Blitzcrank Build Guide by Hanjaro
[9.16] Hanjaro's Blitzcrank Supporting your way to ChallengeBy Hanjaro | Updated on August 20, 2019
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Morgana is a hard counter to Blitzcrank due to her Black Shield. She can negate your all in potential by protecting herself or her ADC from your Rocket Grab pull, or preventing the knock up from your Power Fist. Take advantage of the long cooldown she has in lane.
Sivir is much the same as Morgana, due to her Spell Shield - which if used correctly, can negate your all in potential. It has a high CD at level 1 (22s), so you can use this to your advantage if playing vs her.
Draven is a great synergy with Blitz, due to his high base damage and axes. He has CC on his E which can set up, or follow up, from your power fist. Blitzcrank, being weak outside of his CD rotations, the high damage Draven can offer in the small burst window is nearly always a guaranteed kill.
Much like Draven, Tristana has high damage coming from her E that is synergistic with Blitzcranks upfront, burst window.
Champion Build Guide
[9.16] Hanjaro's Blitzcrank Supporting your way to ChallengeBy Hanjaro
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!
If you enjoy playing, or want to learn more about Blitzcrank, you can read and discuss more over at
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. As Blitzcrank, you want to snowball your ADC as quickly and efficiently as possible, while zoning off the enemy ADC.
Flash is used for the threat of an all-in engage, and as your primary escape summoner.
|You can proc Aftershock extremely easily with Blitzcrank, from the burst potential he provides after a successful Rocket Grab. After 2.5s, you explode, dealing damage in an aoe around you, which adds to your burst window. During this window, it increases your magic resist, and your armor - which adds a lot more tankiness - something that is necessary on your all-in, and to help frontline.|
|Demolish is such a strong rune currently, with how fast the games are, you want to be taking turrets down as fast as possible, and increasing your ADC and your own gold generation with taking turret plates.|
|Blitzcrank is an engage champion, he wants to be snowballing his ADC by diving into the enemies, or bringing the enemies to him, making Bone Plating the best choice for him. The longer you survive, the more cc and damage you can output, and Bone Plating enables this.|
|Blitzcrank tends to be using Flash to engage on enemy champions, catching them off guard, and could potentially get locked down after his engage. Unflinching adds tenacity and slow resistance for up to 10s after using a summoner spell, you can use this to get in and out with more safety than the other choices, you also gain tenacity and slow resistance when one or both of your summoners are on cooldown, enabling you get in and out quicker.|
|Even though Blitzcrank gains increased survivability with the Resolve treeline, he is still a melee champion, and against poke match-ups, Total Biscuit of Everlasting Will helps increase his sustain. With his large mana costs, they also restore 10% of your missing mana, and also increase your mana cap permanently by 50 per biscuit consumed, or sold.|
|Cosmic Insight reduces the cooldown of everything in your set-up, and adds an extra 5% CDR to your max CDR, meaning you can have higher up time on your engage tools, disengage tools, items you buy, and summoners.|
Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. Blitzcrank has the option to roam a lot, and catch people out, so having the bonus movement speed is invaluable.
Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.
Ninja Tabi's > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Ninja Tabi's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.
Zeke's Convergence > SURVIVABILITY/CDR/MANA
Zeke's is a fantastic item on Blitzcrank as it offers armor, magic resist, cooldown reduction and an extra 250 mana. When you cast Static Field, You ignite an aoe around you that slows enemies by 20% - meaning less chance to escape on your engage, while the ally that you have chosen to attach to, their attacks burns enemies for 30% bonus magic damage, increasing their damage output for quicker kills.
Redemption > CDR/HP+MANA REGEN/SUSTAIN
Redemption offers an aoe heal in an area, add a sustain for his allies that Blitzcrank'S kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Mana Barrier.
Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 60 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - using +20% of your maximum health, which Redemption and Knight's Vow both increase.
Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
Increases your Mana and HP regeneration, while granting you 40 magic resist, and 20% shielding power - good synergy with Mana Barrier.
Shurelya's Reverie > DAMAGE/SUSTAIN/UTILITY
Shurelya's Reverie is good with Overdrive and Boots of Mobility, increasing your movement speed passively by 5%, and while active, you and your allies receive 40% bonus movement speed for 3s. This is a fantastic tool for hard engaging on an enemy team.
Righteous Glory > SURVIVABILITY/CDR/SUSTAIN/UTILITY
Righteous Glory is good for a team with physical damage threats, and also helps your engage on the enemy team, which can be useful if you're the primary engager. You gain 75% movement speed for 4 seconds when moving towards enemies or enemy structures, once reaching them, you slow by 75% for 2 seconds. You also gain 30 armor, extra health and mana, health regeneration and CDR.
Randuin's Omen > SURVIVABILITY/UTILITY
Really good item if you're facing nearly all, fast attacking, physical damage champions, and you need a frontline. You gain 60 armor, 400 hp and it also reduces the damage you take from critical strikes by 20%. You also slow the enemies attack speed by 15% if hit by their basic attack (does not stack with Frozen Heart's passive AS slow) and when activated, slows enemies by 55% for 2 seconds within 500 units. A lot of tankiness and utility built into one item.
Remnant of the Ascended > CDR/UTILITY
Blitzcrank is melee, so he tends to take Relic Shield, but if you're up against a really hard poke lane, you might reconsider and take Ancient Coin, if going into melee range is a risk. The heal on Relic Shield is negligible due to the amount of nerfs it's received, so it's not always the wrong choice to take Ancient Coin - helps sustain mana better as well.
