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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
Introduction
Also, this build is a tank with a bit (actually, a lot more than a bit) of damage. With This build.... you don't even have to go support... Most people will think this is crazy. BUT I USUALLY GO MID BLITZ with this build and i carry pretty hard. Most people will tell you your goal is just to help the team... however this build is pretty OP (just sayin)
So, without further ado, let's get this goin'.
Mana Barrier
Blitzcrank's Mana Barrier can activate once a minute when he hits 20% Health. This creates a Mana Shield with 50% of his mana.
This has saved my life countless time. If you've even played one game as Blitz (even if you played the bad DPS builds) this has probably saved you too. With my build, this ability becomes extremely useful. Other guides say don't rely on it. I say abuse it. If you have near max mana and it's up, go tower dive someone with 300 life (later in game of course). Seriously.
Also helpful to trick that silly Master Yi who thinks he can dive you and live.
Armor and Magic Rez factor into your shield. (Thanks to McSlaughter for that info)
With the new update, Mana Barrier doesn't take or refund any mana. This makes me very, very happy. :D
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 60 / 120 / 180 / 240 / 300 (+.8 AP Ratio) magic damage while he pulls them to himself.
This is the move Blitzcrank is known for. It is a skill shot, so it can be hard to land, but it is absolutely necessary to get good at landing RG's to be a good Blitz. If you find yourself having trouble, play Ezreal for a few matches.
This has a .8 AP ratio. THIS IS HUGE! Also, the cd is between 22 and 18 secs without cd reduction.
Btw, if you didn't know, you can pull enemies through walls and forest. Can't steal Baron from his home anymore tho.
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.
Amazingly versatile move. Use it to chase, escape, push, and take towers. Also, get good at determining good times to use it.
Update: Overdrive no longer has any form of underdrive associated with it in any way. I don't know why they keep buffing Blitz, but I'm liking it. I'm just scared of the storm of nerfs that I feel he will get eventually.
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his base attack damage and pop his target up in the air.
This is a fancy way of saying "I R STUN U!" This has 3 major uses.
1. "I R STUN U!"
2. Stun-n-Run. You should be about the same distance away as if you just ran, but they have less health, meaning that if someone comes to help, you will surely be getting at least an assist.
3. Taking out towers (in case of arguments, it really does do double damage on towers. Seriously).
*Note: I do not know the exact amount of time on Knocked Airborne. If anyone has info, that would be amazing.
Static Field
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 (+0 ability power) magic damage every 2.5 seconds.
Active: Deal 250/375/500 (+1.0 AP Ratio) magic damage silencing targets for 0.5 seconds. The passive is not in effect during the cooldown.
Before I say anything else, I'd like to point out that this has a 1:1 AP:Damage. Remember me yelling .8 being huge? WELL THIS IS ENORMOUS!
This move has a .5 second silence, which isn't much, but it does stop Death Lotus , Absolute Zero , Requiem , and Crowstorm (before Fiddle teleports of course) or any other major channel moves I may have missed.
Also, the AoE is big, but not enormous. Not that it matters because this only has a 30 second CD.
Update: Static Field now has a 30 second cd. :O Epicness. However, it no longer targets stealthed units. Ah well, completely worth it.
Blitzcrank's Mana Barrier can activate once a minute when he hits 20% Health. This creates a Mana Shield with 50% of his mana.
This has saved my life countless time. If you've even played one game as Blitz (even if you played the bad DPS builds) this has probably saved you too. With my build, this ability becomes extremely useful. Other guides say don't rely on it. I say abuse it. If you have near max mana and it's up, go tower dive someone with 300 life (later in game of course). Seriously.
Also helpful to trick that silly Master Yi who thinks he can dive you and live.
Armor and Magic Rez factor into your shield. (Thanks to McSlaughter for that info)
With the new update, Mana Barrier doesn't take or refund any mana. This makes me very, very happy. :D
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 60 / 120 / 180 / 240 / 300 (+.8 AP Ratio) magic damage while he pulls them to himself.
This is the move Blitzcrank is known for. It is a skill shot, so it can be hard to land, but it is absolutely necessary to get good at landing RG's to be a good Blitz. If you find yourself having trouble, play Ezreal for a few matches.
