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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
Guide Info {DRAFT}
Matchups may not be accurate. Tell me what you think of them, since my playstyle is different from yours.
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What it does: Shields you when your health falls below 20%. Most effective when: High on mana (does NOT consume mana, so you might want to wait a second for it to activate before you use ![]() Notes: While it doesn't scale with levels, this passive DOES scale with items. Some of the Utility recommendations will provide you with a lot of bonus mana. |
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What it does: Drags first enemy champion, minion, or pet hit to your location Most effective when: You will force an enemy into a bad position or pull them into turret aggro. Notes: High early-game mana cost. Avoid pulling ![]() ![]() ![]() ![]() ![]() |
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What it does: MS and AS boost Most effective when: Taking out turrets or chasing an enemy Notes: At 40% CDR and Lv5, it will have a 1-second downtime |
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What it does: Modifies your next autoattack to knock-up your target Most effective when: Used after a ![]() ![]() ![]() ![]() ![]() Notes: Can be used as an AA reset for taking out wards and will also apply double damage to towers |
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The Combo


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The Chain
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Defensive Masteries
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Utility Masteries
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Health quints for extra starting health. You are a kill-lane support; you want to survive initiation and be alive to peel for your carry in case things go wrong. It is also extremely risky for you to recall early from poke damage, as it could result in the enemy engaging your carry with a numbers advantage, so HP quints will give you an extra bit of health. |
Flat armor yellows for additional early game sustain. Most of the damage you're taking will come from the enemy carry and kills early game determine late game, so we wish to discourage dying as much as possible. |
Flat MR blues since the enemy support will be trying as hard as possible to poke you down; also, many bottom lane champions have magic-damage skills, not to mention some assassin junglers and a fair number of mids can wander into the side lanes easily. |
Flat armor reds. Typical marks for a tanky support to mitigate AA damage. ![]() |




Exhaust vs Ignite
Exhaust
* Take vs AS-reliant champions ( ![]() ![]() * Take for late-game advantage * Use when enemy pulled under turret * Use when enemy without a gapcloser tries to flee * Use to peel an enemy off your carry |
Ignite
* Take for a kill-lane carry * Take to shut down enemy lane * Take if no one else on your team has ![]() * Do not use until enemy has burnt ![]() * Do not take if your ADC has ![]() |
What is a 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.
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180s ward you can purchase for 75g or place via ![]() ![]() |
Permanent ward you can purchase for 100g or place via ![]() |



What is a trinket?
Trinkets are additional sources of vision. They are free and are allocated to a "seventh slot" (keybound to 4). They will upgrade automatically at Lv9, and a further upgrade can then be purchased for 475 gold. If you decide to swap your trinket by selling it in the shop, it will go on a 180s (3 minute) cooldown.
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This trinket puts a ward on the map. The basic upgrades increase the duration of the ward, though purchasing the ![]() ![]() |
A "detection" trinket. Using it will reveal and disable all traps in an area (such as ![]() ![]() ![]() ![]() |
A "ranged vision" trinket. Using it will reveal an area outside your vision range for 1 second. Upgrades will increase the range and decrease the cooldown. While similar to the summoner spell ![]() |
Warding with Blitzcrank
If you have sight of an enemy ward after immediate placement, you should pop


You should always be trying to place wards around the map near key objectives or high traffic areas in the jungle. Carry

This is my warding map
Laning-phase wards are purple-bordered. Offensive wards are yellow-bordered. Defensive wards are blue-bordered.
Advanced Warding Tips
1) Do not smartcast wards. You want to be able to see the placement reticle change from blue to green when placing the ward in a bush.
2) Try to place wards at the corner of a bush. This will give you vision around walls
3) Place wards as far from the wall as possible. This will give you a better angle to look around the wall.
4) You don't need to be within sight range of a ward to place a ward; you can place wards in walls and they'll get shifted onto the battlefield.
Starting Items
Doran's Shield
If you check the match-ups section, you'll notice that ![]() |
Ancient Coin
This will give you a gold advantage. Will build into 20% CDR and a great initiation/escape tool (depending on your team comp). If you start DShield, try to grab ![]() . . . |
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Consumable Places a ![]() |
See warding. |
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Restores 150 HP over 15s. | Used to mitigate some poke/trade damage. The longer you're in lane, the more points you have in skills. |
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Places a 60s ward at target location (120s CD). |
Use this to get vision of river if possible. Make sure you buy ![]() |

Pre-Lv9
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+180 HP Passive: Wards |
Provides a small amount of health and wards every time you return to base. You will pick up 4 wards (for free) every time you recall. It can be upgraded into a ![]() |
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More gold More regen |
The upgrade to your gold item essentially doubles your income from it. |

Lv9
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+25 MS | More movement speed means you can ward objectives and get back in lane faster. |
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Trap/ward/totem disablement |
Used to deny vision or trick enemies (see Warding), this trinket swap gives you a more powerful presence, considering the ![]() |

