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Blitzcrank Build Guide by DKitten

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League of Legends Build Guide Author DKitten

Do you need a hand? Support Blitzcrank

DKitten Last updated on March 2, 2013
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Team 1

LeagueSpy Logo
Support Role
Ranked #6 in
Support Role
Win 52%
Get More Stats

Ability Sequence

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

Not Updated For Current Season

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



Offense: 0

Honor Guard

Defense: 13


Utility: 17

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Blitzcrank, your #1 way to secure early game kills! Blitzcrank has a lot of utility, and being a "melee" champion, great survivability.

The best way to play Support Blitzcrank is with someone who can provide CC AND damage, to keep them stunlocked/slowed while pounding away.

The thing to note about Support Blitz is his cooldown timers. They are RIDICULOUSLY small, especially once you have high CDR.
Note: This guide is a repost of my original, which has been archived. I stopped getting feedback, so I wanted to repost to further improve the guide, especially since I added the Synergy/Opposition section.

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Pros / Cons

Cuz we all pro
+ Great support for feeding your carry
+ ESPECIALLY deadly under turrets
+ Great survivability
+ Can damage if it becomes necessary
You thought you could get away?
- No heal = no sustain for your carry
- Cannot poke enemies without being hit
- Dat ulti passive (see Skill Sequence)
- Often banned in draft picks

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Mana Barrier is Blitzcrank's passive. When Blitzcrank's health falls below 20%, Blitzcrank gains a shield equal to 50% of Blitz's current mana without consuming it. This ability never gains any increased functionality through leveling, as other passives do. Early game, Mana Barrier will not be effective, especially after a Rocket Grab has been used. It will gain functionality over time, as Blitzcrank gains 50 mana per level, plus the addition of mana items to your build.
Blitzcrank's signature move, Rocket Grab, has an initial CD of 20s. This drops to 16s at max level; it is difficult to use it multiple times in a fight. It should be saved to pull an enemy away from/towards your carry, under a turret, or back into a teamfight as they are escaping. You can max this skill first over the E if you consider yourself good at skill shots and positioning; remember that Rocket Grab can grab minions and monsters. It has a very high early-game mana cost, eating up half of Blitzcrank's initial mana, so be careful to not waste it.
Overdrive, the W, lets you move faster, meaning you can get back on the field after recalling faster. It also makes it easier to catch up with enemies who are running away so that you can pull them into a teamfight. The attack speed bonus is useful for taking out turrets. At 40% CDR, the buff time is one second short of the cooldown time, giving you a practically permanent 32% speed buff when maxed.
E, Power Fist, is a knockup that does twice your attack damage. I prioritize this first because it is very spammable. By leveling this skill up, and maxing CDR, you can go from a 9s CD to a 3s CD, making it 300% spammable. With its low mana cost, it is ideal to taking down turrets. Using this skill resets your AA timer, so make sure you activate it immediately after your AA while taking down a turret.
Static Field is a problem regarding Support Blitzcrank. It actually has a short cooldown: a static 30s. Upgrading this skill only increases its damage, not any utility values. The problem with it is its passive. The passive targets the closest enemy minion or champion and zaps them with lightning every 2.5s. It does a fair amount of damage, especially once you start upgrading it. The radius of the passive is relatively small, but it CAN give you away if you are hiding in bushes or the jungle. Use this ability to silence enemies who may be trying to escape or trying to initiate.

Advanced Static Field

The Combo

This combination create a long CC to set up your carry's quarry. Rocket Grab is a stun while you pull them towards you, followed by the Knockup and the Silence when they land. If you have Iceborn Gauntlet, the Power Fist used here will also activate the slow.

The Chain

This is a longer combination that requires that you walk up to your quarry to initiate. You knockup and silence, saving your power grab after you knock them up a second time, as they may try to flash away after the first knock up. Keep chasing and knocking them up to hinder their escape!
Blitzcrank's Champion Spotlight provides good tips on usage of your skills. You will not be aiming for damage as the Riot employee does, but you will be looking for chances for maximum disruption.

