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Blitzcrank Build Guide by DKitten

Support Do you need a hand? Support Blitzcrank v3

Support Do you need a hand? Support Blitzcrank v3

Updated on September 25, 2013
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League of Legends Build Guide Author DKitten Build Guide By DKitten 30 5 212,600 Views 95 Comments
30 5 212,600 Views 95 Comments League of Legends Build Guide Author DKitten Blitzcrank Build Guide By DKitten Updated on September 25, 2013
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Choose Champion Build:

  • LoL Champion: Blitzcrank
    Support BC
  • LoL Champion: Blitzcrank
    Help! My carry dc'd

Introduction

I offer two builds in this guide: Support Blitzcrank, which is designed for your standard PvP game (and is the only build this guide refers to), "Help, my ADC just DC'd" which is a support-carry hybrid (think Lux).

If you feel like voting, PLEASE PLEASE PLEASE tell me what you liked or didn't like about my guide so I can continue making good guides.
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Pros / Cons

PROS
Cuz we all pro
+ Great support for feeding your carry
+ ESPECIALLY deadly under turrets
+ Great survivability
+ Three disruption skills
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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Skills / Kit

Mana Barrier is Blitzcrank's passive. When Blitzcrank's health falls below 20%, Blitzcrank gains a shield equal to 50% of Blitz's current mana without consuming it. This ability never gains any increased functionality through leveling, as other passives do. Early game, Mana Barrier will not be effective, especially after a Rocket Grab has been used. It will gain functionality over time, as Blitzcrank gains 50 mana per level, plus the addition of mana items to your build.
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Blitzcrank's signature move, Rocket Grab, has an initial CD of 20s. This drops to 16s at max level; it is difficult to use it multiple times in a fight. It should be saved to pull an enemy away from/towards your carry, under a turret, or back into a teamfight as they are escaping. You can max this skill first to increase its damage and decrease its cooldown, as it is used as an initiation move (so it's "safe" to have high damage on it). It has a very high early-game mana cost, eating up half of Blitzcrank's initial mana, so be careful to not waste it. Also, be careful not to use it on champions like Leona, Amumu, and Thresh (post-6), who specialize in rappelling into the enemy to do a lot of hard CC; then you're just doing their jobs for them.
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Overdrive, the W, lets you move faster, meaning you can get back on the field after recalling faster. It also makes it easier to catch up with enemies who are running away so that you can pull them into a teamfight. The attack speed bonus is useful for taking out turrets. At 40% CDR, the buff time is one second short of the cooldown time, giving you a practically permanent 32% speed buff when maxed. This is more important in late game when you need to wander a lot to put up your vision and take out enemy vision.
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E, Power Fist, is a knockup that does twice your attack damage. By leveling this skill up, and maxing CDR, you can go from a 9s CD to a 3s CD, making it 300% spammable, which appeals to many Blitzcrank players. With its low mana cost, it is ideal to taking down turrets. Using this skill resets your AA timer, so make sure you activate it immediately after your AA while taking down a turret. I take this after Rocket Grab to take down turrets faster and apply it multiple times in teamfights.
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Static Field is a problem regarding Support Blitzcrank. It actually has a short cooldown: a static 30s. Upgrading this skill only increases its damage, not any utility values. The problem with it is its passive. The passive targets the closest enemy minion or champion and zaps them with lightning every 2.5s. It does a fair amount of damage, especially once you start upgrading it. The radius of the passive is relatively small, but it CAN give you away if you are hiding in bushes or the jungle. The passive can also steal your carry's CS, so make sure you stay out of the way when they're trying to farm. Use this ability to silence enemies who may be trying to escape or trying to initiate. You can also use it when clearing minion waves, as it has a short CD (for an ultimate) and does a relatively large amount of damage.
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Advanced Static Field
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The Combo

This combination creates a long CC to set up your carry's quarry. Rocket Grab is a stun while you pull them towards you, followed by the Knockup and the Silence when they land. If you have Iceborn Gauntlet, the Power Fist used here will also activate the slow.
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The Chain

This is a longer combination that requires that you walk up to your quarry to initiate. You knockup and silence, saving your power grab after you knock them up a second time, as they may try to flash away after the first knock up. Keep chasing and knocking them up to hinder their escape!
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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.
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Masteries

