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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
Introduction



So without further ado, let us get into the finer workings of our brotherly Steam Golem.
Weo Weo Blitzcrank - Support RoBot by MrMiyamotoTaco
HOOK CITY DUDE, HOOK CITY! by koksei
Anyway, this is Blitzcrank!
Laning Partners
Recently finished:
Swapped


Advantages
+ A lot of CCs, second to ![]() + Naturally tanky. Item choices tend to make him quite durable, as well as his ![]() + Good zoning power. Anyone who's played against Blitz before knows that a grab can mean some serious damage. Grabbing them to your turret will also teach them to go near you. + Great burst damage at level 6. + Good disruption ability in team fights. + Versatile. In both builds and skillset, many builds can work on him, meaning he can fulfil a great many roles: Tank, Offtank, Support, Melee DPS. Depending on how the game unfolds, Blitz can change to adapt. + Quick cooldowns, especially on his ultimate. One of the shortest cooldowns amongst ultimates. + Between boots and ![]() + Has an effective built in escape in the form of his ![]() |
space |
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Disadvantages
- Difficult to play. A great deal of Blitz's plays rely on his ![]() - Reliant on Carry. Even if you can land your abilities, it's not enough to guarantee a kill without the aid of your Carry. In fact, you want your Carry to be fed, so you don't want to be making the kills yourself. A weak Carry will make it difficult for you to earn earlyy gold. - No sustain. Though tends to be durable, has little in the way of sustainability. - Enemies who know how to avoid Blitz's ![]() - If not used properly, can find himself very mana hungry. - His build is quite expensive. And since this guide focuses on him as a support, he will also be buying Oracles and Wards. |
This is my rune set-up.
- 3
Greater Quintessence of Gold: Since you won't be farming, you're gonna have to get your gold some other way. Between Runes, Masteries and Items, you sometimes make more gold than someone might in a heavily contested lane.
- 9
Greater Mark of Armor: You'll usually be laning against enemy AD carries, so some armour is only natural.
- 9
Greater Glyph of Scaling Magic Resist: Most supports also do magic damage and you'll also need defence against enemy AP carries anyhow. But since you won't usually meet them until later in the game, scaling MRes are more ideal than a
Greater Glyph of Magic Resist.
- 4
Greater Seal of Gold: Same reason as the Quints.
- 5
Greater Seal of Armor: Same reason as the Marks.
Alternative set-ups:
- 3
Greater Quintessence of Health: This will provide some decent hp to help with the durability for that first blood invasion.
- 9
Greater Seal of Scaling Mana Regeneration: Blitz can get quite mana hungry, these seals will go into helping him spam his abilities.
- 9
Greater Glyph of Scaling Cooldown Reduction: These cooldown runes will help Blitz to spam his abilities and constantly keep enemies out of position in teamfights.
- 9
Greater Mark of Magic Penetration: These will help you do the necessary damage to send the enemy back to the fountain, one way or another.
This set-up is for more offensively-based supportBlitzcranks.
Other alternatives are:
Greater Quintessence of Movement Speed: Good movement speed will make it easier for you kite enemies or get into positions for attack combos.
Blitz uses a lot of abilities, so taking mana and mana regen in


Since possible summoner spells are



As a support, I do a lot of warding, so taking 3 points in


I don't farm creeps in lane, as my AD carry does that. So I need to get gold via


There's nothing more detestable than letting an enemy get away on minimal health whilst your




So, 9 points left to go into Defense or Offense.
My preference is for survivability, so I put 3 in





However, if I were to take it in Offense, then I would like a little more burst damage through



Alternative Mastery possibilities have been placed into the alternative cheat-sheets. I also now take a single point into




This spell is typically taken on supports. It provides a free 4-second ward anywhere you want on a map. A lot of people say that



The use of this should be pretty obvious. Use it to slow an enemy down so you can chase or escape. Use it on whoever does the most damage on the opposing team to minimize their damage output.

Probably the most versatile spell in the game. Use it to get into position for an initiate, surprise attack, escape and so on. Only down side is that it doesn't provide a sustainable pursuit as much as




Use this to chase down an enemy, return to lane quickly, escape an enemy.