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Gold per 10 quints for extra gold. Supports aren't supposed to rely on making money via kills, though you certainly get a lot from assists. Do not farm minions unless your carry tells you to or your carry is not present, in which case you aren't stealing their creep score.
Flat armor yellows for additional early game sustain. You can also use scaling health or scaling MR.
Flat armor reds because you need to protect your carry early game, but you will build more armor later. I provide many armor options for you in the Alternate Items section.
Scaling MR blues to provide MR later in the game. MR isn't as important early game because your lane opponents do not possess a lot of AP early game.

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Using turrets

There are two ways of initiating under allied turrets. One is your Q, the other is your E. You should ALWAYS let your carry get the last hit if possible. Doing this requires practice with many people and understanding how carries build. In other words, you need experience.

If you start with your Q, be warned that it has the longest CD of your basic skills. However, it is much more effective for getting turret damage in. Most carries and ranged supports can't survive three consecutive turret hits early game in addition to the damage from your Power Fist. Follow up the Grab with a Power Fist to increase the time spent under turret. Let your carry get a hit in after this. If they escape turret range, you can TRY to chase after them with your W and pray that you can land your E again. This is possible with Ashe using Ice Arrows, or some other form of a slow.

Starting with your E is FAR riskier for your health, but almost guarantees a kill if it works. You can try to bait your opponents under turret range (which is somewhat safer, but still not recommended, due to Mana Barrier). Use E when they come under turret. When they start running away, you can grab them back if there aren't any minions in your way. Follow that up with your W to chase them, and you now have extra time to recharge your E than if you had started off with your Q!

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Ruby Sightstone = Wards. "Free money"'re not spending on wards. There is something seriously wrong if you are not warding your lane. Also, gives HP. Not that bad.
Runic Bulwark is THE support staple. It's considered one of the most cost-effective items in the game. Armor and MR for not just you, but your allies (plus you get the aura buff also).
Shurelya's Reverie Shurelya's Reverie is another support staple. 10% CDR and a 3s 40% movement speed buff, along with a few other things. Builds off of Philosopher's Stone, so it makes a good endgame item.
People consider Iceborn Gauntlet to be an item for carries. Gives a fair amount of armor and mana. 10% CDR. It gives Blitzcrank more utility in team fights and chases, forcing a slow field to appear every time you land your E. Also useful for peeling when enemies are chasing your AP/AD Carry. Hit E and watch the whole pack slow down.
Actually, the 2nd tier boots are yours to call. Take Boots of Swiftness if you're in combat a lot and the enemy team has mostly slows. Boots of Mobility if you are wandering around the map a lot. Mercury's Treads for bonus MR and Tenacity. Ninja Tabi for armor and damage resistance. I took Enchantment: Alacrity, as the +15 movement speed is helpful in moving around the map. I also recommend Enchantment: Captain, as a support.

My personal favorite is Boots of Swiftness and Enchantment: Captain to help your team chase opponents or escape, since your W gives you a good chance to move around as you need to.

5th item choices

Removes all movement-disabling debuffs on ally champion and heals them. The difficulty is clicking them if they're CCed that hard.
Zeke's Herald +20 AD and +10% lifesteal to all nearby allies! Your carry will love you, and it slightly makes up for your lack of sustain. I only recommend this on a high AD team.
Gives health, armor, and 10% CDR. Its unique active gives a shield to all nearby allies equal to 50 + (Level * 10) HP (so up to 230 HP). It kinda makes up for your lack of actual heals.
Kage's Lucky Pick
Shard of True Ice
I am dubious about Kage's Lucky Pick (which is saying something, because I used to build it back in S2 when it built into almost nothing). It takes 30 minutes to pay it off, as it only gives 4 gp10. If you build it into Shard of True Ice, it gives Mana Regen (the only thing Mana Manipulator builds into now that Soul Shroud is gone) and can replace Iceborn for its slow aura, but must be activated. The Twin Shadows can be used to check for stealthers if you do not use an Oracle's Elixir. On pretty much any other support, I would include Kage, but BC really doesn't need it unless you want to increase the damage on your grab and ulti...which is pretty fair, since that much AP is actually enough to kill a minion wave with your maxed out R.
Costs 400g, but gives vision of all stealthed champions and objects near you for five minutes or until you die. It's used to sweep for enemy wards and destroy them. Consuming this potion paints a bright pink target on your head for four minutes, but it could be well worth it to take out enemy wards or view stealthed enemy champions and traps. You should have this if the enemy team is using Evelynn, Teemo, Shaco, or Twitch. If you have all item slots filled, buying this will activate its effect upon purchase.


