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Blitzcrank The Robocop Of LoL Season 9
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Runes: Rune Set #1
+8 ability haste
+15-140 HP (lvls 1-18)
+8 ability haste
+15-140 HP (lvls 1-18)
Threats & Synergies
Your biggest counter and your greatest threat , be very careful
Not really bothering you, You can pretty much stomp him easily, just evade his Stuns/roots
His kit has it all to stop you and to annoy you
A bit annoying but nothing more than that, just annoying
Not even close to be a threat, Don't get poked and the rest is easy job
Hard lane hard match up,
Don't let her poke you and it can be easy game
Don't get caught on her bindings and it's easy lane
Annoying shield and CC, can be a real challenge
Strong CC but too squishy so it's easy target
Don't get poked and you can win this lane
A good shen can give you trouble. but generally you win
Not a threat to you
Makes your life miserable but in the end you can win
May the best hook/grab win!
Avoid his time bombs and you can win
Don't get caught on her CC and poke and you will be fine
Don't let her poke you and be careful NOT to grab her when he has ultimate and stun charged up
Don't get poked and it's easy match up
It's hard lane, he has more CC than you and can be really annoying,
Tricky champion but you generally win
He has way more CC that you but lacks tankyness and you can burst him down
Annoying creepy man
Everything depends on your skills, its easy to predict her and grab her but also if you miss that grab you are defenseless
This is a skill lane, you have to burst her down before she can do some serious damage.
super annoying and more burst damage than you, if your skills are better you win the lane
1 hook 2 champions to kill
very easy pre-6 fights
Depends on the Kalista skills
Depends on the Kalista skills
This is me when the season 8 ended
Hello everyone and welcome to my first guide. I started playing LoL in early of season 2. Blitz was the first champ that draw my attention and the first one that i really really loved. I have played almost 60-70% normal games as blitz in almost all possible ways. This guy is awesome...he can engage a team fight, save your team ,be the off-tank and even get you first blood if played well. His grab can take dragon,baron. Also an awesome grab can win the game (grab AP,ADC carry) or make you lose the game if you grab the wrong person (their tank for example like Rammus ). When you play especially with blitz in ranked games you need the best pc performance...cause bad fps and huge ping can make you fail your grabs (this will make enemy team to attack cause they know your grab is on CD) or even worse grab the tank and get your team killed... Enjoy my guide and be free to give me any advice to make it better. I am a college student at Greece so i don't have much free time.
Season 5 is upon us. My university studies are getting harder and harder day by day. I will keep updating slowly but steady through out season 5. I am really sorry for the delay but i have a rather busy personal life. I will keep updating with many more advices and changes and ofcourse new videos to keep up with season 5 map
** 2/12/2014 **
Thank you ALL for supporting me by commenting and by viewing my guide. When i first started this build i never thought i would achieve so much.
Funny thing when i look my first videos and warding photos, i was playing with 30 fps with very low graphics. With my new pc i am playing with over 80fps on very high graphics ....oh dear god thank you so much !!!!
*** 13/4/2015 ***
After many tries and a lot of work i finally got up to platinum!! Thank you all for keep viewing my guide and for helping this build get better!!!
After patch 5.7 landed, blitzcrank took a big hit on his Overdrive. Now you have to think twice before using it to escape or chase someone. More explanation given bellow
**** 15/7/2015 ****
OH MY GOD!!!!! 1 million views!!!! i can't believe it!!! Thank you so much guys for the support !!!! i couldn't be more happy about how this build have grow up!!
***** 15/11/2015 *****
Finally new season!!! Rewards are shiping and new masteries with some interesting new items are here! I will try my best to expain everything. I am still learning this new objectives but i will try to explain it as the season moves on and also i will keep updating through out the season.
Gosh it's been a while since the last update. First of all i want too thank you all so much for bringing this build on No1 to Blitzcrank guides. Second of all i want to apologize that it took me so much time to reach platinum this year but with the univercity studies and my job i wasn't able to play enought games . Thats why Support Montages take so much time to created and uploaded . Lastly i hope i can keep up to your expectation and try for diamond this year or at least help you learn even more things about Blitzcrank.
******* 13/11/2016 ******* OH MY GOD!!!! 5 MILLION VIEWS AND COUNTING!!! I can't thank you guys enough!! It started as a simple test to pass my free time so many years ago and now look where it reached!!! Seriously guys THANK YOU!!! THANK YOU for all the support you gave me and keep giving me !!! THANK YOU for keep viewing my guide!!! JUST THANK YOU FOR EVERYTHING :D :D :D !!!
#11/11/2017# Oh Dear God! 7,5 million views and counting!! Thank you so much guys!!! I can't even thank you enough but you get the point! I tried my best to understand the new Rune system and i provided you also with some good points on the new Rune sets for Blitzcrank. Enjoy guys! Happy New Pre-Season!
## 24/1/2018 ##
First of all i want to say a big THANK YOU for reaching this build on the top of Blitzcrank builds! I never expected for my build to reach so high! With the new Season here i brought some changes on the build and fixed a lot of errors i did. I am sorry for being so bad at updating my build but i went to the army and also had some stuff to do with my job and got behind on my schedule . Let's raise the stakes and make this build even better ! If i made an error please help me fix it !
This Rune Set is for Tanky/Versatile Blitzcrank players like my self.
- Blitzcrank was a way to shield an ally. With this you can make small trades from time to time in order to test the oppements and escape with the minimum health damage that is possible.
- Blitzcrank if you miss your Rocket Grab you get your self to a vulnerable possition. Meaning you can get poked and lose trade quite easy. So with this rune point even if you get in this situation , you will at least get back some health to help you recover a bit before going back for trades and fights.
- Blitzcrank this is a life saver.
- Overdrive just by casting your ultimate. This can either help you escape OR help you chase the enemy, combine with Overdrive this will help your kit gain an alternative option
- Rocket Grab and your Power Fist a bit more damaging as abilities and lets face it Blitzcrank is all about setting up a good amount of burst to the enemy so your team can kill the target easier. So even if you max out your cdr from tanky items you gain also a bit of damage!
For the passive Blitzcrank players
- Rocket Grab or that extra Mana Barrier shield!
If you have time to spend i highly recommend to check out ScrapComputer VERY detailed Blitzcrank guide. He covers so many chapters on how to play Blitzcrank but he has also other interesting things to check out.
Because videos were getting out of hand and it was really really bad to just scroll down from this section i am dividing the videos in old/new and puting them in spoilers so you will have the option to either see or not see them.
This songs make me really energetic to play blitz or even to set my mood for ranked games , I hope you like it
When To NOT Pick Blitz : When the enemy team has champions like
Play as a Defensive Blitz player if your team composition requires a more utility support.Your team just need an engager and a support that will use stuff like Locket of the Iron Solari Redemption Turbo Chemtank. You can go a bit tanky mid game here. Frozen Heart or Iceborn Gauntlet still recomended but you can always choose your way of getting "tanky".
Play as Tanky Blitz if your team composition requires a tank (I found my self required a more tanky build because my teamates where all assasins or stable/immobile champions with no tankyness at all) Keep in mind that tanky blitz requires a really expensive build, so keep using Relic Shield targon's brace Ancient Coin. Just go super tanky with Frozen Heart and Warmog's Armor. You are the tank you still do the engages but you also control the teamfights.
** Adapt with how the game is going. Change your items path if it's needed. For example i have found my self starting with [glacial shroud] but never completing it cause i went super tanky with and other items **
Lets start by defining your experience on blitzcrank.
- Have you played more than 50 or less than 50 games?
- What is you current division?
- Do you plan to just learn blitz for having a support pick option?
- Do you plan to master blitz as support main?
- Are you good with landing hooks?
