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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 v4

DKitten Last updated on November 7, 2013
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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: 1

Honor Guard

Defense: 13


Utility: 16

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Version 4 is out! Version 3 is archived.

Let me know what you like, don't like, what I can elaborate on in the Discussion section.

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Starting Stats

HP: 632
HP per 5: 8
AD: 59
ArPen: 0% | 0
LS: 0%
AS: 0.63
CrC: 0%
MS: 325
Mana: 244
MP per 5: 10
AP: 0
MPen: 0% | 0
SV: 0%
CDR: 0%
Ar: 44 (18+26)
MR: 36 (31+5)
Ten: 0%

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Pros / Cons

Cuz we all pro
+ Great support for feeding your carry
+ ESPECIALLY deadly under turrets
+ Great survivability
+ Three disruption skills
You thought you could get away?
- No heal = no sustain for your carry
- Cannot poke enemies without being hit
- Dat ulti passive (see Skills/Kit)
- Common ban in draft

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Skills / Kit

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 to increase its damage and decrease its cooldown, as it is used as an initiation move (so it's "safe" to have high damage on it). It has a very high early-game mana cost, eating up half of Blitzcrank's initial mana, so be careful to not waste it. Also, be careful not to use it on champions like Leona, Amumu, and Thresh (post-6), who specialize in rappelling into the enemy to do a lot of hard CC; then you're just doing their jobs for them.
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. This is more important in late game when you need to wander a lot to put up your vision and take out enemy vision.
E, Power Fist, is a knockup that does twice your attack damage. By leveling this skill up, and maxing CDR, you can go from a 9s CD to a 3s CD, making it 300% spammable, which appeals to many Blitzcrank players. 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. I take this after Rocket Grab to take down turrets faster and apply it multiple times in teamfights.
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. The passive can also steal your carry's CS, so make sure you stay out of the way when they're trying to farm. Use this ability to silence enemies who may be trying to escape or trying to initiate. You can also use it when clearing minion waves, as it has a short CD (for an ultimate) and does a relatively large amount of damage.
Advanced Static Field

The Combo

This combination creates 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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Offensive Masteries
Summoner's Wrath : Take this to increase the power of Exhaust. Now, when you set up your carry by using its slow, you also drop the enemy's Armor and Magic Resist by 10. If you take Ignite instead, it will increase your AD and AP by 5 while on cooldown.
Defensive Masteries
Durability : To unlock the next row of Defensive Masteries. Provides a lil tankiness/level.
Hardiness : To lower the damage of the enemy ADC
Resistance (2/3): To lower the damage of the enemy support. We're not as concerned about them.
Veteran's Scars : Because +30 HP at Lv1 is a big difference when minions are doing a large part of your health.
Unyielding : To lower the damage done by enemy champions
Block : To lower the damage from the enemy ADC. Makes a bigger difference than you'd think early game, especially with all the other masteries.
Utility Masteries
Summoner's Insight : Lowers the cooldown of Flash.
Meditation : Increases your mana regen. It's a nice thing to have early game, especially with the costs of your Rocket Grab.
Improved Recall : Get back to base a second earlier to roll out a second earlier.
Mastermind : To lower the cooldown on all summoner spells, to give your carry even more utility
Greed : You don't make money. This mastery is your lifeline.
Wealth : +50 gold! Yeah, it pretty much lets you buy one more potion XD
Biscuiteer : This IS a potion, in a way. Except it's a yummy cookie.
Explorer's Ward: For those moments when you say "Dammit, I really wish I had a ward right now." You can use it to check bushes or walls, or even try to proc the enemy's Vision Ward out of them.

Exchange Biscuiteer and Explorer's Ward for 2 points in Artificer , or Explorer's Ward and Improved Recall for 2 points in Artificer .

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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.
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 armor reds. See above. Greater Mark of Magic Penetration or Greater Mark of Hybrid Penetration are also viable to further burst the opponent down.
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.

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Summoner Spells

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. Flash Rocket Grab is particularly effective.

Exhaust vs Ignite


* Take vs AS-reliant champions ( Nocturne, Vayne, etc)
* 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

* Take for a kill-lane carry
* Take to shut down enemy lane
* Do not use until enemy has burnt Barrier
* Use as early as possible for bonus AP and AD
* Do not take if your ADC has Ignite

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What is warding?

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.

Warding with Blitzcrank]

If you have sight of an enemy ward after immediate placement, you should pop Overdrive or use AA-AA- Power Fist to take it out before it fades.

You should always be placing wards around your map. Carry Vision Wards if the enemy has a stealthing champion, especially a stealthing jungler. During teamfights, drop it to keep the enemy stealther in vision.