Core
Talisman of Ascension |
20% CDR Dual Regen Unique Active: +40% MS to nearby allies for 3s. Used to engage or disengage a fight. |
Helloooooooo CDR. More grabs, more regen, and a good movement speed bonus. Be careful about your mana though. |
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+20 Armor +20% CDR +300 Health Unique Aura: Allies gain MR+Health Regen. Unique Passive: Shields nearby allies |
The most common support item. It excels against AoE damage. |
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+45 MS +105 MS while out of combat |
These boots let you capitalize on wandering and warding. Other options include ![]() ![]() |
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Wards |
Upgrades from ![]() |

Utility Options
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+30 AP +70 Armor +10% CDR +500 Mana Passive: Generates a slow field when you cast a spell and then autoattack. |
Covers your weakness of lack of AoE CC and damage other than your ultimate. Will proc with ![]() |
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+95 Armor +20% CDR +400 Mana Passive: Reduces attack speed of nearby enemy champions |
The absolute ideal item for ![]() |
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+50 AP +40 MR +6% MS Active: Slows two nearby enemy champions |
Good against champions who rely on speed boosts to catch up. Will also reveal nearby stealthed champions. |

Defensive Options
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+20% CDR +400 Health +2 Health Regen/sec +55 MR Passive: Increases self-healing effects |
Generally considered an anti-poke item. You can purchase ![]() ![]() ![]() |
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+450 HP +55 MR Passive: Blocks all effects of spell that lands on you, then expires. Grants 4.5 Health Regen/sec for 10s after receiving damage. |
If the enemy relies on a spell to engage, this is a fantastic counter. Also an anti-poke item, so ![]() |
Early Game
Your main focus of early game shut down the enemy carry. Blitzcrank, being a melee champion in a mostly ranged lane, will have a hard time harassing the enemy. Your key element early game is positioning. Make sure you've placed a

Save the other wards to later put at the following locations when your jungler hits Lv3 (because that's when their jungler is also probably hitting Lv3):
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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.
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Engaging the enemy


Zoning

To zone, place a




Once your enemy is at 200 HP or so, you've laid out a death sentence. If they come close, your Combo will lock them long enough for your carry to kill them, and they know this. They might try to poke you back in this case or they will, more likely than not, recall and get more potions.
If, for some reason, your team is getting zoned, calm your carry down and call in your jungler or mid to gank. If your carry is VERY low on health, tell him or her to recall so the enemy pushes and call in both your jungler and mid. Hopefully, by the time they're ready to engage, your carry is back in lane and you can 4v2 the enemy.
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Preparing Ganks

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Transitioning out of laning phase


Keep your wards up and ward dragon with a


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After the first turret is down
Ideally, now you and your carry want to start roaming to other lanes. Move together at all times unless you feel like you can keep wards up around your carry while he or she pushes a lane by theirself. 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 carries do the rest. Make sure the jungle stays warded when you're ganking.
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Mid-game
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
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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 because you cannot peel for yourself or kite effectively.
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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 room in their inventory, 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 tanky items and