If you have played less than 50 games with blitzcrank then you should start with the following items 2x Health Potion. The reason i recommend this is in order for you to learn to control your mana. As blitzcrank player you should learn when to waste mana and when to keep it just in case an enemy got out of position.Sometimes the threat of the Rocket Grab is better than casting the skill it self
If you have played more than 50 games with blitzcrank then you should have already "grasped" mana control so you should starting with Relic Shield2x . Now than you know how your champion works you should start learning how to position your self and protect your adc because lets face it, thats your job.
If your current division is unranked i would recommend to play a lot of games with blitzcrank (and other champions ofcourse). You need to learn how to ward also before going in ranked. Wards wins games!!!. Check my Warding Places for an introduction and examples.
If your current division is bronze then i would recommend starting to actually look your mistakes before looking your enemies or allies.You need to learn not only how to ward but and how to play/set up your champion in teamfights. Awesome grabs can seriously win you games especially at bronze, because people still learning the game and the lack positioning and side-stepping skillshots. Don't worry practise and you will get UP in ranks.
If your current division is silver then i would recomend starting predicting your oppoments movements. Now that you have an understanding of the game,champion,warding and build options ,you should learn when to grab and if you should grab. Yes the enemy malphite is low hp and you can probably kill him with your combo, but dont forget than he might still have his ultimate Unstoppable Force and use it either on your adc or even worse to your whole team literally giving away the teamfight.
If your current division is gold then you can choose whatever build suits you better. You have the understanding of a little bit from everything, but you want to learn the champion (probably) so i would recommend either Utility or Tanky blitz depending on your situation (your team composition,enemy team picks). You can also learn when to pick Ignite or Exhaust while playing blitz in order to win some lane matchups.
If your current division is platinum or higher then you already know everything about this champion. The only thing i can recommend you to practice is predicting your enemy sidesteping your skillshot. Still if you want to check a couple of things be my guest and some feedback would be great.
If you plan on having blitz as a support option (last pick sucks sometimes right?) then you can pick between Aggresive or Passive lane matchup. Don't forget that practise makes perfect. Check my lane matchups for some tips.
If you plan on making blitz as main support option then you should practise A LOT and check everything i have spend time on this page writing. Escpecially ScrapComputer very detailed video guide. Practise with items with masteries and even try your preferable masteries/runes .
Landing a hook is both an awesome feeling and an embarassing situation (if your grab killed your team/carry). But the question is this... Can you land a hook? How many grabs do you land and how many do you miss? As said before practise makes perfect. Sooner or later you will learn your skillshot range, you will start to position your self better and you will start landing more hooks. If you missed a grab and your team is yelling at you for it (I know the feeling bro) don't write them back and DON'T start raging, it will only get your mood gloomy and you will keep losing hooks. Calm down, take a deep breath, if you have the option to hear some music either from youtube or from your phone,mp3... etc, then please do so. I can't count the times that hearing music made me feel better and i would improve my hooks during late game winning us the fights/game.
When Blitzcrank's life is brought below 20% health he activates Mana Barrier. This creates a mana shield equal to 50% of his mana for 10 seconds. Mana Barrier can only occur once every 90 seconds.
#This Passive is one of the things that makes this champion so unique. Basically what is does is that when you are at 150-400 HP (depends on champion level and items) Blitzcrank automatically pops up a shield just like spell Barrier. The amount of your Mana Barrier depends on your remaing mana pool.Thats why mana items are so important. It makes your enemies missjudge the potential to kill you.
Rocket Grab|| Q
Cost: 120 Mana
Blitzcrank fires his right hand to grab an opponent on its path, dealing damage and dragging it back to him.
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them (*Also disrupt*) and deal 80/135/190/245/300 (+100% Ability Power) magic damage while he pulls them to himself.
#Ahh grab...the looooong hand of law...1st to max. Your signature ability. This thing can make you win your team's favor or get you reported. Skill shot ability so i recommend NOT to set it in smart cast until you really really know the grab range and speed.
A grab under your turret can give u a good DMG output. If you grab and then use Power Fist can give you almost 300 DMG (later levels do dramatically higher damage output) and a full combo of Rocket Grab Power Fist Static Field and maybe even 1-2 turret hit can get your opponent reaaaally low. Also you will make them use their Flash...if it's on CD then they are as good as dead
If the enemy team do baron you can use all your wards in the baron pit ( only if they more than one sweeping lens or vision wards) so make sure you grab one of them out of pit in your team when they try clear your wards ;) same applies for dragon pit or even out of your 3rd turret base
Cost: 75 Mana
Blitzcrank super charges himself to get dramatically increased movement and attack speed.
Blitzcrank super charges himself to gain 70 / 75 / 80 / 85 / 90 % movement speed and 30 / 38 / 46 / 54 / 62 % attack speed for 5 seconds, with the burst of granted movement speed rapidly decaying over the duration of the ability. When Overdrive ends, Blitzcrank is slowed by 30% for 1.5 seconds.
#Thats what makes you a robocop at super fast speed. You can chase champions,evade skillshots,position your self for a fast Rocket Grab and of course run fast enough to escape your pursuers
#Don't use it recklessly , If you been chased try to escape with just side-steping or with your Mobility Boots and only activate your Overdrive if you sense that you can't escape otherwise. Same thing applies for when you are chasing a target, yes you need the speed to reach him but you might get your self in a lot of trouble when the slow comes on and you have no Flash to escape, so ward around map and make a desicion
Power Fist|| E
Cost: 25 Mana
Blitzcrank charges up his fist to make his next attack deal double damage and pop his target up in the air.
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air (*Also disrupt*).
#That spell makes your combo. Combine it with Rocket Grab or use it to disengage your pursuers or to protect your allies. Also as said Power Fist doubles your next Auto Attack, thats where Iceborn Gauntlet comes in to the field, cause your Power Fist will do so much damage just by itself with no combo around it and with such a low cooldown.
Works with Yasuo ultimate Last Breath
Static Field || R
Cost: 150 Mana
Passively causes lightning bolts to damage a nearby enemy. Additionally, Blitzcrank can activate this ability to damage nearby enemies and silence them for 0.5 seconds, but doing so removes the passive lightning until Static Field becomes available again.
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100/200/300 (+20% Ability Power) magic damage every 2.5 seconds.
Active: Deals 250/375/500 (+100% Ability Power) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
#Awesome skill. 1st of all this passive must be used smart. What i mean is that don't rush in and use it when sometimes you can take full effect of this passive by just Auto Attacking enemy or by using your other skills without pressing Static Field. You ask me why? because in 7.5 second with just your Static Field you can do 300 extra damage (level 1 Static Field), combine it with your other attacks you get a much higher damage output than just pressing your Static Field. This tactic works rarelly and must be used with FULL AWARE that can kill you... cause it depends with the champion you are facing,your HP,enemy HP and your itemization so far. 2nd Static Field has a really small silence effect that is enough to stop the enemy from casting spells/skills for a short duration or even stop channeling spells (*disrupt*) like Katarina death lotus size or Warwick Infinite Duress
Remember that silence stops your enemy even from Flash away
Always...for combos like it's your MUST have spell without question
Pick ignite on Blitz ONLY when the enemy team doesn't have assasins and you want to bring down the enemies faster. For example i pick ignite on blitz when i know that i have to win early game hard or otherwise we are doomed, depending on your team and enemy team if thei have late game champions or early mid game champions
Pick exhaust on Blitz to counter the enemy assasins hard. The power of exhaust is shining at late game when the enemy assasin or adc will have the debuff and it's so much easier to bring them down
So if you ask me about this Yes take it but ONLY if your adc has taken Exhaust. DOUBLE HEAL ON BOTTOM LANE DOENST WORK because for each extra summoner spell Heal you take reduced healing amount from the spell it self, that makes it kinda useless. If your adc has taken Heal and you still want to play safe please take Exhaust
Another great video from ScrapComputer . If you have time to spare check out his youtube channel cause he has amazing stuff.