This is just to get to lane faster, to split push, instantly support another lane or even as an escape. Be tricky and teleport to an allied ward for that instant gank. Not a preferred spell of mine for Blitz, but I see why people might take it and I most certainly approve.


This will provide at least some for of sustain for you and your laning partner. Not as useful late game, but there are still uses for it like baiting or first blood. Not as useful as other spells, in my opinion.


If your laning partner is also quite mana hungry (






An often overlooked spell. Will help with pushing turrets, especially late game. You can promote a minion in one lane and then go to another and split push. A siege minion can get quite far before being found out, as promoted minions don't show up on the mini-map. Use in the early game can steal your Carry's farm, so use only when covering for your Carry whilst they've recalled. However, it has a long cooldown and doesn't have very many flexible uses, especially in a team fight. In my honest opinion, don't take it.


So




From this, I think you should make your own judgement. Particularly in-game.
For example, if you are landing your grabs, followed quickly by a kill secure, perhaps you may want to max the fastest for extra damage and lower CDs. That grab might be important in a chase.
Perhaps you aren't landing your grabs. That makes your Q and E both redundant. Then this might be a situation to max W instead, so you can better position yourself for a grab/punch.
Maybe your opponents are finding themselves a little fond of CQC and try walking straight past you for your ADC. No need to use Q as a gap closer, deter them by maxing E first.
So, try not to stick to rigidly to the Skill Sequence in the cheat-sheet. It's just what I generically use for normal game with no special circumstances.
Let's begin with his Q + E combo - Kidnapping and Fisting - and add on from there.
What it does:
Basically, any combination of Blitz's provides a lot of CCs, giving your Carry a lot of time to deal damage to your target.
How to do it:
First, you need to land your


Alternatively, you may activate


After this combination is done, you may do one of two things: Fight or Flee. Pursue the enemy as they try to run away and do additional damage so your Carry can kill them, or run away the better of the two in that fight, waiting for the


You can also use

Now adding

Common sense just dictates that you use this whenever the enemy is in the vicinity during your Q + E combo. After you've grabbed them, you can pop your ulti, when you've just knocked them up into the air you can pop your ulti, when the enemy have surrounded you you can let your ulti go to help the teammates who are rushing in to help. Just use it in tandem with your other abilities to maximise burst damage output.
Alternatively, you can chase your target down and let the passive of

Another combination is the Lemme Go! combo, which is basically the reverse of Kidnapping and Fisting. This is the E + Q Combo.
How to do it:
The basic premise of this is when you are confident you can take damage, when you catch the opponent unaware of you, when ganking, etc. This utilises the CQC aspect of

So you're in one of the two bushes in bot-lane and their carry carelessly wanders near you. Perhaps he is pursuing your carry to zone them out or whatever. In any case, he is near enough you so that you may walk up to him and attack him. So you use your












I hope that gives you a picture of what to be working with.
If not, here is a video. At ~10:20,


I will talk about items in 5 sections: Support Core Build, Blitz's Core Build, Blitz's Regular Build, Item Sequence and Alternative Items.
Philosopher's Stone
Philosopher's Stone
|
SPACE | SPACE |
Kage's Lucky Pick
Kage's Lucky Pick
|
So why these items? And how do they make our Great Steam Golem tick?
As a support champion, you must not deprive your AD carry of any last hits and minion kills whilst they are in lane. As a result, you will be unable to get gold by conventional means of farming, and relying on assists on kills won't get you very far. So how must you get your gold for items? Through Runes, Masteries and Items.
So you get 2 gold every 10 seconds through your Masteries in


So you can take all 3 if you're doing well, but usually, by the time I've bought my second 5Gp10 item, it's usually time to start building mid-game items. Even when you're doing well, you want to buy more game-changing items earlier to try and maintain your dominance over the opponent.
So which two?
Philosopher's Stone
So this item gives you mana regen and health regen. Both are important for lane sustain. In addition, taking

Also, Philosopher's Stone builds into



On the other hand,


If you were to take Philosopher's Stone, then you would build it into


Aside from the 5gp10, this item gives a respectable 250hp which will help you establish a tanky role early in the game. This will mean that you have less (albeit, not by much) to worry about when you drag an enemy in and fear that they will just turn around and kill you.
So this builds into two items:



Kage's Lucky Pick
This item gives you 25 AP in addition to the 5gp10. This'll add some, but not much punch to your... well, punches. It'll give


Moreover, it builds into




Out of the 3 support items, it seems to me that only the first two are worth taking.
Times were, Blitz was played solotop and some of the core items were based from


SPACE | SPACE |
So what is it about these items that help to make Blitz, Blitz?
Firstly, let us remind ourselves of his passive -


Blitz is also extremely ability dependent and abilities are, of course, dependent on whether you have the mana to cast it.
So the next question is, '
Archangel's Staff or
Manamune?'

