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Blitzcrank Build Guide by wyvernfist

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League of Legends Build Guide Author wyvernfist

Epjest's Support Blitz

wyvernfist Last updated on March 18, 2012
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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: 0

Honor Guard

Defense: 9

Strength of Spirit

Utility: 21

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**EDITOR'S NOTE: All credit for this guide goes to Epjest, who posted this on the LoL forum. I'm simply moving it hear as an easier-to-read format.**

Blitzcrank is a tanky support focused on initiating, disrupting, and snatching free kills for your team. Blitzcrank is mainly played as a duo-bot lane with a ranged AD as he is a poor top laner due to his lack of harass and sustain. He can be played as a jungler with varying degree but shouldn’t be your default jungler of choice (More in jungling section).

Unlike the sustain supports (Soraka, Sona, Taric, Alistar), a well played Blitzcrank can punish poor positioning of enemies, force advantageous fights, and has no CC that can be cleansed or reduced with Merc treads. He also can easily fill the role of off tank/bruiser should your team need one.

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About Blitz's Skills

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

  • PASSIVE: Mana Barrier – Blitzcrank’s mana barrier can activate once a minute when he hits 20% life. This creates a mana shield equal to 50% of his mana.

    This passive is amazingly deceptive as it’s useful for baiting enemies who see you at low health, and for team fights to keep you alive. The main problem is that you NEED mana when this activates meaning if you’ve recently used a lot of abilities and don’t have mana the shield will be miniscule to non-existent. This is why having both a large mana pool and good mana regeneration are great things to have. This passive is best seen as Singed’s passive, except with a better ratio and a CD/Up time.

  • ABILITY ONE (Q): Rocket Grab – 140 Mana, 20 second CD (-1 per level) – Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal (60/120/180/240/300 [+.8 AP]) magic damage while he pulls them to himself.

    This is what makes Blitzcrank. Landing a hook on a squishy can instantly win you the team fight or the game. Landing a hook onto the enemy Amumu will likely lose you the team fight or the game. Your job is to try and make the best possible shots to deliver gold to you team in the form or squishy enemies. Take 1 point into this early (level 1 or 2, preference is yours) but max it last as the only useful effect of leveling it is a minor CDR. If your team intends on invading, taking this at level 1 has a good chance of netting your team a kill since its range is longer than flash.

  • ABILITY TWO (W): Overdrive – 75 Mana, 16 second CD – Blitzcrank supercharges himself increasing his movement speed by (16/20/24/28/32%) and attack speed by (30/38/46/54/62%) for 8 seconds.

    This is pseudo-ghost. Blitzcrank should not use ghost because he has this ability. Blitz mainly will deal damage from auto-attacking, so the attack speed is helpful, however the movement speed is why this ability rocks. Blitz is an amazingly fast ward sweeper and fast reaction support thanks to this ability. It will also let him chase or escape with ease. I max this ability first, but I take it at level 3 when supporting.

  • ABILITY THREE (E): Power Fist – 25 Mana, 9 second CD (-1 per level) – Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up into the air.

    Part of your combo, and perhaps the strongest CC in game. At 5 second CD at max rank, and 3 seconds with 40% CDR, whoever your punching will REALLY dislike you. Two tricks are to use this ability right after you land a hook keeping the target CC’ed for your team mates to burst them, or to punch the enemy walk back and grab them. The second strategy is the most efficient as it’s almost impossible to miss a hook in this way, however you won’t pull them as far. This ability can also be used to interrupt channels such as Katarina’s, Malzahar’s, Galio’s [Note you must have Powerfist activate when he taunts you], Nunu’s and others. I take this ability first or second and max it second.

    Build Note: This ability also benefits from Lifesteal making Blitzcrank one of the few supports who would greatly benefit from building a Zeke's should your team be running a triple AD heavy auto-attack team, it’s worth considering.

  • ULTIMATE (R): Static Field – 150 Mana, 30 second CD –
    Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for (100/200/300[+.2]) magic damage

    Active: Deals (250/375/500[+1.0]) magic damage and silences surrounding enemy units for .5 seconds. The passive is not in effect during the cooldown.

    This ult is very high-damage for such a short CD. When fighting a single enemy for a prolonged fight (Enemy tank/tanky dps) not using the active so the passive will repeatedly hit them will cause more damage than quickly using the active. In a team fight there’s a few things you should consider for this ultimate.

    A) Does the enemy have a channeled spell I will need to interrupt?
    B) Can I disrupt a burst mages combo by using this spell?
    C) Am I able to hit all/most of the enemy with the active?