Offensive Masteries
Summoner's Wrath : Take this to increase the power of Exhaust. Now, when you set up your carry by using its slow, you also drop the enemy's Armor and Magic Resist by 10. If you take Ignite instead, it will increase your AD and AP by 5 while on cooldown.
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Defensive Masteries
Durability : To unlock the next row of Defensive Masteries. Provides a lil tankiness/level.
Hardiness : To lower the damage of the enemy ADC
Resistance (2/3): To lower the damage of the enemy support. We're not as concerned about them.
Veteran's Scars : Because +30 HP at Lv1 is a big difference when minions are doing a large part of your health.
Unyielding : To lower the damage done by enemy champions
Block : To lower the damage from the enemy ADC. Makes a bigger difference than you'd think early game, especially with all the other masteries.
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Utility Masteries
Summoner's Insight : Lowers the cooldown of Flash.
Meditation : Increases your mana regen. It's a nice thing to have early game, especially with the costs of your Rocket Grab.
Mastermind : To lower the cooldown on all summoner spells, to give your carry even more utility
Expanded Mind (1/3): Gives a little more mana per level. It's not much.
Greed : You don't make money. This mastery is your lifeline.
Wealth : +50 gold! Yeah, it pretty much lets you buy one more potion XD
Biscuiteer : This IS a potion, in a way. Except it's a yummy cookie.
Explorer's Ward: For those moments when you say "Dammit, I really wish I had a ward right now." You can use it to check bushes or walls, or even try to proc the enemy's Vision Ward out of them.

Alternative
Exchange Biscuiteer and Explorer's Ward for 2 points in Artificer , or Explorer's Ward and Expanded Mind for 2 points in Artificer .
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Runes

Gold per 10 quints for extra gold. Supports aren't supposed to rely on making money via kills, though you certainly get a lot from assists. Do not farm minions unless your carry tells you to or your carry is not present, in which case you aren't stealing their creep score.
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Flat armor yellows for additional early game sustain. Most of the damage you're taking will come from the enemy carry and kills early game determine late game, so we wish to discourage dying as much as possible. You can also take Greater Seal of Scaling Health or Greater Seal of Scaling Magic Resist, but I think they are situationally more effective.
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We're aiming for Magic Pen reds to increase the damage you do with Rocket Grab. This will make your grab a far more punishing experience, especially considering how much base damage it has when you upgrade it. It will also affect the damage coming off of Static Field, which can hurt enemy toplaners during teamfights. Magic Penetration is specifically more powerful early game, where changes in armor and magic resistance offer big changes in damage (not to mention most characters have low MR). Greater Mark of Armor is also viable if you want to deal less damage, or limit yourself to a more standard support rune page.
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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. We don't take Greater Glyph of Scaling Ability Power because your job isn't to kill the enemy - just burst them down for your carry to finish off.
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Summoner Spells


Flash is a general utility. All PvPers carry this spell. While it has the longest cooldown of any summoner spell, it's just too useful. You can Flash to catch up to enemies, escape, hop walls, dodge skill shots...really, it's everything.

Exhaust is for the enemies trying to run out of a team fight. If you manage to pull an enemy under turret while their Flash is down, Exhaust them for an extra turret hit or two. With Summoner's Wrath , it also decreases the target's armor and magic resist by 10, increasing your carry's damage output early game. It also greatly decreases the enemy carry's damage output, reducing both their damage done and attack speed.

Clairvoyance is mostly a support summoner spell. It reveals a large area shrouded by the Fog of War for 8 seconds. It can be used to track the enemy jungler or just to make sure your jungler doesn't have incoming enemies. It will not reveal stealthed units. Use it to check buffs, dragon (if you don't have a ward there and suspect the enemy is doing Dragon ), or keep tabs on the enemy jungler. If you take Clairvoyance, swap your Summoner's Wrath and a point of Resistance for two points of Relentless .

