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Blitzcrank Build Guide by kungtrocadero

Not Updated For Current Season

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League of Legends Build Guide Author kungtrocadero

Blitzcrank - ap/tank/support

kungtrocadero Last updated on May 15, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Honor Guard

Defense: 12

Strength of Spirit

Utility: 9

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Hello and welcome to my first guide on mobafire ever.

In this guide I will demonstrate how to combine runes, masteries and items for an excellent ap/tank/support build. I will also explain some functions and pointers for all the beginners.

I uploaded this build because the first time I tried it; I got a score of 5-0-19 and won 6 straight games. I guess it worked out pretty great and I hope it will for you too :)

Here we go.

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Pros / Cons

  • Extremely funny to play
  • Useful in teamfights
  • Provides kills for the team
  • Rarely dies
  • Amazing CC
SPACE cons
  • Doesn't get alot of kills
  • Often relies on a good partner
  • Hard to master as a beginner
  • Not a good pusher

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Summoner Spells

Awesome to have in early game when you grab an enemy into the turret.

I actually prefer this spell over ghost because it's way more useful in teamfights and it's also better if you're about to get ganked.

Excellent combination with Overdrive and is great to chase down an opponent with. Not very useful in teamfights though.

Blitzcrank runs out of mana very quickly. Clarity allows you to stay in lane longer and is good to use if you are new to Blitzcrank.

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Greater Mark of Ability Power

This is where most of your damage comes from, works good with Rocket Grab and Static Field

Greater Seal of Cooldown Reduction

Mostly because of the long cooldown of Rocket Grab, but you really notice the different. If you use Overdrive, it will almost be ready again when it runs out, but only in late game.

Greater Glyph of Magic Resist

You're tanky. This is very useful if your opponents have much magical damage.

Greater Quintessence of Knowledge

This works great with Archangel's Staff since 3% of your max mana is converted to ability power.

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Summoner's Wrath x1 - Boosts your Exhaust and your Ghost if you choose to use that instead of Flash.

Mental Force x4 - This is mainly for improving the burst damage with Static Field.

Sorcery x4 - Needed for Rocket Grab since it has a long cooldown.



Resistance x1 - Only 1 because you need to advance in tree.

Hardiness x3 - Since you are a support you will probably face an AD carry so armor will be very useful, especially in early game.

Durability x4 - 108 hp at level 18. Not much but still pretty useful because your kind of a tank.

Vigor x3 - This will make you be able to stay in lane longer and provide support for your partner.

Veteran's Scars x1 - Starts with 30 more HP.



Summoner's Insight x1 - Boosts your Flash and your Clarity if you choose to use that instead of Flash or Exhaust.

Expanded Mind x3 - More mana for Mana Barrier and Archangel's Staff

Swiftness x4 - Makes you even faster than before. Improves your chances of catching up to an enemy and get an eventual kill.

Scout x1 - Extra 5% vision range of wards. Will give you a slight advantage in your lane.

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Converts 3% of your max mana to ability power. Keeps the mana up all the time that can save your life with Mana Barrier

Rocket Grab is certainly your most important ability and as I said earlier, it has a long cooldown. This item helps bringing it down.

By the time you can afford this item you have passed level 6. Your Static Field passive deals great damage by AP aswell as this item has mana for Archangel's Staff and Mana Barrier. It also restores 250 health and 200 mana upon leveling up which is excellent if you are soloing.

Time to get more tanky. You should definitely get this if the other team has much magical damage.

More damage for the ultimate. Allows you to have a better chance of onehitting minions with Static Field and farm like crazy when your lane partner is missing.

By now the game is probably over but this item is great for finishing the game because it reduces your cooldowns and your enemies attack speed by 20% + 99 armor and 500 mana for a good price.

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Be Patient With Rocket Grab

The key to being successful with Rocket Grab is to be cool and waiting out your opponents.

Here are some examples:

  • If you are planning to grab your opponent into the turret area, make sure there are no enemy minions in range of the turret, since it will prioritize minions unless the player decides to attack you for some weird reason.

  • If you are chasing an opponent and aren't sure if you are in range to grab him or not, use Overdrive to get as close to the target as possible before grabbing. Remember, the closer you are to him, the harder it is for him to avoid being grabbed.

  • In early game, don't grab someone until you know they're gonna die if you grab them. Otherwise they will be much more careful next time and it will be much harder to get first blood.

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Team Work

Always check if any of your teammates has a stun, if they do, partner up with him. Blitzcrank works great with a partner who can stun. Do I need to explain why? Alright, I'll do it anyway :) If Blitzcrank (in this case you) uses Rocket Grab to grab an enemy into the turret area, and your partner uses his stun, he will be taking huge damage from the turret without being able to move.

If your team has a jungler, I don't recommend going solo top because you're much more useful supporting an AD carry at bot. I guess you would do fine if the other team also has a jungler but it's almost impossible against strong champions with lifesteal like Warwick and Olaf.

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Alright, I will make this short so you don't get to confused.

Use your Rocket Grab to grab an opponent into the tower area. When he is in attack range use Static Field to make him silenced for half a second so he can't flash away from the turret. Right after he lands on you, use Power Fist to knock him up in the air. If you notice that it won't be enough for him to die, use exhaust to slow him before he gets out of turret range.

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You are a support which means no farming except if your lane partner is missing. If he is though, make sure to farm as much as you can while he is gone.

In early game, when your minion target is getting low on health, use Power Fist right after your melee hit since it got no delay.

In late game, your ultimate is strong enough to onehit a whole minion wave.

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Blue: In case of enemy ganks

Red: To guard Dragon and Baron

Green: Useful in lategame to engage teamfights

Orange: In most cases the jungler will take care of this, but if you can see that he is struggling you should help him out by placing wards in those specific spots.

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That's it for this guide. I hope it was useful for you and I wish you good luck with it :)

If you have any questions regarding this build/guide, post a comment below and I will try to answer it as soon as possible.

Any kind of comments/feedbacks or ratings are much appreciated.

Thanks! :)

Credits to jhoijhoi for the awesome guide.