    If the answer for A is YES, save your ultimate to interrupt the ult. This lets you CC one person and still be able to interrupt from a decent distance without changing targets. If they’re running a mage such as Brand, Anivia (Silence stops her ult) or other combo mage using your ult to temporarily mess with their combo can lead them to dealing reduced damage or missing spells. If none of the above, positioning yourself to hit as many as possible for the most damage/annoyance is preferable.

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How to Grab People

Aside from the obvious "Hit the skill shot" there's many tricks to using Blitz Hook. Since your playing as a support, your buying wards and choosing where they get dropped. Warding the tri-bush below dragon and the bush behind dragon when playing on Purple side can net your team a kill from a hook on an unsuspecting enemy who either knows your doing dragon, or thinks your doing dragon.

Warding the enemy Blue can net you a hook on either the blue golem to steal the buff for your team, or the jungler and the buff when he goes to do it, same applies for Red buff.

When attempting Baron, or attempting to counter baron landing a grab on either the melee hitting baron or waiting on the other side of the wall can net a kill making the baron fight 5v4 in your favor. Wards are your friend, as fishing, although funny when successful, isn't optimal.

Landing a hook isn't ALWAYS a good thing, if you grab the enemy tank to start a fight, you just helped the enemy. If your team mates are low health, grabbing a full health carry to them probably didn't make them happy either. Don't kill your team with your grabs.

Finally, you will miss sometimes. It happens. I call those "Fear Factor" shots, they were the "If that hit you, you'd have been dead...." that weren't likely to hit. If you miss an easy shot however, those are facepalmers. Don't get mad at an ally if they're angry for you missing a grab, they just don't understand not every grab can go through. But be mad at yourself if you ever miss a facepalmer (I sure as hell have....).

Note: Although not mentioned later in "When not to pick Blitz", Yorick, Malzahar, and Heimer are annoying as their summoned creatures can be used to block hooks. This mainly arises in late game fights, and thus has a smaller impact than your laning enemy.

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Summoner Spells

A variety of runes/mastery/Summoner Spell setups work on Blitzcrank. Since you will be bottom lane, consider Heal or Clairvoyance for supporting your team. I personally run Heal since Blitzcrank’s lack of sustain is his major weakness and it increases his durability a great deal. Clairvoyance is a great spell as you can use it for the infamous over the wall shots that net you a free kill, however it will make your laning slightly weaker and keep you from being as aggressive.

Your second summoner will be Flash. Beyond the “everyone takes flash DUH”, flash works well on Blitz just like Udyr, a flash knock-up -> grab combo or even the sweet flash->grab->punch combos are too good to give up.

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Blitz has to be tanky in order for him to do his job, since he will be in the bottom lane the main damage you have to worry about early game will be from an AD.

Red: Flat armor, Armor Pen are my preferred. Blitz main damage is from auto-attacks so the Armor Pen works well with overdrive and powerfirst. The flat armor will add 8 armor which will help early game against harass.

Yellow: Flat Mana Regen, Flat Armor are my preference. If you went for flat armor from red, getting Mana regen from yellow will keep your pool nice and sturdy through the early game until you can build some items.

Blue: Magic Resist/Level, Flat Armor, Flat CDR are all useful. Flat armor is still useful, and will net you 6 more armor, however I prefer Magic Resist/Level since you won’t encounter much AP damage until mid/late game you’ll get more value from them than flats. Flat CDR glyphs are also nice as they get you towards your 40% CDR early.

Quintessence: Movespeed, Flat Armor, Flat Health. I’ve been trying movespeed recently and delaying my boots until after my heart of gold it works reasonably well when they have a slower jungler or a very fast team (Oh how I hate you Sona…). The flat armor for the same reasons, the health gives you an early game advantage.

--- I’m certain people will scream “Why You No Gold Generation?!?!”, Blitzcrank IS NOT a passive, or even Pseudo-passive support. You need to get in their faces and PUNCH them or at least threaten them so they soil themselves. He can’t afford to wait for gold to buy items to be useful because by then his ranged AD partner will be screaming bloody murder and his lane has become a wash.

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Blitzcrank can be specced three ways while supporting. Heavy Defense tree, or Heavy Utility, or Mixed.

If you spec into the defense tree, you can be a bigger bully in lane able to take more harass however you won’t be able to hit level 2 early and go for the early zoning/kill that Utility can. Your late game items will also suffer if you don’t score some kills and assists in comparison.