Support Blitzcrank's biggest problem is end-game. If you are losing, this normally means you have lost most, if not all, of your turrets and the enemy is launching super minions at you. Provided you have tanks and off tanks on your team, you and your carry can hopefully slide through the jungle and take out a turret before recalling. Use your W and E to focus the turret, and your R to destroy minion waves as they come. Activate Ohmwrecker at about half health; warning: after re-enabling itself, the turret may target your carry.

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What is a ward?

Sight Ward

Simply put, wards enable people on your team to view targeted areas normally clouded by the Fog of War. To use a Ward or Sightstone, hit the corresponding number on your keyboard (or click it in your inventory) and then click again on your screen to place it. If the reticle turns green, you have placed it in a bush, which is the most ideal place for it.
Free 60s ward you get from the utility mastery tree. Use it to ward river or a bush.
Sight Ward
180s ward you can purchase for 75g or place via Sightstone and Ruby Sightstone.
Same as a Sight Ward, but enables you to see stealthed enemy units, such as champions, traps, and wards. Costs 125g.
Upon placing a ward, the ward will be visible if placed in a visible area, and then stealth itself over time. Champions can attack the ward if it is visible, which is possible through the placement of a Vision Ward or the use of an Oracle's Elixir once the ward has stealthed itself. Placing a ward near an enemy turret will cause the turret to target the ward (I think).

This is a lazy snag map, but if you want to truly understand warding, I recommend looking at multiple support guides or watching support or jungling players to study their ward placement.

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Early Game

Your main focus of early game is to feed and protect your carry. Blitzcrank, being a melee character in a mostly ranged lane, will have a hard time harassing. Your key element early game is positioning. Make sure you've placed Sight Wards in the bushes in lane and the tribush.
You want to let your opponents push a little so that you can set them up for a turret combo and control ganks. The farther you push out, the more room their jungler has to gank. The opposite is true: the more they push in, the better the opportunity for your jungler to gank.

To feed your carry, either stay in bushes (provided you know they aren't warded) or stay within turret range. Keep moving constantly. When the lane is pushed against you enough, try to position yourself to pull an enemy champion into turret.

If you have decided it is time to push back, get a vision ward and place it in the enemy's lane bush. Destroy whatever ward they have there. You should also ward the bush in the river if you have not done so yet. Indicate your target with the targetting icon ("G" and click) to let your carry know who to poke or prepare to burst. When you can, grab them and wail on them.

Keep your wards up and ward dragon with a vision ward. Keep track of the timer on that ward: if it's been knocked down, that means your opponents have also placed a vision ward at dragon.

Ridiculously early kill

This kill is ONLY viable if:
1) You are blue and you know the enemy jungler is starting at red buff OR you are purple and you know the enemy jungler is starting at blue buff/wolves
2) Your carry starts with a high burst skill OR has a decent amount of survivability

Take your carry and head to the bush. Use your Explorer's Ward at the edge of your ward-placement range and you should be able to see the width of the lane.


After the first turret is down

Ideally, now you and your carry want to start ganking other lanes. Move together at all times. Tell your teammates that you're looking to gank. It may also be wise to tell them to drive them towards the jungle walls closest to you; that way, you can pull the enemy through the wall and let your carry do the rest. Make sure the jungle stays warded when you're ganking.



By mid-game, the game has dissolved from laning phase to constant teamfights. The best thing to do is prepare. For starters, keep dropping wards. By now, you should be keeping vision wards at Baron and Dragon and keeping wards along mid. Don't be afraid to carry extra vision wards if the enemy team has any stealthing champions; dropping a vision ward in a team fight will enable you to see them, and stealthing champions have that mechanic because they can't take a hit.

During an actual team fight, you'd like to focus on the AD/AP carry. Unfortunately for you, your opponents are smart; the tanks will likely stand in front of the carry so you can't grab them. You have a few options:
  • take your carry into the jungle and pull the enemy carry in.
  • focus the enemy support or champion with the highest CC and keep them inactive with The Combo
  • save your mana for Mana Barrier


We're winning!

Hooray! You either have more turrets down or more kills than the enemy team (or, preferably, both). Keep warding. Build the survivabilities and auras. Make sure you stick with at least one high-damage character; you should not be by yourself at any time unless you have Mikael's Crucible and Flash.


