Blitzcrank Build Guide by PK Toysoldier

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.

League of Legends Build Guide Author PK Toysoldier

The Iron Giant-Learn to play Blitz reliably by PK Toysoldier

PK Toysoldier Last updated on March 10, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 1

Honor Guard

Defense: 22

Strength of Spirit

Utility: 7

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Please read my guide on solomid where I will be keeping it up to date and making changes there. I find the site easier to use and don't need to make the same changes to both guides, feel free to comment on either with how your games go with Blitz after reading this.

Solomid Guide

I have been playing Blitz since I first started playing League. I have played Blitz with every item every way you can play him. This is Blitz the way I have honed to perfection. This is how I play him best, bend and adapt my guide to your play style. Use this as a GUIDE and a starting point. Deviate wherever you feel it works best and will suit you most. This is my Blitzcrank, this is only here to help you find yours. With that said, we carry on.

You will be playing Blitzcrank as a tanky DPS champion which is very effective and always useful on any team. By the end of the match if you played Blitzcrank correctly, the other team will not forget you were in the match. They will remember why every team fight was a 4v5. Blitzcrank's pull is what sets you apart from every other champion out there. No one can do what he can so use it to your advantage. Your goal is to take out the enemy carries before they can even let off their ult. You aren't trying to sneak in and get that kill like an Akali, Evelynn, or Nocturne. You kick in the front door, point your finger at their Annie, and say you're coming with me.

They will fear your hooks. You will have strong presence.

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Red Marks- Using armor penetration and spell penetration are usually the reds I use based on the champion I am using. Penetration is much better than flat AD or something similar because it gives you much more damage that is useful through the entire match.

Yellow Seals- Mana regen per level yellows are the first runes I bought because they are needed on many champs. When you play a game with these on a mana heavy champ then play again without them you will feel a difference. Your grabs are expensive early game and without these when you run out of mana that is where you will sit.

Blue Glyphs-Blitzcrank is a great champions, but his cooldowns are all quite long, though his short ult cooldown balances that I guess. The faster you can get your pulls out the more useful you will be for the team as a whole. Mana Blues are also viable.

Quintessences-Move speed really becomes noticeable and is great to run on all tanky type champs, early game it will give you movespeed like you have the next level of boots on. Many people like having HP Quints and I personally don't like them at all and see them as a waste unless you are a jungler. HP Quints only give a small amount of HP when you get past levels 5 or so they become a rather trivial amount of health. Armor pen Quints really are another good choice.

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My preference when playing AD champions is to not get Offensive masteries. This may sound weird at fist, but my reasoning is simple. If you are already buying lots of items for damage then getting masteries that help you with other things such as cooldown and mana regen allows you to get these bonuses without needing to use gold or inventory space on items to give these benefits. Especially with an AD champs the masteries aren't as beneficial as something like 15% spell pen with an AP champ. Ultimately I feel masteries need to be shaped to your own play style. Though with Blitzcrank having cooldown, mana regen, and max mana are very important. Having the masteries to buff your summoner spells are also very vital picks for most spells.

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Start: boots health-potionx3

Support Start: fairy-charm wards
-Start with a fairy-charm then buy as many wards as you can and finish off with potions for what gold you have. The number of each you start with depends on if you use the gold masteries or not.

You need to decide what kind of laning phase you will have based on your match up and your enemies play styles.

-If you think you will be able to catch them lots and be able to get kills and shut out your lane then go aggressive.

Aggressive Core: boots-of-speed sheen manamune zeal trinity-force

-If your opponents are playing very passive and staying behind minions and making it difficult for you to do much more than get CS don't force anything risky and make mistakes, just get the gold items and prepare for the mid and late game.

Safe Core: boots-of-speed philosophers-stone tear-of-the-goddess heart-of-gold

-If your opponents have harass champions or you are laning against the common AD Support bottom you won't be able to do much unless you can burst them. They will just heal up your harass when you can't and they will win that way. Go with the defensive core to help you sustain and live through the laning phase.

