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prime

Blitzcrank Build Guide by Jadenizer123

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Jadenizer123

Let's Blitz Them All! - In-Depth Blitzcrank Guide [Patch 5.2

Jadenizer123 Last updated on January 25, 2015
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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





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Wanderer
 
 

Utility: 21


Guide Top

Introduction

Hello everyone!

This is my 1st build. I've been playing since early Season 2 (To be honest I started playing and then stopped for a half a year). I've always both loved and hated Blitz, I love it when I have a Blitz on my team that can land hooks, or an enemy Blitz that misses all of his pulls and I also hate it when there's an enemy Blitz that lands all of his pulls or a Blitz that's on my team that always misses pulls. I've always either mained Blitzcrank, Thresh or Morgana when supporting, so skillshots are naturally easy after playing all of those champs.

Blitzcrank can either make or break a team. Blitz can always be really good when he pulls an AD Carry or an AP Carry or sometimes a squishy support. Blitz could also do some things that are bad, for example he could pull a tanky Renekton directly into your team.


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Pro's/Con's


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Runes

When looking at runes you need to think about both who you're playing, and who you're playing against. When playing against a mostly damaged based team Armour Seal's and MR Glyph's would be the way to go, but if the enemy team is mostly tanky or mostly AD, you could go with Armour Seals and CDR Glyph's. The Marks could be used to make you more tanky, however I prefer to go with Magic Pen Mark's so that I can help do a lot of damage in teamfights, if you combine that with an Abyssal Sceptre then you can make a massive impact on a teamfight because your ultimate instantly does 1000 more damage to the enemy team (+200/enemy champ).



Mark's


The marks can either be used defencivily, or they can be used offensively, so if your team needs another tank or you just feel like you want to be tankier, you should just go with Armour seal's. If you wish to help out even more than you already do with teamfights then you could tank some Magic Penetration, Ability Power or Hybrid Penetration.
Runes

Greater Mark of Magic Penetration
9

Greater Mark of Armor
9


Seal's


The seals that you take should usually always be armour, however there are some acceptances to this rule. If your enemy team does a lot of mixed damage then you could take Health Points/Level runes, this would help you tank more damage, however if you take this route your Health won't be more than just standard health runes until level 6, and you'll be more squishy to an AD champion. Pure Armour seals would get you +9 armour which could make a massive difference, it gives you an extra 37% armour.
Runes

Greater Seal of Armor
9

Greater Seal of Scaling Health
9


Glyph's


The glyph's can be many different things on blitzcrank. Remembering that Blitz's Rocket Grab has a long cooldown, it would be very beneficial to take CDR Runes. If you're looking for some extra damage you could take some ability power glyph's, however this could make you more vulnerable to ability power champs as you would be giving up some of your level 1 Magic Resistance.
Runes

Greater Glyph of Ability Power
9

Greater Glyph of Magic Resist
9

Greater Glyph of Cooldown Reduction
9


Quintessence's


With the quintessence's you could either take more support style runes (which would be CDR or G/10) or you could go with Movement Speed Quintessence's which would make you more mobile which. Taking Movement speed Quint's can be very beneficial in the fact that it can help you catch up to, or run away from your enemies. When taking CDR runes it can be very beneficial seeing as your Rocket Grab has a very long cooldown, however if you take both CDR Quint's and CDR Glyph's you can already have 24% CDR in the start of the match which gets you an automatic 5 seconds off rocket grabs cooldown. However if you wish to be moneybags Blitzcrank you could take G/10 runes which would get you an extra 3 G/10 which would give you 23G/10 seconds, it would help you get a lot of your items faster.
Runes

Greater Quintessence of Cooldown Reduction
3

Greater Quintessence of Movement Speed
3

Greater Quintessence of Gold
3

Example Runes:
Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Cooldown Reduction
9

Greater Quintessence of Cooldown Reduction
3


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Masteries

Reasoning


When choosing which masteries to take you must consider the champion you're playing, when choosing you need to factor in the champion's abilities, tankiness and who you're playing against. The most prominent ability has a very long cooldown, when so if you're going to choose masteries then you should choose some that incorporate CDR. If you're playing an off-tank or if you're playing a full tank then you would be able to choose if you're going to go with 9/0/21, 9/21/0, 0/21/9 or 0/9/21. You should never have the most point in the offensive tree when playing a support like Blitzcrank. When playing against a mostly damage-based team then you should have a masteries tree that has 21 points in the Defensive stem, if you're looking for CDR to go with that then you should build into the Offencive tree.

