Blitzcrank Build Guide

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An In-depth guide to Blitzcrank

written by elterrible92

Blitzcrank Build



Table of Contents

  • Introduction

    Hey all my name is elterrible92(US)/TheGreenLantern(EU) and this is my first champion guide. I have played 1500+ games of LOL and i feel it is now time to pass on some knowledge about one of my favorite champions, Blitzcrank.
    Blitzcrank is in my opinion the most fun champion in the game and also one of the most versatile champions as he can fulfill any role a team requires. However, i feel he is best used as a tank as opposed to a caster or carry and so that is what this guide will focus on.
    Blitzcrank is a very unique champion due to his ability to isolate a single target making for an easy kill.
    I have quite a bit to say about this champion so if you are looking for a quick guide just scroll down.
    And so on with the guide...

  • Abilities

    Mana Barrier
    One of the best passives in the game. This has a .5 scaling to every point of mana we have and so this is what helps make tank Blitzcrank so good, a shield which will usually be blocking around 1100 damage late game.


    Rocket Grab
    This is the sole reason you play Blitzcrank. It is what makes him who he is and if you want to be good with him then you need to master this. Learn the spells range as it fires just a little beyond the circle. Practice this over and over until you know you can make these when your team needs it most. This spell can win an upcoming teamfight by making it a 4v5 before it even starts and is a counter to teams who try to turret hug.


    Overdrive
    This gives us some much needed move speed to get us in range for our Rocket Grab. It also gives us a nice attack speed boost which allows us to push towers quicker than most champions.


    Power Fist
    Combined with Rocket Grab this gives some very good single target damage. With CD reduction this becomes spammable with a mere 3 second cooldown. Use it on the enemy carry to stop them dealing any damage and have them more focused on avoiding you than hurting your team. This also works against turrets so use it on them every chance you get.


    Static Field
    While not amazing this rounds off our spells nicely with an AOE nuke and .5sec silence which makes blitzcrank the best counter to channel ultimates such as nunu or katarina. The passive on this is also very useful for farming. Be careful near turrets as this can hit enemy champions causing turret aggro upon you.


  • Quick guide

    Masteries:
    9-0-21 make sure you take the cd reduction, bonus xp, mana and mana regen

    Summoners:
    Flash + Teleport or Exhaust

    Runes:
    9x Greater Mark of Desolation , 9x Greater Seal of Clarity , 9x Greater Glyph of Celerity
    3x Greater Quintessence of Fortitude

    Skill Build:


    Items:
    Boots of Swiftness or Mercury's Treads, Trinity Force, Frozen Heart, Banshee's Veil
    Build order:
    Start with Sapphire Crystal + 2hp pots, then build Sheen and Boots of Speed.
    Upgrade to either Boots of Swiftness or against a CC heavy team Mercury's Treads Then depending on the opponents build either a Glacial Shroud or Catalyst the Protector. Proceed to upgrade these to a Frozen Heart and Banshee's Veil. Finally finish off by completing your Trinity Force starting with the Phage and then the Zeal and the recipe.
    Usually the game will have ended after you have these items but if the game just wont end you should next build a Guardian Angel. And if the game still proceeds and you need a 6th item I leave it up to you to pick a suitable item depending on what it is you face.

  • Masteries

    http://leaguecraft.com/masteries/3001400100000000000000000000103044030011301
    First off for masteries i always go with the 9-0-21 mastery build as i find the cooldown reduction from Intelligence, bonus xp from [mastery=awareness], mana from [mastery=expanded mind] and mana regen from Meditation are vital to blitzcrank. The improved summoner spells are also valuable and should be taken depending on which summoner spells you choose to take.

  • Summoner Spells

    I regularly change the summoner spells i use with blitzcrank as there are a lot of spells he can make use of. Usually the two spells i use are:
    Flash Flash is just so useful even after the removal of flash grabs and more importantly spell dodges. Its our gap close, that little bit that allows us to pull the fleeing enemy carry who would otherwise have escaped. It also makes Blitzcrank one of the best anti gankers early, flashing to an allied turret an pulling a pursuer can quickly turn a gank on its head.
    Teleport this has become a favorite of mine recently as it gives Blitz more map presence and again the ability to teleport in from the other side of the map and either push a turret or save an ally who is being ganked is amazing.