+ Gives 45 AP compared to

+ 25 Mana Regen compared to

+ 3% of maximum mana gained in AP compared to

+ 400 additional mana compared to

+ Gains 4 additional mana per ability use compared to


+ Cheaper than

+ Can make more physical attacks to gain mana than abilities used for

+ Don't have to wait until cooldown on abilities to make physical attacks (minimum wait is 5 seconds for

+ Physical attacks are doubled with


So from this, we can generally deduce that



AD carries tend not to stack a lot of Magic Resist until their 6th item and even then, sometimes they build Glass Cannon and build minimal defence.

In any case, examine the situation, then decide accordingly whether you need physical attack damage or magical attack damage.
My preference tends to lie with


SPACE |



So you have a Philosopher's Stone, a


The next logical thing to think about is what Boots to get?
SPACE | SPACE | SPACE | SPACE |
Ionian Boots of Lucidty
|











SPACE | SPACE |
SPACE | SPACE | SPACE |













So with complete Masteries, I start with 515g (or 495g) at the beginning of a game. Using this, I buy a





Whilst laning, you need to recall whenever your wards begin to run out to get more wards. You should not ever push the lane past the river without warding the river first. More on 'Warding' can be found in this fantastic and exhaustive guide by Panglot:
Warding Guide
Wards aside, you should first recall when you have amassed at least 620g, preferably 970g. This will let you complete your Philosopher's Stone to start amassing the extra gold and also let you buy

The next item I go for is



Now it is time to complete your boots. Assess the situation then choose your boots accordingly. I usually take

Now here comes a quick choice - Are the opponents doing mainly magic damage or physical damage? If they are doing physical damage, I would rush a











Let's review.
By now, you should have:
Philosopher's Stone








If you are being quite well fed with assists, then complete




Here, you make another choice. If you are doing well, then you can leave the last item slot free to continue using wards. Most cases, the game has ended by now. If other members of your team are also warding, then you might forego wards yourself and take the




So the end build for me usually goes thus:






OR






OR






When your build has finished, all you do with your spare money is to buy



Highly viable alternatives:
SPACE |












Perhaps you feel the need to be partnering up and working solely with one other champion. Maybe that


Weaker suggestions:
SPACE |
Zeke's Herald
Zeke's Herald
|



Zeke's Herald is for when your AD carry is doing very well and the enemy team want to shut him down using