I prefer choosing this item as my support/gold income because of his great stats. Basically this item gives you tankyness,cooldown reduction and a great mini-passive called Execute. So when you hit a lane minion with 200-250 health left in it you kill it instantly and you gain the gold of the minion but so does your laning partner if he is close to you. Moreover this mini-passive we talked about also heals you and your laning partner when you kill a lane minion . It maybe look small healing ability, but it helped me countless times to win my laning phase or win a simple teamfight
It's a new season item that i have been testing. The results are amazing. It gives you sustain from catalyst the protector. When completed it gives you also what lacks from blitzcrank and that's CC (crowd control) with a small AoE speed boost to you and your nearby allies when moving towards enemies for 3 seconds. When this speed boost ends, it emits a shockwave, slowing nearby enemy champions for one second.
You got to love this item during this season. Not only it can disables enemy turrets that are close to you (even the 2 nexus turrets if you are close to them) but also gives you a great sustain with health and armor. Also it gives you a small speed buff when you are next to turrets. The only thing that i hate about this item is that in a very late game situation 40+ minutes his active is kinda useless cause you don't have turrets to disable (probably) so if you have completed your build and you have enough gold you can sell this item and buy something else that can and will help your team. Also situational item (if you are behind in turrets for example)
This is a MUST HAVE item in order to help your adc(attack damage carry) or your apc(ability power carry-also known as mage) to counter heavy enemy CC. If you know the spell Cleanse or the qss Quicksilver Sash then this item does exactly the same thing BUT it also heals your targeted ally by a small amount(depends on his maximum health). Also it has great stats with magic resist and a passive that gives you mana regen.
Great item for chasing or escaping . When activated you and your nearby allies get a small speed buff that can help you either reach escaping enemies or use it as an escape for your team.
This item is Blitzcrank bread and butter. It's giving you mana that you can use with your Mana Barrier, armor for tankyness,cooldown reduction and an awesome passive. Basically every time that you will use a spell your next basic attack will be do + 125% of your base damage. Timing is the key to this item as blitzcrank player. You must use ONE spell every 2 seconds(item's cooldown) in order to utilize this item passive at MAX and not just pushing every button on your keyboard
If the enemy team has a lot of AoE (Area of Effect) damage take it . It gives you an active that provide you and your nearby allies a small/huge shield (scales with levels). I can't count how many times this active has won us teamfights and eventually the game. It's a good item when you are facing fed insta burst damage enemies like Galio, Diana, Graves, Riven because the shield given to your allies can win you teamfights. Level 18 activation gives you and your nearby allies 630 shield!!! More than the spell Barrier on level 18!
If the enemy team has a lot of AD(Attack Damage) champions and you don't want to build Iceborn Gauntlet or your playstyle is just more of a tanky/support, then take this item. It gives you a lot of armor,mana,cooldown reduction and an awesome AoE passive that slows the Attack Speed of your nearby enemies . Great against hyper carries like Vayne Or Tristana , basically every champion that relies on his attack speed.
If the enemy team has a lot of AD champions or just a really fed Vayne or Fiora etc. This item will just do the trick with his TONS of armor. The passive of this item is awesome also. Basically what it does is that if you get hit by physicals attacks then 30% of the damage you just received is being returned/send back to your attacker/'s
Tankyness,armor and an awesome passive with an an also awesome active. Basically this item passive means that if you get hit by a basic attack then the enemy that attacked you will have his attack speed lowered by 15%. The active of this item is kinda like the Turbo Chemtank but it just has the AoE slow effect. Having both of this items sometimes gives you so much control on teamfights. Personaly i dont recommend having both of them on your build but it's just my opinion.
Really funny item. I really like it. Strong resistances and a lot of HP . A neat passive also. Having more movement speed as blitzcrank rocks. It's passive kinda look like Statikk Shiv. When the item reach 100 stacks (item charging up only by moving not attacking) then your next basic attack deals bonus physical damage and slowing the enemy for a brief time. That being said it doesn't mean that you have to wait for 100 stacks, you can still do bonus damage even with some stacks but you won't slow the enemy . Also when this item passive charging up you get more movement speed until you either attack the enemy or get slowed,snared,stunned etc. Keep in mind that when you get Crowed Control effects used on you the item will lose charges by a small amount
Keeping your ADC's damage high it's one of your TOP priorities. Basically you point the ally champion you want and as long you stay close to him and fight with him as the passive when you use your ultimate ability, you and the champion bonded have now a great passive with damages for some seconds and some slow also.
This item is used for a split-push lane, meaning when you need objectives really bad but you need to stay with your team to help in teamfights, you can buy this purple thingy, place it preferably near bushes close enough to enemy turrets, then some little purple friends of us will get out from zz rot and either push the wave on the enemy minions or hit their turrets. Also has some neat defensive stats and a passive that when you are close to turrets(destroyed or not,enemy or yours) you gain a small Movement Speed buff while in their range. A Situational items that can be really funny sometimes.
You get a good portion of stat bonuses on health,armor,hp regen and an awesome active/passive! The passive of this item is like lets say Janna 's Tailwind , when an ally comes towards you they gain extra defensive stats and movement speed! Now about the active effect (that enables the other passive of the item) you bond with an ally (imagine like Zeke's Convergence ) and that enables the following passive, 12% of the damage your bonded ally does it's healing you. So if your marksman is fed or pretty strong for every damage he does you gain health. Now counter wise the second passive , 12% of the damage dealt to your ally is being dealt to you as TRUE damage meaning no armor or magic resist stats count. It's a great item generally for most of the situation but take care with which one you get bond and remember to get it AFTER you already completed 3 main items cause even if the stats,passives etc. that provides for the gold its awesome!
Ok since things came out of hand with this item this season i got to explain my self here. Redemption is a support item that provides with health,cooldown reduction and base regen stats. The important part is the active of this item, in a huge circle you call down a beam on a target area (after 2.5 sec) and it gives health base on champion level for your allies ,counterwise it does 10% true damage to enemies in the targeted area. What is beautiful about this item is that you can use it EVEN after you are DEAD! Yes you heard me. You can use it even after you died to turn the tables in your favor. I questioned this item a lot but you can even slightly use the shield power thingy by either Relic Shield stacks or some item with shield like Locket of the Iron Solari
Before i start saying anything i am gonna explain my self about this Chapter. Sometimes my friends asks me why do i play blitzcrank with a messed up build like that. Some other guys that added me in league asked me why i don't have a specific build and that they can't understand my logic behind my build paths. So i will try to expain myself as much as i can. Remember that situations vary too much and you can always change your path mid-way of completing it.
Winning The Lane Hard As F**k
When i win my lane so hard means that either i have given my adc 4 kills or more during the first 10-15 mins and we have no deaths or just 1 death or even more when i have more kills than my adc and i need to protect him until he gets back on his feet. Eye of the Aspect is my top priority because of the tank stats and the cooldown reduction (CDR) , so i can protect my adc while waiting for my cooldowns. Iceborn Gauntlet for the aggresive stats the CDR and basically everything that it gives helps your kit, don't forget that the slow zone that it creates can hold back some champions from reaching your carries. Dead Man's Plate the movement speed that it provides with all the tanky stats and the empowerd auto attack will do a great damage in combination with your Iceborn Gauntlet, also it helps you run without the need of pressing Overdrive so you can evade the slow that you get after using it. Locket of the Iron Solari i always get this item to provide my team with the defensive stats and the shield active that provides, also you get cdr which is win win in that case. Think of it as sharing the power you got in your laning phase to help the rest of your team. Mobility Boots your main boots, gives pretty much enough speed for you to move around fast so you have the option in certain cases to EVADE using your Overdrive.