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.
Lane bush

Into tribush

Bush behind mid turret

Lane entrance from double golems

Anything not mentioned here is generally better suited to having a ward placed there through rules #1-3.

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Starting Items

Recover 80HP and 50MP over 10 seconds
The Total Biscuit of Rejuvenation is an extra potion on Summoner's Rift . We get it through the Biscuiteer mastery.
Places a 60s basic ward.
The Explorer's Ward is an extra early ward on Summoner's Rift . We get it through the Explorer mastery. Use it to check over walls.
Sight Ward Consumable
Places a Sight Ward at indicated location.
See warding.
Places a Vision Ward at indicated location.
See warding.
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.

Early Game

+180 HP
Passive: Wards
Sightstone is the new Heart of Gold. It provides a small amount of health and wards every time you return to base. You can 4 at a time and have 2 out. Having more than two out removes the oldest ward. It can be upgraded into a Ruby Sightstone.
Philosopher's Stone +7 HRegen/5 (1.4)
+9 MRegen/5 (1.8)
Passive: Gold gain
Philosopher's Stone is a common support item. It provides a decent amount of early game sustain and the most gold per 10. It later builds into Shurelya's Reverie.
Emblem of Valor +20 Armor
Aura: +7 HRegen/5
Provides bonus armor to you and some health regen to your lane. Builds into Aegis of the Legion.
Passive: +25 Movement Speed While Overdrive gives you enough movement speed for the early portion of the game, starting to build your boots will help you chase/escape, which is important during teamfights.

Teamfight Phase

+20 Armor
+200 HP
Aura: 20 MR, 10 HRegen/5
Aegis of the Legion is a teamfight item. Gives a little bonus armor and MR to team members. Remember, you need to be alive to provide its bonuses.
+20 Armor
+10% CDR
+300 HP
Aura: +20 MR, +10 HP Regen/5
Active: HP Shield to nearby allies
Builds out of Aegis of the Legion. Its unique active gives a shield to all nearby allies equal to 50 + (Level * 10) HP (so up to 230 HP). Also grants 10% CDR.
+360 HP
Passive: Wards
Upgraded version of Sightstone. Now you can hold 5 wards per recall and place down 3 at a time.
Stats vary.
Passive: +45 Movement Speed; +105 MS while out of combat
Boots of Mobility is when you and your carry want to wander and ward. Just be careful around jungle mobs; not only will your passive from Static Field draw mobs, it will also deactivate the passive from Boots of Mobility.

Other options:
Mercury's Treads

Ninja Tabi
Shurelya's Reverie +250 HP
+10 HRegen/5
+10 MRegen/5
Active: 40% movement speed
This is practically a standard support item, because it builds from Philosopher's Stone. Use the active to initiate a teamfight or escape from one.

Finalizing Items


Situational movement speed bonuses. Alacrity gives flat +15 movement speed and is my go-to enchantment.
Captain gives allies +8% movement speed when moving towards you. It's more costly, but Blitzcrank has more ease using it due to Overdrive.
Homeguard when you end up in base a lot.
Active: Grants stealth detection to champion for 5 minutes or until death Used to sweep for enemy wards and destroy them. Consuming this potion paints a bright pink target on your head, 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.
Active: Grants AP/CDR/HP/AD. If you have spare gold after having refreshed your Oracle's Elixir, you can take the Elixir of Brilliance to grab some more CDR and damage to champions and/or Elixir of Fortitude for more health and damage to turrets.

Additional Items

+400 Mana
+95 Armor
+20% CDR
Aura: -20% attack speed to nearby enemies
400 mana, 95 armor, 20% CDR...and an aura that decreases the attack speed of all nearby enemies by 20%? SOUNDS GREAT TO ME. A good choice for an offtank like Blitzcrank who tends to be close to combat, especially the enemy carry.
+7 HP/5
+40 MR
+18 MP/5
Passive: Restores more mana based on how much mana you're missing
Active: Removes CC from ally and heals for 150 + 10% max HP
It's a typical support item. Use it to escape CC or help a teammate escape CC. Has a travel time to the target, so don't expect it to work immediately. Cannot be used if you are stunned/silenced/suppressed.
+500 HP
+70 Armor
Passive: Being attacked lowers attackers' AS and MS
Active: Slows nearby enemies
This is more of a tank item. If you find yourself focused a lot or you end up wandering a lot, this is probably your best choice.

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Early Game

Your main focus of early game shut down the enemy 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 a Sight Ward in the bush in your lane (the bush closest to your turret).


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):
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.

Preparing ganks

To feed your carry, either stay in bushes (provided you know they aren't warded by the enemy) 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.

