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Blitzcrank Build Guide by Hanjaro

Support master

Hanjaro's Blitzcrank: Support your way to Challenger!

By Hanjaro | Updated on July 21, 2020
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Hanjaro's Featured Video


Bone Plating

Biscuit Delivery
Cosmic Insight

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


LeagueSpy Logo
Support Role
Ranked #23 in
Support Role
Win 52%
Get More Stats

Ability Order

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Hey guys! Hanjaro here!
A little bit about me

I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Blitzcrank?

Blitzcrank is a strong, early-game support that transitions well into the late game, with his strong zoning and CC abilities. He is one of the best playmakers in the game, he can end a fight before it begins if he hooks one of the main enemy threats, quickly making it a 4v5!

If you enjoy playing, or want to learn more about Blitzcrank, you can read and discuss more over at

Summoner Spells Back to Top

Flash and Ignite are the staple go to for nearly all support champions, especially with the all-in presence that
Blitzcrank provides.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. As Blitzcrank, you want to snowball your ADC as quickly and efficiently as possible, while zoning off the enemy ADC.

Flash is used for the threat of an all-in engage, and as your primary escape summoner.

Runes Back to Top
Resolve + Inspiration

You can proc Aftershock extremely easily with Blitzcrank, from the burst potential he provides after a successful Rocket Grab. After 2.5s, you explode, dealing damage in an aoe around you, which adds to your burst window. During this window, it increases your magic resist, and your armor - which adds a lot more tankiness - something that is necessary on your all-in, and to help frontline.

Demolish is such a strong rune currently, with how fast the games are, you want to be taking turrets down as fast as possible, and increasing your ADC and your own gold generation with taking turret plates.

Blitzcrank is an engage champion, he wants to be snowballing his ADC by diving into the enemies, or bringing the enemies to him, making Bone Plating the best choice for him. The longer you survive, the more cc and damage you can output, and Bone Plating enables this.

Blitzcrank tends to be using Flash to engage on enemy champions, catching them off guard, and could potentially get locked down after his engage. Unflinching adds tenacity and slow resistance for up to 10s after using a summoner spell, you can use this to get in and out with more safety than the other choices, you also gain tenacity and slow resistance when one or both of your summoners are on cooldown, enabling you get in and out quicker.

Even though Blitzcrank gains increased survivability with the Resolve treeline, he is still a melee champion, and against poke match-ups, Total Biscuit of Everlasting Will helps increase his sustain. With his large mana costs, they also restore 10% of your missing mana, and also increase your mana cap permanently by 50 per biscuit consumed, or sold.

Cosmic Insight reduces the cooldown of everything in your set-up, and adds an extra 5% CDR to your max CDR, meaning you can have higher up time on your engage tools, disengage tools, items you buy, and summoners.

Itemization Back to Top



Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. Blitzcrank has the option to roam a lot, and catch people out, so having the bonus movement speed is invaluable.

Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.

Ninja Tabi's > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Ninja Tabi's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.

Zeke's is a fantastic item on Blitzcrank as it offers armor, magic resist, cooldown reduction and an extra 250 mana. When you cast Static Field, You ignite an aoe around you that slows enemies by 20% - meaning less chance to escape on your engage, while the ally that you have chosen to attach to, their attacks burns enemies for 30% bonus magic damage, increasing their damage output for quicker kills.

Redemption offers an aoe heal in an area, add a sustain for his allies that Blitzcrank'S kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Mana Barrier.

Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 60 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - using +20% of your maximum health, which Redemption and Knight's Vow both increase.

You gain extra HP, 40 armor and 10% CDR with this item, not including the extra 20 armor and 15% bonus movement speed when your chosen ally is nearby.
If your ally is nearby, you heal for 12% of all the damage they do (increasing your tankiness), and redirecting 12% of the damage they take, to yourself (increasing their survivability). Usually a core item to take vs physical damage.

A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
Increases your Mana and HP regeneration, while granting you 40 magic resist, and 20% shielding power - good synergy with Mana Barrier.