Winning The Lane
Winning the lane means that you win your lane by 1-2 kills or that you have successfully zoned your opponents enough for your ADC to have more that 30 cs than the enemy ADC . Can't say many more here about Eye of the Aspect as it is your primary support item and i have already explained about it in the previous paragraph. As about Frozen Heart i find it extremely good on Blitzcrank because he can utilize every single aspect of that item . Cooldown reduction , mana, armor, and that awesome passive that if the enemy step in to your range you reduce their attack speed by a percent. That being said means that as a support tank you can help your allies even if you can't quite reach them. A great choice of course is the Locket of the Iron Solari . When you winning and you want to keep your team with a good portion of shield in teamfights. Mikael's Blessing is a great option when you are winning cause it gives you great mana regeneration and the active that removes the Crowed Control effects from an ally champion. To sum it all up imagine in this situation that you use your power to help your team in teamfights and to splitpushing.
Neutral Lane(not winning not losing)
Basically not winning or losing means that either nothing has happened during the laning phase that will give more power to either you or the enemy, this means that either the cs or the kills of both teams in lane are the same . Nothing changed in the item path as for the Eye of the Aspect or the Iceborn Gauntlet or even Locket of the Iron Solari because it still applies what i said in the previous chapters , the only thing that changes here is that you are trying to get your self stronger while trying to protect your teammates so the build path might change depending on the situation if you got the stakes on you or if in the end something went wrong. Also here i would recommend the Randuin's Omen because of the great active that slows everybody close to you and because of the great defensive stats that it provides.
Losing The Lane
Here my friends you are in a really ****py situation. When Blitzcrank losing his laning phase then most probably so will the game. The only thing you can do here is trying to give power to your team and hope that things will work out...eventually... also thats why here we prefer to take Turbo Chemtank so we can take a good amount of stats and use the active either to escape the enemy team or to chase them down.
Losing The Lane Hard As F**k
If you are in this situation then you can only try to help your team with your items since you lost so hard that you even if you grab someone it might don't do a thing after all. The reason i recommend the Eye of the Aspect here is in order to build more tanky or to build something different that gives you back some power until you can stand on your feet. Also Zeke's Convergence can help you fed teammate to have more power in t he game and so you try to power up the only man or woman that can carry you right now.
When you have so big problem in controling the game and you must constantly be next to your ADC and basically in your teamfights but also you want to push this is a good option, you can use the voidlings from the Zz'Rot Portal to keep the lane pushed and you use the Twin Shadows to slow down the enemy chasing you. When i am out of options and i see my team keep fighting between them in chat i know that i have to do something about it . If i can't put them together as team when i talk to them then i have to do that by giving as some advantage and thats why i prefer this splitpush option.
Calculating jungler on many scenarios, you can do all-in fights even if your laner doesn't his main damage item (sometimes mana/health is still needed). Also if you have all your spells and level 6 when the enemy lacks both it might be a good time to do the all-in fight because most adc gets a power spike at level 6. Becarefull because enemies can do the same to you
RED Means either really great cooperation or really great threat
ORANGE Means either great cooperation or great threat
YELLOW Means either good cooperation or threat
All depending on which section you are reading
Carrys that synergise with Blitz
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Supports countered by Blitz
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Carrys countered by Blitz
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Carrys countering Bliz
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Supports countering Bliz
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I played blitzcrank since season 2, and hit platinum with him. Even though he is a niche champion, I would like to share some tips.
1.Don't level your ultimate when you hit level 6. Because if you level it after you hook someone (use ctrl + R for quick access) then the lightning will hit whoever you pulled. AND you don't accidentally steal cs from your ADC.
2.Hook fires from your right hand. It's not a big difference, but you you'll slide by minions more often on the right side than the left side.
3.If you're below Diamond, always, ALWAYS invade after buying items quickly. (I know this tip will be controversial) The zoning potential from warding deep early and having blitzcrank on your team makes your invades 9001 times scarier. Remember, you DON'T have to get greedy and try to get kills. Even a flash is worth it.
4.Save your ulti like a finisher early game. The lightning procs do more damage than you think and you want to get as many procs as possible.
5.(A collection of small tips)
# Max Q, not W or E.
# Tear of the Goddess is not as good as you think it is. It takes too long to build and you don't want either final builds.
#E is a AA reset. If the enemy doesn't have escape, Rocket Grab -> Auto Attack -> Power Fist
#If your enemy adc DOES have an escape (ex. Trist Rocket Jump, Corki Valkyrie) then Rocket Grab -> wait -> Power Fist. What the waiting period does is it cancels the enemy jump animation. Usually they will panic and jump away as soon as they regain the control over their champions, so wait.
#After you hook, try to move in front of the enemy. Even though the body block in LoL is not as great as HoTS, you will block some movement by the enemy.
#Don't right after you Rocket Grab. Exhaust after they are out of your cc (Crowd Control).
#As you go higher up in rank, you'll have more success from Overdrive -> running up to enemy -> Power Fist then Rocket Grab.
#I see this mistake more often from lower elo, but ALWAYS look at the minion difference before hooking. If the enemy has more minions, even if you hook right, you'll end up losing the trade.
#People only miss hooks because they are fishing for them. You should never fish for hooks as it is only a low chance you actually hit something and it gets lower the higher ranked you are. Not to mention that you loose a lot of pressure because of that.
Also, I want to mention that people here discredit maxing W first too much. It's actually pretty good and helps with everything that you do like roaming or applying pressure in lane instead of the extra damage and 4s cd less on Q. Don't forget it gives attack speed for early fights as well.
#Because they think it's self explanatory.
Rocket Grab is your play making ability. It's what makes blitz good. Having it more often = being more useful. It goes from 20 seconds to 16 seconds which is very good but it also scales the damage of it insanely - from 80 to 300. That's 220 difference.
On the other hand what does maxing Power Fist give you? Nothing much. 4 seconds lower on an ability AFTER you hook. Meaning you won't use it often unless you hook often and when your hook is on 20 cd it won't be very often. It literally gives you nothing maxing Power Fist.
Rocket Grab is good because of the insane burst it puts out early game. You are able to secure way more kills. If you max Power Fist and land every hook early/mid game you still won't be getting kills. You will do no damage and early game it's you who deals the damage. The adc is just there auto attacking with 90 dmg.
And Overdrive was good before Blitzcrank nerf, but now you just put one point in it in just in case you need to catch someone or escape someone
Power Fist gives 0 worth when maxing first but you can max it after Rocket Grab for having more control and peeling better for your adc. 5 seconds cooldown isn't low enough for you to put to E's on someone early game. It doesn't make a difference. Even if you could do it in the early game, it still wouldn't be as worth it as maxing Rocket Grab. The cooldown and especially the damage that scales is too much to miss out on.
R>Q>W>E 90% of the time. but for sure not always and in every scenario
#Exactly! This is why you max Rocket Grab= lower cd, higher burst. Your team doesnt want to wait 20 second for every Rocket Grab that might not even hit. And you are not gona knock up people real often unless they are melee range from your Q. In my opinion best option is Q E W 90% of the times.
#the choice between maxing Rocket Grab and maxing Power Fist is, respectively, burst vs. sustain as far as damage is concerned. but for utility they provide different things. different conditions call for different maxing order.
but mostly it's Rocket Grab > Power Fist, since your primary purpose is, usually, threatening and zoning with your speed/hook.
a situation i would max Power Fist in, for example, is if the enemy team is filled with in-your-face engage champions like etc. champions that need to dash in but can't dash out. a maxed Power Fist with 20% or more cdr (cooldown reduction) is devastating for kiting them, and your Rocket Grab acts as an execute when they try to disengage (they run away, you hook them back in).