Mana Barrier (Passive)
COOLDOWN: 90 seconds
INNATE: When Blitzcrank receives damage that would bring him below 20% maximum health, he generates a shield equal to 30% of his maximum mana, that lasts up to 10 seconds.
Mana Barrier will activate even when below 20% max health.
Does work well with any maximum mana increase items you buy.
Rocket Grab (Q)
COST: 100 mana
COOLDOWN: 20 / 19 / 18 / 17 / 16
|ACTIVE: Blitzcrank fires his right hand in the target direction, dealing magic damage while pulling the first enemy hit towards him, stunning them for 0.5 seconds.|
- For dashes and blinks such as Ezreal's Arcane Shift the caster will blink to the target location after the casting time, regardless of crowd control effects. Blitzcrank's arm will visibly stretch and then fizzle.
- Rocket Grab will hit and pull stealthed units, but it won't reveal them.
- Spell Shield will block Rocket Grab.
- You want to avoid grabbing tanks into your team, they'll get a free engage!
COST: 75 mana
ACTIVE: Blitzcrank puts himself into Overdrive, gaining bonus attack speed for 5 seconds and bonus movement speed that decays to 10% after 2.5 seconds.
When Overdrive ends, Blitzcrank is slowed by 30% for 1.5 seconds.
Power Fist (Q)
COST: 25 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5
ACTIVE: Blitzcrank's next basic attack within 5 seconds deals 100% AD bonus physical damage and knocks up his target for 1 second.
Power Fist resets Blitzcrank's basic attack timer.
Static Field (Q)
EFFECT RADIUS: 600
COST: 100 mana
COOLDOWN: 60 / 40 / 20
PASSIVE: While Static Field is available, lightning charges Blitzcrank's fists, marking enemies he basic attacks, stacking up to 2 times. After every 1 second, 1 mark is consumed to deal magic damage to marked enemies.
ACTIVE: Blitzcrank detonates his Static Field, dealing magic damage to nearby enemies and silencing them for 0.5 seconds.
NEW 9.14 Static Field now removes shields on enemies before its other effects (damage and silence)
- Static Field does apply single target spell effects, such as the slow from Rylai's Crystal Scepter, and the grievous wounds from Morellonomicon.
- Good to secure kills while using your full combo, and can interrupt channeled skills such as Monsoon or Death Lotus.
- Use this to break shields from enemies such as Janna and Lulu!
Level 1 you will want to be levelling your Rocket Grab as it's your primary engage tool, and can get you early level 1 kills. You can set up an invade if your team is not afk in base - going through the midlane to the right brush, as you will not be seen by the enemy until it's too late.
You can also set up a brush cheese in lane, and engage straight away onto your opposing laners with Rocket Grab, minimum you should be able to blow 1 or both of their Flash, and at best you can get at least one kill.
When you're in laning phase, you want to be a dominant force, pushing and zoning the enemy laners out of cs'ing, with the threat of a Rocket Grab engage, or a Flash all in. You want to be looking all the time for potential hook opportunities, granting your ADC easy kills or setting up a gank from your ally jungler. You can stand up front ahead of the minions depending on what comp you're facing, or run in with an Overdrive Rocket Grab, or just scare your opponents off.
If you're laning vs a Morgana and/or a Sivir, you'll want to bait their Black Shield and Spell Shield before you make an all in, they're on relatively long cooldowns at the lower levels (26s and 22s), so you can take advantage of this. Baiting can be achieved by any means, moving in an aggressive way, getting into their face to take advantage of your Power Fist, or if your ADC has baited by using a spell such as Jhin's Deadly Flourish.
Level 2 you want to be skilling up Power Fist for the knock up, so there's even less chance your opposing laners can escape your engage. Then it's onto Overdrive, giving you the ability to gap close before your Rocket Grab, giving the enemy less chance to dodge.
As of 9.14 you can use Static Field to break off enemies shields such as Janna and Lulu, before you combo - adding a lot of extra damage that would before, be mitigated, adding a lot more kill potential.
You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.
Proccing your Relic Shield, you'll want to be focusing the cannon minions as priority, then melee minions, and lastly ranged.
Once you get your first back, hopefully with at least one or two kills under your belt, you want to be getting your ward upgrade (you are still a support after all!), and looking to buy Boots of Mobility for the roaming potential. You can set up kills for your midlaner and get them ahead, along with your ADC.
If you can't roam, you want to be maximizing gold for your ADC, and this includes taking tower plates after kills with Demolish and Power Fist.
Blitzcrank is one of the best roaming supports, through Boots of Mobility and his Overdrive.
Outside of laning phase, you're going to want to be setting up a lot of wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.
With Blitzcrank's roaming efficiency, you want to be focusing on vision - it's extremely important for making picks when playing Blitzcrank. The main reason for playing him is to consistently make teamfights a 5v4, catching out enemy threats and then taking objectives.
You want to help out your ADC (hopefully) continuing his lead. You can still set up kills for him, and you're a strong threat to think about for an enemy wanting to set up a gank, as it's very easy for the tides to turn in your favor.
During teamfights, you'll either be wanting to make the engage on an important target, such as the enemies ADC, or a backline mage - Rocket Grab the squishies, and try to avoid ever hooking a tank - it gives them a free Flash engage on your team!!
Once your Rocket Grab is on cooldown, you can focus on peeling your team with Power Fist, and interrupting important enemy channels such as Absolute Zero.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as enchanters ( Janna, Lulu etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.