Engaging the enemy

There are two ways of initiating. 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.

Starting Q (Typical)

Starting E (Atypical)


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 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 because you cannot peel for yourself or kite effectively.


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

The purpose of knowing lane synergy is to enhance your early game laning by combining supports and AD carries that work well. I've assigned each AD carry a synergy marking for Blitzcrank. Remember: Just because it's low synergy doesn't mean its unplayable, and just because its high synergy doesn't mean you'll win lane. However, working with high synergy carries will greatly improve your in-lane experience.

Ezreal gains attack speed after using abilities. 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 gold on kill. Has a damage skill, a speedup, and a positioning skill. Overall, better AA damage than other champions.
Sync: Medium. Draven already does a lot of damage; it's a very strong kill lane, but you may be lacking on being able to protect him.

Ashe improves crit chance while out of combat. Has a slow, AoE, and passive gold bonus.
Sync: Low. She doesn't do a lot of damage and has no burst whatsoever. She will be able to use your Rocket Grabs to get in a lot more attacks due to Frost Shot, but she excels midgame.

Miss Fortune has improved movement speed while out of combat. Works well against healing teams.
Sync: Medium. The two of you form an anti-sustain lane, with high burst and anti-heal. However, you probably won't get much accomplished until she gets Bullet Time, in which case, disable while she pummels the enemy team.

Caitlyn does extra damage every 2-3 AAs. Has a snare, linear AoE, and positioning mechanic. Ulti is almost inescapable.
Sync: Low. Caitlyn prefers poking enemies from as far a range as possible and dislikes enemies who are close. Look for opportunities to pull enemies into her traps when you can.

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 effective until he levels it (which is the last skill leveled), 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: Medium. She's got very strong AD-scaling and a very low attack range. Sivir will appreciate your lockdown.

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: Medium. While he'd work better with a support who can provide steady CC, being able to lock enemies in place might enable him to get two full stacks of Blight activated.

Vayne gains a movement speed bonus while chasing enemies. Has a gap closer and positioning skill.
Sync: Low. Vayne needs someone who can peel for her until she gets Final Hour; Blitzcrank isn't exactly the best at that. If the enemies push too far, look for opportunities to perform a Rocket Grab Condemn combo under the turret.

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Lane Opposition (Supports)

Anything in a spoiler is rarely seen.

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.

Fiddlesticks includes a fear, self-sustain, AoE silence, and AoE DoT. He's a very heavy damage support with a lot of utility. Dread is a debuff with range of 1000, so watch for it on your buff list when you can't see him.

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 Overdrive and Power Fist a little bit earlier (leave Rocket Grab at Lv1). In team fights, wait to use disruptions until he starts channeling.

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: High. She is probably your nightmare, as she has a lot of disruption in her kit and can amplify her partner's poke damage.


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: Low. She is EXTREMELY weak until Lv4, and she can only peel one target. Try to shut her down early.

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.


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.

A good Nami will own her lane; a bad Nami will launch easily dodgeable Aqua Prisons. Ebb and Flow is effective on the first target, but it mostly scales with level, 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; it's generally used as an engage or disengage.

Opposition: High. She's squishy and her stun takes longer to cast than it does for you to use your AA. Make sure you destroy her wards in both lane bushes so she can't poke you. Try to gain an advantage before she hits Lv4 and she gets free pokes.

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: Depends. A good Sona can position well and dodge your hooks, wasting your mana and forcing you to recall early. A bad Sona gets eaten by turrets relatively quickly.


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: Low. Make sure you pull his carry and not him, as you'll remove the carry from his bonus armor range and he won't be able to Shatter your armor.

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.


Deadly Bloom

Zyra is another one of those squishy ranged supports: dead if under turret. She doesn't have the best CC as she is very damage-based. Her plants from Rampant Growth can form a wall to block Rocket Grab, which makes the enemy super aggressive on your turret.

Opposition: High. Keep track of her seeds; she can plant four at a time and keep 2 in reserve. She's a more damage-based support and killing her does not make you safe due to Rise of the Thorns.

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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 Smoke Screen 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.

Only thing worth noting is Stand Aside.
Opposition: Medium. He can't escape and it's easy to guide your shots towards him due to Spinning Axe. However, he has a strong disrupt with Stand Aside and is normally paired with a laning partner that you won't like.

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. Just be careful not get get kited up the lane by her.

She excels in team fights, dealing a lot of AoE damage and providing an anti-heal debuff.
Opposition: Medium. You want to be close to her to disrupt her ultimate when she fires it, but that could be very risky.

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 2s snare that can spread the love.
Opposition: Medium. He's squishy and has a lot of skill shots, which means he'll tend to do well in trades. 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.