We're losing!

Oh noes!!! You've lost a lot of turrets or the enemy team is fed :( This is the case of the loser's strategy. If no one else on your team has a Philosopher's Stone, ask whether they want you to take the carry and backdoor or if they want you to defend. If they want you to defend, build Shurelya's Reverie and Enchantment: Homeguard if you haven't bought your enchantment yet. If they tell you to take the carry and backdoor, grab Ohmwrecker and start moving through the jungle. Wait until a minion wave has passed before you actually go to take out the turret. Make sure your drop wards around the target turret. You and your carry should be able to knock down a turret before running too low on health.

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Lane Synergy

I tried my best ;u; I'm not very experienced, since my partner plays mostly Ezreal. If you think I missed a champion, let me know.

Ezreal gains atkspd after using ability. Lots of ranged skills and a flash in his skills.
Sync: Low. He'd work better with a poking support, as his kit enables him to hit enemies with few consequences.

Graves gains armor+MR in combat. High utility kit (AoE, AoE slow/vision reduc, dash).
Sync: High. Grabbing an enemy lets him know to activate his slow near you while saving his dash.

Corki does 10% AD in true damage on AAs, but low range. Skills are damage-based.
Sync: High. Likes to be set up for kills but specializes in burst damage.

Draven gets bonus crit damage. Has a damage skill, a speedup, and a positioning skill. Overall, better AA damage than other champions.
Sync: Decent. While your Rocket Grab is a terrible matchup for Draven, his high damage will enable him to really perform well once you have an enemy within his range.

Ashe improves crit chance while out of combat. Has a slow, AoE, and passive gold bonus.
Sync: Low. She's squishy and has a very weak escape mechanic. She also has considerable range, and thus probably does not need your help as much.

Miss Fortune has improved movement speed while out of combat. Works well against healing teams.
Sync: High. If you set up correctly, you can pull enemies into her ulti and keep them there.

Caitlyn does extra damage every 2-3 AAs. Has a snare, linear AoE, and positioning mechanic. Ulti is almost inescapable.
Sync: High. Nothing says "F U" like pulling an enemy into Caitlyn's trap, then knocking them up. I love this combination, and she works well with a Bruiser BC to finish off enemies.

Kog'Maw turns into a walking bomb on death. Has superior range and a slow.
Sync: Low. Kog'maw requires special attention. He's squishy, but makes up for it with his range and slows. His problem is his slow isn't extremely effective, and thus has no escape mechanism. The best thing you can do with Kog'maw is pull enemies away from him. This requires careful positioning on your part.

Sivir gains movement speed with each AA. Has decent AoE damage and great chasing capabilities.
Sync: Low. Works better with steadier CC and doesn't need enemies brought to her.

Tristana gains AA range as she levels. Specializes in positioning and AoE damage.
Sync: High. She has her own escapes, and your knockup lets you keep them "stunned" so she can burst them down. Holy cow at level 2.

Twitch does bonus DoT true damage every AA. Has a burst that builds off his AAs.
Sync: Decent. Pulling the enemy carry into the turret sets up Twitch well to chase them down and finish the job. Also a good pick for Trollcranking...but we don't do that here.

Varus gains a temp AS buff with each kill/assist. Focus of his damage is Blight, which does damage based on % health.
Sync: Low. A true stun, slow, or snare would work better to set up the Piercing Arrow.

Vayne gains a movement speed bonus while chasing enemies. Has a gap closer and positioning skill.
Sync: Good. Condemn, along with your Q and E, can keep an enemy within turret range for much longer than they planned.

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Lane Opposition (Supports)

Alistar is horrible for you to lane against. His Q is a knock-up AND stun. His W throws people backwards (potentially into his own turret, though this is much harder to set up) AND immobilizes them. On top of that, he has the most spammable heal in the game, which gets more spammable as his carry farms.

Opposition: High. When you pull him under turret, he'll smack either you or your carry back to kingdom come, then heal himself afterwards.

Janna comes in with a built-in Ghost (once she trains Zephyr). She has a knock-up, slow, and a shield with an AD buff. Her ulti is a decent range AoE knockback and heals her allies.

Opposition: Decent. She's pretty squishy as a ranged support. To use her knock-up, she takes a small amount of time to channel. When you set her or her carry up, she'll probably shield first, then knock-up or slow afterwards.