Shurelya's Reverie is good with Overdrive and Boots of Mobility, increasing your movement speed passively by 5%, and while active, you and your allies receive 40% bonus movement speed for 3s. This is a fantastic tool for hard engaging on an enemy team.

Righteous Glory is good for a team with physical damage threats, and also helps your engage on the enemy team, which can be useful if you're the primary engager. You gain 75% movement speed for 4 seconds when moving towards enemies or enemy structures, once reaching them, you slow by 75% for 2 seconds. You also gain 30 armor, extra health and mana, health regeneration and CDR.

Really good item if you need the extra mana, and if you're facing nearly all physical damage champions. You also gain extra bonus physical damage, and slowing enemies by 30%. The frozen field has a radius of 180(+ 55% bonus armor] units 0 so you're offered a lot of utility with this item, if your comp doesn't have much cc.

Really good item if you're facing nearly all, fast attacking, physical damage champions, and you need a frontline. You gain 60 armor, 400 hp and it also reduces the damage you take from critical strikes by 20%. You also slow the enemies attack speed by 15% if hit by their basic attack (does not stack with Frozen Heart's passive AS slow) and when activated, slows enemies by 55% for 2 seconds within 500 units. A lot of tankiness and utility built into one item.
Abilities Back to Top

Mana Barrier

Mana Barrier (Passive)

COOLDOWN: 90 seconds
INNATE: When Blitzcrank receives damage that would bring him below 20% maximum health, he generates a shield equal to 30% of his maximum mana, that lasts up to 10 seconds.

Mana Barrier will activate even when below 20% max health.
Does work well with any maximum mana increase items you buy.

Rocket Grab

Rocket Grab (Q)

RANGE 1150 (increased as of 9.19)
COST: 100 mana
COOLDOWN: 20 / 19 / 18 / 17 / 16
ACTIVE: Blitzcrank fires his right hand in the target direction, dealing magic damage while pulling the first enemy hit towards him, stunning them for 0.5 seconds. As of 9.22 BASE DAMAGE 80/135/190/245/300 ⇒ 70/120/170/220/270
  • For dashes and blinks such as Ezreal's Arcane Shift the caster will blink to the target location after the casting time, regardless of crowd control effects. Blitzcrank's arm will visibly stretch and then fizzle.
  • Rocket Grab will hit and pull stealthed units, but it won't reveal them.
  • Spell Shield will block Rocket Grab.
  • You want to avoid grabbing tanks into your team, they'll get a free engage!


Overdrive (Q)

COST: 75 mana
ACTIVE: Blitzcrank puts himself into Overdrive, gaining bonus attack speed for 5 seconds and bonus movement speed that decays to 10% after 2.5 seconds.

When Overdrive ends, Blitzcrank is slowed by 30% for 1.5 seconds.
  • Overdrive's self slow is reduced by tenacity.
  • You can activate Overdrive to start an engage in lane, or even just to zone the enemies away with the threat of an engage.

Power Fist

Power Fist (Q)

COST: 25 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5
ACTIVE: Blitzcrank's next basic attack within 5 seconds deals 100% AD bonus physical damage and knocks up his target for 1 second.

Power Fist resets Blitzcrank's basic attack timer.

Static Field

Static Field (Q)

COST: 100 mana
COOLDOWN: 60 / 40 / 20
PASSIVE: While Static Field is available, lightning charges Blitzcrank's fists, marking enemies he basic attacks, stacking up to 2 3 as of 9.19 times. After every 1 second, 1 mark is consumed to deal magic damage to marked enemies.