#If you miss a hook in the laning phase your opponents can use the next 20 seconds( Rocket Grab early cooldown) to zone you hard, you are basically defenseless. Any second that you can shave off Rocket Grab cd is a plus for you !!! Tankying up damage is not enough as a Blitzcrank player. Practise on landing your hooks and you will see better results on your games not only laning phase.
#I take Tear of the Goddess when I'm winning lane hard. It's an investment that pays off later when upgraded (damage and huge mana shield).
#Against targets with escape, run up to them and when in pull-range, do a quick laugh. The animation is about the same as the pull animation, lured some flashes like this when i was at lower elos.
#You can also just run up to people very fast in low elo, 80% of the time they use their escape in panic before your hook.
#with most of the AD carries having some kind of a dash, jump or other escape ability, I do like to use my Rocket Grab after i run to them with Overdrive and then Power Fist so he won't get away right away. So combo goes like W E Q
I too love hooks, Blitzcrank and Thresh are my main supports. One thing to remember is that Thresh is very versatile, whereas Blitzcrank is a more situational pick.
Blitz is bad against champions like: He's strong against champions like
You also want your ADC to have good damage compared to the your lane opponents, or you will lose trades even if you grab someone. Ideally you want to play Blitz against an immobile ADC with a squishy support.
Blitzcrank hook is also quite different from Thresh hook(Hook animation speed,Range,Predictive etc.) so that's just a matter of practicing a lot.
The champ is all about setting up kills for your teammates
Agreed.Though Sometimes Exhaust is really powerfull late game to push back strong assasins or fed adc's. Situations vary too much. I personaly find Exhaust a most needed spell for Blitzcrank. Rarely i will take Ignite if i know my laning parterners potential (duoQ) or if i really want to win early game hard and fast cause the enemy has more late game champions or champions with massive regeneration like Dr. Mundo or a lot of healing abilities,spells like Nami , Soraka
1) r>q>w>e is the best skilling order.
2) if you use range indicators: the Rocket Grab goes always a bit further than it shows. i always try to max range hook, enemies feel save at that distance and often have bad positioning.
3) sometimes go 0-18-12 masteries, and go for tanky runes. this will allow you to survive "bad pulls" in lane and lets you survive teamfights you initiate also having the cap of cooldown on 45% gives you the ability too hook more(if you get better at hooks then switch to 0/12/18 masteries in most of your games)
4) as i do with all tanky supports i go for Relic Shield so i can heal my adc a bit. i think its necessary for better sustain in lane, especially if the enemy lane got sustain and poke
5)for new Blitzcrank players if you dont go for Tear of the Goddess as second item you will find yourself mana starved, also it scales nicely with your passive and often baits enemy adcs to overextend for the last hit when suddenly -> massive shield; you can either re-engage with Rocket Grab or one of your teammates can take profit.
6) Always invade
7) if noone invades, you can still try to snipe enemy blue from enemy jungler (situational - most often not worth to roam that early)
8) Blitzcrank is a good roaming support - with mobility boots and Overdrive you are faster than any other supp. Roam to mid-top for ganks, dont forget to leave a ward there(carefull about your raging adc in low elos)
9) once you got boots and lvl 2 Overdrive: run to adc, Power Fist and Rocket Grab after and IF your health,creep wave and situation match the criteria of a great success.
10) Blitzcrank in lane works best in early with ADCs that got some form of CC. example ( Rocket Grab -> Power Fist and hope that your adc realizes fast and places trap under enemy adc; sh*t is broken if executed well) or . high burst is good too ofc ( e q w)
11) in teamfights you either initiate by trying to Rocket Grab a squishe or you stand next to your adc and CC the ones going for him with Rocket Grab and Power Fist
12) your ultimate has a silence. use it to interrupt channels like ( , or even a ) In Teamfights always wait with your ultimate till the most dangerous channel is casted and interrupt it
13) Important: play him alot, and HOOK ALOT even if you miss(For new players with Blitzcrank i recommend Tear of the Goddess for mana issues). thats the only way to learn how fast animation and the range of your Rocket Grab is, how people move etc. nothing more satisfying than hooking an enemy out of fog of war(blind hook)
14)Time your hooks with your ADC's last hits. Opponent thinks he's smart by standing behind a minion? Timing your hook so that it passes through the minion right as it dies makes for a very hard to dodge hook.
This can also be applied to clearing the last few minions with your Static Field, or your ult procs in general.
15)Roam to the middle lane top lane, especially in lower ELO's this has gotten my team SO many kills! Just make sure you let your ADC and midlaner,top laner know beforehand!
16)Sometimes a Flash Power Fist is better than a Flash Rocket Grab.
17) Blitzcrank is the only support that can actually really mess up the game for his own team by basically killing his own adc by grabbing wrong target.
18)Sometimes it's better not to hook at all, as without it you have completely no pressure. Especially when you lost first skirmish and enemy ADC is ahead in kills/minions or there is massive minion wave coming to your tower.
19)Not every hook that lands is a good hook.
I. What is bot lane
The current meta of bottom lane is considered a duo lane, consisting of a marksman and a support, in rare cases someone decides to break the meta by sending down 2 champions with incredible synergy, in order to pull off amazing and stupefying plays.
A Thresh / Blitzcrank combo is a good example, due to their exceedingly long range pulls.
However by sacrificing the marksman spot on the team, they will have a much larger problem pushing towers as well as dealing as much damage in team fights.
Having 2 champions bot, gives you a chance to contest for Dragons.
*Survival first and foremost you can't do anything if you're dead.
*CS 2nd if you have Relic Shield . (You can do whatever you want in between last hitting)
*Winning the lane third.
*As a support protect your ADC, even from themselves, never forget that.
*Objectives (proper warding can show you incoming ganks as well as provide cover, both to deny and secure objectives)
* Kills (that's right objectives are more important than kills, getting kills gives you a tactical advantage, use it, WITHOUT endangering yourself)
Inhibitors » FREE towers »Baron » Dragon » towers » buffs
Objectives win games, formulate a strategy where you dictate the fights and trades, rather than responding to your opponents plans. Rather than chasing low heath enemies too far, you can drop the chase and can go secure objectives, if they want to stop you, let them come to you while they’re low on health. No objective is achievable without knowledge of your opponent’s whereabouts, such as warding, having just chased them, or scoring an ace.
Right now Dragon/Baron became increasingly important late game, even more so, when it comes to securing early Dragons.
Attitude, mental state, irritation, joy, sadness, all factors that can win or lose you the game.
- Your mood will affect how you play, as well as how you interact.
If you go into a match while angry, any little thing can set you off, and you will start to rage instead of focusing on the match.
- Asking 'why' is almost always seen as an attack against someone, be it skill, knowledge or decisions, forcing them to focus on defending themselves rather than winning the game, it is a vicious cycle that can start simply with the word 'why'.
- If you want people to listen, be courteous, and try to explain why they should do something, rather than demanding that they do it.
B) State of mind
- Don't Panic !!!!
Sometimes when threatened people forget everything and start running, that will get you killed.
- Stay calm in fights and focus on kiting and keeping yourself alive, you can't do anything if you're dead.
- Be nice to your support my dear team, he/she is there to contribute to the team, not to babysit you.
- As a support, remind your ADC, to applaud you, for saving them, a simple “You’re welcome” can go a long way, they shouldn't just take you for granted. (This is the mental aspect, keep them in check and keep it friendly)
- As a Support, remember that confidence is good, but without knowing your limits you're nothing more than another dead would be hero.
C) Agitation and physical state.
Don't play if you aren't feeling at your best, I cannot stress this enough.
If you need to pee, you're hungry, your dog just died, don't play, take some time off and find yourself. If you do decide to play, at least listen to some music, eat something, that will help you to relax or focus.
