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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
Foreword
Let me know what you like, don't like, what I can elaborate on in the Discussion section.
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Blitzcrank's signature move, ![]() ![]() ![]() ![]() |
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E, ![]() ![]() ![]() |
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The Combo


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The Chain
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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
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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. |
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. ![]() |
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. |




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 * Do not use until enemy has burnt ![]() * Use as early as possible for bonus AP and AD * Do not take if your ADC has ![]() |
What is warding?
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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Free 60s ward you get from the utility mastery tree. Use it to ward river or a bush. |
Sight Ward
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180s ward you can purchase for 75g or place via ![]() ![]() |
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

Warding with Blitzcrank]
If you have sight of an enemy ward after immediate placement, you should pop


You should always be placing wards around your map. 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.




Anything not mentioned here is generally better suited to having a ward placed there through rules #1-3.
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Starting Items
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Consumable Recover 80HP and 50MP over 10 seconds |
The ![]() ![]() ![]() |
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Consumable Places a 60s basic ward. |
The ![]() ![]() ![]() |
Sight Ward |
Consumable Places a Sight Ward at indicated location. |
See warding. |
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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. |

Early Game
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+180 HP Passive: Wards |
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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 ![]() |
Emblem of Valor |
+20 Armor Aura: +7 HRegen/5 |
Provides bonus armor to you and some health regen to your lane. Builds into ![]() |
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Passive: +25 Movement Speed |
While ![]() |

Teamfight Phase
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+20 Armor +200 HP Aura: 20 MR, 10 HRegen/5 |
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+20 Armor +10% CDR +300 HP Aura: +20 MR, +10 HP Regen/5 Active: HP Shield to nearby allies |
Builds out of ![]() |
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+360 HP Passive: Wards |
Upgraded version of ![]() |
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Stats vary. Passive: +45 Movement Speed; +105 MS while out of combat |
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Finalizing Items
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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 ![]() ![]() Homeguard when you end up in base a lot. |
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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 ![]() ![]() ![]() ![]() |
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Active: Grants AP/CDR/HP/AD. |
If you have spare gold after having refreshed your ![]() ![]() ![]() |

Additional Items
+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. |
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):
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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.

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.
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Engaging the enemy


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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 carry 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 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




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![]() Sync: Low. He'd work better with a poking support, as his kit enables him to hit enemies with few consequences. |
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![]() Sync: High. Grabbing an enemy lets him know to activate his slow near you while saving his dash. |
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![]() Sync: High. Likes to be set up for kills but specializes in burst damage. |
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![]() Sync: Medium. ![]() |
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![]() Sync: Low. She doesn't do a lot of damage and has no burst whatsoever. She will be able to use your ![]() ![]() |
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![]() 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 ![]() |
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![]() Sync: Low. ![]() |
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![]() 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. |
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![]() Sync: Medium. She's got very strong AD-scaling and a very low attack range. ![]() |
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![]() 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. |
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![]() 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. |
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![]() 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. |
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![]() Sync: Low. ![]() ![]() ![]() ![]() ![]() |
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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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The cooldown on his ![]() ![]() Opposition: High. You can't lane with him, can't lane against him. If you grab him, silence first, then knockup. |
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He's tankier than other carries, and stands a very good chance of escaping with his ![]() ![]() Opposition: High. He can escape easily before you get Lv6, and he can survive turret shots well afterwards. |
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He has a smaller AA and skill range than other carries, and he's squishy. While he has ![]() Opposition: Decent. He can still escape, but he is easier to pull back in due to his shorter range. |
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Only thing worth noting is ![]() Opposition: Medium. He can't escape and it's easy to guide your shots towards him due to ![]() ![]() |
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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 ![]() |
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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. |
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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. |
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For the same reason you can't lane with him, he's very easy to kill. While ![]() ![]() ![]() Opposition: Low. Tag and bag. |
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A smart Sivir player will purposely provoke your ![]() ![]() Opposition: High. Dodge her skill shots as best you can, and ![]() ![]() ![]() |
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She can ![]() ![]() ![]() Opposition: High. She's too good at escaping and has very good end-game range (703). |
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His only escape mechanism is ![]() ![]() Opposition: Decent. While his escapes are ineffective, you must make sure you shake off his ![]() ![]() |
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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. |
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She can use ![]() ![]() Opposition: High. She is a slippery little hunter with a lot of DPS. |
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