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Blitzcrank Build Guide by MrMiyamotoTaco

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 MrMiyamotoTaco

Weo Weo Blitzcrank | Support RoBot | Leave Comments Please

MrMiyamotoTaco Last updated on November 15, 2012
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Against AP

[VS]

Against AD

Ability Sequence

1
13
15
17
18
Ability Key Q
3
8
10
12
14
Ability Key W
2
4
5
7
9
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


Guide Top

Introduction



Weo Weo Blitzcrank!


Welcome all MOBAfire members to my Support Blitzcrank Guide, this is my first Serious Build Guide and I hope you enjoy reading it and learn something about being a Support Blitzcrank. I will be explaining to you on how you should help feed your laning team-mate kills, while staying alive. Please remember that you do not have to buy the exact items or unlock the exact abilities in the order I have put them in, as I cannot account for every situation and you should change the items or ability order to your own accord.


Note:
Please remember this Build Guide will be subject to change when seems fit. I will refer to Bottom Lane, however if you are playing in Top Lane as Blitzcrank while using my Guide, please just ward the opposite brushes, and just use the same tactics, but flip them for the view. I will also write from the perspective of a Purple Team Blitzcrank.
-MrMiyamotoTaco


Guide Top

Pros / Cons


spaaaaaaaaaaaaaace
Pros


+ Great CC
+ Blitzcrank
+ Tanky
spaaaace
spaaaace
Cons


- Can be CC'd
- Can't Last Hit
- It's not Butter


Guide Top

Items



Against AP

Sight Ward Philosopher's Stone Shurelya's Reverie

Early Game
Early game you will want to buy Faerie Charm, three Sight Wards, Health Potion, Mana Potion, Philosopher's Stone and Boots of Speed.


This is so you have the early mana regeneration, so that you can stay in Lane for longer, Sight Wards to prevent ganks and increase map awareness, and a Health and Mana potion just in case. Then building into a Gold per 10 seconds item and Boots to increase Movement Speed.

Mid Game
Once you reach the point of the game where most people have their Ultimate abilities unlocked, you will want to buy Ruby Crystal that builds into Heart of Gold two Vision Wards, Ionian Boots of Lucidity and Aegis of the Legion.


By getting these items, you increase your Gold Gain to 2 Gold per 10 seconds, your Map awareness, your Movement Speed and your Health. This will make it so that your final build is much more easily obtainable, so that you can get to the team fights faster and that you have higher survivability.

Late Game
Late game usually starts around the 15-20 minute mark, and is usually when the first team fights should arise. Most people will start going mid so you should buy Shurelya's Reverie, Locket of the Iron Solari, Frozen Heart, Negatron Cloak, and Force of Nature.


Once you have reached this point, the Cooldown Reduction has reached over 40%, so you can sell your Ionian Boots of Lucidity for Mercury's Treads, Boots of Swiftness or Boots of Mobility. All of these are equally good in their own rights and it is down to a choice of personal preference.


Aegis of the Legion also falls less vaiable during the Late Game, and should be swapped out for a more viable item, such as Abyssal Sceptre or Zeke's Herald. Both are very viable and it really comes down to personal preference.


You could also get away with dropping Frozen Heart to get a Thornmail if your enemies are very AD Heavy, however it comes down to situation and preferences.


I believe the items I have chosen are items I work well with, especially Shurelya's Reverie, as if your enemies are running away during a team fight, you can just use it and catch up to them with your team, or you can use it when your team are all low on health and need to fall back from the fight.




Against AD

Sight Ward Philosopher's Stone Zeke's HeraldShurelya's Reverie

Early Game
Early game you will want to buy Faerie Charm, three Sight Wards, two Health Potions, Philosopher's Stone and Boots of Speed.


This is so you have the early mana regeneration, so that you can stay in Lane for longer, Sight Wards to prevent ganks and increase map awareness, and two Health potions just in case. Then building into a Gold per 10 seconds item and Boots to increase Movement Speed.

Mid Game
Once you reach the point of the game where most people have their Ultimate abilities unlocked, you will want to buy Ruby Crystal that builds into Heart of Gold two Vision Wards, Mercury's Treads and Zeke's Herald.


By getting these items, you increase your Gold Gain to 2 Gold per 10 seconds, your Map awareness, your Movement Speed and your Health. This will make it so that your final build is much more easily obtainable, and Zeke's Herald gives you cooldown reduction that you lose for not taking Ionian Boots of Lucidity, and you also get a nice bit of Magic Resist ontop.

Late Game
Late game usually starts around the 15-20 minute mark, and is usually when the first team fights should arise. Most people will start going mid so you should buy Shurelya's Reverie, Locket of the Iron Solari, Thornmail, Negatron Cloak, and Force of Nature.


Once you have reached this point, you may want to change items, you could drop the Thornmail for Frozen Heart or Abyssal Sceptre, however I would take the Thornmail, just because it is needed when facing heavy AD, however it does come down to personal preference.


Guide Top

Ability Explanation



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

> > >


Passive: Mana Barrier

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(Innate): When Blitzcrank's life is brought below 20% health he activates Mana Barrier, creating a damage shield that lasts for 10 seconds. The shield strength is equal to 50% of Blitzcrank's current mana. There is a 60 second cooldown before Blitzcrank can activate this effect again.



Q: Rocket Grab

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(Active): Blitzcrank fires his right hand at a straight line to the target area. If his hand encounters an enemy unit it will pull the target back to his location, dealing magic damage and stunning it for 1 second in the process.
  • Cost: 110 Mana
  • Range: 925
  • Projectile Speed: 1800
  • Cooldown: 20 / 19 / 18 / 17 / 16 seconds
  • Magic Damage: 80 / 135 / 190 / 245 / 300 (+1.0 per ability power)


W: Overdrive

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(Active): Blitzcrank super charges himself to gain dramatically increased movement and attack speed for 8 seconds.
  • Cost: 75 mana
  • Cooldown: 15 seconds
  • Movement Speed: 16 / 20 / 24 / 28 / 32 %
  • Attack Speed: 30 / 38 / 46 / 54 / 62 %



E: Power Fist

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(Active): Blitzcrank charges up his fist to make his next attack deal double his total attack damage and knock his target up in the air.
  • Cost: 25 mana
  • Cooldown: 9 / 8 / 7 / 6 / 5 seconds


R: Static Field

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(Passive): Blitzcrank fires lightning bolts to deal magic damage to one random nearby enemy unit every 2.5 seconds (not affected by cooldown reduction). This will not damage enemies in stealth.


(Active): Blitzcrank emits a wave of electricity to deal magic damage to nearby enemies and silence them for 0.5 seconds. Activating it removes the passive lightning bolts until Static Field becomes available again.
  • Cost: 150 mana
  • Cooldown: 30 seconds
  • Active Diameter of AoE: 600
  • Passive Range: 450
  • Passive Magic Damage: 100 / 200 / 300 (+0.2 per ability power)
  • Active Magic Damage: 250 / 375 / 500 (+1.0 per ability power)


Guide Top

Runes and Masteries


Against AP

Masteries
3/5
1/1
4/1
1/1
1/5
3/1
3/1
1/5
4/1
1/1
2/5
1/1
1/1
3/1
1/


As you can see I chose 9 Mastery Points in Defence, and 21 Mastery Points in Utility.

The reasons I chose the 9 Mastery Points in Defence is because as a Support you will need to be the one with the survivability while your team mates run away, so that they can stay alive, even if you die.

With that in mind I took 3 Points in Resistance and 1 Point in Hardiness , giving you a bonus 6 Magic Resist and 2 Armor, then I took 4 Points in Durability which gives 6 Health per Level (108 Health at Level 18) and then 1 Point in Veteran's Scars which gives a flat 30 Health Bonus.


Then the reason I put 21 Points into Utility is for the Mana and Health Regen, the Cooldown Reduction and for the Gold. That is why I took 1 Point in Summoner's Insight and 3 Points in Expanded Mind , the Summoner's Insight reduces the cooldowns and increase the effictiveness of my Summoner Spells and Expanded Mind gives bonus mana. Then I took 3 Points in Swiftness and 1 Point in Scout , to increase Movement Speed by 1.5% and to increase the Range of wards by 5%.

Then I took 4 Points in Greed and 1 Point in Runic Affinity , to give me a bonus 2 Gold ever 10 Seconds and to increase the duration of Buffs by 20%. Then I took 2 Points in Weath and 1 Point in Sage , to increase my starting gold by 40 and to gain 40 bonus Experience when I get a Kill or Assist.

Then I took 1 Point in Strength of Spirit and 3 Points in Intelligence , to increase my Health Regen per 5 seconds to 0.4% of my Maximum Mana and to get 6% Cooldown Reduction. Finally I took 1 Point in Mastermind to reduce the Cooldown times of all Summoner Spells by 15 seconds.



Against AD

Masteries
1/5
3/1
4/1
1/1
1/5
3/1
3/1
1/5
4/1
1/1
2/5
1/1
3/1
1/1
1/


As you can see I chose 9 Mastery Points in Defence, and 21 Mastery Points in Utility.

The reasons I chose the 9 Mastery Points in Defence is because as a Support you will need to be the one with the survivability while your team mates run away, so that they can stay alive, even if you die.

With that in mind I took 1 Point in Resistance and 3 Points in Hardiness , giving you a bonus 2 Magic Resist and 6 Armor, then I took 4 Points in Durability which gives 6 Health per Level (108 Health at Level 18) and then 1 Point in Veteran's Scars which gives a flat 30 Health Bonus.


Then the reason I put 21 Points into Utility is for the Mana and Health Regen, the Cooldown Reduction and for the Gold. That is why I took 1 Point in Summoner's Insight and 3 Points in Expanded Mind , the Summoner's Insight reduces the cooldowns and increase the effictiveness of my Summoner Spells and Expanded Mind gives bonus mana. Then I took 3 Points in Swiftness and 1 Point in Scout , to increase Movement Speed by 1.5% and to increase the Range of wards by 5%.

Then I took 4 Points in Greed and 1 Point in Runic Affinity , to give me a bonus 2 Gold ever 10 Seconds and to increase the duration of Buffs by 20%. Then I took 2 Points in Weath and 1 Point in Sage , to increase my starting gold by 40 and to gain 40 bonus Experience when I get a Kill or Assist.

Then I took 3 Points in Strength of Spirit and 1 Point in Intelligence , to increase my Health Regen per 5 seconds to 1% of my Maximum Mana and to get 2% Cooldown Reduction. Finally I took 1 Point in Mastermind to reduce the Cooldown times of all Summoner Spells by 15 seconds.



Against AP

Runes

Greater Mark of Magic Resist
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Scaling Magic Resist
3

Greater Seal of Vitality

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The Greater Mark of Magic Resist grants 0.77 Magic Resist per Mark, therefore it will give you 6.93 bonus Magic Resist. Each Greater Mark of Magic Resist costs 205 IP each, therefore buying all costs 1845 IP.

Greater Seal of Vitality
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The Greater Seal of Vitality grants 1.08 Health per Level (19.44 at Level 18) per Seal, therefore it will give you 9.72 bonus Health per level (174.96 at Level 18). Each Greater Seal of Vitality costs 410 IP each, therefore buying all costs 3690 IP.

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The Greater Glyph of Scaling Magic Resist grants 0.15 Magic Resist per Level (2.7 at Level 18) per Glyph, therefore it will give you 1.35 bonus Magic Resist (24.3 at Level 18). Each Greater Glyph of Scaling Magic Resist costs 205 IP each, therefore buying all costs 1845 IP.

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The Greater Quintessence of Scaling Magic Resist grants 0.37 Magic Resist per Level (6.66 at Level 18) per Quintessence, therefore it will give you 3.33 bonus Magic Resist (29.97 at Level 18). Each Greater Quintessence of Scaling Magic Resist costs 1025 IP each, therefore buying all costs 3075 IP.


I took these Runes to get the early Magic Resist and Health, to make sure no champions such as Diana, Nunu, Malzahar, Kassadin or Fiddlesticks can easily come and gank you while you protect your team mates. I also took them because whenever I play Blitzcrank I am versing very AP heavy teams with champions such as Kassadin, Karthus and Diana.



Against AD

Runes

Greater Mark of Armor
9

Greater Seal of Scaling Health
9

Greater Glyph of Armor
9

Greater Quintessence of Scaling Health
3

Greater Seal of Vitality Greater Quintessence of Vitality

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The Greater Mark of Armor grants 0.91 Armor per Mark, therefore it will give you 8.19 bonus Armor. Each Greater Mark of Armor costs 205 IP each, therefore buying all costs 1845 IP.

Greater Seal of Vitality
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The Greater Seal of Vitality grants 1.08 Health per Level (19.44 at Level 18) per Seal, therefore it will give you 9.72 bonus Health per level (174.96 at Level 18). Each Greater Seal of Vitality costs 410 IP each, therefore buying all costs 3690 IP.

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The Greater Glyph of Armor grants 0.7 Armor per Glyph, therefore it will give you 6.3 bonus Armor. Each Greater Glyph of Armor costs 205 IP each, therefore buying all costs 1845 IP.

Greater Quintessence of Vitality
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The Greater Quintessence of Vitality grants 2.7 Health per Level (48.6 at Level 18) per Quintessence, therefore it will give you 8.1 bonus Health (145.8 at Level 18). Each Greater Quintessence of Vitality costs 2050 IP each, therefore buying all costs 6150 IP.


If you find yourself facing AD heavy teams with champions such as Darius, Ezreal, Draven, Trydamere or Shaco, then you may want to take some Armor and Health Runes, the Runes I suggest are Greater Mark of Armor, Greater Seal of Vitality, Greater Glyph of Armor and Greater Quintessence of Vitality


Guide Top

Summoner Spells


It's always debated upon which Summoner Spells to choose and here I will be breaking down the best three for Support Blitzcrank, also as you may have noticed, I did have Clairvoyance and Flash chosen as my two Summoner Spells for this guide, therefore they will not be included in the best three, however I will explain why they are my choices.


Personally I have always enjoyed Flash since I hit level 12, and I don't think I've ever not been using it, and Clairvoyance is always good for the extra Map Awareness, in situations where the ward at Baron runs out and the whole enemy team is MIA, so you can just quickly use it and then check if they're there or not.

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Clairvoyance reveals a small area of the map for 4 seconds, and by using the Summoner's Insight and the Mastermind Masteries, grants the vision for 2 increased seconds and reduces the cooldown by 15%. This is useful for at the start of the game to see what items the enemies are buying.

Clairvoyance has a short cooldown time of 70 seconds (or 59.5 seconds with Mastermind ), then by the time you get to your lane and need to make sure you won't get ganked, it is ready for use again.



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Flash teleports your champion towards your cursor (Range of 400), and by using the Summoner's Insight and the Mastermind Masteries, Summoner's Insight reduces the cooldown by 15 seconds and Mastermind reduces the cooldown by 15%. This is useful for escaping ganks and getting to team fights by dashing through walls.

Flash has a cooldown time of 265 seconds (or 250 seconds if using Summoner's Insight , or 225.25 seconds if using Mastermind or 212.5 seconds if using Summoner's Insight and Mastermind ), and because of this long cooldown time, you should only use Flash when it is necessary.



Three Suggested Summoner Spells




Ignite, Ghost and Exhaust are both spells that I have put in here as a replacement to Clairvoyance, however I did put Ghost in here also as a replacement to Flash, just incase you hadn't unlocked it yet.

Exhaust is always a good choice as once you have shut down the mobility of the enemy, your team can come in for the gank, or you can even easily Rocket Grab them into the turret, and them Power Fist them into the air. However if they have Cleanse or Quicksilver Sash they can easily negate it's effects.

Ignite is always the partner with Flash on most AP and AD builds, and I put it here just because it is usually what most people feel most comfortable with as a Summoner Spell just because they are so used to using it.

Ghost was put here for a specific reason, just for those who do not have access to Flash yet, because Ghost works equally as well, and in some cases is equally to more useful than Flash. Yes with Flash you can go through walls, however that is a very specific situation, with Ghost you get a movement speed increase and can quickly spread the distance between yourself and your enemy, and then once it has been used up you can use your Overdrive to keep going.

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Ignite will ignites non-friendly unit (except for enemy minion), dealing (50+20*level) true damage over time to a single target and reduces the health regeneration and the healing effects received by 50%, and by using the Summoner's Wrath and the Mastermind Masteries.

Summoner's Wrath increases Ability Power and Attack Damage by 5 while Ignite is on cooldown, and Mastermind reduces the cooldown by 15%. This is useful for when an enemy is running away and you need to burst down their health while they run behind their turret or team, and because Ignite deals True Damage, it can't be negated except by healing, however healing effects received are reduced by 50% while under the effects of Ignite.

Ignite has a cooldown time of 180 seconds (or 153 seconds if using Mastermind ), and because of this cooldown time is three minutes, you should only use Ignite when you can certainly secure the kill with it, or you know it will bring down the enemies' health to then have yourself or a team mate coming and ganking.



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Ghost makes your champion ignores unit collision and movement speed increase of 27% for 10 seconds, and by using the Summoner's Wrath and the Mastermind Masteries, grants a movement speed increase to 35% and reduces the cooldown by 15%. This is useful for escaping ganks, and is a definite choice if you are not Level 12 and do not have Flash.

Ghost has a the cooldown time of 210 seconds (or 179.5 seconds with Mastermind ), with this cooldown time, it should only be used when you must escape, so just imagine it as a lesser Flash and only use it in instances where you would use Flash.



