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

A line-nuke that deals magic damage (and a hefty chunk too) to a single target, and pulls them towards Blitzy. It's pretty clear, but its use is key to a good Critzcrank. I'll cover that part in the "Skill Usage"-part.

The ability you'll want to have active all the time as Blitzy. You gain some nice movespeed and a sick amount of attack speed. It's great on Critzcrank, and his key ability. Sadly, I can't take out any items in order for me to add some CDR in (because I'd either lose a lot of AD, Crit Chance or something else that is important in this build) because it's duration is a little bit shorter than its cooldown, so I like to take Blue as often as I can. It keeps the mana up, and CDR to keep


Critzcrank's sexy-time move. As simple as it is: You reset your auto-attack timer, deal double damage, and knock the enemy up on your next basic attack. Though the knock-up won't affect towers and other structures (duh!), it's a good ability for pushing, since its cooldown is actually pretty low.

Now... this is where Blitz becomes a giant *****. Its damage is so high, it's perfect for KS'ing from your underfed teammates. Passively, and while not on cooldown, you deal a small amount of magic damage to a random target every 2,5 seconds. Meh. It's good for farm-aid, but that's it. On activate, you deal magic damage to all units in the area around Blitzy, and silence them for a small duration. Kata going for penta? BZZZ! Nunu going to ult? BZZZ! Cait wanna take an easy kill? Jump in front of it... or BZZZ! It's good for so many things. Even against the overpowered Fiddlesticks it's good. They don't get to heal, and you get to destroy them within seconds.

This is actually the only reason you'll buy a




For the more durable champions, it's key to have


Now, if you prefer to go AP, the combination is a lot easier.



9 Greater Mark of Desolation
9

9

3 Greater Quintessence of Desolation
What this does, is increase your damage output in early game by a significant amount because of the Armor Pen.. Most champs only have a small Armor-pool in early game, which is saddening, but this completely ignores the Armor of most champions in the early game. The Seals and Glyphs increase your durability a bit, and so do the following Masteries:

What I take, is a bit of AD and AP in Offense, as well as Improved Exhaust, and the 10% Armor and MR Pen., summing up for 15 points. In Defense, I just take 6 Armor and MR, because this helps the early game a lot. In Utility, I take the Reduced Death Timer, increased mana (big shield is big), and the Movespeed. There's a reason behind the Recommended items showing the

For Summoner Spells, I like to take Exhaust and Flash. Simply put, champions like





Other viable options (now) include





He is not.
Now upgrade your Tear into a




Now, the





Now, to get even more on the offensive, I like to get a



As our last item, we'll want ourselves to be able to take down targets whilst not having to go b every time we do so. There's a simple solution to this: Lifesteal. Now we can take a simple splash of Lifesteal through a


Now, if the game lasts this long, you might want to consider selling your boots and getting another


Now as far as the playstyle actually goes, be passive in lane. I have my runes on, but it just doesn't make me tanky enough to go creep-farming without any danger. In fact, a


In the middle game, you'll want to be the one that can isolate their carry. Your ult should be up frequently, and with the newly purchased pile of Mana Regen., you'll be more than capable of staying in lane for longer periods of time. But timing your grabs is key. It's a mana-consuming *****, so time it carefully or you'll find yourself in mana-issues quicker than you'd like. Secondly, it's your job to push towers as fast as possible. The nice boost from



Late game, after the




EmoN signing off.
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