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Spells:
Exhaust
Flash
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
Introduction
I've started playing Blitzcrank some time ago and soon found that with my play style the most fitting build would be an AP build on him.
We've all seen people playing Blitz and trying to be tanks (???) and/or going for AD or the most common Hybrid Builds. From what I've seen in early/mid game the way Blitz shines the most is with AP.
Regarding a tank build for Blitz i'd like to say a little something:
Blitz has a few disables (stun, pull, aoe silence) and no taunt. He should not be built to be a main tank in the team. He's a disabler and can pack quite a punch (even tho he usually lacks firepower to finish enemies off). He can also "fish" opponents to start team fights but if you try "tanking" you'll probably end up being nuked too fast.
Another important piece of info is that I play in EU. I've noticed that EU and US playstyles are different so try to keep that in mind.
Latest Revision is valid for patch 1.0.0.123
07-07-2011 v1: Changed some tags, Runes got their own section now. Also started an overhaul of the formatting.
02-06-2011 v1: Added an important warning in the items section (early game).
25-05-2011 v1: Added "Log Examples" section.
23-05-2011 v1: Added an alternative mastery setup.
17-05-2011 v2: Added more info on Summoner Spells section.
17-05-2011 v1: Finished "Playstyle" section. Changed added some advised items.
11-05-2011 v1: Added "Playstyle" section (only "Early Game" section).
10-05-2011 v2: Changed some points in the masteries (Thanks Searz and tinolas)
10-05-2011 v1: Added item/skill images. Added Changelog section.
09-05-2011 v1: Creation of the guide (updated for patch 1.0.0.116)
To-do:
- Improve guide based on feedback;
- Re-do the structure of the guide. Remake each section's layout to make it easier to read;
07-07-2011 v1: Changed some tags, Runes got their own section now. Also started an overhaul of the formatting.
02-06-2011 v1: Added an important warning in the items section (early game).
25-05-2011 v1: Added "Log Examples" section.
23-05-2011 v1: Added an alternative mastery setup.
17-05-2011 v2: Added more info on Summoner Spells section.
17-05-2011 v1: Finished "Playstyle" section. Changed added some advised items.
11-05-2011 v1: Added "Playstyle" section (only "Early Game" section).
10-05-2011 v2: Changed some points in the masteries (Thanks Searz and tinolas)
10-05-2011 v1: Added item/skill images. Added Changelog section.
09-05-2011 v1: Creation of the guide (updated for patch 1.0.0.116)
To-do:
- Improve guide based on feedback;
- Re-do the structure of the guide. Remake each section's layout to make it easier to read;
Alternative Runes
![]() It's also a viable choice and it'll help you get your build if you have a bad laning phase and/or get denied on your farming. |
![]() As mentioned before, it'll also your spam skills. It's main benefit will be in early game (up to lvl 12). Just be careful with the usage of ![]() |
Masteries
I usually run with Utility & Offensive runes for a few reasons:
-
- Blitz's mana is important (because of passive). Utility can help get more mp5 and more mana.
- Cooldown reduction and summoner cooldown reduction's always good.
- Increased XP gains
- Since I usually run an AP build, the 9 points in offense will make me hit harder (and make exhaust quite handy in early game since mres/def is lower)
Alternative masteries - 1/8/21
This setup goes towards survivability. Instead of going all out in offensive points, this build values more survivability in early and in late game.
The utility points are the same as in previous build and should leave no doubts.
I'm keeping 1 point in Cripple due to the harassing potential that exhaust has in early game.
Regarding the defensive tree masteries, we're taking 3/3 points in Resistance (MDef increase) in order to be able to get 3/3 Strength of Spirit. The remaining points will go into 2/3 Hardiness (4 armor).
Having those 3 points in Strength of Spirit will increase your HP regen by a fair amount. We're talking about 20-35 HP5 in mid/late game.
I got used to playing with


-

-

Other options:
-

-


Not recommended:
-

-




-
When Blitzcrank's life is brought below 20% health he activates Mana Barrier, creating a shield that lasts 10 seconds. The shield strength is equal to 50% of Blitzcrank's current mana and is not affected by armor or magic resistance. There is a one minute cooldown before Blitzcrank can activate this effect again.
Skill Notes:
Some sweet as hell passive that saves lives a lot of times. Keep in mind that the passive won't activate if you take a hit that brings you from 21% to 0% HP. Other than that, if the enemy team isn't doing insane damage, you can also use this to "tease" enemies into trying to gank you (when you still have a lot more "hp" left).


-
Blitzcrank fires his right hand at a straight line to the target area. If his hand encounters an enemy unit it will stun them, deal magic damage, and pull the enemy unit to him.
Cost: 140 mana
Cooldown: 20 / 19 / 18 / 17 / 16 seconds
Magic Damage: 60 / 120 / 180 / 240 / 300 (+0.8 per ability power)
Mastering rocket grab is the key to mastering blitzcrank. If you're not good with the pulls and/or skillshots... then you may consider trying out another champion.


-
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 %
Once you achieve a high enough cooldown reduction, this becomes spamable and thus making you move a lot faster. There's around 1 second downtime between activations. Always good for emergency escapes and also quite good to stop enemies from running (




-
Blitzcrank charges up his fist to make his next attack deal double his total attack damage and pop his target up in the air.
Cost: 25 mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
A disabler. Useful for stopping annoying ultimates. Since higher levels only lower the cooldown, keeping this at level 1 should be enough.