Ignite is a very situational pick. You can use it against lanes that have heals ( Taric, Sona, Soraka) and I would only take it if your carry's secondary spell is Exhaust, Cleanse, or Barrier.
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Items

Starting Items

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Consumable
Recover 80HP and 50MP over 10 seconds
The Total Biscuit of Rejuvenation is an extra potion on Summoner's Rift . We get it through the Biscuiteer mastery.
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Consumable
Places a 60s basic ward.
The Explorer's Ward is an extra early ward on Summoner's Rift . We get it through the Explorer mastery. Use it to check over walls.
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Sight Ward Consumable
Places a Sight Ward at indicated location.
See warding.
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+3 MRegen/5 We take Faerie Charm to increase early game Mana Regeneration, which is important for Blitzcrank due to his high skill costs. It also builds into Philosopher's Stone.
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Early Game

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Philosopher's Stone +7 HRegen/5 (1.4)
+9 MRegen/5 (1.8)
Passive: Gold gain
Philosopher's Stone is a common support item. It provides a decent amount of early game sustain and the most gold per 10. It later builds into Shurelya's Battlesong.
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+180 HP
Passive: Wards
Sightstone is the new Heart of Gold. It provides a small amount of health and wards every time you return to base. You can 4 at a time and have 2 out. Having more than two out removes the oldest ward. It can be upgraded into a Ruby Sightstone.
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Emblem of Valor +20 Armor
Aura: +7 HRegen/5
Provides bonus armor to you and some health regen to your lane. Builds into Aegis of the Legion.
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Passive: +25 Movement Speed While Overdrive gives you enough movement speed for the early portion of the game, starting to build your boots will help you chase/escape, which is important during teamfights.
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Early-Midgame

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+20 Armor
+200 HP
Aura: 20 MR, 10 HRegen/5
Aegis of the Legion is a teamfight item. Gives a little bonus armor and MR to team members. Remember, you need to be alive to provide its bonuses. If your jungler wants to build it instead, move onto Glacial Shroud and Iceborn Gauntlet as soon as possible.
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Stats vary.
Passive: +45 Movement Speed
Mercury's Treads

Boots of Mobility

Ninja Tabi
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Late-Midgame

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+360 HP
Passive: Wards
Upgraded version of Sightstone. Now you can hold 5 wards per recall and place down 3 at a time.
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Situational movement speed bonuses. Alacrity gives flat +15 movement speed and is my go-to enchantment.
Captain gives allies +8% movement speed when moving towards you. It's more costly, but Blitzcrank has more ease using it due to Overdrive.
Homeguard when you end up in base a lot.
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+45 Armor
+300 Mana
Passive: 10% CDR
Armor, mana, and CDR. Builds into Iceborn Gauntlet.
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Lategame

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+250 HP
+10 HRegen/5
+10 MRegen/5
Active: 40% movement speed
This is practically a standard support item, because it builds from Philosopher's Stone. Use the active to initiate a teamfight or escape from one.
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+20 Armor
+10% CDR
+300 HP
Aura: +20 MR, +10 HP Regen/5
Active: HP Shield to nearby allies
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.
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+30 AP
+70 Armor
+10% CDR
+500 Mana
Passive: Next AA after using an ability will create a 285-radius slow field around your target for 2 seconds.
This thing...is amazing! Your Power Fist automatically procs it. It's great for teamfights and chasing. 500 Mana is a beautiful thing with Mana Barrier. Also provides a significant amount of armor. Biggest problem is its pricetag: 3250g total.
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Sight Ward
Consumable: Places a ward at target location BUT I ALREADY HAVE A Ruby Sightstone D:
No, three wards every recall is actually not enough. Not to mention that you can't see enemies with just a Ruby Sightstone. If the enemy has a stealthing champion, you better have pinks near every major combat area and Dragon and Baron Nashor . If you or other team members have Oracle's Elixir, normal Sight Wards will most likely suffice unless their entire team is stealth.
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Additional Items

