposely provoke your ![]() ![]() Opposition: High. Dodge her skill shots as best you can, and ![]() ![]() ![]() |
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She can ![]() ![]() ![]() Opposition: High. She's too good at escaping and has very good end-game range (703). |
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His only escape mechanism is ![]() ![]() Opposition: Decent. While his escapes are ineffective, you must make sure you shake off his ![]() ![]() |
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Has a slow, and his ulti is a stun. Opposition: Low. He's squishy and has a lot of skill shots. While escaping him, make sure you dodge; you can't take the hit for your carry. |
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She can use ![]() ![]() Opposition: High. She is a slippery little hunter with a lot of DPS. |












Image by krizalid17 of dA.
This is my first guide, so let me know if anything needs to be clarified. I only published this guide because the ONLY other Support BC guide is pre-Season 3 changes. If I made any naive assumptions, comment politely; this is a learning experience for me as for you.
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