ACTIVE: Blitzcrank detonates his Static Field, dealing magic damage to nearby enemies and silencing them for 0.5 seconds.
NEW 9.14 Static Field now removes shields on enemies before its other effects (damage and silence)
Gameplay Back to Top

Early Game

Level 1 you will want to be levelling your Rocket Grab as it's your primary engage tool, and can get you early level 1 kills. You can set up an invade if your team is not afk in base - going through the midlane to the right brush, as you will not be seen by the enemy until it's too late.
You can also set up a brush cheese in lane, and engage straight away onto your opposing laners with Rocket Grab, minimum you should be able to blow 1 or both of their Flash, and at best you can get at least one kill.

When you're in laning phase, you want to be a dominant force, pushing and zoning the enemy laners out of cs'ing, with the threat of a Rocket Grab engage, or a Flash all in. You want to be looking all the time for potential hook opportunities, granting your ADC easy kills or setting up a gank from your ally jungler. You can stand up front ahead of the minions depending on what comp you're facing, or run in with an Overdrive Rocket Grab, or just scare your opponents off.

If you're laning vs a Morgana and/or a Sivir, you'll want to bait their Black Shield and Spell Shield before you make an all in, they're on relatively long cooldowns at the lower levels (26s and 22s), so you can take advantage of this. Baiting can be achieved by any means, moving in an aggressive way, getting into their face to take advantage of your Power Fist, or if your ADC has baited by using a spell such as Jhin's Deadly Flourish.

Level 2 you want to be skilling up Power Fist for the knock up, so there's even less chance your opposing laners can escape your engage. Then it's onto Overdrive, giving you the ability to gap close before your Rocket Grab, giving the enemy less chance to dodge.

As of 9.14 you can use Static Field to break off enemies shields such as Janna and Lulu, before you combo - adding a lot of extra damage that would before, be mitigated, adding a lot more kill potential.

With the new alcoves in Season 10, this gives you 3 brushes to play off of, and being able to hide in fog of war for extra, over the wall, out of sight hooks. Less vision means more hooks, meaning more kills!

You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.

Proccing your runesteel pauldrons, you'll want to be focusing the cannon minions as priority, then melee minions, and lastly ranged.

Once you get your first back, hopefully with at least one or two kills under your belt, you want to be looking to buy Boots of Mobility for the roaming potential and start to build your core items. You can set up kills for your midlaner and get them ahead, along with your ADC.
If you can't roam, you want to be maximizing gold for your ADC, and this includes taking tower plates after kills with Demolish and Power Fist.

Blitzcrank is one of the best roaming supports, through Boots of Mobility and his Overdrive.

Mid - Late Game

Outside of laning phase, you're going to want to be setting up a lot of wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.

With Blitzcrank's roaming efficiency, you want to be focusing on vision - it's extremely important for making picks when playing Blitzcrank. The main reason for playing him is to consistently make teamfights a 5v4, catching out enemy threats and then taking objectives.

You want to help out your ADC (hopefully) continuing his lead. You can still set up kills for him, and you're a strong threat to think about for an enemy wanting to set up a gank, as it's very easy for the tides to turn in your favor.

During teamfights, you'll either be wanting to make the engage on an important target, such as the enemies ADC, or a backline mage - Rocket Grab the squishies, and try to avoid ever hooking a tank - it gives them a free Flash engage on your team!!

Once your Rocket Grab is on cooldown, you can focus on peeling your team with Power Fist, and interrupting important enemy channels such as Absolute Zero.

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
Conclusion Back to Top
I hope you enjoyed, and learned enough from my Blitzcrank guide, to play him as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as enchanters ( Janna, Lulu etc!).

If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
Update Log Back to Top
  • 06/10/2019 - Published Guide.
  • 06/10/2019 - Added Itemization chapter.
  • 06/12/2019 - Cleaned up layout.
  • 07/17/2019 - Updated for 9.14.
  • 09/25/2019 - Updated for 9.19.
  • 09/10/2019 - Updated for 9.20.
  • 11/06/2019 - Updated for 9.22.
  • 11/20/2019 - Updated for 9.23.
League of Legends Build Guide Author Hanjaro
Hanjaro Blitzcrank Guide
Hanjaro's Blitzcrank: Support your way to Challenger!
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