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+40 MR
+300 Mana
+9 MRegen/5
Passive: Higher MRegen the less % mana you have.
Active: Removes CC from target + heals them
It's a typical support item. Use it to escape hard CC or help a teammate escape hard CC. Has a travel time to the target, so don't expect it to work immediately.
Buy if: The enemy has a lot of CC that they're very generous about sharing it. DO NOT buy it solely for the heals.
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Zeke's Herald +250 HP
+20% CDR
Aura: +20 AD, +10% lifesteal
It's a specific support item, only usable in certain teamcomps. Makes your Power Fist heal you on contact.
Buy if: You have a team with a high AD-composition or your carry is snowballing hard.
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+45 AP
Passive: Gold gain
Aura: 6 MRegen/5
Active: Nearby enemies are slowed
I highly recommend buying Kage's Lucky Pick as early as possible to make the best use of its gp10. You will take Shard of True Ice earlier in the game to offset a high-mana carry, such as Caitlyn or Ashe. It is a safe early game item.
Buy if: Your carry is mana hungry.
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+40 AP
+40 MR
+6% movement speed
Active: Two close enemies are revealed and slowed.
I highly recommend buying Kage's Lucky Pick as early as possible to make the best use of its gp10. You take Twin Shadows later in the game when map awareness is weak. You can use the active on it to check unwarded bushes or just if you suspect a stealthed champion is nearby.
Buy if: You would like to have a bonus slow during teamfights or 2v2s.
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+400 Mana
+95 Armor
+20% CDR
Aura: -20% attack speed to nearby enemies
400 mana, 95 armor, 20% CDR...and an aura that decreases the attack speed of all nearby enemies by 20%? SOUNDS GREAT TO ME. A good choice for an offtank like Blitzcrank who tends to be close to combat, especially the enemy carry.
Buy if: You have no idea what to buy or the enemy has AS-reliant champions.
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+70 Armor
+500 HP
Passive: -15% attack speed, -10% movement to enemies who AA you
Active: Slows nearby enemies for 2s
This specifically counters Blade of the Ruined King. This is a good choice if the enemy has two or more BORKs built, but it may not be the best item on off-tank Blitzcrank.
Buy if: The enemy has two or more Blade of the Ruined Kings or even a lot of Frozen Mallets.
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Active: Grants stealth detection to champion for 5 minutes or until death Used to sweep for enemy wards and destroy them. Consuming this potion paints a bright pink target on your head, 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 Evelynn, Teemo, Shaco, or Twitch. If you have all item slots filled, buying this will activate its effect upon purchase.
Buy if: The enemy has a stealthing champion or you would like to take out enemy wards.
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What is a ward?

Sight Ward

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.
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Sight Ward
180s ward you can purchase for 75g or place via Sightstone and Ruby Sightstone.
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Same as a Sight Ward, but enables you to see stealthed enemy units, such as champions, traps, and wards. Costs 125g.
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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 Oracle's Elixir once the ward has stealthed itself. Placing a ward near an enemy turret will cause the turret to target the ward (I think).

If you have sight of an enemy ward after immediate placement, you should pop Overdrive or use AA-AA- Power Fist to take it out before it fades.

You should always be placing wards around your map. Carry Vision Wards if the enemy has a stealthing champion, especially a stealthing jungler. During teamfights, drop it to keep the enemy stealther in vision.

Generally, these are the best places to have wards to control paths in the jungle:
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Gameplay

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 a Sight Ward in the bush in your lane (the bush closest to your turret). Save the other wards to later put at the following locations:
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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 by the enemy) 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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Engaging the enemy

There are two ways of initiating. One is your Q, the other is your E. You should ALWAYS let your carry get the last hit if possible. Doing this requires practice with many people and understanding how carries build. In other words, you need experience.

Starting Q (Typical)

Starting E (Atypical)

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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 Mikael's Blessing and Flash.

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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 Shurelya's Battlesong and Enchantment: Homeguard if you haven't bought your enchantment yet. If they tell you to take the carry and backdoor, grab Ohmwrecker and start moving through the jungle. Wait until a minion wave has passed before you actually go to take out the turret. Make sure your drop wards around the target turret. You and your carry should be able to knock down a turret before running too low on health.
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Advanced Support Tactics (New!)


Advanced support tactics are general support techniques for tanky supports, such as Blitzcrank and Leona. They focus on your ability to bully enemies and punish them for poor positioning.

If you have anything to put in these sections while I'm editing them, tell me! I'm not an experienced player, and this guide has been developed with all readers contributing their experiences.

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Zoning


Zoning involves getting the enemy to such low HP that they are uncomfortable staying close to minions, and thus cannot obtain EXP and gold. This is the #1 reason that carries and supports carry Health Potions; to recover health and resume farming.

To zone, place a Vision Ward in your enemy's bush to provide sight for your carry during pulls and to destroy any enemy wards in the bush to cover your own butt. You, as the tanky support, should get near the enemies and let them taste a few autoattack- Power Fist combos ( Power Fist resets your AA timer, so let an AA in first). If your carry is into it, let the carry do some extra damage to boot them from the minions faster. HOWEVER, your main goal is to let your carry farm; do not engage unless your carry has safely farmed most of the enemy's minions.

Once your enemy is at 200 HP or so, you've laid out a death sentence. If they come close, your Combo will lock them long enough for your carry to kill them, and they know this. They might try to poke you back in this case or they will, more likely than not, recall and get more potions.

