Build Guide by iLikePho
Not Updated For Current Season
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Not Updated For Current Season
To start off this build is for pure tank purposes. This is in no way some bible for our yellow robotic friend.
I generally use ignite and flash. Ignite gives me the easy kill if they get too close to tower and flash gives me the positioning for a grab or chasing for a rocket fist. Ghost wouldn't be a bad idea. I just rarely use it because I find flashing to be invaluable sometimes. If you are the type that gets easily harassed and like to be safe then teleport might be better for you.
As blitzcrank, you're all about the grabs. Do you know what you are when you don't land grabs for your carry? Useless. In the early laning phase, you are going to be pacing back and forth. If you land your grabs correctly the opponents will surely die either from you and your lane mate or tower fire. If they get near your tower and you Q>E>R>Ignite they should die. If not then your lane mate either isn't there or isn't smart enough enough to faceroll/right click.
Now landing these grabs is the problem. I find blitzcrank the hardest character to land
skill shots due to the long CD and high mana cost. Other characters have seemingly more spammable skill shots. To grab people you have position yourself well because people are aware that minions block your Q. To land these better you should go into a bush. When you're in the bush, they don't know your position. Furthermore, they might not know the range of your grab. The combination makes it that much easier for you to land that first grab which will snowball.
Now after you're in the whole 5 man gang bang group phase. You should do the same thing as in early laning. However, this will be much easier your team will clear minions easily and with the cluster of champs moving into each other it is that much easier for you to turn it into a 4 v 5. Obviously don't grab a tank...go for any squishy(the carry if possible). When you chase pop your W and grab or rocket fist them so your team can tear them apart. Now you shouldn't always spam your ult right after a Q>E combo. If the enemy team has a bunch of AOE ults, you can make wipe out a lot of their killing power by just holding out your R.
Speaking of interrupting AOE ults, blitzcrank can do this very well because he can stop them with Q, E and R. Blitz is an team AOE ult's worst nightmare.
You will always want to initiate with a grab or rocket fist. I don't see many blitz doing this but sometimes I run in with W and rocket fist someone. Then I follow up with a grab because they are so close that it's hard to miss. Not as good as a grab to fist but it gets the job done in stopping a person from running away. Also let's face it, if you land a grab and your team doesn't kill the person in 2-3 seconds flat then you're screwed anyways. You can't tank and carry a team at the same time.
Now the build I use works for me. It is in no way going to work for every enemy team composition. If they have all AP, then screw the frozen heart and thornmail. Stock up on on more magic resist. If they have all physical get a sunfire or randuin omen in addition to the heart and thornmail. If they have a balanced team but some dps got a madreds then counter with a FoN or banshee's veil. There is no real best tanking build. Just build for the situation. I just find the above build to be balanced for my purposes.
In relation to the above, the type of boots are never standard. If they have all physical go for a ninja tabi. Lots of cc? Mercury treads. If they plain suck and can't dodge grabs? Boots of Swiftness.
Now I usually start off with a sapphire crystal. More mana means more grabs--->Kills. I go for a banshees first with boots in between. Getting a banshee's veil is important because I find that eliminating 1/4 or 1/3 of a nukes damage to be very valuable early on. Not only that you can take that cleaver or grab that was originally meant for your squishy friend. Tank for them because with that veil you lose technically nothing. Now it probably isn't the first thing in your head to take hits but you have to. I'm tired of seeing tanks not initiating or not saving the carries because they just have no idea what they don't want to die. Tanks job=Die. If you don't die it's even better but if you die for your team it means you did your job. Everything else is on them.
The other items are pretty self explanatory. Frozen heart means more grabs with CD reduction. FoN offers good hp regen. With thornmail, you make the enemy dps that much closer to dying. Plus with FoN, the thornmail makes them take much more dmg than you did. Also you'll recover all it much faster than they do.
Now the combo of these items make blitzcrank a highly durable tank. Even if they manage to bring you to low HP, guess what? You have mana barrier making you that much harder to kill. If they get pass that you have GA to revive you.
Now that's all I have to say and good luck with your blitzcrank matchmaking.