Wait, what Karma? There's a champion called Karma? Joking aside, Karma is rarely seen as an enemy support because her kit is very rough. They are currently reworking it, according to what I hear. Her ulti is a passive, so her other skills gain 6 levels.

Opposition: Unknown. I've never laned against her. Her passive means she performs much better at low HP, but good luck keeping low HP late game.

Kayle starts off the game with low Armor, so she'll be technically squishy early game. Her AAs decrease her target's armor and MR. Her kit includes a targetable slow, a heal/movement buff, and an AA modifier. The R is invincibility on whoever she casts it on for 2-3 seconds.

Opposition: Decent. She'll be easier to handle early game, as her kit offers no disruption skills. Watch out for her late game, as she might start hurting.

Leona is stun central and a tank. The most important thing to note is Zenith Blade, her skill shot, brings her to the farthest champion target it hits.

Opposition: High. You do NOT want to grab her, or she will sit down and stun you. It's the equivalent of pulling Amumu in; her game mechanic involves her jumping to you to CC, and you're doing half of her job for her.

Lulu SPAMS low-cost Glitterlance. Whimsy is a speed-up and AP buff, AND a silence. Help, Pix! gives her allies a shield or does damage to you, making you visible for 6 seconds. Wild Growth heals her ally, knocking up all enemies around said ally, and gives that ally a slow aura.

Opposition: High. She's extremely good at peeling and can silence you with Whimsy before you can launch your Rocket Grab.

Lux tends to be a mid, rather than a support. Her kit includes a snare, shield, slow, and a kill-stealing laser. She normally flies snare → laser. All are skill shots, so learn to dodge them.

Opposition: Decent. When pulled, she'll probably shield or snare, when she can't hit anything other than you and her carry with the snare. She's very squishy, but is not often in range for you to do much about that.

Morgana comes with a snare, MR debuff, dat shield, and a lifeline. The lifeline is a slow that becomes a snare, but it is easy to Flash out of it.

Opposition: High...because of Black Shield. Once she has that sucker up, you're useless for 5 seconds: none of your CC, including Power Fist, will work. The only way to prevent her from activating it is to disable her before she starts activating it, which means The Combo.

Nami is difficult to play in PvP. Her Aqua Prison is easily dodgeable. Ebb and Flow is weak, and her E is used to increase AA damage, along with giving them a slow for three AAs. Tidal Wave requires that Nami be far from combat for it to be most effective.

Opposition: Low. She's squishy and her stun takes longer to cast than it does for you to use your AA. Feel free to tag and bag her.

A poke (two target), heal+DEF buff (allies nearby), a speed-up (allies nearby), and a stun (wide linear AoE). Her AAs have bonus effects after three spell casts. Blue = bonus damage, Green = damage debuff, Pink = slow.

Opposition: Low. Sona, the queen of the auras, cannot counter you. She can stun you with Crescendo, but she saves it for team fights. Try to pull her OUT of combat.


An MR-debuff, heal, silence/MP donor, and a global heal. Ideally, she syncs well with an AP carry, so you should build some MR up if that occurs. Her heal, while very potent, has a long CD of 20s.

Opposition: Low. The only thing you really need to watch out for is her silence, but she offers very little resistance once The Combo starts.

A heal, armor buff and debuff AoE, stun, and AP/AD buff AoE. Probably the most popular support in the game.

Opposition: High. His long-range stun can easily disrupt your combo. The heal means that if your quarry escapes, they'll be back at full health soon. In team fights, focus him to shut down his armor buff.

A pull/gap-closer, shield/ally escape, a push/pull, and a slow that functions as a snare.

Opposition: Decent. Thresh starts off the game tankier than BC and more in-lane sustain due to his higher Health Regen and his shield. He also uses the same mechanics you do; he can pull enemies, though not as quickly, and he can also push enemies to allow for peeling.

A time-delayed AoE, a CDR ability, slow/speed-up, and a resurrection. Overall, nothing that can disrupt you.

Opposition: Decent. He's a powerful support early game with his bomb and he gets more XP due to Heightened Learning, enabling him to get Chronoshift before you can get your silencer. Time Warp gives more run speed than your W. He also has more poking range due to Time Bomb.

