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Starting Stats

HP: 632 HP per 5: 8 AD: 59 ArPen: 0% | 0 LS: 0% AS: 0.63 CrC: 0% MS: 325 . |
Mana: 244 MP per 5: 10 AP: 0 MPen: 0% | 0 SV: 0% CDR: 0% Ar: 44 (18+26) MR: 36 (31+5) Ten: 0% |
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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.
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Offensive Masteries
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Defensive Masteries
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Utility Masteries
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Health quints for extra starting health. You are a kill-lane support; you want to survive initiation and be alive to peel for your carry. |
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. |
Flat armor reds. See above. ![]() |
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. ![]() ![]() |




Exhaust vs Ignite
Exhaust
* Take vs AS-reliant junglers ( ![]() ![]() * Take vs AS-reliant ADCs ( ![]() ![]() ![]() * Take for late-game team-comps * Use when enemy pulled under turret * Use when enemy without a gapcloser tries to flee * Use to peel enemy ADC off your carry |
Ignite
* Take vs sustain lanes ( ![]() ![]() * Take with a kill-lane carry * Take with an early-game team comp * Do not use until enemy has burnt ![]() * Use as early as possible for bonus AP and AD * Do not take if your ADC has ![]() |

(rework coming for S4?)
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

If you have sight of an enemy ward after immediate placement, you should pop


You should always be placing wards around your map. Carry

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


Advanced Warding Tips
1) Do not smartcast wards. You want to be able to see the placement reticle change from blue to green when placing the ward in a bush.
2) Try to place wards at the corner of a bush to enable it to look around the wall.
3) Place wards as far from the wall as possible, to give it a better angle to look around the wall.
4) You don't need to be within sight range of a ward to place a ward; you can place wards in walls and they'll get shifted onto the battlefield.




Anything not mentioned here is generally better suited to having a ward placed there through rules #1-3.
Zoning -- Minion Walls -- Preparing ganks -- Split Pushing
Skip this text-heavy section and go to ItemsAdvanced support tactics are general support techniques for tanky supports, such as


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

To zone, place a



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.

Blitzcrank's main initiation move is


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

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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.


Since I already cover team fighting in the mid-game section of this guide, I will address the solo part of split pushing.







Starting Items
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Consumable Recover 80HP and 50MP over 10 seconds |
The ![]() ![]() ![]() |
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Consumable Places a 60s basic ward. |
The ![]() ![]() ![]() |
Sight Ward |
Consumable Places a Sight Ward at indicated location. |
See warding. |
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Consumable Places a ![]() |
See warding. |
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Restores 150 HP over 15s. | Used to mitigate some poke/trade damage. The longer you're in lane, the more points you have in skills. |

Early Game
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+180 HP Passive: Wards |
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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 ![]() |
Emblem of Valor |
+20 Armor Aura: +7 HRegen/5 |
Provides bonus armor to you and some health regen to your lane. Builds into ![]() |
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Passive: +25 Movement Speed |
While ![]() |

Teamfight Phase
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+20 Armor +200 HP Aura: 20 MR, 10 HRegen/5 |
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Stats vary. Passive: +45 Movement Speed; +105 MS while out of combat |
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+20 Armor +10% CDR +300 HP Aura: +20 MR, +10 HP Regen/5 Active: HP Shield to nearby allies |
Builds out of ![]() |
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+360 HP Passive: Wards |
Upgraded version of ![]() |

Finalizing Items
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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 ![]() ![]() Homeguard when you end up in base a lot. |
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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 ![]() ![]() ![]() ![]() |
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Active: Grants AP/CDR/HP/AD. |
If you have spare gold after having refreshed your ![]() ![]() ![]() |

Additional Items
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+30 AP +70 Armor +10% CDR +500 Mana Passive: Next AA after using an ability will create a slow field around your target. |
This thing...is amazing! Your ![]() ![]() |
+40 AP +40 MR +6% movement speed Active: Two close enemies are revealed and slowed. |
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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 when your jungler hits Lv3 (because that's when their jungler is also probably hitting Lv3):
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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


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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 because you cannot peel for yourself or kite effectively.
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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: High. WOOT! KILL LANE! ![]() ![]() |
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![]() Sync: Medium. She doesn't do a lot of damage, but she will be able to get in more attacks than other carries due to ![]() |
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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 effective until he levels it (which is the last skill leveled), 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 an ally who can deal a lot of AoE damage and root enemies. |
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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: Medium. He is not someone you want to start leaving the lane early, because he is a threat to your allies. I would level ![]() ![]() ![]() |
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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. If possible, discourage him from attacking your carry by saving either ![]() ![]() ![]() |
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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. She's good at kiting you though, so pay attention when she runs away; only chase if you can out-speed her ![]() ![]() 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 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 ![]() ![]() Opposition: High. She is a slippery little hunter with a lot of DPS. |
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