Defensive Core: regrowth-pendant boots-of-speed heart-of-gold and/or philosophers-stone then chain-vest negatron-cloak
-Decide which you need first based on how the enemy team is doing and what you are matched up vs for whether you need more armor or magic resist

-If the other team doesn't have lots of CC these can be good options to the Mercury Treads berserkers-greaves boots-of-swiftness
-A philosophers-stone can be a good idea if you aren't farming well or need a bit more gold early game.

Final Build:
-Boots: mercurys-treads or berserkers-greaves or boots-of-swiftness
-AD: youmuus-ghostblade or atmas-impaler
-AD + Mana: manamune
-Pure Goodness: trinity-force
-MR: banshees-veil or force-of-nature
-AR: randuins-omen or frozen-heart

You need to counter build properly. Do not just follow the guide exactly.
If the other team has a Xin and Corki both fed and their only AP damage is from their 0/6 Vlad you do not need to waste money on Magic Resist and spend it on more Armor.

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Summoner Spells

Heal can save a team mate and win a fight, especially early game. Coupled with your passive early game it takes a lot to take you down that the enemy won't always plan for.

Ghost is great for chasing the enemy team down. With your pull and knock up you are the best person to catch up to a retreating enemy team and also a great person to stay and knock up someone jumping on your carry as your team retreats. With your overdrive and ghost you will have tons of mobility to keep your team safe and close gaps.

Flash is good for flashing back into towers and pulling in to knock up, or flashing over a wall to your own team in wait and pulling a person you baited after you back with you making your next fight a 4v5.

Clairvoyance (CV) is always useful to have on any team. I works great if you have jungles to help protect them and help to counter jungle. Always useful to CV an area so you can pull over a wall too.

Ignite or exhaust are also great spells if you are feeling more offensive. If you replace CV make sure to change the mastery. Ignite is best saved to only pick if the enemy team has something that needs to be ignited like a swain or mundo. For exhaust it can help after a pull to ensure the enemy stays longer whether that is in your tower or in your team to make sure they don't get away. Also makes escapes easy by exhausting gankers and speeding away.

Cleanse and Surge; also viable alternatives that work well depending on team mates and enemy match ups.

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Skill Order

You will pretty much always start with your Q then grab your E next. It will be your main combo. If you know you will be getting the pull then use E before you grab them so that as soon as they are grabbed you can knock them up and even if someone else was fast enough to react and maybe silence you, your Power Fist is already ready to go.

You will be maxing your W and E. Neither are extremely important to need to be maxed first and after playing with Blitz some you can ultimately go for either first based on what you prefer.

You will leave your pull for last as leveling it reduces cooldown but it isn't enough to make it worth maxing first.

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Passive: Mana Barrier

When Blitzcrank life is brought below 20% health he activates Mana Barrier. Mana Barrier can only occur once per minute. This creates a mana shield with 50% of his mana, lasts 10 seconds and refunds any unspent mana.

Mana barrier is extremely useful and will save you many times. When it goes off it is also a good sign to start falling towards the back of your team because while it may seem great to gain a shield worth half your health, when it goes out you are vulnerable again.

Q: Rocket Grab

Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 60 / 120 / 180 / 240 / 300 (+80% of ability power) magic damage while he pulls them to himself.

Cooldown 22 / 21 / 20 / 19 / 18seconds
Cost 140mana
Range 10000

Your bread and butter and what makes you Blitzcrank. It shoots from your right side not the middle of your body like most skill-shots. Be aware of how you stand to make sure you get that extra range to your pull by turning the right way. The pull takes lots pf practice to master and get the timing down. Try not to pull in tanks or other people like Janna that want to get into the middle of your team during a fight anyways. Try to go for squishy easy and quick kills to make each fight a 4v5 when possible. Getting pulls into your tower with a knock up leads to very early game kills. Try laning with a champion that has CC for double stuns and slows in towers for guaranteed kills.

W: Overdrive

Blitzcrank super charges himself to increase Movement Speed by 16 / 20 / 24 / 28 / 32% and attack speed by 30 / 38 / 46 / 54 / 62% for 8 seconds. However, when this effect ends his movement speed is decreased by 25% for 3 seconds.

