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Spells:
Exhaust
Ignite
Ability Order
Mana Barrier (PASSIVE)
Blitzcrank Passive Ability
This May Sound Crazy
- It's crazy
- It's stupid
- It's idiotic
- It works

Masteries
The masteries are pretty straightforward. Take basic offensive masteries and 9 in defense for the extra armor, magic resist, and reduced and returned minion damage. If you would rather take utility masteries, it would work just as well, but I personally prefer the defensive masteries.
Runes
I personally like my runes for the extra armor penetration given by the marks and quints. As for the AD/level glyphs, I know that they are bad runes and it is just a matter of personal preference. The only thing that is absolutely necessary with this build is some form of attack speed runes. ATTACK SPEED RUNES ARE A MUST HAVE IN THIS BUILD. Beyond that, use whatever you see fit for runes.
The masteries are pretty straightforward. Take basic offensive masteries and 9 in defense for the extra armor, magic resist, and reduced and returned minion damage. If you would rather take utility masteries, it would work just as well, but I personally prefer the defensive masteries.
Runes
I personally like my runes for the extra armor penetration given by the marks and quints. As for the AD/level glyphs, I know that they are bad runes and it is just a matter of personal preference. The only thing that is absolutely necessary with this build is some form of attack speed runes. ATTACK SPEED RUNES ARE A MUST HAVE IN THIS BUILD. Beyond that, use whatever you see fit for runes.
Like I have already mentioned, this is a three item build and the rest is personal choice.
These are your core items. Attack speed is a must have, along with the
Sheen in the
Trinity Force. The
Manamune provides an excellent item to accompany your passive ability as well as plenty of AD to go along with it.
As mentioned several times, everything after this point is personal preference, but I would definitely recommend using at least the
Frozen Mallet for the additional health and overall tankiness.



As mentioned several times, everything after this point is personal preference, but I would definitely recommend using at least the

Believe it or not,
Blitzcrank tends to dominate the early game, especially around level 6 when he gets his
Static Field. The damage from his
Power Fist allows you to decimate enemies' health and provides for a good crowd control effect in the case of an allied gank. Landing your
Rocket Grab can all but guarantee half of the enemies' health to disappear.




This is where
Blitzcrank tapers a little in his ability to deal damage quickly. It is absolutely necessary that you complete your
Trinity Force before trying to do too much, as the
Trinity Force is the key to your entire build.



I would recommend at least taking the
Frozen Mallet before varying the build, as the
Frozen Mallet provides health and damage and makes you next to impossible to kill. After that, the rest of the build is variable. I personally like the
Atma's Impaler for the damage and extra armor, but that is personal preference.
When entering a teamfight, try to focus out their AD carry and grab them with your
Rocket Grab, then finish them with your
Power Fist and
Overdrive. If you cannot find their AD carry, or if they are too well protected, make their AP carry your second priority. In general, take down their squishies before anyone else.



When entering a teamfight, try to focus out their AD carry and grab them with your



I have nothing on this. Take whatever items you choose. Rely on your passive
Mana Barrier. A lot. Do what you do. You're friggin
Blitzcrank


As per a request, I will soon be attempting to create a section dedicated to my play of
Blitzcrank solo top.

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