D) Playful banter
We all have our bad days, and it won't take much to set you off when you're feeling bad about something, so try to have fun in games rather than channeling your anger onto your teammates.
The difference between hammering your keyboard, and clicking the right keys at the right moment.
Champion mechanics are very different depending on the type of champion you play.
Certain champs have steroids Lulu, Taric, Karma, Leona ) others act more like utility/tank ( Braum, Soraka, Alistar, Thresh), the details aren't important, understanding how they're played their combos, and their limits are, once you do that, you can effectively trade blows.
(*) Smart cast
Using this option saves you from 1 click on the mouse button, so rather than having to click Q and then the mouse once you've aimed, you can save yourself a split second, which can be crucial when aiming skill shots.
Please notice it can screw up certain champion abilities that requires channeling, such as and Q.
(*) Attack move
Usually set to the A-key, it can be a life saver, as it will move you towards the location, but stop to attack the closest target in range, this can be used to prevent people from kiting you, in and out of bushes (among other things).
If you go to key binding you can find the "Player Attack Move Click" which is the smart cast version of attack move.
The Stop command, is used to stop and prevent you from taking any action.
Good to help you dodge and control minute movements in fights or the laning phase, also very useful when hiding in bushes AND also prevent you from attacking minions , so your ADC can farm and calculate the remaining life of the creep minions better .
Kiting is a hit 'n run technique used as a means to do damage while avoiding retribution.
Most commonly used techniques include:
* Using high range attacks and mobility to move in range to harass, and out of range to avoid retribution.
* Attacking and going into a bush to break line of sight.
* Using slows, snares and roots to prevent enemy heroes from walking up to you.
* Walk in and out of their range, while timing it, so your opponent is busy doing something else (usually last hitting or warding).
* Certain champions have movement displacing abilities, such as Vayne tumble or Ezreal jump, even Flash.
* Using minions as roadblocks in order to buy yourself time and room to maneuver.
* Backwards kiting, moving backwards and away from your opponents while using abilities/spells while your opponent(s) chase you, very useful in large team fights, as it can prevent some of their heroes from even reaching the fight as it is continuously moving away and staying out of their range.
* To be a proper support you have to peel for them, which is my next subject.
The act of 'peeling' away the threats for another champion.
* Any form of CC should help achieve this goal.
* Heals and shields are useful at lessening the pressure on the ADC.
* Buddy blocking, the act of intercepting skill shots on behalf of the champion, exactly like taking a caitlyn ult, or walking in front of your ADC who is about to be hit by nidalee spear.
* Knockbacks and pulls are very useful if used correctly, you do not want to place a fizz right next to your ADC, but rather to keep him at a reasonable distance.
* There are a couple of useful champion items, Mikael's Blessing , 3 support gold items, but it is more important how you use those items, than using them because you panic.
If you time certain abilities you can get off more skills/attacks at the same time, Leona can kill a regular ward when placed, simply by timing her Q in between basic attacks.
Blitzcrank can save his ult just long enough to get off a lightning Arc (the passive from the Static Field), before activating it.
Bottom lane is not just about playing support let's not forget there is also an ADC, which means that you have to rely on each other, it is a 2v2 lane NOT Rambo + 1 vs 2.
Trust each other, if one of you decides to go in and pull of a play, it is usually better to follow rather than hanging him/her out to dry.
If you follow, there is a chance of doing something, if not, one of you is more likely to die within the next 20 sec.
In short, if your partner is in trouble, you have to decide, can you save him/her? Yes or no, there is no time for half ***ed decisions.
When they make something happen follow up on it, but remember not to go all in right off the bat, make something happen, win the encounter and then back off, don't be suicidal or reckless.
An ADC is only ever as good as the support allows him/her to be, during the laning phase.
Contrary to popular belief, supports do 60-80% of the work, during this phase.
VI. Winning your lane
There are a couple of ways to win your lane that isn't focused solely on killing your opponent.
* CS: To out farm your opponent by a significant amount.
Being better at Last hitting is one way, it can also be done by zoning your opponent away from the farm, and freezing the lane far away from their tower.(As a support you can learn when to Auto attack a minion to lower its life by a merely 60 hp at a time in order for your ADC to last hit it, especially great when you learn how to do that underturret because you help your ADC to farm easier even though the enemy put pressure on you)
* Sustain/attrition: Be mindful of your health, and your mana at all times, as well as their health, not to mention your ADC health and mana.
Contrary to popular belief, if you or your ADC runs out of mana, going in unless you have your jungler incoming ready for a gank, is ill advised.
* Poke/burst: Don't go all in, trade some blows with them, and be sure to come up on top, you should know that burst counters sustain.
The best time to trade is when their support is out of position and won't be able to backup their ADC, while your ADC is there to help you trade. 2v1 always has a better chance than 2v2.
* Ganks: When you have a gank incoming, it is your job as a laner to present the most advantageous situation, if they come from the lane, make sure they have an easy time sneaking into the bush, or try to draw your opponent out (bait usually work).
DO NOT to scare them off before your jungler is in position.
It is the junglers job to get as close to them before your opponents realize it, and preferably be well positioned when they do, in order to secure kills.
* XP: Although it is rare to see, you can actually win by CS and XP alone, by forcing them out of lane, and freezing the wave far far away from their tower, giving you easy farm/xp, while they get nothing.
This is a crucial thing to do in a 2v1 lane, because your opponent can reach a breakpoint much much faster than you.
* Breakpoints and items: Reaching a breakpoint faster than your opponents, usually level 2, 6 should be your que to go in for a crucial early trade/kill.
If your opponents overstay in lane while low on health/mana and having vastly inferior items is also a dead giveaway, that they've made a critical mistake, giving you a chance to either kill them, or force them out of lane.
VII. Lane types
Here are some methods that focus on the lane and how to play in it.
You can categorize bot lane into 3 main types, Burst, Poke and Sustain.
Each of them are played with a different tactic, and risk.
*Burst lane (Very risky)
Great at all ins, usually determined by the support, Blitzcrank , Leona , Thresh .
They have a huge kill potential at level 2, so always rush for level if possible.
Certain champions have huge power spikes at level 6, and with that, they can turn from a poke to burst lane ( Annie), essentially bursting down opponents before they can react.
*Poke lane (Medium risk, but is a skill match up.)
Great for harassing, like throwing Nidalee spears all day long, this is not about nuking or bursting, auto attacks work just fine, as long as you do it consistently.
Harass at every chance you get, when they are low, you either go in for the kill, or scare them off for some free farm/xp, in either case whether they recall or stay it is your win, as long as you don't do something stupid, like being baited and dying. Examples would be Sona Karma Zyra
*Sustain lane (Safe and monotone/boring)
Focused around managing mana and maintaining health, usual champions are Soraka, Sona and [janna], however champions without heals but with Relic Shield is also a viable choice if played correctly.
Great for trading when being poked since you can sustain out of the things they throw at you, winning by attrition.
Can turn into an endless farm fest.
Quick lane type counters
*Burst lane - Poke down their ADC to such an extent, that it is too dangerous for their support initiate a play.
*Push for level 2, and keep on pushing to get the level advantage and the minion wave advantage to help, should they decide to engage on you.
*Poke lane - this is mostly a skill match up try to avoid early poke. When/if they wish to trade, don't be afraid to either go in, or back off completely, do NOT let them poke you for free.
*Sustain lane - Burst counters sustain, the longer you spend trying to force them low, the more difficult it becomes since you cannot hope to out last them.
*With a LOT of poke it is possible to force their support to run out of mana, but it usually takes too long to be an effective tactic.