O P P |
What you're looking for in opposition is an enemy with little "escaping" power. You can counter kiting fairly easily, but not true poke damage. For synergy, you want someone with high burst or high continuous, but short range, damage. |
S Y N |
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Kit: 100% Crit after being out of combat, slowing AAs, cone-AoE that will apply slow, bonus gold per CS + bonus vision, global skillshot that stuns target hit and slows enemies around them Opp: Low. She can only kite enemies, but don't chase her too long or you'll take too much damage. Syn: Low. She has the third longest AA starting AA range for an ADC. While she can use ![]() |
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Kit: Bonus damage every few AAs, linear AoE, visible snare-traps, skillshow slow + gapcloser, long-range targeted damage. Opp: High. She will tend to harass you with AAs or ![]() Syn: Low. She has long range and very good poke, meaning she doesn't need your pulls. Look for opportunities to pull enemies into her snares, then wait the snare duration before you ![]() |
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Kit: Bonus true damage with every AA, ground-AoE damage&vision, linear AoE gapcloser, cone DoT with armor shred, linear skillshot with low CD Opp: Medium. While has has short range, he is very bursty and will punish you if you are poorly positioned. If his support is squishy, pull his support instead. Syn: High. He's very bursty and will perform very well when you pull them to him for a ![]() ![]() |
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Kit: Bonus gold on kill, bonus AA damage, MS+AS boost, linear AoE knockback&slow, global linear AoE skillshot Opp: Low. Short range, no escapes. Look for the circle where his ![]() Syn: High. THE kill lane. Snowballs with kills, kills, and the occasional CS. Stick to your target to intercept any CC headed towards him. |
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Kit: Bonus AS after landing a spell, linear skillshot, linear AoE that gives allies an AS boost, gap-closer, global linear AoE Opp: High. Her mini- ![]() ![]() Syn: Low. She relies heavily on skillshots to poke the enemy down, which you royally mess with when you launch a poorly-timed ![]() |
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Kit: Gains tankiness in-combat, three-shot cone AoE, ground-AoE blind, gap-closer, linear skillshot that damages enemies behind target Opp: Medium. He has relatively short AA range, and his gap-closer doesn't bring him that far, but is naturally tankier. Make sure you do NOT run next to your carry when fleeing him post-6. Syn: High. He gets the most damage from ![]() |
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Kit: Gains MS when a turret or champion she attacked is killed! Swaps between an attack-speed and long-range/AoE weapon, linear skillshot slow, linear snares, global skillshot execute! Opp: Medium! She has no true escape, though she has the potential to harass you with Fishbones (the rocket launcher) and her slow gun! Syn: High! She's a champion that, once she gets a kill, will probably kill the other enemy in lane, so she suits your burstiness rather well! A very strong snowballing lane! |
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Kit: Explodes after he dies. Can shred enemy armor/MR, deal %HP damage, linear AoE slow, high-arcing projectile with low CD Opp: Medium. He can poke you down quite a bit, and the explosion when he dies and is probably right in your face is not appealing in the least. Syn: Low. ![]() ![]() ![]() |
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Kit: Attacks twice after casting a spell. Linear AoE, exploding skillshot that can grant an MS boost, gap-closer, and multi-hit linear skillshot Opp: Medium. If he feels like wasting the mana, he will try to harass you with skills. If you see him getting close, he definitely will harass you to activate his passive. Syn: Medium. While his skills have a decent range, he performs best during chases where he can stick to his opponents. If you can ![]() ![]() |
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Kit: Gains bonus MS until attacked. Can shoot behind targets, inflict Grievous Wounds, ground-targetted AoE slow, cone multi-hit damage. Opp: Low. She falls somewhere in between a poke lane and kill lane, with ![]() ![]() Syn: Medium. Level 6, you will probably get a kill, no questions asked, as her ultimate does a lot of damage and you can lock people in it. Just make sure she gets to Lv6, then you two will have excellent synergy. |
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Kit: Deals bonus damage when she attacks a marked target. Linear skillshot with burst blind at end, grants vision nearby, position tool with a knockback and slow, form change (to melee fighter) Opp: Medium. She focuses heavily on harass in bottom lane, and deals a lot of damage to marked targets. Pay attention to when your carry gets marked, as they remain marked for 4.5s and ![]() Syn: Medium. She can be pretty bursty, and her low range synergizes well with your ![]() ![]() |
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Kit: Gains MS when she damages an enemy champion. Linear AoE that deals damage on its way out and in, bouncing projectile, spell block, and AoE MS boost. Opp: High. A good ![]() ![]() Syn: High. High damage, low range. She doesn't have a true escape, so you'll need to ![]() ![]() |
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Kit: Gains attack range with levels. Activated AS steroid, ground-targetted gapcloser with AoE damage (refreshes on kill/assist), passive pushing power and active DoT & Grievous Wounds, targetted knockback Opp: Medium. She can definitely harass and chase well, and she can escape your knock-up from midair. She might even deserve high opposition. Syn: High. High damage with a free escape if she gets a kill. Try to aim for a Lv2 kill to snowball this lane, as her burst potential spikes. |
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Kit: Basic attacks deal true DoT. Can stealth himself, AoE slow and passive builder, burst damage from passive stacks, and piercing AAs. Opp: Low. He's squishy, and provided you have an inkling of where he ran after he stealthed, you can try to grab him. Watch out for his poke (which can easily turn into burst) and when he builds ![]() ![]() Syn: Medium. His only escape is ![]() |
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Kit: Kills or assists grant bonus AS. Linear AoE, passive basic attack modifier, ground-targetted AoE that inflicts Grievous Wounds, skillshot stun that may stun nearby enemy champions. Opp: Medium. ![]() ![]() Syn: Medium. If you can lock enemies down within his attack range and frighten them so they don't try to trade back, you should be able to net some kills after Lv2. Do not try to engage early, and try for engages post Lv3. |
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Kit: Gains MS when moving towards an enemy. Gapcloser, passive AA modifier that deals true damage, knockback with stun potential, buff to all skills. Opp: Medium. She has relatively short range, but the cooldown on ![]() ![]() Syn: Medium. If you can grab an enemy near a wall, let her ![]() ![]() |
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O P P |
S Y N |
Anything in a spoiler is rarely seen. THIS SECTION WILL BE OUT OF DATE. I'm not updating until patch 3.16 most likely, as I'm waiting for support abuse cases to appear.
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![]() Opposition: High. When you pull him under turret, he'll smack either you or your carry back to kingdom come, then heal himself afterwards. |
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![]() ![]() Opposition: Medium. He is not someone you want to start leaving the lane early, because he is a threat to your allies. I would level ![]() ![]() ![]() |
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