Blitzcrank Build Guide

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Blitzcrank, the linebreaker, initiator and formation killer

written by Crimson

Blitzcrank Build



Table of Contents

  • Introduction

    Sit your crankshaft of an ass down and listen up! Playing Blitzcrank is an art, sure some people may occasionally catch a champion who decides the battlefield is the epitome time to mime a flagpole, but that just doesn't cut it. If you like running in and seeing battle lines crumple with no effort, well then soldier DON'T BUY BLITZCRANK! pay 450 IP for the running chop-you-up doll that is Master Yi! You fail at Rocket Grabbing, you fail at Blitzcrank. Therefore, if you are listed below then you are welcome:
    1) Counter-strike : The sniper
    2) Team Fortress 2: The sniper
    3) Dota : The Pudge / POTM

    See where I'm going with this? These are the people who get micro-orgasms whenever their bullet/arrow/hook connects with an enemy's behind/cranium/mini-golem production plant.

    Now then, Blitz is a highly versatile champion, allowing him to adapt to the style of gameplay required. Which is highly importante considering the only style of picking we have is blind pick. Plus, his tankiness is good considering almost nobody picks a tank, since everybody wants to be the squishy in the limelight.

  • Abilities

    Mana Barrier
    Blitzcrank's Mana Barrier can activate once a minute when he hits 20% Health. This creates a Mana Shield with 50% of his mana, lasts 10 seconds and refunds any unspent mana.

    This is basically your lifeline, but not a very dependable one. For those of you who have played Abbadon in DoTa the activation for it will be very familiar, however this one tends to crumple easily. Since it uses half of your current mana to make a shield, it wont have much life to that shield after all the spellcasting you've been doing, and during early game might make you lose your chance at a last second kill because Mana Barrier decided to steal away HALF OF YOUR MANA.

    Generally it's useful against poison and ignite casters who tend to confidently walk away expecting their cyanide-piss laced weapons to eventually burn you to death.

    If you go for the tank build, it adds quite a lot of mana, making this skill slightly more reliable. But whatever you do, do not depend on it. If the opponent has some way of knocking your life bar from 21%+ to 0% in a single hit *cough* *Veigar* *cough*, well then you are forked.


    Rocket Grab
    (22/21/20/19/18 second cooldown)
    Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 60 / 120 / 180 / 240 / 300 (0.8 AP ratio) magic damage while he pulls them to himself.

    Your bread and butter grabbing fist of doom, it has an extremely long range, at least by League of Legends standards. It only hits enemy units, meaning that you can shoot it through friendly units making aiming easier.

    It has a 0.5 second delay before the hand comes out, and another 0.5 seconds to reach maximum range. So don't aim directly at the enemy champion, aim in between where he is now and where you think he'll be in the next 1 second, the hand is wide enough that if he's in any of those 2 points it will grab him. Also if you manage to perfect your aiming, you can use the size of the hand to your advantage as it shot properly can snag an enemy champion from behind a creep by shooting it to the side so it manages to pass it just perfectly and grab the champion since champion sizes are significantly bigger than creeps.
    You'll need to never stand in the middle of a creep wave as that means a creep will always be blocking you, and chances are if the enemy isn't blind he'll always try to get a creep inbetween the both of you, strafe left and right constantly to make him have to do the same. Eventually he will mess up somewhere, netting you a grab.
    The middle lane towers are a perfect grabbing spot, as the walls are just close enough to the towers that you can pull over any unlucky soul who goes too close to the gap between the tower and the wall, letting you anal the poor guy before his friends manage to even get close. The invisible grass areas are a perfect spot to grab from too, but don't waste the grab if the enemy is walking into the grass, use a power fist first.
    If you have a Sheen or Trinity Force, be sure to punch anybody you have grabbed first to use the +100% damage before using power fist so that the Sheen effect from Power Fist won't override it. No use wasting damage.


    Overdrive
    (22 seconds cooldown)
    Blitzcrank super charges himself to increase Movement Speed by 16 / 20 / 24 / 28 / 32% and attack speed by 30 / 38 / 46 / 54 / 62% for 8 seconds. However, when this effect ends his movement speed is decreased by 25% for 3 seconds.

    For those times when you need the movement speed to chase/escape or increase your attack speed. Use it as an excellent way to skirt around the edges of creep waves and to a good spot to grab people. At its max level it'll let you initiate a gank with a Power Fist instead of a grab, since it closes the distance between you and the enemy fast. Just be sure to keep an eye on the timer, when its almost finished get out of there as you will be a sitting duck to ranged champions.


    Power Fist
    (9/8/7/6/5 seconds cooldown)
    Blitzcrank charges up his fist to make his next attack deal double his base attack damage and pop his target up in the air.