If you wish to deal a little more damage or wish to have more CDR on your blitz, I'd suggest going with 9/0/21 masteries to help you, e.g.
Masteries
4/1
1/1
3/5
1/5
1/5
3/1
1/1
3/1
1/5
3/1
1/5
1/1
2/1
1/
3/
1/



If you're building mostly into support but still want to be a little bit more tanky, then these masteries would be the type of thing that you're looking for.
Masteries
2/5
2/1
1/1
3/5
1/1
1/5
3/1
1/1
3/1
1/5
3/1
1/5
1/1
2/1
1/
3/
1/



If you're going to be the tank you should attempt to make your masteries like this;
Masteries
4/1
1/1
3/5
1/5
2/5
2/5
2/1
1/1
3/5
1/1
1/1
3/5
1/1
4/
1/


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Items

When building with Blitzcrank you should consider the people you're playing with. This includes both teams, if you have a team that has a lot of AD and would benefit from some lifesteal, get a Zeke's Herald. When building against an enemy team you should buy items depending on;

    If the enemy team is mostly tanks,
    If their team is mostly AP or AD and,
    If you need to build tanky.


If The Enemies Are Mostly Tanks

If the enemy team is mostly tanks then you wouldn't need to build much tankiness because they're going to be taking a lot of damage and only outputting a small amount of damage, so if you're building against this type of team, more damage based items would be better, for example Abyssal Sceptre and Rabedon's Deathcap, unless they're mostly ad tanks, in which case you could get a Zhonya's Hourglass and a Rabedon's Deathcap.

If The Enemy Team Is Mostly AP

When an enemy team has 3, 4 or 5 AP-based champions (AD Carries such as Ezreal would could as an AP style champion) then you would need to build at least a little bit of Magic Resist, the most common item that deals with heavy AP teams would be a Banshee's Vail, especially when they're mostly caster champions. If the enemy team is mostly tanky then you could build more items like Abyssal Sceptre, Banner Of Command and Rabedon's Deathcap.

If The Enemy Team Is Mostly AD

When an enemy team has 3, 4 or 5 AD-Based champions then you would need to build a lot of armour, especially if they're mostly caster based teams. Getting items armour items like Randuin's Omen, Frozen Heart, Icebourne Gauntlet, Thornmail, Sunfire and/or a Zz'rot portal.

If You Need To Build Tanky

If your team already has 1 or 2 tanks then you would probably only need to be tanky, if your team is already tanky with an AP mid like Diana and an AD Carry like Graves then you probably won't need to go full tank. With this in mind you'll probably only need to go with items that give MR/Armour that also give you AP, for example Abyssal Sceptre or Zhonya's Hourglass.


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Skill Sequence

Rocket Grab (Q)



When playing Blitz your q is your bread and butter, it's the reason Blitz is Blitz. His Rocket Grab has a long cooldown and has a high mana cost, however it's always your teams make or break, if you pull the right person (which initiates a teamfight), you could win the game right then and there, however if you pull the wrong person, you could have just lead their CC straight to your carries which means they'll die.

Overdrive (W)



Blitz's Overdrive is his way to get away from and catch up to an enemy champion, it gives him both movement speed and attack speed. This ability can also be used to get to lane faster.

Power Fist (E)



Blitz's Powerfist is an empowered auto-attack that knocks an enemy up while doubling the damage of your AD. This ability is an auto-attack reset.

Power Fist (E)



Blitz's Static Field is an AOE ultimate that deals damage and silences any enemy that's within its large radius, it's [passive is at random times a light strikes randomly archs to a random enemy which just deals damage (excluding onhit affects from items like Ryali's Crystal Sceptre).


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Spells

When deciding what spells you should take you should ask your AD Carry what they're prefer, if they say whatever you'd prefer then choose one that depends on what type of lane that you'd like to be in. Decide if you want to be a kill lane, or a defensive lane.



Kill Lane


When choosing to be a kill lane there are different options that you could take, for example you could take both Flash and Ignite.


Or you could take a more support based spell you should take exhaust. It's also helpful if you take this spell when your team has a lack of CC and/or they have a tanky team.


Defensive Lane


When playing in a lane against someone like Morgana, Leona or Thresh you're going to need to play more defensive because they all have abilities that counter Blitzcrank. This would make it so that you would need to use more passive spells, for example using heal. Heal would be best when you're going for a defensive lane.



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Ranked Play

When in champion select you should never choose Blitz if you're in 1st or second pick because he would easily be countered easily, you could ask someone that's later down to swap with you. If you notice a Thresh, Morgana or Leona on the enemy team then you should try to keep clear of Blitz, as well as if you see mobile AD Carries like Ezreal or Tristana.

If you find someone on the enemy team like Draven you should automatically pick Blitz due to his lack of dashing/teleporting abilities. If the enemy team is either tanky or your team doesn't have a lot of CC you should automatically go for exhaust.



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Team Work

When you're about to pull someone right into your team at the start of a teamfight then you should either ping, wait for other people to initiate or wait for others on your team to tell you to pull or they ping. This will ensure that your team knows that you're about to pull and they will prepare themselves for the engage.

Remember to always pull the squishy people on their team.