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Exhaust slows movement speed of a enemy by 40% and reduces their auto/basic attack damage by 70% and ability/item damage by 35% for 2.5 seconds, and by using the Summoner's Wrath and the Mastermind Masteries, improves Exhaust to also reduce the target's armor and magic resistance by 10 for the duration, and reduces the cooldown by 15%. This is useful for slowing escaping enemies and for slowing down enemies chasing you.

Exhaust has a the cooldown time of 210 seconds (or 179.5 seconds with Mastermind ), with this cooldown time, it should only be used when you feel it is appropriate, so only use it when you know that you can only get a kill with it, or if an enemy is going to tower dive you and you can Exhaust them under your turret.


With saying this, it does come down to a matter of personal preference and opinion, however Spells like Smite, Teleport, Surge and Revive should never really be taken as you will never really be needing to Smite a monster, Teleport is for those who are too impatient, Surge on a Support should never even happen and Revive is like holding up a big sign that says, "I'm going to die a lot."

Then there are the spells like Cleanse, however you can just buy a Quicksilver Sash instead, and then it is like Cleanse in an item, therefore allowing you to choose more optimal Summoner Spells.


Guide Top

Warding

Sight Ward


Warding is a very important part of being a Support Champion. It makes sure that the Dragon isn't taken, your Mid isn't ganked, and that you have Map awareness.


I quickly edited a map of Summoner's Rift with how you should Ward.


  1. The Lime Green Dots are Sight Wards. They have a duration of Three Minutes, and have a Sight Range of 1100. However, don't go to the Top Lane to ward if you are at Bottom Lane. Where you'll want to start is at Mid, and Ward the Top and Bottom river brushes, and then head towards your Lane, and as you run towards it, put a Ward in the brush in the river, that is connected to the river, then Ward the two other brushes that are in the Lane.
  2. The Purple Dots are Vision Wards. They have a duration of Three Minutes, and have a MAGIC (Can See Invisible Units) Sight Range of 1000. The only places Vision Wards should be placed is infront of Baron's and the Dragon's Lairs.
  3. The Red Dots are for Junglers, and are not useful for this Build Guide and they should just be ignored.
  4. The Yellow Dots are for Junglers, and are not useful for this Build Guide and they should just be ignored.
  5. The Cyan Dots are where you should use your Clairvoyance Summoner Spell. You should use it on your enemy team's Platform once you have bought your starting items to see their Builds before they enter the lane, and it also can give insight into which lane Champions are going to.


Guide Top

Weo Weo Strategy: Target in Sight!

Weo Weo Strategy: Target in Sight!


While you are laning, just explain to the team mate you are with what you are going to do. The process in making sure your team mate gets fed is to use the Ability Sequence: Q>E+R


This will perform the following:

Your Q will pull back the Enemy that is preparing to die.



Becareful, Soraka is a good Champion. If you like to die.



Then Silence the Enemy so they can’t retaliate.



Bang! The job is done!



Hopefully, your team mate would have taken the kill. However, if you accidentally steal the kill, politely say into chat, “Beep Bop! Kill Secured.”


Guide Top

Changelog

Version 1.0.0 - Released Guide to the Public as a Work in Progress.
Version 1.0.1 - Changed Abyssal Scepter to Shurelya's Reverie and Randuin's Omen to Locket of the Iron Solari.
Version 1.0.2 - Added Champion Match-ups and added .gifs to Ability Explentation.
Version 1.0.3 - Deleted Pros/Cons. *For Now*
Version 1.0.4 - Added Citation sections
Version 1.0.5 - Rearranged the Purchase Order of the Basic Build from Frozen Heart, Negatron Cloak, Force of Nature, Shurelya's Reverie and Locket of the Iron Solari to Shurelya's Reverie, Locket of the Iron Solari, Frozen Heart, Negatron Cloak and Force of Nature.
Version 1.0.6 - Fixed Typos and added more banners to Champion Match-ups and Warding.
Version 1.0.7 - Added Pros / Cons and Summoner Spells. Deleted Champion Match-ups *For Now* and my Personal Blitz build.
Version 1.0.8 - Changed the over-all look of the Ability Explenations section and added Runes and Masteries.
Version 1.0.9 - Getting close to Full Release and being out of Work in Progress.


Version 1.1.0 - Filled the Runes and Masteries Section, Guide is now Fully Released. Champion Match-Ups coming soon.
Version 1.1.1 - Back to Work in Progress. Starting on reworking some sections.
Version 1.1.2 - Added more to Items, Masteries and Runes, Pros/Cons and Added another build "Against AD".