If you spec into the Utility tree, you “should” hit level 2 before the enemy lane and have your 1->2 combo which can net your team an easy first blood followed by a painful zone onto the enemy. The downside is until you buy items your durability is weak so you can’t take as much harass.

The mix gives you the gold generation and the CDR per level in defense. It's more focused on the mid-late game as you'll have more gold and more CDR later in the game. This is perfectly acceptable if you feel you won't be able to get kills in lane, but need a stronger mid/late game.

You can choose whether or not you want a point into Neutral Buff duration since most times you won’t be the one receiving the buff from your team, but when you get one for any reason it’s nice to have it for that much longer.

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A. Opening

Faerie Charm + 2 Sight Ward + 4 Health Potion = Standard opener (5 pots or 3 Wards 3 Pots for Utility)

Meki Pendant + 2 Health Potion = Ballsy Start (Only recommended against no-jungle/slow jungle [WW etc])

Boots of Speed + 3 Health Potion = First Blood Start (If you coordinate with your jungler [Preferably Udyr, Lee Sin, or Xhin] starting boots can let you get your fist -> hook combo super easy against a no-boots support/ranged AD)

B. Midgame

Boots of Speed > ( Mercury Treads if enemy CC > 2, , Ninja Tabi if vs 3 AD, Boots of Mobility are usable if you want to roam a lot, which Blitz is good at)
Philosopher's Stone – yay g/p5 and sustain!
Heart of Gold – yay tanky and gp/5
Glacial Shroud – yay CDR and tanky!

C. Endgame

Boots (Mercs/Tabi)
Shurelya's Reverie – Yay initiation and CDR/Sustain
Frozen Heart – Dem Auras/CDR/tankyness
Banshee's Veil – Dat tankyness
Aegis of the Legion – Dat aura + tankyness

--- Trinity Force is a great item, sadly it’s VERY expensive and blitz won’t likely get the farm for it and your probably NOT really there to be a damage dealer, however if you can afford it get it.
--- Zeke's Herald is amazing if your team is running triple AD (Tanky AD top + Jungle, Ranged AD bot)
--- Force of Nature if the enemy is mainly magic
--- Quicksilver Sash so you're never taken out of the fight
--- Infinity Edge if you want that Vayne to die a painful death.

Note: Locket of the Iron Solari - While this item is good, it's situational since you already achieve a high armor count with Frozen Heart. However since your melee you can get great use out of the active. Pick it up if your against a triple AD team and need the armor.

Build Note: Very rarely do I get Manamune in support blitz builds, your team suffers from you not rushing a Frozen Heart, and building manamune will set a support back 2110g, a huge sum that likely we be about 1/3 of your income in a standard game. If you built only the tears for 995, either you get it after your gp/5 + boots, and can’t charge it fully before the end of the game, or you sacrificed your gp/5 and thus have even less gold to spend. In short, don’t build manamune on support blitz unless you’ve scored a few kills for your team early. In stretched out games you may go "ugh I wish I had built this..." Just remember the game might've been a loss already because you DIDN'T build the other item.

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When NOT to pick Blitzcrank & who you'll LOVE going against

Blitzcrank support is a counterpick, best chosen after you know their bottom lane as some combinations will render him nearly useless when played properly.

Champs to AVOID going against:

Ezreal: Ezreal’s if smart will dodge your hooks with blink, also if you can hook him he can shoot you and then dodge your hook. I hate this guy.

Taric: Taric’s natural tankiness against AD (which you and your ally are) means he’s hard to burst and will stun and heal after the knock-up.

Alistar: Alistar is your least favorite enemy. His cow butt will get in the way of your hooks giving him easy initiations, the upside is that if you team wants to kill Alistar, grabbing him is cake, but 99% of the time a bad idea.

Caitlyn: Her traps limit your movement and will generally make it difficult to get a good hook, her poke and range make her a pain to lane against and her net if used properly can help dodge your hook. Not your best friend to lane against, but at least her poke isn’t as good as Ezreals.

Vayne: Her tumble lets her avoid your hooks easily, and her wall stun makes sitting in the bushes risky. Getting a grab on her fragile *** however can result in her death.

Tristana: Not nearly as bad as Vayne or Ezreal, she can be grabbed mid jump but still annoying as her jump is the farthest, her ult also messes up any engage you get onto her partner after 6.

Sivir: Her spell shield will likely be saved to block hooks, however its cooldown is quite long so you can bait it out. Depends largely on her partner whether it will work or not.

