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Spells:
Ignite
Flash
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
Introduction
The build I've given you is a full DPS Blitzcrank and this is the best build I've been loving so far. Blitzcrank will make alot of damage on his "Power Fist" and should be able to deal alot of damage midgame and lategame.
Mana Barrier (Innate): When Blitzcrank's life is brought below 20% health he activates Mana Barrier, creating a shield that lasts 10 seconds. The shield strength is equal to 50% of Blitzcrank's current mana. There is a one minute cooldown before Blitzcrank can activate this effect again.
Rocket Grab (Active): Blitzcrank fires his right hand at a straight line to the target area. If his hand encounters an enemy unit it will stun them, deal magic damage, and pull the enemy unit to him.
Cost: 140 mana
Range: 1,000
Cooldown: 20 / 19 / 18 / 17 / 16 seconds
Magic Damage: 60 / 120 / 180 / 240 / 300 (+0.8 per ability power)
Overdrive (Active): Blitzcrank super charges himself to gain dramatically increased movement and attack speed for 8 seconds.
Cost: 75 mana
Cooldown: 15 seconds
Movement Speed: 16 / 20 / 24 / 28 / 32 %
Attack Speed: 30 / 38 / 46 / 54 / 62 %
Power Fist (Active): Blitzcrank charges up his fist to make his next attack deal double his total attack damage and pop his target up in the air.
Cost: 25 mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Static Field (Passive): Blitzcrank causes lightning bolts to deal a small amount of magic damage to one nearby enemy unit every 2.5 seconds (not affected by cooldown reduction). This will not damage enemies in stealth.
Passive Magic Damage: 100 / 200 / 300 (+0.25 per ability power)
Static Field (Active): Blitzcrank can activate this ability to deal a huge amount of magic damage to nearby enemies and silence them for 0.5 seconds. Activating it removes the passive lightning bolts until Static Field becomes available again.
Active Magic Damage: 250 / 375 / 500 (+1.0 per ability power)
Cost: 150 mana
Cooldown: 30 seconds
Active Radius of AoE: 600
Passive Range: 450
Rocket Grab (Active): Blitzcrank fires his right hand at a straight line to the target area. If his hand encounters an enemy unit it will stun them, deal magic damage, and pull the enemy unit to him.
Cost: 140 mana
Range: 1,000
Cooldown: 20 / 19 / 18 / 17 / 16 seconds
Magic Damage: 60 / 120 / 180 / 240 / 300 (+0.8 per ability power)
Overdrive (Active): Blitzcrank super charges himself to gain dramatically increased movement and attack speed for 8 seconds.
Cost: 75 mana
Cooldown: 15 seconds
Movement Speed: 16 / 20 / 24 / 28 / 32 %
Attack Speed: 30 / 38 / 46 / 54 / 62 %
Power Fist (Active): Blitzcrank charges up his fist to make his next attack deal double his total attack damage and pop his target up in the air.
Cost: 25 mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Static Field (Passive): Blitzcrank causes lightning bolts to deal a small amount of magic damage to one nearby enemy unit every 2.5 seconds (not affected by cooldown reduction). This will not damage enemies in stealth.
Passive Magic Damage: 100 / 200 / 300 (+0.25 per ability power)
Static Field (Active): Blitzcrank can activate this ability to deal a huge amount of magic damage to nearby enemies and silence them for 0.5 seconds. Activating it removes the passive lightning bolts until Static Field becomes available again.
Active Magic Damage: 250 / 375 / 500 (+1.0 per ability power)
Cost: 150 mana
Cooldown: 30 seconds
Active Radius of AoE: 600
Passive Range: 450
I like having alot of armor penetration without buying any armor penetration item in game and thats because I've chosen to have fill arp runes on Marksand Quintessence.
Mana reg/level on Seal because he will need some mana reg so you dont really need to care about buying lots of mana reg items in game.
On glyphs you can have whatever you want, I like magic resist because Blitzcrank doesnt really have the best starting armor stats, the magic resist is just for survivability. Some people like to have cooldown reduce on this slot and that one is fine too.
Mana reg/level on Seal because he will need some mana reg so you dont really need to care about buying lots of mana reg items in game.
On glyphs you can have whatever you want, I like magic resist because Blitzcrank doesnt really have the best starting armor stats, the magic resist is just for survivability. Some people like to have cooldown reduce on this slot and that one is fine too.
As summoner spells i like to have flash and ignite or Exhaust.
I like ignite because its a good summoner spell to deal additional damage in case the opponent gets away with low health or just to deal additional damage.
Exhaust is good for almost everything, slows the opponent to get closer to them , save yourself or a friend of yours.
I like ignite because its a good summoner spell to deal additional damage in case the opponent gets away with low health or just to deal additional damage.
Exhaust is good for almost everything, slows the opponent to get closer to them , save yourself or a friend of yours.
Blitzcrank cant really do much solo early game and will often get bot-lane with another player. You should start the game with a Sapphire Crystal because Blitzcrank kinda starts with low mana so with a Sapphire Crystal will help him alot.
In early game you should start harassing at level 2 when you get Power Fist and Rocket Grab. You should try to grab people and power fist your opponent while your teammate helps, its recommended that you do it behind your minions.
When you back to base you should complete your Tear of the Goddess and after that you should almost never run out of mana.
When Blitzcrank reaches level 6, he should be able to harass a lot more,
In early game you should start harassing at level 2 when you get Power Fist and Rocket Grab. You should try to grab people and power fist your opponent while your teammate helps, its recommended that you do it behind your minions.
When you back to base you should complete your Tear of the Goddess and after that you should almost never run out of mana.
When Blitzcrank reaches level 6, he should be able to harass a lot more,
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