If, for some reason, your team is getting zoned, calm your carry down and call in your jungler or mid to gank. If your carry is VERY low on health, tell him or her to recall so the enemy pushes and call in both your jungler and mid. Hopefully, by the time they're ready to engage, your carry is back in lane and you can 4v2 the enemy.
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Minion Walls


There are three basic types of minions, which are Caster, Melee, and Siege, and then two advanced types, which are Anti-turret Cannons and Super Minions. The latter only occur under set conditions, and thus are not very practical for early game conditions.

You probably know that at early levels, minions, especially Caster Minions, are over-powered. Oftentimes, when you think that you are safe, a minion attack will kill you and credit the kill to whichever champion last damaged you.

The concept of Minion Wall is to take advantage of the low, but high quantity, minion attacks to deal extra damage and prevent enemies from escaping. Minions have a set targeting priority. That is (1) Enemy champions targeting allied champions, (2) Enemy minions targeting allied champions, (3) Enemy minions targeting allied minions, (4) Enemy turret targeting allied minion, (5) Enemy champion targeting allied minion, (6) Closest enemy minion, and (7) Closest enemy champion.

What does this mean for Blitzcrank?

Blitzcrank's main initiation move is Rocket Grab. If positioned well, such as near the river wall, and timed correctly regarding the minion waves, you can essentially trap opponents without even using Power Fist.

First, take notice of the number of your minions versus the number of their minions. Ideally, you want a high count of your minions and a low count of their minions. That way, you can worry less about collateral damage and "wall" the enemy. It will also make it easier for you to target the enemy, being less enemy minions to mis-hook.

When you pull the enemy, enemy minions will target you. Melee Minions will walk up to you and Caster and Siege Minions will approach within maximum possible attack range. If the enemy decides to fight back, your own minions will wrap around them, stifling their movement and dealing extra damage. This is especially dangerous if the enemy is a high-clicking mover; each time the game has to recalculate their path is more time that they cannot escape. Since minions credit kills in the same way turrets do, make sure that your carry is also ready to at least land one autoattack, even if all their skills are on cooldown.
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Preparing ganks


Junglers love to gank, and you can help them. If you see your jungler near the south side of the map, set up some Vision Wards near river and tribush to give them safe passage. Ask the jungler to gank via chat or ping (you can use the "Assist Me!" ping or simply indicate them with the "G" ping). This is most effective if you can get the enemy support and carry down to low health or mana. Stop zoning them if you were and let the enemy push forward to leave room for your jungler. When they get close enough to your side of the lane for your liking, indicate the target for the jungler and carry and initiate. If your jungler is tanky, let him initiate; use your discretion based on experience and how far your jungler is in their build.

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Split Pushing


Split pushing is a team tactic. It can be used to counter team-fight-based team compositions. Split pushing often involves keeping four members of your team in one lane while the fifth takes a lane and shoves their way to the enemy tower.

How does Blitzcrank split push?

Blitzcrank can fill either role, a team fighter or a solo. He excels in team fights due to his disruption, especially once you get far in your build, but also has some ability to clear waves and towers.

Since I already cover team fighting in the mid-game section of this guide, I will address the solo part of split pushing. Blitzcrank's Static Field and the item Iceborn Gauntlet both apply AoE damage, making it easy to clear minion waves just by hitting R and E, especially considering your R has a 30s cooldown without any CDR. Overdrive is used to take a quick jump in the jungle and place a ward near the turret and/or to attack the turret. Warding is 120% REQUIRED when split pushing to cover the paths between the two lanes, so you do not lose an ally.

Blitzcrank also discourages split pushing. Turrets are your friends. You shouldn't like it when the enemy bullies your friends. In fact, you should go and hold them down while your friend beats them up. You can easily get yourself into a turret lane via Overdrive, and it would not hurt to leave Vision Wards in your wake to discourage future ward placement.
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Lane Synergy

The purpose of knowing lane synergy is to enhance your early game laning by combining supports and AD carries that work well. I've assigned each AD carry a synergy marking for Blitzcrank. Remember: Just because it's low synergy doesn't mean its unplayable, and just because its high synergy doesn't mean you'll win lane. However, working with high synergy carries will greatly improve your in-lane experience.




Ezreal gains attack speed after using abilities. Lots of ranged skills and a flash in his skills.
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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Graves gains armor & MR in combat. High utility kit (AoE, AoE slow/vision reduc, dash).
Sync: High. Grabbing an enemy lets him know to activate his slow near you while saving his dash.
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Corki does 10% AD in true damage on AAs, but low range. Skills are damage-based.
Sync: High. Likes to be set up for kills but specializes in burst damage.
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Draven gets bonus gold on kill. Has a damage skill, a speedup, and a positioning skill. Overall, better AA damage than other champions.
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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Ashe improves crit chance while out of combat. Has a slow, AoE, and passive gold bonus.
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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Miss Fortune has improved movement speed while out of combat. Works well against healing teams.
Sync: High. If you set up correctly, you can pull enemies into her ulti and keep them there.
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Caitlyn does extra damage every 2-3 AAs. Has a snare, linear AoE, and positioning mechanic. Ulti is almost inescapable.
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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Kog'Maw turns into a walking bomb on death. Has superior range and a slow.
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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Sivir gains movement speed with each AA. Has decent AoE damage and great chasing capabilities.
Sync: Low. Works better with steadier CC and doesn't need enemies brought to her.
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Tristana gains AA range as she levels. Specializes in positioning and AoE damage.
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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Twitch does bonus DoT true damage every AA. Has a burst that builds off his AAs.
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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Varus gains a temp AS buff with each kill/assist. Focus of his damage is Blight, which does damage based on % health.
Sync: Low. A true stun, slow, or snare would work better to set up the Piercing Arrow.
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Vayne gains a movement speed bonus while chasing enemies. Has a gap closer and positioning skill.
Sync: Good. Condemn, along with your Q and E, can keep an enemy within turret range for much longer than they planned.
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Lane Opposition (Supports)










Alistar is horrible for you to lane against. His Q is a knock-up AND stun. His W throws people backwards (potentially into his own turret, though this is much harder to set up) AND immobilizes them. On top of that, he has the most spammable heal in the game, which gets more spammable as his carry farms.

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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Fiddlesticks includes a fear, self-sustain, AoE silence, and AoE DoT. He's a very heavy damage support with a lot of utility. A Harmless Scarecrow is a debuff with range of 1000, so watch for it on your buff list when you can't see him.

Opposition: Medium. He is not someone you want to start leaving the lane early, because he is a threat to your allies. I would level Overdrive and Power Fist a little bit earlier (leave Rocket Grab at Lv1). In team fights, wait to use disruptions until he starts channeling.
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Janna comes in with a built-in Ghost (once she trains Zephyr). She has a knock-up, slow, and a shield with an AD buff. Her ulti is a decent range AoE knockback and heals her allies.

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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Karma is an offensive support with a gimmick in the form of her Mantra. She's a team fight mage, with her skills gaining team bonuses when she activates Mantra. If you know anything about the updated Karma as a support, let me know. I'm completely in the dark.

Opposition: Unknown. I've never laned against her, especially since her rework.
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Kayle starts off the game with low Armor, so she'll be technically squishy early game. Her AAs decrease her target's armor and MR. Her kit includes a targetable slow, a heal/movement buff, and an AA modifier. The R is invincibility on whoever she casts it on for 2-3 seconds.

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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Leona is stun central and a tank. The most important thing to note is Zenith Blade, her skill shot, brings her to the farthest champion target it hits.

Opposition: High. You do NOT want to grab her, or she will sit down and stun you. It's the equivalent of pulling Amumu in; her game mechanic involves her jumping to you to CC, and you're doing half of her job for her.
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Lulu SPAMS low-cost Glitterlance. Whimsy is a speed-up and AP buff, AND a silence. Help, Pix! gives her allies a shield or does damage to you, making you visible for 6 seconds. Wild Growth heals her ally, knocking up all enemies around said ally, and gives that ally a slow aura.

Opposition: High. She's extremely good at peeling and can silence you with Whimsy before you can launch your Rocket Grab.
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Lux tends to be a mid, rather than a support. Her kit includes a snare, shield, slow, and a kill-stealing laser. She normally flies snare → laser. All are skill shots, so learn to dodge them.

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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Morgana comes with a snare, MR debuff, dat shield, and a lifeline. The lifeline is a slow that becomes a snare, but it is easy to Flash out of it.

