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


This is where my build begins to differ from the normal Blitzcrank build in a bit more of an obvious way. The focus here isn't on being an Off-Tank that leans towards defense, but on being an Off-Tank that leans toward offense.
Early-Game:
Your first item is always your
Sapphire Crystal because that Mana will keep you in-lane longer early game, and will contribute to the defense you get from
Mana Barrier. This transitions into
Boots to keep pace with the competition. Next you get your
Tear of the Goddess to start building up stacks. Lastly, you finish off your boots into
Mercury's Treads to get some Magic Resist and Tenacity.
Mid-Game:
Right at the beginning of the Mid-Game, you want to pick up your
Manamune, which will give you a nice Attack Damage boost at that point, and it will just get better as you go! Next you want to construct
Frozen Heart to boost your Armor and Mana (thereby your damage) and picking up that sexy passive. Lastly,
Banshee's Veil, which will secure you some nice Magic Resist, Health and Mana (even more AD!) boosts.
End-Game:
The first thing to do to begin wrapping things up is to build your
Maw of Malmortius. It will get you through those mages that get really good end-game as well as giving you some AD. This item's Passive synergizes with
Mana Barrier nicely, raising your AD sky high without having to worry about dying because of low HP, as well as saving the
Mana Barrier for non-magic attacks. Lastly, build
Trinity Force, starting with
Sheen (the Mana and the added effect are the best parts of Triinity Force for you anyway). That should have you set on the track to Victory!
Early-Game:
Your first item is always your





Mid-Game:
Right at the beginning of the Mid-Game, you want to pick up your



End-Game:
The first thing to do to begin wrapping things up is to build your





This is mostly a joke build, but, it is somewhat viable. The goal here is to grab the enemy with your heavily AP boosted
Rocket Grab, and then
Power Fist them, capitalizing on the
Lich Bane damage. At this point, if you stole the opponent from his team, they should have caught up with you. This makes using
Static Field an option, but you probably get enough damage from the passive. You then use
Overdrive to either pursue people running from you or to escape from your own pursuers.
Pros:
High Burst Damage
People will not see it coming
Static Field's passive is insane
Cons:
Really weak without abilities
Dependent on
Rocket Grab
Easily counterable with MR or HP5





Pros:
High Burst Damage
People will not see it coming

Cons:
Really weak without abilities
Dependent on

Easily counterable with MR or HP5
Runes:
These here are some pretty basic runes and require limited explanation.
Greater Seal of Resilience: Boosts your Armor, making you harder to take down.
Greater Mark of Desolation: Increases your armor pen, making you do much better in the beginning of the game.
Greater Glyph of Warding: Boosts your Magic Resist, making you harder to take down.
Greater Quintessence of Endurance: Boosts your health, making you harder to take down, simple as it gets.
Masteries:
These are a bit interesting. Let me explain. You stack your mastery points into Defense, racking up a ton of survivability. The remainer gets dumped into Mana per Level (boost Mana Barrier and Attack Damage through Manamune) and Attack Damage for a little bit more OOMPH! If you noticed, I lied, they aren't that interesting or in need of an explanation.
These here are some pretty basic runes and require limited explanation.
Greater Seal of Resilience: Boosts your Armor, making you harder to take down.
Greater Mark of Desolation: Increases your armor pen, making you do much better in the beginning of the game.
Greater Glyph of Warding: Boosts your Magic Resist, making you harder to take down.
Greater Quintessence of Endurance: Boosts your health, making you harder to take down, simple as it gets.
Masteries:
These are a bit interesting. Let me explain. You stack your mastery points into Defense, racking up a ton of survivability. The remainer gets dumped into Mana per Level (boost Mana Barrier and Attack Damage through Manamune) and Attack Damage for a little bit more OOMPH! If you noticed, I lied, they aren't that interesting or in need of an explanation.
Okay...
So Blitz has a lot of options in the Summoner Spell category, so I will just give you the reasons why you want to use what and you can take it from there, but I will put them in order of recommendation.
Flash:
Gets you either away from or in the center of the battle. This is nice because you can use it to set off a Static Field or to run away after using it if need be (but you shouldn't use Static Field if you aren't sticking around, really).
Ignite:
A DoT to take out the runners. Also ruins Heal, Regen, and Life-Steal dependent Champions. A nice way to score a First Blood after grabbing them with Rocket Grab and knocking them around a bit.
Heal:
Before you go on saying that it is nooby, look at it this way: Flash is just a run away that makes you a *****, but Heal is for people who stay and fight like a man. Also, it supports your allies (including minions, your friendly helpers in Turret Murder) as well.
Exhaust:
Yet another way of stopping those pesky runners, it's almost like your Q isn't a grab! This basically ruins any one Champion in a team fight, and makes it so that if you are near death, you can reduce their damage and ability to run, just in time for the kill.
Promote:
If you're soloing top, this is a nice way to slow the enemy Champion down if you absolutely need to recall, and also makes downing turrets that much easier. Remember though, it gives the enemies a sense of pride in killing your Promotes!
So Blitz has a lot of options in the Summoner Spell category, so I will just give you the reasons why you want to use what and you can take it from there, but I will put them in order of recommendation.
Flash:
Gets you either away from or in the center of the battle. This is nice because you can use it to set off a Static Field or to run away after using it if need be (but you shouldn't use Static Field if you aren't sticking around, really).
Ignite:
A DoT to take out the runners. Also ruins Heal, Regen, and Life-Steal dependent Champions. A nice way to score a First Blood after grabbing them with Rocket Grab and knocking them around a bit.
Heal:
Before you go on saying that it is nooby, look at it this way: Flash is just a run away that makes you a *****, but Heal is for people who stay and fight like a man. Also, it supports your allies (including minions, your friendly helpers in Turret Murder) as well.
Exhaust:
Yet another way of stopping those pesky runners, it's almost like your Q isn't a grab! This basically ruins any one Champion in a team fight, and makes it so that if you are near death, you can reduce their damage and ability to run, just in time for the kill.
Promote:
If you're soloing top, this is a nice way to slow the enemy Champion down if you absolutely need to recall, and also makes downing turrets that much easier. Remember though, it gives the enemies a sense of pride in killing your Promotes!
There you go. It's a longer and more thought-out guide than the one I made for Hecarim. Try it out and give me feedback, I love to know what I'm doing wrong. Remember, your primary role in combat is to either initiate with a Rocket Grab (giving your team a virtually free kill) or dragging someone off who can't handle you (like an unsuspecting carry) in the middle of the fight. Good luck, have fun, and happy Crankin'!
First helpful comment goes to Laggermeister for suggesting
Frozen Heart instead
Warmog's Armor and
Atma's Impaler which led to the insertion of
Maw of Malmortius!




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