Alternative end-builds may look like this:
AP Heavy Team-Fighter Blitz






AD Heavy Team-Fighter Blitz






Supporter Team-Fighter Blitz





Turret Destroyer Blitz/Counter-AD






- Make a grab whilst under the turret, surrounded by team-mates or some other form of support that can help you weaken/kill the enemy.
- If your Carry is being chased, even if it costs your life, you save them. They get more gold for killing carries, because they have more kills. As a support, your kills will be minimal to non-existent and thus you will be worth less gold if you die. Of course, if for some reason, you have more kills than your Carry, then you might want to consider letting your Carry die... Decisions, decisions...
- You can't always do something. Sometimes it's better to flee from a fight and leave your team-mate to die. It's always better not to feed the opponent any more than they already might be.
- In team fights, always make sure to focus the enemy carries or squishy enemies with your
Rocket Grab when looking to make kills.
- If you are unable to make kills from the team fight, at least disrupt the opponent from focussing your carries or tanking for their team. Zone them out of the fight and try and minimize their effect in team fights. Pull a tank over the wall to you to make sure your team can focus the carries instead of stonewalled by their tanks. WARNING. THIS MAY GET YOU KILLED.
- Don't pull if your team mates aren't ready! Don't just recklessly pull an enemy towards you, it might just be your undoing. Ping your target before you pull, if possible. This will give your team some forewarning.
- Don't forget to ward! Ward all buffs, prioritising on the most important ones in the river to the ones in your jungle. Ward their jungle, ward your jungle, ward over the wall so you can see where to make the grab. If you have just invaded, ward their jungle so your jungler has an easier time counter-jungling!
- Your carry will be focused on farming or trying for kills, so any time you are passive, make sure to check the mini-map and keep a tab on how the team is doing overall. How long do your wards have left? How is your carry doing compared to theirs? Do you need to try a pull for a kill?
- Sometimes it's worth grabbing an opponent just to force them to use a
Flash or
Arcane Shift or
Exhaust.
- Check your health before making a grab. You don't want to hasten your own death.
- Space your attacks appropriately. After making a
Rocket Grab take a breath then activate Powerfist, then take another breath and activate
Static Field. By spacing all these attacks, you maximise the amount of time the enemy is under one CC or another.
- If your opponent keeps using an in-built escape system from your
Rocket Grab such as
Tristana's
Rocket Jump or
Ezreal's
Arcane Shift, then switch up your combo and follow up your
Rocket Grab with a
Static Field to silence them and prevent them from using their abilities and give you time to use
Power Fist.
- Overkill is underrated.
- Use common sense! This is really the most important tip I can give. Take a moment to think things through before performing an action. Better you play under the turret than feeding and then facepalming yourself on your lack of foresight!
- Have fun! So maybe you missed that
Rocket Grab and your friends are laughing at you for that mistake. Take the extra effort to have that fun and activate that
Power Fist to show that minion who's boss! If the comedic moment calls for it, steal that kill!
If you have any further tips for me to add here, they would be greatly appreciated!
OK, so you've loaded into game and your team thinks that the enemy lineup is favourable for y'all to make an invasion to steal their buffs, creeps, go for First Blood... whatever it may be.


This is a basic invasion guide video guide. I actually have a few things to highlight in just a second.
This is a very simplified example of how to steal their blue using Blitzcrank's grab. Usually, it won't go so undetected, because mid and the respective lanes where the buff is will be standing guard to deter/scout for invasions.
In terms of routes, it is usually advisable to go via the lane and not passing the wraith camps on either side (regardless of which buff you are trying to invade at). Whilst in the above video, he says to take the shortest possible route when invading enemy blue (passing the wraith camp on your side of the map), this will also reveal you a lot sooner to the enemy champions should they be guarding in the brush on the opposite side of the trees to the blue buff. This may lose you the element of surprise, which is very important for the invasion.
As such, these are the routes I propose:

When invading red, the route I propose is pretty much the same as Zephilim's in the video, but for the blue buff, I advise going via the lane instead.
- At level 1, it doesn't matter who you grab, no matter how tanky they seem. So long as your team focuses the one you've landed the grab on, first blood is usually assured. Just try and land the grab whilst your team-mates are nearby and not whilst they're still running up to you.
- If even one person doesn't go for the invasion, you abort it and revert to a standard opening. Either you all go or none of you go.
- ALWAYS take
Rocket Grab first if you're invading. It is so much safer than invading with
Power Fist or
Overdrive.
- After you grab First Blood or their team has retreated, you must commit to one of three courses of actions: continue with the invasion and go for another kill if it seems plausible, steal their buff whilst they try and consolidate on their disadvantage, or leave their jungle and secure the buffs in your own jungle, regardless of whether you got First Blood or not. All this depends on what timing you used for your invasion and as such, have the buffs spawned? How long have they got to respawn? Is your team low on hp/mana?
All these things should be taken into account using your common sense judgement. Ask yourself: Is is sensible to continue? Sometimes playing ambitiously pays off. Other times, it will heavily set you back.
- Often is the case in solo queue, there will be someone who doesn't have the same idea of how to invade as yourself and your team made end up having a poorly coordinated invade which does nothing but cause them to retreat whilst you meaninglessly spend your mana, time and effort invading. Should this be the case, it might be best to simply call it quits and recall so you can regroup.
- Sometimes your invade goes off a bit too early and it may leave the opponent with a chance to go around and steal your buff as well. As the support, you should have wards. Before you invade, you can ward your own buffs (you should have time, provided you invade precisely at 1:50-1:56). If you don't ward your buffs or you forget to, then on your way to your lane, if it's convenient to do so, you should quickly facecheck your buffs.
- As mentioned earlier, always take a second to think about your situation on the Fields of Justice, especially whilst invading. Use your common sense when surveying the map. Where do you have sight? Where might they come from? Where might they go? You should have multiple wards, so feel free to use a few (keep one for laning, though). Who knows, it might even set-up for a later counter-jungle/gank. One game, I set a ward by the wraith camps when invading red against a
Rammus. We didn't get any kills when invading, but we stole the red. In any case, the
Rammus came by the Wraith camp a bit later, where our
Lee Sin and
Lux promptly killed him. Roughly a minute later,
Rammus stumbles by the camp again, where
Lee Sin quickly kills him a second time. This won't happen 100% of the time, but setting back the enemy jungler can go a long way to making sure your lanes stay safe.
- Learn to use pings for simpler commands, like 'Go', 'Be careful' or 'Retreat'.
Well, for the time being, that's all I can think of. Maybe I over-thought some parts and said something silly. If you could be so kind as to point it out to me, I'd be very grateful! =D
The Problem:
What makes a good