Opposition: High...because of Black Shield. Once she has that sucker up, you're useless for 5 seconds: none of your CC, including Power Fist, will work. The only way to prevent her from activating it is to disable her before she starts activating it, which means The Combo.
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Nami is difficult to play in PvP. Her Aqua Prison is easily dodgeable. Ebb and Flow is weak, and her E is used to increase AA damage, along with giving them a slow for three AAs. Tidal Wave requires that Nami be far from combat for it to be most effective.

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 Crescendo, but she saves it for team fights. Try to pull her OUT of combat.
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Consecration



An MR-debuff, heal, silence/MP donor, and a global heal. Ideally, she syncs well with an AP carry, so you should build some MR up if that occurs. Her heal, while very potent, has a long CD of 20s.

Opposition: Low. The only thing you really need to watch out for is her silence, but she offers very little resistance once The Combo starts.
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A heal, armor buff and debuff AoE, stun, and AP/AD buff AoE. Probably the most popular support in the game.

Opposition: High. His long-range stun can easily disrupt your combo. The heal means that if your quarry escapes, they'll be back at full health soon. In team fights, focus him to shut down his armor buff.
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A pull/gap-closer, shield/ally escape, a push/pull, and a slow that functions as a snare.

Opposition: Decent. Thresh starts off the game tankier than BC and more in-lane sustain due to his higher Health Regen and his shield. He also uses the same mechanics you do; he can pull enemies, though not as quickly, and he can also push enemies to allow for peeling.
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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 Heightened Learning, enabling him to get Chronoshift before you can get your silencer. Time Warp gives more run speed than your W. He also has more poking range due to Time Bomb.
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Deadly Bloom


Zyra is another one of those squishy ranged supports: dead if under turret. She doesn't have the best CC as she is very damage-based. Her plants from Rampant Growth can form a wall to block Rocket Grab, which makes the enemy super aggressive on your turret.

Opposition: High. Keep track of her seeds; she can plant four at a time and keep 2 in reserve. She's a more damage-based support and killing her does not make you safe due to Rise of the Thorns.
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Lane Opposition (Carries)





The cooldown on his Arcane Shift is shorter than your cooldown on Rocket Grab, which means he can provoke your grab and just flash to the side. Try to dodge his skillshots.
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 Quickdraw dash and Smoke Screen AoE slow.
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 Valkyrie, it has a very long CD and he has no other ability to escape.
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. If possible, discourage him from attacking your carry by saving either Rocket Grab or Power Fist, both of which will cause him to lose Spinning Axes, his main source of damage.
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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 Volley; that will leave your carry open to chase, hopefully.
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Like Ashe, her only escape mechanism in-combat is her slow. She's good at kiting you though, so pay attention when she runs away; only chase if you can out-speed her Strut or can constantly apply AAs to keep Strut from activating.
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 Bio-Arcane Barrage will increase his range beyond your Rocket Grab, he has no escape mechanism. No, his Void Ooze does not count, since it's completely ineffective early game.
Opposition: Low. Tag and bag.
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A smart Sivir player will purposely provoke your Rocket Grab so she can use Spell Shield and laugh in your face. It has an initial longer CD than your Rocket Grab, but it gets shorter as she upgrades it.
Opposition: High. Dodge her skill shots as best you can, and Exhaust and Power Fist her. Spell Shield lasts 3 seconds, so mark when she put it up before grabbing her.
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She can Rocket Jump in the middle of your Power Fist and escape easily. Not to mention Buster Shot, which will knock you or your carry back.
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 Ambush, and it's not ideal for escaping The Combo, especially if you have a Vision Ward up (though trying to stealth under turret reveals him).
Opposition: Decent. While his escapes are ineffective, you must make sure you shake off his Deadly Venom or he will use Expunge. Also, he will gank his own lane using Ambush, which is not good for your carry.
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Has a slow, and his ulti is a 2s snare that can spread the love.
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 Tumble to escape and Condemn to knock you back. She won't stay in your hands long if she can help it.
Opposition: High. She is a slippery little hunter with a lot of DPS.
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Endnotes

Blitzcrank will give you a hand. Grab, knock-up, and dash around the map to pull enemies into unfavorable situations. Let everyone else get kills; XP and gold are not as important for you. Silence with R when you think the enemy are going to initiate or try to escape.


Blitzcrank just wants a hug *sadface*

The original intention of this guide was to provide updated information on support Blitzcrank, as the only other guide at the time was a stale Season 2 guide.
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