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Blitzcrank Build Guide by Flewernfumbal

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League of Legends Build Guide Author Flewernfumbal

Want a Knuckle Sandwich? - Tanky AP Robot

Flewernfumbal Last updated on November 17, 2012
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Athene's / RoA

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Support Role
Ranked #6 in
Support Role
Win 52%
Get More Stats

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: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Hey everyone, I was playing around with Blitzcrank and I manage to find a very good Blitzcrank build which manage to work several times.

This build will unleash the real power of a Blitzcrank play. As most players play Blitzcrank as support, most people have not noticed that Blitzcrank ap also works very well at mid. Blitzcrank has alot of CC just like Orianna & Anivia, these 2 champions are strong ap champs. If that is the case, why isn't Blitzcrank one?

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The city of Zaun is a place where both magic and science have gone awry. The unchecked nature of experimentation has taken its toll on the city. However, Zaun's lenient restrictions allow their researchers and inventors the leeway to push the bounds of science at an accelerated rate, for better or worse. It was under these conditions that a team of doctoral students from Zaun's College of Techmaturgy made a breakthrough in the field of intelligent steam automation. Their creation, the steam golem Blitzcrank, was developed to exercise judgment on-the-fly in order to assist with Zaun's hazardous waste reclamation process, since so often the conditions did not allow for human supervision. However, he soon began exhibiting unforeseen behaviors.

Over time, the scientists were able to identify a demonstrated learning process, and Blitzcrank fast became a celebrity. As is sadly often the case though, credit for the golem's creation was scooped up by another - Professor Stanwick Pididly - though most now know the truth. In the wake of the ensuing legal maelstrom, it became evident that neither party truly had the steam golem's best interests at heart, and Blitzcrank humbly petitioned for personal autonomy. Backed by overwhelming support from the public, it took the liberal Council of Zaun only a few weeks to declare Blitzcrank a fully-independent, sentient entity. A unique being, the golem left Zaun, distressed by the controversy and feeling there was no place he could fit in. His travels led him to the one location in Valoran where unique beings have a place - the League of Legends. Fortunately, he was easily able to adapt his design to suit the rigors he would face on the Fields of Justice.

Though Blitzcrank may batter anything that stands in his way, he really has a heart of gold...encased in a framework of a carapace of steel.

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Pros / Cons

dawh Pros

+ Lots of mobility from Overdrive
+ Tons of CC
+ Tanky at all times except early game
+ Great silence especially against other ap laners
+ Rocket Grab can turn the game around
+ Great bait from Mana Barrier
+ Rocket Grab can steal enemy neutral monsters
SPACEdwadsa SPACEdwadsadw

- Weak early game
- Relies on Rocket Grab for damage
- You can only Power Fist after you use your combo
- Hard to leash for the jungler
- If not careful you might pull a tank into your team such as Amumu
- Long cooldowns early game
- Hard to master

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Masteries & Runes

Offense Tree
I like to put 3 points into Brute Force for the extra early game damage for cs and your Power Fist. I also like putting 3 points into Havoc instead of Mental Force because Blitzcrank early game damage is weak. The rest of the points are just normal AP carry masteries.

Utility Tree
I decided to go for 4 points in Swiftness instead of Meditation for 2 reasons. Mobility is needed in order to walk up infront of you enemy and hit them with Power Fist (which I will explain later on in the guide). The other reason is because Blitzcrank does not require alot of mana regeneration, also since you will be getting Tear of the Goddess and Chalice of Harmony or catalyst the protector you will have plenty of mana regeneration.


Greater Mark of Lethality

Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Ability Power

Greater Quintessence of Lethality
Mark Runes
I took 4 greater mark of desolation instead of all Greater Mark of Magic Penetration because Power Fist stacks with the armor penetration from greater mark of desolation which will greatly increase the damage. The 5 Greater Mark of Magic Penetration is for extra damage in Rocket Grab and Static Field.

Seal Runes
I didn't take Greater Seal of Scaling Mana Regeneration because it's not worth for Blitzcrank. Blitzcrank does not require alot of mana regeneration so instead, I took Greater Seal of Armor for more armor.

Glyph Runes
I get Greater Glyph of Scaling Magic Resist so that I can survive burst damage and harass like LeBlanc and Cassiopeia. I also thought about getting Greater Glyph of Scaling Cooldown Reduction but due to Athene's Unholy Grail I believe i have enough CDR already. But if you use Rod of Ages build, you might consider Greater Glyph of Scaling Cooldown Reduction.

Quintessence Runes
Greater Quintessence of Ability Power is simply for more ability power to burst down your lane opponent in level 6.

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Summoner Spells

ssssssssssssssssssssssssssssssRecommended Summoner Spells

Flash is a must for Blitzcrank. You need flash to initiate a fight and it is also a very important tool for escaping/chasing enemies.

Ignite seems to just fit in for Blitzcrank, I find myself always finishing the enemy off with ignite after I use my full combo.

ssssssssssssssssssssssssssssssssssViable Summoner Spells

Teleport lets you recall back to base and pick up some items then Teleport back. This spell is useful if you wish to play very safely

Heal will allow a chance for you to survive a few times, but it is not as useful as Ignite is to finish off others.