*Utility - Depending on what you're up against you can counter most of it through positioning alone. Such as skillshots, ( Blitzcrank or Thresh grab) positioning abilities, and AoE spells with some form of utility incorporated, Zyra , Nami, Janna ulti. More of this in the Positioning paragraph.
This is not a lane type per say, but to choose champions who are tailored to protect their partner, through some forms of cc.
, Janna , Nami , Morgana, Braum and Lulu being some of the most obvious choices however depending on how you play, other less obvious champions can also be used, such as Ziggs, Thresh , Zilean , Kayle, and Alistar .
Make sure to use the tools available to you at the right time and place, in order to pull off some incredible plays.
However, if you panic and use the spells too early, they may be on cd when you truly need them.
List: Heal, slow, root, knockback, knockup, extra health ( Lulu ult), shields ( Morganaand Braum ), as/ms boost, AoE zoning and so forth.
VIII. Wave manipulation
Pushing your lane compared to playing defensive.
At level 1, 3 caster minions deals the same damage as an ADC.
If you can get your minions to help, you should have the advantage, and the bigger the wave the better your chances will be, this is called 'utilizing the wave'.
If you can build up a large enough minion wave, you can dictate the engages in lane through the use of 'wave momentum'.
You can deny your opponent farm if you manage to push to their tower.
Good meat shield against skill shots.
Better trading potential.
You remove their meat shield, granting you an easy chance to poke/harass.
If you are able to create a large enough wave, you can dictate the engages due to 'wave momentum'.
It requires good warding.
Risky to be so far away from your tower, which leaves you prone to ganks.
Getting ganks from your own jungler isn't likely.
You have to push all the way to their tower, if you do not, they get free farm.
It is very safe, you can essentially hug the tower, and hold them off tower diving.
Their jungler will have a low risk of succeeding unless they're exceedingly tanky, and you are low on health.
Good chance of surviving or escaping ganks.
If you can manage to freeze the wave just outside of your towers range you will have free farm.
Bad against poking comps, since you have little room to dodge, and not a lot of minions to hide behind.
If they decide to tower dive, not much will deter them. (Good bait if you have 'Heal' ready)
If you recall the tower will take a beating
The tower will take some cs if you aren't careful.
If their minion wave grow too big you will be in big trouble.
A) ward placement
To prevent ganks you would want to ward the entrances to the lane, meaning the lane bush(es), riverbush/Dragon and the tribush.
As a rule of thumb, if their jungler is able to jump walls, you ward the river bush instead of the Dragon.
With only a few wards it is possible to keep the lane secure throughout the laning phase.
However depending on your opponents play style, you may want a few extra wards to prevent them from walking into the bushes and zoning or harassing you uncontested.
What you want, is to create a perimeter. Knowing how many enemies you'll have to face or their general location means you can make informed decision which often end up winning games.
If you want Dragon/Herald/Baron you need to know where their jungler is as he is the biggest problem is they wish to contest it, as he can contest it by himself, one or two members of their team hardly pose a threat unless you're low, so knowing who could possibly contest it can be the difference between success and failure.
B) Minion and tower Aggro
When being pushed close to your tower, you need to understand how towers work to have a better chance at increasing your cs, while under the tower. How minion aggro works, if you wish to harass, while being pushed by a huge minion wave.
Towers will attack the first target in range, and then prioritize
- CHAMPIONS WHO HARASS YOU
- Seige minions
- Whatever is left
When sieging towers, you will draw aggro whenever you attack an enemy champion who is inside of the towers range, so if they move too far away from their tower, you can actually attack them without drawing aggro, once you've drawn aggro it can only be lost by leaving the towers range, or becoming untargetable.
This same trick applies to enemy minions, as long as they have something else to prioritize first, they will ignore you even though you walk right past them.
So if you manage to bully your enemies far enough away from their minions before using auto attacks, you will not draw unnecessary minion aggro.
However do notice that you will only draw aggro from minions when you auto attack a nearby enemy champion, compared to towers where any form of damage matters.
C) Freezing the lane
To manipulate the minions to fight in the same place, again and again, and again.
The easiest way to do it, is simply to ensure that their wave is at least 3 caster minions (roughly) bigger than yours at all times. When there are no more friendly minions you step in and act as a punching bag, until your minions show up again.
D) The slow push
During mid/late game where towers are scarcer and far between, you can build up huge minions waves as they have more room to be built up slowly.
To do that, you need to wait for the wave to be close to your base, then you kill off all the caster minions, if it is a cannon wave, you need to leave the cannon minion, that way, and then leave, that way the wave will build it self up slowly but surely, so that they will have to send someone to deal with it, forcing a situation where they will have to fight you 4v5 or risk losing a tower to the huge wave.
E) From reset to frozen
Without being interrupted, it is possible to force an equal lane to become frozen.
To do this, you need to tank their minions for about half a second before the waves collide, so that their minions will have a chance to group more tightly and will focus 1 minion, rather than spread out their attacks, like they normally do.
You still need to last hit, but you should wait until the very last moment before you do, that way you won't be affecting the wave enough, to not fall in your favor.
IX. Stay or go
When to recall, gank mid, or leave someone to defend the tower.
By vigorously pushing the lane, you can 'buy' yourself time enough to leave the lane, and pursue other goals.
As long as there is something to do in lane, without taking a risk, you should stay, this includes killing their tower, securing cs, or even setting up a kill.
Things to look out for:
- Items arms race (breakpoints) if your opponent has B.F sword and your adc only have a dorans blade because you 'forgot' to recall.
- Mana, neither you nor your partner is very useful without mana.
- Health, same thing unless you want to try and bait your opponents into towerdiving, even if your jungler is incomming, it is best to let him hold the tower while you recall.
- Incoming ganks, can you survive with the towers help yes or no, a conscious decision to abandon the tower, in favor of surviving.
Rotating mid to gank
First of all you can't gank without having reliable CC, because of this, very few ad carries are able to gank mid on their own, even some supports ( Soraka ) are horrible and should not be attempted.
You can rotate mid to gank, only when your lane partner is relatively safe, the lane is pushed, and you have sufficient health/mana to not be a burden.
One of the most obvious occasions to do this, is when you destroy their tower, let the ADC push 1 more wave if need be, thereby securing the lane from being overwhelmed, and giving you enough time to rotate mid for a nice unexpected gank.
Few supports can hold a lane on their own for long, as this requires certain pushing potential, and cc, while a few number of ad carries without built in escapes are also at high risk when being left alone, the more cc or burst your opponents have, the more dangerous it is for your partner to be alone in lane, so no time for idling around if you wish to rotate mid to gank.
Positioning is roughly translated into decision making based off game knowledge, threat assessment, optimal approach or escape.
Zones of Control
The area of which, it is dangerous for you to be in, against skillshot based champions, it is usually anywhere that is within their range, without anything blocking, such as minions.
Blitzcrank is a perfect example, if he is hovering around the sides, he is waiting for you to be out of position and within his grab range.
Because of this, he can walk up and scare you out of the lane, that is called zoning.
In terms of Melee champions, the closer you come to them, the more dangerous they become, Riven is a great example of this, the longer away from her you are, the less skills she has at her disposal.
Mages or adc on the other hand, are pretty comfortable at attack range, as it can be hard for them to aim, if you are too close and ready to dodge.
Think of bushes and vision as a tool, to help kite, or sneak up on your opponents with, and remember to place wards in the bushes if your opponent likes to hide in them.
That goes for their team as well, you will feel so stupid if you walk past a bush, and 15 sec later they emerge to kill you, after you're too far away from your tower.
Try to avoid standing too close to the walls when in lane, because there is one less way to dodge skillshots, short of flashing.
The art of aiming abilities, most skillshots go in a straight line from the user, however some are circular, or even go across.
Some skillshots like Jinx Flame Chompers! are about preemptively securing your own, or preventing their escape, and by placing them close to a wall, you increase the effectiveness of that ability.
