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Blitzcrank Build Guide by DeathWalker1

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League of Legends Build Guide Author DeathWalker1

Fired up and ready to serve

DeathWalker1 Last updated on November 30, 2016
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R

Masteries

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 0

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
5/
Intelligence
 
 
 
 

Defense: 18

Recovery
 
 
5/
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 12



Threats to Blitzcrank with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Anivia Anivia is not very mobile, and her only escape is her flash. Her wall doesn't block your grab, and your E or R can interrupt her channel of her ultimate. As of patch 5.7, she is a little more resilient to your grabs, as having her egg on a significantly shorter cooldown timer gives a very tiny increase to her chances of survival against you. Overall, she is still weak to grabs, and hates being turned into scrambled eggs.
1
Sona Sona is squishy. Silence and knock her up before she can cast her ultimate on your team. Your team should be able to kill her before she gets her ultimate off. If not, there could be problems.
Guide Top

Concepts And Mechanics

Overview:

Blitzcrank doesn't provide much sustain in lane for his carry. Apart from your signature skill Q - Rocket Grab, all you provide is above average auto attack damage, some magic damage when you land a Q or an E auto attack, and your ultimate. Keep this in mind when you choose your engages; this is also why I always suggest Ignite over Exhaust.

Additionally, Rocket Grab also costs 100 mana per use, and with a typical starting mana pool of 267, you typically don't have too many chances before you quickly run out of mana (OOM). Because of this, you need to be relatively conservative with your Rocket Grabs, unless you know for sure that you will hit your target.

Like Leona, you become much deadlier when you hit level 2, with the ability to knock up an enemy after you pull, which during laning phase can quickly put your targeted opponent down to half HP.

W - Overdrive is your temporary attack and move speed buff. Spamming it early on will annihilate your mana pool, while late game you'll be able to scurry around the map when you have items.



Mechanics:

The farther away Blitzcrank attempts a grab, the easier it is for his target(s) to juke the grab. Therefore, don't always try to land a grab on someone to start a fight. If you miss frequently, you will a) burn through your mana pool and b) cause your teammates to ask you why you keep on missing. It's bad on both fronts. Therefore, be smart when you choose your initiation.

Note that early game, you should use your W sparingly, while late game you should be constantly spamming it when during and after an engage. Use it careful before an engage to catch an opponent out of position.

Naturally, you should be ulting an opponent whenever you are comboing, to put on free damage and also prevent them from responding as quickly. You obviously can't do this pre-6, though.

Q + E + R or Q + R + E:

The signature combo that you'll likely see on any video involving Blitzcrank. Pull, knock up and silence, or vice versa. Seems simple on paper, until you're in a ranked game and the pressure is on. You should really only be using this option when you either a) know for sure that you will land the grab, or b) you're at mid to late game, and you're looking to initiate a team fight. Using W is recommended to give you an small element of surprise.

E + R + Q:

Your main initiate during laning when your jungler ganks, believe it or not. This way, you are guaranteed to kill a target, and not waste your jungler's time. Flash and E an opponent if necessary. When they're on the retreat, they're going to be very close to you. Missing Q at this point is going to be fairly hard, but if you do miss, well, there's always next time.

Later on, this method is primarily used when you bump into someone randomly in a bush, or if someone strays too close to you. Flash onto them, knock them up, and pull them back when they flash.

During combat, you should be auto attacking an enemy carry (ideally) or providing peel and auto attacking an enemy that has decided to dive onto your AD or AP carry. Every bit of damage counts! Your contribution can often be the difference between life or death for an enemy. Additionally, by staying in the middle of the team fight, you also provide passive Frozen Heart debuffs to your opponents.


Guide Top

Early Game Tactics

This section is dedicated solely to early game tactics. Itemization is covered in the Items section, so this section will omit repeating what has been covered there.



Invading:

Yes, invading is important enough to merit its own section. Blitzcrank is one of the few champions who provides an passive paranoia to the enemy team when he isn't visible on the map, similar to Evelynn. With a unique ability to force an opponent out of position, I suggest you always invade as Blitzcrank. If all else fails, you've wasted a bit of your time in the 1:55 before buffs spawn, but more often than not, you'll either pick up a kill and assists, or at least burn a flash. Regardless, you aren't really doing anything until buffs spawn, so you might as well get a small advantage for your team while you wait.