Graves: A dash to avoid hook – check, an AoE blind to make hooks hard to hit – Check, Burst that does more when close – Check, Tanky as all hell? – Check. You don’t want to lane against this guy, you want to lane WITH him.

Champs to LOVE going against:

Sona: Sona is super squishy and easy to burst, she also has no escape mechanism so at best she can ult you and try running. If you can keep from letting her poke you to
death, you will kill her mercilessly.

Janna: Janna is also super squishy and easy to burst, the downside is that at level 6 if you don’t kill her with burst her ult will likely save her life. Early on her harass and CC are annoying, but she has no hard escape.

Soraka: Aside from silencing you to prevent a perfect hook and winning the lane with ridiculous sustain if allowed to poke, Soraka bows to your mighty robotic form. Easily bursted pre-6, slightly harder with her ultimate, however her no escape lets you continuously poop on her if she even slightly gets out of place. If paired with Sivir or Ezreal not recommended as you will be poked and sustained to death.

Miss Fortune: Yea, she hates you. You interrupt her ult, she has no escape. Avoid her poke and make her call you daddy. Blitz is #1 against MF hue hue hue.

Corki: Similar to Tristana, but no secondary disengage to help his ally. Bait his Valkyrie and get him when he’s on CD or zone him and it’s GG.

Urgot: Oh god the poke, against Urgot going for a level 2 kill is almost mandatory before he can get his murderous level 3 poke. Kill him early and often and he will cry. If you let him poke you continuously you will lose (If the game goes to 40 minutes, I hope your ranged AD got enough farm to make him cry)

Ashe: Easy to hook, very very weak. Downside is you won’t escape her if you don’t kill her, which isn’t a problem normally. Great choice to pick Blitz against.

Kog'Maw: Easy to hook, fragile, this guy is free food. Downside – he dies and hurts you early game, and if you don’t instagib him late game he will eat you. Perfect champ for Blitz to be picked against.

Teemo/ Twisted Fate/ Twitch: All are fairly easy to play Blitz against, Teemo is annoying to everyone but squishy and will die if hooked. These are very rarely seen bot, but Blitz works well against them all.

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Best compliment to Blitzcrank

These are the champs you hope to be paired with in the bottom lane. They compliment your abilities and vice versa.

Graves – Blitz Loves Graves. End. Nothing about him doesn’t scream “OMG BLITZCRANK SUPPORT NAOW” He bursts like a boss, which Blitz is about, his smokescreen can be used to make enemies unable to see the hook coming and he does more damage at close range. <3 You graves!!!

Caitlyn – Blitz has a crush on Caitlyn, her Traps make his 1-> 2 combo even more potent. Enemy stepped in a trap? Free grab. Grabbed an enemy into a trap? Punch them right as they leave it for extra CC! Her relatively safe laning phase keeps her from needing babying as well.

Vayne – Grab an enemy, knock them up, pin them against the wall, that target has now broken their keyboard. A CC on a carry is love. She also snowballs hard so a few kills on her will win you the game. Downside is her laning is weak, so you have to bring you “A” game with this baby.

Ezreal – Relatively safe in the laning phase, and when you score a grab -> Punch combo his burst is amazing. Only downside compared to Graves is he’s squishy so has to play a little safer.

Corki – The armor shred from Corki will help you help him kill the target, his burst is decent as well.

Tristana – For games you want to play Ping Pong. Grab -> Punch -> Rocket Jump -> Blaster Shot. Very funny, very effective. She also works well against Soraka/Sona, however her lack of poke/lane safety makes her less favorable than others.

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Blitzcrank is awesome, sit down and relax with a can of oil, flip through your PlayRobot magazine with Orianna on the cover and teach them why the time of man has come to an end! Blitzcrank is a high-skill, high-risk, high-reward champion. Playing Blitz poorly will result in you being fairly negligible in the game. Playing Blitz well, will result in you spoon feeding your team the victory. There is ALWAYS room to improve.

Any feedback is appreciated, positive and negative. I wrote this guide because the lack of Blitz guides I even remotely can agree with, or are up to date makes me sad. I’m far from perfect, this is my first guide and I hope to make it as good as I possibly can.

Note: You gotta find first gear... in your giant robot car! You dig Giant Robots, I dig Giant Robots, We dig Giant Robots, Chicks Dig Giant robots...... Nice.

**EDITOR'S NOTE: I removed the Jungle portion of the guide since I really wanted to stress the bottom support role. If Epjest asks me too, I will add it in as a secondary build. Epjest, if you post this on here at any point, let me know and I'll remove this one.**