    Other useful summoners on Blitzcrank include:
    Exhaust Exhaust is what i used before teleport, this plus a grab to a turret Garen'td first blood on an enemy champion. It also helps a lot with one of blitzcrank's main roles, shutting down the enemy carry with exhaust and constant that ashe or miss fortune won't get any damage on your team.
    [spell=fortify] Fortify is more useful on blitzcrank than it is on most champions, similar to exhaust a grab to the turret and fortify makes for an easy early kill but as a champion who isn't reliant on summoner spells he can take this in the aims of never losing a turret due to fear.
    Clairvoyance CV is not something i have used often on blitzcrank but it is certainly viable as it can lead to spotting an enemy jungler allowing you to reset their buffs by pulling them away or get an unexpected kill.
    Ghost I often find this as overkill since the buffs to our but if you prefer this to flash then this will work fine.
    Ignite ignite will help you get some kills but you are better leaving this in favor of something else, you don't really need the kills as much as an ally.
    Heal This plus mana shield will make you difficult to kill early, not my first choice as it is outclassed late game.
    Clarity Lets you harass a bit more with your Rocket Grab + Power Fist combo, useful when you are new to blitz and are finding it hard to hit your grabs.
    Cleanse You are not reliant on your auto attacks for damage and so cleanse isn't need ed for blinds. If against a CC heavy team Mercury's Treads is all the CC reduction we need.

    Don't bother with these:
    Smite you don't need this, and why would blitz jungle when he can dominate his lane.
    Revive no, you are not jungle eve, just no
    [spell=rally] rally is just outclassed by other summoner spells currently so don't waste your slot.

  • Runes

    9x Greater Mark of Desolation these will make our Power Fist hit alot harder.
    9x Greater Seal of Clarity i do not buy any mana regen items and so these plus our 3 points in Meditation are all the mana regen we need.
    9x Greater Glyph of Celerity the cooldown reduction from these will ensure we can fire as many Rocket Grab as possible and the more we attempt the more we successfully hit in a game.
    3x Greater Quintessence of Fortitude The added health these give early game is vital as we do not take defensive masteries or an early hp item as we rush our Sheen and Boots of Speed

    Alternatives
    9x Greater Mark of Insight these will make our Rocket Grab and Static Field hit a bit harder. I prefer the damage boost to power fist personally as we can use it a lot more often but these are perfectly acceptable.
    9x Greater Seal of Vitality or Greater Seal of Knowledge both give nice defensive boosts as the added mana will boost our Mana Barrier
    9x Greater Glyph of Knowledge or Greater Glyph of Focus the added mana boosts our passive as mentioned above. The flat cooldown reduction is better early but i perfer the per level runes as these will surpass the flat runes whenever the main teamfights begin and this is when it is most important that we have our Rocket Grab.
    3x Greater Quintessence of Swiftness blitzcrank has the lowest base movespeed in the game at just 300, these will keep us fast when our Overdrive is on cooldown.

  • Skill Build


    I always stick to this skill build as skill priority is as follows:
    > > >
    Static field is taken every time it is available just like any other ultimate. Rocket Grab is our next priority as its cooldown is reduced with each level. Power Fist is next priority for the cooldown reduction on it aswell however it is worth the 1 point at level 4 into Overdrive for the mobility it offers but only 1 point is required until level 13.

  • Item Build + Build Order

    Items:
    Boots of Swiftness or Mercury's Treads, Trinity Force, Frozen Heart, Banshee's Veil, Guardian Angel and then one of the situational items below based on what you need more of to tank or a dps boost.

    Against a heavy magic damage team:
    [item=force of nature]
    Aegis of the Legion
    Abyssal Scepter

    Against a heavy physical damage team:
    Thornmail
    Randuin's Omen
    Sunfire Cape
    Aegis of the Legion

    Damage boost:
    Last Whisper
    Manamune
    The Black Cleaver
    Hexdrinker
    Atma's Impaler



    Build order:
    Start with Sapphire Crystal + 2x Health Potion, then build Sheen and Boots of Speed.
    Upgrade to either Boots of Swiftness or against a CC heavy team Mercury's Treads Then depending on the opponents build either a Glacial Shroud or Catalyst the Protector. Proceed to upgrade these to a Frozen Heart and Banshee's Veil. Finally finish off by completing your Trinity Force starting with the Phage and then the Zeal and the recipe.
    Usually the game will have ended after you have these items but if the game just wont end you should next build a Guardian Angel. And if the game still proceeds and you need a 6th item I leave it up to you to pick a suitable item depending on what it is you face.

  • Working within a team

    Early game (laning phase):
    In the early game you should always be in a double lane preferably with someone who can stun, snare, taunt or fear and has high early damage or snowballs well, good lanemates include:
    Sion
    Pantheon
    Fiddlesticks
    Taric
    Alistar
    Poppy
    Veigar
    Morgana
    Lux
    Rammus
    Shen
    Any of these champions will allow for some early kills if you work well together. If possible allow the enemies to push the lane while you and your partner last hit only. Having the enemies near to your turret gives you the opportunity to pull an enemy to the turret and also keeps you both safe from a ganking jungler. If you do manage to successfully pull an enemy to the turret then immediately Power Fist so that your partner has time to cast their disable and secure the kill.
    If you manage to get an early kill then it is likely the opponents will become defensive and try to turret hug or just stay behind their caster minions, this is what you want. This allows you to stand close to their creeps and effectively zone your opponents which will deny them the last hits they need to farm items. If you notice the opponents starting to get aggressive however you should back off a bit as it is likely they have asked for a gank. This is why on your first trip back you should return with a Sight Ward to place in the river.
    Try to stay in lane until you are level 6 and have enough gold for your Sheen and Boots of Speed or as close to it as you can get, if your lane has been getting kills this should not be a problem. If you have not managed to successfully grab a champion or have just missed the kills then do not lose faith as the more hooks you attempt the more you hit. Also once you have your Sheen you can harass enemy champions with Power Fist as this will hit pretty hard now.
    At this stage your lane will be pretty strong and your next objective should be either to push the turret in your lane or gank another lane as long as your turret is not under pressure or you are required to hold the lane while your lanemate attempts a gank. Personally i prefer to push the turret as long as you are not required in other lanes as pushing wins games and you can push a turret pretty quickly. Focus on either pushing or ganking until the laning phase ends and the mid game team battles begin.

    Mid game (teamfights):
    Usually the big teamfights will start when you are around level 10-11 but this can start as early as level 6 if one team attempts to kill dragon or go for an early push on mid turret. Anyway, your job here is simple. Before the team fight starts try to grab an enemy champion, preferably not the tank (don't touch alistar) allowing your team control of the fight with a 1 man advantage. If you don't manage a grab then do not fret, when all hell breaks lose and you find yourself in the middle of the cluster f*ck focus on the following:
    1. Disabling the enemies channeling spells
    2. Harassing the enemies carry with your Power Fist
    3. If your carry is in trouble try to grab whoever it is away from them or punch them until they back off.
    4. Pulling a fleeing enemy champion back into the madness
    It is your job to protect your carry and if they are safe then you focus on the enemy carry and make it near impossible for them to do any damage. Blitz excels at chasing down opponents after teamfights so if the enemies leg it don't be afraid to chase a little with and pull them back with but only if your team does not need you to save them.

    Late game:
    Blitzcrank is better late game than most people think. With a complete item build he becomes insanely tanky due to his mana shield. Blitzcrank also does quite a bit of damage late game compared to most tanks due to the short cooldown of Power Fist combined with your Trinity Force allowing you to to solo most characters easily enough. At this stage of the game you want to just continue on protecting your carry and trying to finish the game.



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Submitted by elterrible92

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