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Blitzcrank AP build

Creator: orochinagi May 10, 2011 8:13am
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orochinagi
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Greetings,

I've recently joined up with the community here and I also decided to post up a Blitzcrank guide for AP damage and some survivability (read off-tank if you wish).

Whenever I go thro my guide, I notice that there are things that could use some polishing and finishing (example: i'm still lacking farming and team fight sections for sure). I'm posting here mainly regarding the part of the guide that is already complete.

I'd like to get some feedback on how the information is sorted.
What I see that could get some polishing:
  • Items section: I think I explain why and how to get the items but the info looks like it could get some sorting or something like that so it's easier to read. Any feedback on that point?
  • More info: As I mentioned before, I still plan on adding up "farming" and "team fight" sections. For some reason, I still think that the guide could use some more data/sections but I can't quite tell what. Any more experienced guide makers got any suggestions regarding that?

Regarding the rune build: I still haven't tried using movement speed quints, anyone tried them over the HP ones? How'd they work out?

On the Masteries, I got used to playing with that build and i've been getting good results, but sometimes I consider going up with 21 points offensive mastery. What'd you do if you were going offensive mastery?

I'm still wondering if this is the right place to ask this and/or if I can link the guide I did here... since i'm unsure, I won't leave the link for the build (it's still accessible thro my profile).

Any feedback is welcome and thanks for the time spent reading this and giving me suggestions to improve it :)
61. When in doubt, ward.
Searz
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MS quints are good, but I think HP is more needed. Blitz has an MS steroid anyways.

21 offense is BAD, don't even bother with them.
Try using 0/9/21 (those 21 utility points are by far the best on Blitz, trust me on this) masteries with only flat MrP in items.
I can't say for if it's better, but it's really nice on many champions.
Get an Abyssal Mask with those masteries.
0/21/9 or 9/21/0 also works, but to a smaller extent, I think.


A tanky build without AP, with Trinity Force is what I see most people play with. I think that may be the most effective way to play him.

orochinagi
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Searz wrote:

MS quints are good, but I think HP is more needed. Blitz has an MS steroid anyways.

21 offense is BAD, don't even bother with them.
Try using 0/9/21 (those 21 utility points are by far the best on Blitz, trust me on this) masteries with only flat MrP in items.
I can't say for if it's better, but it's really nice on many champions.
Get an Abyssal Mask with those masteries.
0/21/9 or 9/21/0 also works, but to a smaller extent, I think.


A tanky build without AP, with Trinity Force is what I see most people play with. I think that may be the most effective way to play him.


Hmmm... i usually leave the neutral buffs for my team mates and usually don't focus too much on getting golem buff and that's why I had 0 points in Utility Mastery . With blitz's passive, using points for Expansive Mind looks better.
I've also never had any problems farming (the low cooldown on ultimate does wonders in those big minion waves) and that's why I didn't use points in Greed .

Regarding the Trinity Force, I have it on the optional last 2 items.
Most Blitzcrank's I see around focus more in AD/Attack Speed than AP and they usually rush the Trinity Force. Don't get me wrong, I think it's an amazing item but most people don't expect your Rocket Grab to hit as hard as it does with an AP build and most people don't expect the spike damage you're able to dish out this way (Grab, Power Fist, Static Field).

I've also noticed that the guide stats don't calculate the AP gain from the mana (via Archangel's Staff passive and it doesn't seem to calculate the 1k gained from the unique passive). Your AP ends up being higher than stated in the guide page with just the 4 items.

I'll try out the Abyssal Mask and the masteries you suggested once I get home :)

Thanks for the suggestions and feel free to keep 'em coming :)

EDIT: Just noticed that you have 3 points in Good Hands and only 1 point in Perseverance. Why the less time spent dead over the HP5/MP5?
10. The Blitz on your team will never land his grabs, but the one on the other team will.
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Expanded Mind is next to useless. It gives +5% of BASE mana (doesn't work with mana from items and other things). That's 49mana on blitz.. Reeeaally useless.

Blitz should leave the buffs to teammates, but there's just no other good place to put points in.

To keep it short I'm just gonna say that perserverence is never worth investing more than 1 point in(but 1 point is usually worth it). The bonus is just so incredibly small and gets even smaller with more than 1 point. Deathtime reduction may not be the most attractive thing available in masteries, but spawning a few seconds earlier in lategame can be huge.
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Hmmm good points... thanks for the feedback and the link.
Gotta dig into that when I get home.

Added redoing masteries to the "To do" list.

Any other feedback regarding the other questions asked in the first post?
36. Just because you're losing doesn't mean you are the best on your team, it means you are losing, too.
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Essential chapters to have:
  • Introduction
  • Summoner Spells
  • Skill Sequence
  • Runes
  • Masteries
  • Items (this may involve multiple sections
  • Important gameplay
    Like - A jungler's guide needs a chapter on the jungle-route
  • Summary - wrap up the theme of your guide, or make a review of everything.

If you have all these, you've covered the bare essentials and need only add what you want to.
Teamwork and Farming are very nitty gritty sort of things that everyone has a grasp on, so it's not necessary, but you can make a chapter for any of those kinds of things if you're up to it.
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I prefer 9/0/21 for almost any AP damage based build. 15% Magic Pen is just awesome.

I will try out your build soon though :p


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I usualy go for 9/21/0 on him since i tend to get CDR from items+bluebuff.

Mana is not a problem on him nor is regen. 9/0/21 is ok if you play AP blitz :)
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JunSupport wrote:

Essential chapters to have:
  • Introduction
  • Summoner Spells
  • Skill Sequence
  • Runes
  • Masteries
  • Items (this may involve multiple sections
  • Important gameplay
    Like - A jungler's guide needs a chapter on the jungle-route
  • Summary - wrap up the theme of your guide, or make a review of everything.

If you have all these, you've covered the bare essentials and need only add what you want to.
Teamwork and Farming are very nitty gritty sort of things that everyone has a grasp on, so it's not necessary, but you can make a chapter for any of those kinds of things if you're up to it.


Yes, i've pretty much covered all those points except the "Important Gameplay" (was planning on doing 3 sections for early, mid and late game).

Lazukin wrote:

I prefer 9/0/21 for almost any AP damage based build. 15% Magic Pen is just awesome.

I will try out your build soon though :p

Let me know what you think of the build and feel free to ask question and/or post suggestions. That's also why I started this discussion thread :)

DEWO wrote:

I usualy go for 9/21/0 on him since i tend to get CDR from items+bluebuff.

Mana is not a problem on him nor is regen. 9/0/21 is ok if you play AP blitz :)

While mana and MP5 usually isn't a problem (except in early game where you have to be careful with the usage of mana) it's always nice to have a good MP5 and good Mana Pool. Having more regen helps out a lot cause of Mana Barrier. With lower regen the chances that your shield will be depleted are higher.
Even tho I skill spam a bit, I tend to try to keep my mana at high levels so I can get a good shield.
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