Possible Solutions:
So she can only block your



The Problem:
Almost NEVER EVER EVER grab

Possible Solutions:
Simply don't grab him. Try and target his carry when they're out of position. Wait for a more favourable situation, like when your jungler ganks and you are unable to focus the Carry and can focus

The Problem:
This guy combines some of the best manoeuvrability and burst damage in the game, especially for an AD carry. Not only can his




Possible Solutions
If your laning partner has form of their own CC, like








The Problem:


Possible Solutions:
Like Alistar, you can simply not focus her. However, there are some factors about her that you can take advantage of. She is an all-in champion. When her


The Problem:
If



Possible Solutions:
There is usually a sound made when









The Problem:



Possible solutions:








Katsuni gave an interesting bit of insight about the buggy nature of Riot which Blitzcrank users can exploit!
More than a little frustrating when playing Tristy to have it happen, but it's useful info when fighting against her! ^.^
If you see this comment in the comments, please give it an upvote! =D
If you have any other champions which you feel


Also, if you have anything to contribute towards the design of this guide, any help or suggestions would be greatly appreciated! Even though I got all the information down, I am still relatively lazy in terms of the design and aesthetics. I'm very acutely aware that pictures and videos are lacking and I hope to rectify this somehow, somewhen. Maybe a video or picture or relevant screenshot will happily find its way to my inbox...? ;)
I hope my guide has helped you one way all another, because Blitz is a really fun champion to play, even if he can be a little frustrating at times.
Of course, if you help me, I'll put you into the credits, no matter how small the addition is.
So good luck and have fun!
First, to jhoijhoi, who's Guide to making a Guide was highly contributive towards my making of a guide, whether it be in templates, learning coding or whatever.
To Panglot for his exhaustive guide on warding.
To Derpasoarus/CrazyDante, my friend, who got me into playing LoL for real and pwning my butt with

Ideal Laning Partners
Video/Pictures Section
Hall of Fame
Other Recommended Reads
Changed runes.


28/10/12[/u]
Changed build to omit

Changed Masteries to include 1 point in


Removed


Added a new Core Build section.
Added some additional items to take (



Included

21/08/12[/u]
Added extra bit of information on playing against

18/08/12
Shifted the skillset focus to maxing

Modified the guide to include a third build that doesn't utilise

Included

13/08/12
Included


After much consideration, added

Added some videos for

06/08/12
Finished the Invasion section. Thanks to Cluncked for advising on this.
Started including a second alternative build that goes without

Included a 3rd section for Spells which are deemed to be unworthy of use, but worthy of a slight mention. Thanks to Apfeljack for advising on this.
25/07/12
Changed the guide to require a comment to vote. Thanks to 87alphaone for advising on this.
Added a second cheat sheet with different skillset and item build order and fixed the columns in the 'Advantages and Disadvantages' section. Thanks to Xenotechie for advising on this.
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