This has a .8 AP ratio. THIS IS HUGE! Also, the cd is between 22 and 18 secs without cd reduction.
Btw, if you didn't know, you can pull enemies through walls and forest. Can't steal Baron from his home anymore tho.
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.
Amazingly versatile move. Use it to chase, escape, push, and take towers. Also, get good at determining good times to use it.
Update: Overdrive no longer has any form of underdrive associated with it in any way. I don't know why they keep buffing Blitz, but I'm liking it. I'm just scared of the storm of nerfs that I feel he will get eventually.
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his base attack damage and pop his target up in the air.
This is a fancy way of saying "I R STUN U!" This has 3 major uses.
1. "I R STUN U!"
2. Stun-n-Run. You should be about the same distance away as if you just ran, but they have less health, meaning that if someone comes to help, you will surely be getting at least an assist.
3. Taking out towers (in case of arguments, it really does do double damage on towers. Seriously).
*Note: I do not know the exact amount of time on Knocked Airborne. If anyone has info, that would be amazing.
Static Field
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 (+0 ability power) magic damage every 2.5 seconds.
Active: Deal 250/375/500 (+1.0 AP Ratio) magic damage silencing targets for 0.5 seconds. The passive is not in effect during the cooldown.
Before I say anything else, I'd like to point out that this has a 1:1 AP:Damage. Remember me yelling .8 being huge? WELL THIS IS ENORMOUS!
This move has a .5 second silence, which isn't much, but it does stop Death Lotus , Absolute Zero , Requiem , and Crowstorm (before Fiddle teleports of course) or any other major channel moves I may have missed.
Also, the AoE is big, but not enormous. Not that it matters because this only has a 30 second CD.
Update: Static Field now has a 30 second cd. :O Epicness. However, it no longer targets stealthed units. Ah well, completely worth it.
With summoner abilities, I would suggest either Exhaust + Flash or Exhaust + Ghost . While the days of flashgrabbing are behind us all, flash is still extremely helpful for setting up grabs. Ghost does offer more versatility though.
Other options are Teleport , [spell=fortify] , and Ignite .
I would have to persuade specifically to not get Clarity . In this build, the only time there is a shortage of mana is the first 3ish levels. It quickly becomes useless.
Ogly made a good point on the comments, Clairvoyance is a great spell to throw on Blitz if you are good with it. I, personally, am no good with it, but it is a good alternative to Exhaust. I wouldn't suggest trading your movement Summoner spells for it though.
Edit: After learning how to Clairvoyance, I have decided that it is much, much, much better than Exhaust. Your team will love you for stopping ganks before they even happen. Since exhaust mostly helpful for early game kills, it becomes less useful mid-to-late game. Clairvoyance, however, is useful throughout the entire match.
Other options are Teleport , [spell=fortify] , and Ignite .
I would have to persuade specifically to not get Clarity . In this build, the only time there is a shortage of mana is the first 3ish levels. It quickly becomes useless.
Ogly made a good point on the comments, Clairvoyance is a great spell to throw on Blitz if you are good with it. I, personally, am no good with it, but it is a good alternative to Exhaust. I wouldn't suggest trading your movement Summoner spells for it though.
Edit: After learning how to Clairvoyance, I have decided that it is much, much, much better than Exhaust. Your team will love you for stopping ganks before they even happen. Since exhaust mostly helpful for early game kills, it becomes less useful mid-to-late game. Clairvoyance, however, is useful throughout the entire match.
In Ap build I use 9 Greater Mark of Hybrid Penetration because it synergizes well with the Devastating Strikes mastery, 9 Greater Seal of Armor because I solo top vs (usually) an Ad opponent. I also use 6 Greater Glyph of Scaling Ability Power and 3 Greater Glyph of Magic Penetration for my glyphs. For quintessences I prefer Greater Quintessence of Ability Power.
Thank You For Reading my build/guide for AP Blitzcrank. If you want me to make more of these please tell me so in the comments below ! I Also Host a youtube channel where i regularly upload league of legends videos! Feel free to check it out!
https://www.youtube.com/channel/UCThVCh6Tzs9CHE6nZaGVtZw
Thanks Again! Have a nice day!!
https://www.youtube.com/channel/UCThVCh6Tzs9CHE6nZaGVtZw
Thanks Again! Have a nice day!!
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