Cleanse is not a bad choice, if the enemy has many CC, it's better to get Cleanse than ignite. A AP Blitzcrank silenced for the whole battle is not sweet. o-o

If you wish to spam Rocket Grab and hope for something to happen, there is a option for you to grab Clarity.

No one will be able to run from you if you get this...
(P.S please exchange this ability for Ignite if you really want this)

Exhaust will be quite useful if you are against heavy AD champions in lane such as these Pantheon Talon Xin Zhao Renekton. But you're mid right?

sssssssssssssssssssssssssssssssNon-Viable Summoner Spells

Just NO!

You might want Smite if you are jungling...

You are not a support...

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Item Sequence

Health Potion

Health Potion

Health Potion

Tear of the Goddess

Heart of Gold

Sorcerer's Shoes
Early Game
Starting off with boots and 3 Health Potion will help dodging abilities and heal up 450 health from your enemy pokes. Tear of the Goddess is a must because the more mana you have, the more shield Mana Barrier provides. Getting Heart of Gold after Tear of the Goddess is very important as it will increase the amount of gold you receive and make you become more tanky due to the lack of early game power.
Item Sequence


Athene's Unholy Grail

Archangel's Staff
Item Sequence

Rod of Ages


Archangel's Staff
Mid game
Here, you have to decide to either become more tanky by following the Rod of Ages build, or to have more CDR and magic resist from Athene's Unholy Grail. I myself recommend the Athene's Unholy Grail build, because it gives a awesome passive that restores your mana when you get a kill or assist. Which will overall increase the amount of shield Mana Barrier gives you. Getting Sheen will proc with your Power Fist which makes it deal tons of damage. After that, get Archangel's Staff to increase your AP. Whenever you feel like you're losing your lane, feel free to pick up a Negatron Cloak and sell it later.
Item Sequence

Needlessly Large Rod

Rabadon's Deathcap

Randuin's Omen
Late Game
Lich Bane is important as it will increase your magic resist and have a upgraded version of Sheen. Rabadon's Deathcap will be needed every time you play a AP champion because it increases your AP by 30% which is alot. Randuin's Omen is pretty important, in a teamfight after you have initiated with Flash and Static Field combo. You should use your Randuin's Omen as it will slow all enemies for your allies to land their combo.

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When Blitzcrank life is brought below 20% health he activates Mana Barrier. This creates a mana shield equal to 50% of his mana for 10 seconds. Mana Barrier can only occur once per minute. This passive is awesome, gives you lots of survivability and a great bait to the enemy. Because you are AP Blitzcrank you can easily bait the enemies into focusing you and then receive 1365 shield.

Blitzcrank fires his right hand at a straight line to the target area. If his hand encounters an enemy unit it will pull the target back to his location, dealing magic damage and stunning it for 1 second in the process. Rocket Grab is very useful in 2 ways, damage and utility. As a AP Blitzcrank Rocket Grab deals a ton of damage and also stuns them and pull them to you.

Blitzcrank super charges himself to gain dramatically increased movement and attack speed for 8 seconds. Overdrive is the chasing/escaping tool, nothing much more to talk about.

Blitzcrank charges up his fist to make his next attack deal double his total attack damage and knock his target up in the air. Power Fist is very deadly if it is proc with lichbane and will deal around the same damage as Rocket Grab. Power Fist reset the attack animation so you will be able to do 2 quick attacks to your enemy.

PASSIVE: Blitzcrank fires lightning bolts to deal magic damage to one random nearby enemy unit every 2.5 seconds (not affected by cooldown reduction). This will not damage enemies in stealth.
ACTIVE: Blitzcrank emits a wave of electricity to deal magic damage to nearby enemies and silence them for 0.5 seconds. Activating it removes the passive lightning bolts until Static Field becomes available again. This is your ultimate farming ability, at lvl 11 you are able to kill caster minions in 1 shot. When you hooked up a 1v1 fight, it is best to let the Static Field's passive strike your enemy twice and then burst them down by using Static Field.

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Laning Phase

Blitzcrank laning phase is painful, you will get hit whenever you try to get cs. If they push you a little too hard, call for your jungler to help. I like to play Blitzcrank quite aggresively when they are near the danger! area because I have more space to chase
Credits to JhoiJhoi for the image

If they enter the Danger! area, instantly use Overdrive and walk up to your enemy and hit them with Power Fist but if they manage to get away, pull them back with Rocket Grab. This will make you surely get a kill at lvl 6 unless they have Flash in their pocket.

Here is how you do it

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Team Fight

Your aim in a teamfight as AP Blitzcrank is to intiate and bait. When you find a chance, Flash and use your Static Field and Randuin's Omen on everyone which will slow them all and have 800 less health. After that, hopefully make the enemy team target you until your Mana Barrier pops up. Probably by then your team might of cleaned up your enemy already.

Getting Initiated
If you get intiated, find a chance to use Flash to get behind all of them so you can easily burst down the squishy carries like Ashe and Lux. If you manage to bring them down, there is a higher chance for your whole team to clean up the others.

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Warding is very important for basically every person in the whole game. But Blitzcrank has a special feature in warding. If you decide to place a ward in the enemy jungle, (preferably the blue golem) you will have a very high chance of stealing it if they are getting blue.

Here is a map for warding placements.
Credits to JhoiJhoi for the image

Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle