Blitzcrank Build Guide by Terroronyou
[9.3] Bizzleberry's Blitzcrank Challenger SupportBy Terroronyou | Updated on February 8, 2019
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+1-10% CDR (lvls 1-18)
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 40 maximum mana, so works well with your passive Mana Barrier. Use a biscuit if you need to cast a spell but you are 40 mana or less 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.
Inspiration with Unsealed Spellbook and taking Ghost when you have the option do to so COULD be an option, but I have not yet tested this yet, and it seems like it could be just a little too cheesy, I will update once tested this.
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. Be weary that you may mess up your ADC last hiting on enemy minions so you may want to stay away from them.
Relic Shield Basic support starting item and provides your ADC with a tiny amount of health regen throughout the laning phase. Just make sure if you are being pushed in, you aren't too greedy to hit a cannon minion and in return taking a lot of damage from the enemy.
Upgrade to Targon's Brace during the laning phase for more gold and health regen and midgame. Being able to upgrade to Targon's Brace allows you to complete the 500 gold quest quicker and is required to be able to unlock wards.
Zeke's Convergence is a very good item, as it provides you with base mana, resistances to sustain against the enemy when you engage, and provides you with an AoE slow and your ADC with a damage buff. Also the extra 10% CDR is extra icing on the cake. As your ultimate is on a lower cooldown you will be able to activate it more often then when the item is ready, so bare this in mind, otherwise you will waste a Zekes use.
Boots of Mobility
Boots of Mobility most of time you will want this to be your first purchase if you have the money for it as it allows you to have amazing early map control and can open up potential to gank the enemy mid-laner. Boots of Swiftness are a viable option if you think roaming to mid is not possible and the enemy has lots of Rylai's Crystal Scepter potential.
Locket of the Iron Solari
Locket of the Iron Solari generally an OK tank item, however the stat-value feels lackluster. Purchase later in the game if the team has a lot of magic AoE.
Frozen Heart decent in the late game against any auto attack heavy champions which requires nothing of the user, so takes something off your mind. Gives you huge chunk of cooldown reduction and flat mana, but be mindful of the lack of HP this item gives you.
Knight's Vow is a good way to make sure your ADC can have a better chance surviving in fights. Requires no effort of the user, but bare in mind if your Knight's Vow target dies in a fight, you can always put it on someone else during a fight to help give you those heals and help mitigate damage on your team. (Also looks cool when linked with Zeke's Convergence )!
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.
Thanks for reading my Blitzcrank guide, I hope you give it a try in ranked and I wish you the best of luck! For more guides and fun videos please visit my stream or my Youtube Channel