-
Passive: Blitzcrank causes lightning bolts to deal a small amount of magic damage to nearby enemies every 2.5 seconds.
Active : Blitzcrank can activate this ability to deal a huge amount of magic damage to nearby enemies and silence them for 0.5 seconds. This cannot target stealthed enemies. This removes the passive lightning bolts until Static Field becomes available again.
Cost: 150 mana
Cooldown: 30 seconds
Passive Magic Damage: 100 / 200 / 300 (+0.25 per ability power)
Active Magic Damage: 250 / 375 / 500 (+1.0 per ability power)
With a good cooldown reduction, the downtime on this is quite low and thus makes this skill a great farming tool for those crowded lanes with lots of minions. Also handy for disrupting team fights and to finish enemies off. The silence is short but it's also enough to interrupt most channeled skills :)
Regarding the skill sequence itself... As you can see on the build I did, the main focus should be getting

- It doesn't do bad damage;
- It makes you and your lane partner kill people;
Why is


From personal experience, 1 level in



Your priority should be:




Starting items:



This should allow you to stay in lane for a while and I usually pick the



The main focus should be getting the

After you've completed the



After the boots, I usually do the


WARNING: If you're taking a lot of magic damage and/or the enemy team is heavy in AP, buy a

The

Mid Game:
Once all these 4 items are done (





Regarding the next step... The priority between


Late Game:
I've left the final 2 slots open since I really don't have a "must have" item to place there. The items I pick usually depend on how the game is going, who is my team and who am I fighting against.
Here's some options (in no particular order):
Enemy Casters are annoying you
-

-


You want more firepower:
-

-

-


Too many AD/Attack Speed enemies:
-


-


Early Game
With this build you'll have to be going into a lane with a partner.
Good partners are people who can do a nice damage spike, slow or stun at low levels. A few examples on good lane partners are:




I think you get the point from those champions I've stated. They slow, stun or spike. All that combined with your


I always keep moving between creeps trying to get a clear shot line for the

Try to use this for your benefit. Since they aren't farming well, they'll eventually get a bit more greedy and end up doing a mistake (which you'll capitalize with your

If they outrange you or you're getting harassed, play defensively and use the turrets. Pulling them to take 1-2 tower hits is a good strategy and can quite often ensure kills.
Using

If you're able to clear your lane, moving to mid to ensure a gank (tall grass,



Bottomline: Mobility and forcing the enemies to play a bit more defensively is key.
Mid Game
Once the laning phase ends and people starting missing from their lanes, you'll want to do the same.
Keep roaming thro the lanes, assisting in pushes and helping out in ganks. When there's big caster minion waves reaching your towers, use that opportunity to farm some gold (by this time

From this phase onward, there's a golden rule that you should never forget: avoid pulling their tank when trying to initiate team fights. It'll only place you in a disadvantage.
You'll want to try to pull their carries and anyone that's squishy.
Also try to keep in mind that once you pull someone, hell will probably break loose.




At this point, it's also safe to say that you should focus on improving your resistances (MRes or Armor... depending on what's hurting you the most).
I usually try to have at least 1x


Bottomline: Keep good awareness, assist ganks, don't overextend and be careful when initiating team fights. You don't wanna pull the wrong enemy. It's better to wait than pulling an



Late Game
The same basics of Mid Game apply with one major difference. If you've been playing "well" and farming decently you should have quite some firepower and a big mana pool (and thus a big Mana Shield). You should keep acting as before on the team fights but you'll be able to withstand a bit more of punishing. During teamfights, you can also try to disrupt their team.

Pulling a tank through a wall and/or out of a fight is usually the only situation in which it's a good choice to pull.
For example, if you're able to pull




Bottomline: Keep the same playstyle as in mid game. You're a great initiator and you're able to cause a big deal of disruption on team fights by pulling key elements of the enemy team out of the team fight.
Important Notes
- Always keep an eye out for mana shield cooldown;
- 90% of the times, you should NOT pull the enemy tank in team fights;
- Your mobility is high, don't be afraid to spam
Overdrive (during mid/late game);
- Calculating your "hp" as your HP + Mana Shield can sometimes go bad (early game vs
Tryndamere for example) but it's usually a good way to bait enemies into jumping to you or to bait them to tower dive.
- Keep in mind that your Mana Shield will only activate when you're under 20% HP. If you go down from 25% to 0%, the shield won't activate (
Tryndamere again - damn his crits).
- Towers are your friends, so is
Rocket Grab +
Power Fist. Try to combo up the three things together.
- Your
Rocket Grab will also pull stealthed units but it won't unstealth them (except
Teemo Camouflage. Keep that in mind.
Leaving here some examples for the record and so that people can see the results I usually get with this build.
Ranked - Solo Queue 5v5:
2011-05-28 - 10/3/21 - Win
2011-05-28 - 5/3/11 - Win
2011-05-28 - 4/1/3 - Win
2011-05-28 - 2/8/5 - Loss
2011-05-28 - 10/7/16 - Loss
2011-05-25 - 3/2/11 - Win
2011-05-24 - 6/2/14 - Win
2011-05-23 - 14/6/18 - Win
2011-05-23 - 7/4/10 - Win
2011-05-23 - 7/6/7 - Loss
Normal - 5v5:
2011-05-24 - 24/5/19 - Win
2011-05-20 - 8/4/4 - Win
Ranked - Solo Queue 5v5:
2011-05-28 - 10/3/21 - Win
2011-05-28 - 5/3/11 - Win
2011-05-28 - 4/1/3 - Win
2011-05-28 - 2/8/5 - Loss
2011-05-28 - 10/7/16 - Loss
2011-05-25 - 3/2/11 - Win
2011-05-24 - 6/2/14 - Win
2011-05-23 - 14/6/18 - Win
2011-05-23 - 7/4/10 - Win
2011-05-23 - 7/6/7 - Loss
Normal - 5v5:
2011-05-24 - 24/5/19 - Win
2011-05-20 - 8/4/4 - Win
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