Blitzcrank Build Guide by Terroronyou
[10.16] Bizzleberry's Blitcrank Season 10 Support GuideBy Terroronyou | Updated on August 5, 2020
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+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
He is able hard engage to dictate when a fight starts.
Against the correct opponent, is extremely deadly and can set-up for easy kills.
The option to roam with Boots of Mobility makes him great when you want to find an advantage elsewhere / or to reinforce a snowball.
Mana Barrier is a great tanky passive that sometimes catches the enemy off when they are expecting to finish you off.
His Static Field is great at instantly stopping channelled casts.
If you are unable to land hooks, you will struggle throughout the game.
Can be countered by the likes of Morgana, Ezreal and Sivir. They can negate your Rocket Grab with either shields or blink abilities.
Weaker in lane, when playing with ADC's that require scaling, such as, Vayne and Kog'Maw.
Aftershock provides you with a fair chunk of resistances and adds a tiny bit of damage with the burst potential Blitzcrank brings when he uses all of his abilities when landing a Rocket Grab. Allows you to be in the front line and survive on the front line a little longer.
The only viable option here for Blitzcrank. May help in taking off turret plating a little quicker.
Bone Plating is currently one of the best abilities at negating burst damage, which is particularly helpful against jungle/mid lane assassins early in the game.
Unflinching Provides tenacity when you have used a summoner ability. A little extra bonus if you get locked down after a Flash + Rocket Grab. The other options are not viable for Blitzcrank in my opinion. Also helps with Overdrive slow.
Biscuit Delivery Provides you with extra lane sustain by giving you both health and mana in lane. Also on use provides you with maximum mana, so works well with your passive Mana Barrier. Use a biscuit if you need to cast a spell but you are needing a tiny bit of mana eat one and you will the mana for it!
Hextech Flashtraption gives you another option to engage when your Flash is on cooldown. You can use this in the fog-of-war, such as brushes, and then pop-up and surprise your enemy! Works best when you have a Control Ward in the bush. If you don't like Hexflash then you can take the below -
Magical Footwear provides you with free boots and saves you a little gold, however, getting these boots late will make it harder to engage earlier in the game as having access to Boots of Mobility increase your roaming potential greatly.
Time Warp Tonic
Time Warp Tonic works nicely with Biscuits for increased lane sustain. Gives you extra movement speed during early stages of the game to try and engage. Not really viable late game however as you will not have potions.
Going Sorcery used to be viable as secondaries with Manaflow Band and Celerity, but due to the fact that you need to land 10 hooks and the mana regen is very low for Blitzcrank and originally was intended to help mana issues during lane phase, this is no longer a viable rune. All other runes in sorcery are pretty bad and you will have more options if you choose to go inspiration.
Mana Barrier Provides you with a little extra shield depending on what your current mana is. Can be useful into baiting enemies to burn Flash or other long cooldowns to try and kill you to enable your team to pick that player off. Works well with any Max Mana items you pick up. For example Zeke's Convergence.
Rocket Grab is your main ability and engage. If possible close the gap with your Overdrive to reduce the area in which the enemy can dodge your hook. Be aware you will want to generally avoid grabbing tanks, particularly if you are grouped for a teamfight, as it will effectively give them a free 'flash' to engage on to your squishies. You will want to level this first and be sneaky by using fog-of-war to increase grab chance.
Overdrive is a temporary movement and attack speed buff, which at the end of the duration slows you. This slow can be mitigated by Unflinching from resolve runes. Activate when you are about 2s away from hook range to have enough time to jump your enemy, but avoid being slowed before you grab. level this last, as the level-up stats are weak.
Power Fist gives your next basic attack 100% more Attack Damage and knocks up the target. It is also a basic attack reset, which can increase your damage against opponents. Once you use Rocket Grab you will want to Power Fist ASAP, to ensure a knock up so they can't get away and increase the chase of them dying. Damage is very good during laning phase, but generally scales off later in the game. Take this ability second.
Static Field is your low cooldown aoe burst. Very good at securing kills when you land a Rocket Grab as the enemy will be taking around 600 damage with your full combo (not including ignite / your ADC) at level 6. For mid-game you will need to decide if you need it to interrupt enemy channelled spells such as Nunu & Willump Absolute Zero and Katarina Death Lotus.
In longer drawn out fights, let the passive part of this ability do as much damage as possible, for maximum DPS. You will need to land auto-hits with or without E to proc these zaps off. To activate the damage passive of the ultimate, just simply attack the enemy and they will get zapped.
Steel Shoulderguards Steel Shoulderguards allows you to execute minions so that you and your laning partner will get guaranteed gold in lane. You will no longer get healing for yourself or your partner when you last hit minions, so sometimes it can get tricky to last hit a minion and get out without taking a few hits.
Boots of Mobility
Locket of the Iron Solari
If possible push for level 2 and engage quickly as this is the best chance at killing the enemy before they also hit level 2. You can save 1 or 2 Relic Shield stacks for the second wave, to help burst down minions to get to that point. Getting to level 2 requires, one full wave and 3 melee minions.
Closing the gap with Overdrive can make all the difference between missing and landing a Rocket Grab.
Sometimes it better to NOT use your Rocket Grab and use the fact it is ready and a zoning tool that the enemy has to take into consideration. If you miss Rocket Grab it gives the enemy a good window of opportunity to attack you which will leave you a sitting duck.
Roaming around with your jungler (especially at higher elo) will be key to ensuring you can kill the enemy mid-laner. You can use Hextech Flashtraption over chicken wall to have surprise access into mid-lane!
You may need to save your Static Field to interrupt enemy channelled spells such as Nunu & Willump Absolute Zero and Katarina Death Lotus.
Be constantly buying Control Wards to deny vision and give you more Rocket Grab chances.
Try not to Rocket Grab tank targets. Even if this means you never end up engaging. You can use Rocket Grab as a peel instead in this situation.
When your Rocket Grab is on cooldown, you should be pritosing helping out your squishies from assassins and tanks with Power Fist.
Hope the guide helps you and good luck on the rift!