The more you move around the harder it will be for them to hit you, keep moving, only stop to attack.
They are often also negated by minions, so use them as a 'living' shield.
These are a pain to deal with, luckily the damage you receive from them is usually lesser than that of a skillshot, and there is a slight delay giving you a chance to react, in case of Leona stun, if you have jump, use it! ( Tristana )
That way you will not be in a position for them to follow up on it.
Timing and cooldowns
Timing can be the difference between a successful trade, or a disastrous one.
Champions with abilities need to engage, like Blitzcrank / Thresh hook or Leona jump are extremely vulnerable for a short period of time while that ability is on cd, be sure to punish them for it.
Impact of warding
With this Season changes to the jungle, certain champions are now able to solo/duo the Dragon extremely early, which may require more wards.
The best time to gank is always when your opponent is overextended or have just used their escape ability for something, and it is therefore on cd.
Walk up behind them, and when they try to escape, you should lead them, rather than follow, that way you can get in more attacks, abilities, and you may even scare them into running away from their tower. Keep in Mind that most junglers at level 3 gank, that's around 3:10-3:40 min in game. So Ward prior to this time and keep looking the minimap.
The closer you come to their base, the faster their champions can close in on you, making it crucial to have proper warding, map awareness and either have backup ready (for a trap) or be ready to flee before placing yourself in danger.
Stand Your Ground
When you know there isn't a single chance of escape, and you will die if you try to run, your best option is to fight to survive (or die for something), most champions have initiation abilities or spells they prefer to start with, if you can dodge those, you have a chance to turn it around.
Move unexpectedly, dodge, kite, kill.
If you're being surrounded, rush in to force a fight while they're still too far away to help, so you only have to fight them individually instead of as a group.
Have you ever watched the LCS? Those games are not just about who the best players are, it is just as much about tactics, trading dragons for towers, ulting minions to save a tower, or buy time, put pressure on a part of the map while your team is off securing objectives.
Even sacrificing a player on your team to occupy your opponents long enough for the rest of your team to be useful elsewhere.
Their jungler can't secure Dragon if he is busy in top lane or dead, which is why having vision of your enemy jungler will allow you to counter gank, negate ganks, steal his farm, or even invade at just the right moment.
Playstyles determine every interaction you have with an opposing champion, and is therefore a subject well outside of bottom lane.
There are 3 main playstyles, aggressive, passive and bait.
With any bit of observation, you can tell if your opponents suddenly changes to an aggressive playstyle, it usually means, that they have a gank incoming or they reached a breakpoint faster than you (level 6).
With this knowledge, and if your opponents understand it, you can bluff, bait or even escape ganks before they can react.
Professional players are able to change play style several times in a single fight making it exponentially harder to fight them.
When you actively seek confrontations, to a larger or lesser degree, just show them who the boss is.
Unfortunately you can get tunnel vision* which is very bad for you.
Trying to avoid confrontations as best as possible, even letting you get zoned if it means you'll stay safe.
The art of making your opponent do stupid things (greed is strong), like chasing Blitzcrank close to their tower, forgetting to hide behind minions, giving him an easy grab.
Having shields or heals is a great way to appear weaker than you actually are.
Obviously playing bait isn't always without risk, so be confident in your ability, and know what you're doing.
-Come quietly or there will be... trouble.
-Excuse me, I have to go. Somewhere there is a crime happening.
-My Friends call me Murphy. You can call me robocop
-Thank you for your cooperation. Good night.
-You are under arrest. You have the right to remain silent...
-Madame, you have suffered an emotional shock. I will notify a rape crisis center.
Well thats all folks. I will try to update with more videos and more tips Special Thanks to DeZ3rX for helping me with my guide and Joxuu for he's awesome advices about improving it and ScrapComputer for letting me use his VERY detailed Blitzcrank Guide
2/5/2014 After LMaverick inspired me to change my build and make it better i updated masteries section,rune section,ability explanation section,spell section and finally after a looong time i added some #Awesome Robocop lines to use while your grabs and teamfights have a great success
8/5/2014 Updated Introduction
25/5/2014 Updated Hall Of Fame , added a compilation video from my blitzcrank games that i promised to you and added some of my scores and itemization for examples .
6/6/2014 Added tanky blitz,What path to choose. Updated runes,masteries,introduction
12/6/2014 Updated What Path To Choose and added a Part 2 compilation video from my blitzcrank games
23/8/2014 Updated Team Work
25/11/2014 Introduction,TeamWork. Added Threat to Blitzcrank section and Items Updated for Season 5
2/12/2014 Updated Warding places to match the new map and changed introduction a bit (it was too big and annoying)
2/12/2014 Part 2 Updated What Path To Choose and Warding places again
13/12/2014 Added item section and Updated all builds items paths.
1/1/2015 Updated Masteries,Runes,Videos,Threats to Blitcrank,Small item explanation and small spell expalantion. Happy New Year!!!
7/2/2015 Updated Masteries,Small item explanation,Teamwork. Added Starting Items And Explanations,Questions And Answers.
19/3/2015 Updated Pros/Cons picture,Fixed Masteries lists,Added Bard on Teamwork section,Changed picture from THE END section.
13/4/2015 Updated Introduction, Overdrive on Ablitily Explanation, Threats To Blitzcrank With This Guide and minor alighment,visual stuff on build. Added a new montage of blitzcrank and moved videos from Hall Of Fame to Videos Section
17/7/2015 Updated masteries, Updated runes, Updated Introduction, Updated What path to choose , Updated Team Work with alignment and added Tahm Kench, Updated VS champion
15/11/2015 Updated masteries,runes,introduction,items,vs champions, added ScrapComputer video about Exhaust or Ignite, Starting item and explanation, even the build path.
19/12/2015 Updated some items and masteries descriptions, removed Hall Of Fame, Added ScrapComputer Warding For Teleport Ganks, fixed some visualation and explanations in Questions & Answers section, Added one more mid game option and one example full build option for more aggresive build path.
5/1/2016 Updated masteries, runes image, added more tips and picks in team work, updated videos,
22/3/2016 Updated item description eye of the equinox,added Zz'Rot Portal . Updated teamwork and added Kog'Maw and Jhin. Added part 2 and part 3 of support montage in video section. Updated Ignite description in Spells section.
10/4/2016 Added part 4, part 5 montage videos.
20/4/2016 Added part 6 montage video,Added build paths and explanation (under construction), added spoilers in the video section.
18/5/2016 Added part 7 and part 8 of support montages , added one part on Build Paths And Explanations, added special video blitzcrank in ascension in videos section
11/7/2016 Added major update on introduction, added Support Montages 9,10.
29/8/2016 Added the rest of the building paths and explanation, added support montage 11
13/11/2016 Build Updated for season 6, masteries,runes,items,added videos,updated introduction changed pictures,
25/12/2016 Added a very special christmas montage ,added Redemption on items, changed some items in main build,
21/1/2017 Fixed Some minor mistakes (fast typing sucks) ,Fixed build order items, Added Support Montage 15.
11/2/2017 Fixed some spelling errors,Added Support Montage 16
3/5/2017 Fixed some spelling errors, Added General Talk(How To Think As Support), Added Support Montage 17.
10/9/2017 Fixed the error with the line dividers and added some new ones, because photobucket stop having free hosting for 3rd party images.
11/11/2017 Deleted old masteries and runes, Added the new runes and explanation for the system. Updated Introduction
20/7/2018 Updated the guide to the item changed like Remnant of the Aspect , updated what path to choose, updated build paths and explanations, updated general building items in the basic part of the guide on top.
24/1/2019 Updated everything. Literally.
28/10/2019 Updated a bit everything and cleared the tinypic url with imgur links.