Cooldown 22seconds
Cost 90mana
Range 1

Extremely useful for traveling the map and getting away. The attack speed bonus along with the Youmuu's make quick work of towers while giving you speed to get away. Make sure that every time you leave your base after going back to heal and buy that you press W. When you press it leaving the spawn it can often be recovered almost instantly by the spawn as your leaving. It's cost is low enough that when it cools down use it as you go to lanes because it saves a lot of time and the mana will regen itself without you even noticing.

E: Power Fist

Blitzcrank charges up his fist to make his next attack deal double his total attack damage and pop his target up in the air.

Cooldown 9 / 8 / 7 / 6 / 5seconds
Cost 25mana
Range 300

By maxing E first, you can get lots of knock-ups in fights and deal lots of damage since you are a DPS focus double damage every few seconds is great.Also, press E to get fists ready before you pull. That way you are ready to knock up and they can't silence you or do anything to prevent it that they normally could do mid pull.

R: Static Field

Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 (+25% of ability power) magic damage every 2.5 seconds.

Active: Deals 250 / 375 / 500 (+100% of ability power) and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.

Cooldown 40seconds
Cost 150mana
Range 600

Using your Ult right after you pull someone into your team is useful because they won't be able to use abilities to escape making it usually an instant kill. With a AD focus on Blitzcrank your Ult will still do damage but don't expect massive devastation to come from it. Use it for it's AOE silence mainly. Save your ult in fights for times where silencing whoever is around can turn the tides or save your team. Even when you don't use your ult the lighting strikes deal some damage for even more reason to save your ult for a later moment.

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Early Game

-Duo lane: Try to lane with someone that can capitalize on your pulls
-Learn your lanemate.
-Try for Pulls into your tower
-Keep tension and keep them cautious

Your pulls are very strong early game. I have gotten many first bloods with it. In a level 1 team fight a pull into your team makes it an instant 4v5 and you now have good pace to the win game.

Don't do anything risky till you know your lanemate will be able to react so you don't get left in a risky spot. I've had many lanemates ignore great pulls and set ups and you just have to deal with it, don't force it.

Try letting other lane push so you can take advantage of pulling into towers with a knock up for easy kills or at least strong harass. Blitz is better in a duo lane to help combo his pulls. Try to lane with a CC champ. I love to roll bottom lane with Shen because a pull into tower and his dashing taunt allow him to capitalize on my pulls without standing right next to me. The taunt also gets instant aggro and much of that wins you lane.

If the other team is nervous about being pulled try to stay in the bush to keep them guessing and scared. Try no to stand in ends of bush unless going for a pull. Standing in the end only makes it easier for them to hit you with skill shots for they will shoot for the end of the bush. You are able to zone very well with a strong pull early to keep them scared. Standing in the river bush can give you good pulls over the wall also they won't expect. Try to make it obvious you are in one bush, then move out the back and go to the other bush while staying clear of minions so they lose vision on you. Thinking you are in one bush they will stand on the other side of their lane closer to you.

Try to keep on the sides of the minion wave so you can land hooks at any time and won't have to shoot through a line of minions and waste the pull.

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Mid Game

-Watch for good pulls through walls
-Keep an eye for ganks on mid

If there are any mid game team fights you need to be there. Your pulls can win fights by starting them off with easy kills. Try to pull in squishy champions.

Mild roaming and ganks are good ideas. Try to leave a ward at the enemy buff that is near you. Keep an eye on this for when their jungle comes back. Coordinate it with your mid and you can either pull the buff over the wall and steal it or try going for the kill if you think you can pull it off before their team can react.

With your W you can get around quick and make chases. Often it is a better idea to W into the fight and get a knock up with E saving your Q to catch stragglers from the fight.

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Late Game

-Smart pulls: Don't pull Amumu or Galio type champs
-Be smart with your CC to save if needed for high profiles like Katarina
-Protect your carries when possible
-Don't use Ult for damage use it for the AOE Silence and you will find your fights going much better

You are key to winning team fights. You can't pull in a tank or be dumb here it can lose you fights. I have had enemy Blitzcranks pull me in as Amumu leaving me free to ult and doing my job for me. You need to pull someone vital that will really hurt them to have down and quick. If you see their carries running away from the fight try to keep them in the fight. If their team has champions like Katarina save your E and R to counter and stop them.