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Lane Opposition (Carries)

The cooldown on his Arcane Shift is shorter than your cooldown on Rocket Grab, which means he can provoke your grab and just flash to the side. Try to dodge his skillshots.
Opposition: High. You can't lane with him, can't lane against him. If you grab him, silence first, then knockup.

He's tankier than other carries, and stands a very good chance of escaping with his Quickdraw dash and Smokescreen AoE slow.
Opposition: High. He can escape easily before you get Lv6, and he can survive turret shots well afterwards.

He has a smaller AA and skill range than other carries, and he's squishy. While he has Valkyrie, it has a very long CD and he has no other ability to escape.
Opposition: Decent. He can still escape, but he is easier to pull back in due to his shorter range.

Has no CC, though he does have a run-speed buff.
Opposition: Low. He can't escape, but he hurts like an anvil. Stay out of his range as best you can, and watch the position of his axes to position yourself for a grab.

She has her arrows to slow you and her ultimate will stun you. Other than that squishy.
Opposition: Low. Grab her and silence her so she can't cast Volley; that will leave your carry open to chase, hopefully.

Like Ashe, her only escape mechanism in-combat is her slow.
Opposition: Low. See above.

She's got an escape+slow combination, in addition to her traps which will snare. Deactivate those when she's not in lane by walking on them. You don't want your carry getting caught on them while chasing.
Opposition: High. She can easily escape and be firing all the way.

For the same reason you can't lane with him, he's very easy to kill. While Bio-Arcane Barrage will increase his range beyond your Rocket Grab, he has no escape mechanism. No, his Void Ooze does not count, since it's completely ineffective early game.
Opposition: Low. Tag and bag.

A smart Sivir player will purposely provoke your Rocket Grab so she can use Spell Shield and laugh in your face. It has an initial longer CD than your Rocket Grab, but it gets shorter as she upgrades it.
Opposition: High. Dodge her skill shots as best you can, and Exhaust and Power Fist her. Spell Shield lasts 3 seconds, so mark when she put it up before grabbing her.

She can Rocket Jump in the middle of your Power Fist and escape easily. Not to mention Buster Shot, which will knock you or your carry back.
Opposition: High. She's too good at escaping and has very good end-game range (703).

His only escape mechanism is Ambush, and it's not ideal for escaping The Combo, especially if you have a Vision Ward up (though trying to stealth under turret reveals him).
Opposition: Decent. While his escapes are ineffective, you must make sure you shake off his Deadly Venom or he will use Expunge. Also, he will gank his own lane using Ambush, which is not good for your carry.

Has a slow, and his ulti is a stun.
Opposition: Low. He's squishy and has a lot of skill shots. While escaping him, make sure you dodge; you can't take the hit for your carry.

She can use Tumble to escape and Condemn to knock you back. She won't stay in your hands long if she can help it.
Opposition: High. She is a slippery little hunter with a lot of DPS.

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Flash is a general utility. All PvPers carry this spell. While it has the longest cooldown of any summoner spell, it's just too useful. You can Flash to catch up to enemies, escape, hop walls, dodge skill shots...really, it's everything.

Exhaust is for the enemies trying to run out of a team fight while your Rocket Grab is on cooldown. If you manage to pull an enemy under turret while their Flash is down, Exhaust them for an extra turret hit or two.

Clairvoyance is mostly a support summoner spell. It reveals a large area shrouded by the Fog of War for 8 seconds. It can be used to track the enemy jungler or just to make sure your jungler doesn't have incoming enemies. It will not reveal stealthed units.

Barrier is way low on the list of spells to take. To me, it's just an extra "trolololololol" when the enemy thinks your Mana Barrier is on cooldown. Throw in Locket of the Iron Solari for shield central.

Heal is just a way to make up for your lack of sustain. I don't recommend it a lot, since Exhaust is more powerful.

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Blitzcrank will give you a hand. Grab, knock-up, and dash around the map to pull enemies into unfavorable situations. Let everyone else get kills; XP and gold are not as important for you. Silence with R when you think the enemy are going to initiate or try to escape.

Image by krizalid17 of dA.

This is my first guide, so let me know if anything needs to be clarified. I only published this guide because the ONLY other Support BC guide is pre-Season 3 changes. If I made any naive assumptions, comment politely; this is a learning experience for me as for you.