If your team is pushing an inhib tower stand off to the side and try to get a pull through the wall. You don't want to stand right near the opening where they can see you and move away. Standing a bit back also makes it a longer walk to safety for the unfortunate enemy that gets pulled in.

Know that as Blitzcrank you have a strong presence in fights. The enemies will move to the other side of a lane from you to avoid being pulled. You can use this to your advantage to set up attacks by your allies. Many times I have gone to the outside edge of a tower to move them back while a team mate is able to get in and gank the enemy that couldn't have happened if the enemy champion was at the base of their tower.

It can always be funny to pull an enemy out of the spawn when attacking a nexus. When you are at that stage every enemy down is huge. Letting a damage dealer smash your team then retreat to come back full health can stop you from taking the nexus and winning. Do not let them get back and heal or try pulling them back out. While defending your own nexus baiting an enemy close enough to be pulled into spawn is a free kill. Especially if you back and surprise them with a followed by a 60 second wait.

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Jungling/Counter Jungling

-Don't jungle, but roaming okay
-Counter jungle is strong
-Strong level 1 jungle invasion
-Ward enemy jungle for easy pulls on buffs to steal or easy ganks that are hard to escape

When fighting jungle creeps that are larger like Baron, Dragon, Red and Blue buffs don't use your Ult right away. The passive lighting will do more damage than the burst would and use it only to finish them off if necessary or save it ideally for upcoming fights or to help get away if stealing buffs.

If you have a team with good communication you can try counter jungling very well or level 1 team fighting with Blitz. At level 1 if you get a good pull your fight is now a 4v5 and you get first blood. Another good strategy is to try and ward the other team's blue before they get there or if not use your CV a bit after 1:55 when blue spawns. Judge this based on the enemy jungler. If you know they will be done with blue quick then CV sooner. If it is someone slower like Rammus you can hold off to get the most out of the situation. If blue is low enough you can pull it through the wall to your team and get an easy blue steal.

If you feel you want to jungle then you will be playing it with a roaming gank style jungle and not a clear jungler. Your main focus will be on ganking and getting kills or you will fall behind.

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-Hit all minions once or twice then Ult to farm them all
-Starting with Ult can leave all minions with very low hp and they can be stolen by your minions, so don't
-Get GP/5
-Don't take CS from those higher up the chain from you like your AD carry

Blitzcrank isn't the best farmer out there. You can use you E to get last hits if you feel you are behind, but I don't advise it too much because you want to save them to combo with your pulls which can come at any time the enemy slips up.

After you are level 6 your passive lighting strikes get some decent minion kills and you can get a lot more farm. Later you can use your ultimate to farm entire waves, and if you aren't strong enough to do that then use your W to hit all the minions once or twice as needed to burst them all at once. It is better than starting off with your ultimate then trying to hit a bunch of very low health minions before your minions or team mates take them. Ulting to finish ensures you get it all. Blitzcrank's ultimate has a very low cool down that can be coming up in under 30seconds depending how far along you are in the match and your CDR.

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Final Comments

-Learn to pull, learn to position, you learn Blitz

If you ever want more advice or help you can add me and just ask for help I am glad to help. PK Toysoldier

Blitzcrank is the first champion that really just clicked with me. I was strugling to learn League of Legends when he went free for the week and my skill level shot up tremendously. At the end of the week though I was back to feeing. So around level 7 6300IP sounds like an impossible amount so I used RP. I used mostly Blitzcrank until I was around level 15 and I had the basics of the game down. I learned a few more champions and played until 25 getting better. From there I focused on making sure I could do well with a champion of each type for ranked play and I could play any role that fit my team best.

Know that you fall into the tanky DPS category which is very useful in League of Legends. Make sure that your team knows you aren't a full tank and not to rely on you as one. With your passive you are still tanky but you may need another off tank at least or a full tank like Shen, Amumu, Rammus.