    Doubles your BASE DAMAGE, and stuns whatever you hit for 1 attack. Try and use whenever it coolsdown in a fight, because any second wasted on waiting for the next cooldown is a drop in damage. Coupled with a Sheen, this makes one of these power packed punches send unlucky souls to the moon with 3x damage, and its on a pretty short cooldown, 3 seconds if you max cooldown reduction. HOwever, if you are up against somebody who must channel an ability like Anivia and Katarina, try to hold back a Power Fist or Rocket Grab just to stop them from blowing your brains out.

    This is Blitzcrank's main attack ability, and scales with his damage. Hence, those aiming for DPS should just rely on overdrive to increase attack speed, Blitzcrank somewhat like Gangplank, where one shot damage counts.

    And now for the Blitzcrank Myth Busters segment!!! wooooooot!!! *applause* :
    Did you know that the bonus damage from Sheen and criticals do not multiply together to form a stronger power fist?
    (Base dmg x critical)+Sheen damage+(Base dmg from Power Fist) = Total damage
    They do not affect each other.
    Edit: And apologies for my previous false claim, Atma's impaler goes direct to your base damage, and thus affects power fist damage


    Static Field
    (40 seconds cooldown)
    Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 (+0.25 ability power ratio) magic damage every 2.5 seconds.

    Active: Deal 250/375/500 (+1 AP ratio) magic damage. The passive is not in effect during the cooldown.

    A good constant damager and wonderful finish. You'll want to press this button last only to finish off people to get the most damage out of the passive, since the passive stops working on CD. However, since the lightning is rather random, you'll want to try and pull an enemy into a secluded spot where he will be the only target for the lightning. An exception to using this as a finisher is :
    a) Theres a giant creep wave at your doorstep that you must dispose of immediately
    b) You are 100% sure that you are going to die a horrible and probably painful death and want a last damage attack
    c) You are right in the middle on a group of enemies, and can get all of them in the AOE of the spell


  • Skilling Order

    Lvl Skill
    1 Rocket Grab
    2 Power Fist
    3 Rocket Grab
    4 Overdrive
    5 Rocket Grab
    6 Static Field
    7 Rocket Grab
    8 Overdrive
    9 Rocket Grab
    10 Overdrive
    11 Static Field
    12-13 Overdrive
    14-18 Power Fist

    Rocket grab is primarily leveled for the damage and cooldown factor, and i've done some lvl1 kills with it against some enemies. At least one level of overdrive is needed for emergency times when your little stubby legs just can't run/chase fast enough and need that tiny boost. And Power Fist is leveled as the second most important as it lowers cooldowns by almost half.

    Some may argue that Power Fist should be taken as the primarily leveled ability, but IMO any low level kills need to be quick clean and fast since most enemy towers would still be standing. This makes the map smaller and thus easier for those victims you grabbed to blink/run back to.

    Another in my opinion, overdrive should be taken in greater importance to power fist, as the cooldown reduction from leveling power fist is only useful in the later game when people actually survive the combo. And often the early game won't even let you wait for power fist to cooldown, an increase to speed seems like a more direct and dependable option.

    As a side note, the importance of power fist and overdrive are interchangeable, so feel free to switch the levels according to the situation. Overdrive for the fast runner enemies, and power fist for those that don't run fast (i.e. you can run side by side with while waiting for CD).

  • Items

    Sapphire Crystal and 2x Health Potion The crystal gives you enough mana for an extra 2 grabs and lets you complete on the return trip
    Sheen now your fist should be doing around 230 damage, the equivalent of a magic spell
    Boots of Speed Self explanatory
    Phage A hefty price, but makes you less squishy and slows people. The 18 damage helps too.
    Zeal or Boots of Swiftness If you can afford it, get zeal first if not the boots will make do until you blue pill back again. Ninja Tabi if you intend to build a tank.
    Trinity Force or Boots of Swiftness Finish trinity and then the boots if you haven't already.

    Now that you basic item build is complete, its time to pick a style. You are at a crossroads soldier do not F*** this up. Depending on current gameplay you either make a DPS, Physical tank or Magic Tank.

    The pure damage
    The Brutalizer Basic increase to damage and a nice little .45 second reduction on your fist of the north star
    B. F. Sword x2 You just need the damage, it'll be a miracle if you can actually punch your way to riches to complete the items, but just in case
    [item=Infinity Blade] Brings your crit chance to a appreciable number, further added by Atma's impaler. Bringing it to around 47%, at which point the crit damage increase will show a major effect.
    The Bloodthirster At max stacks, adds 100 damage. Doubled by power fist.
    Atma's Impaler This is a pretty good combination item, adding both damage and minor survivability. However you'll only want to start work on it when your Health reaches 2000, adding 40 damage. As anything lower, would make the other damage items more worthwhile.

    The physical tank(Literally, stack armor like a tank)
    Frozen Heart An atk speed reduction aura, mana for spells and your mana barrier, plus a 25% cooldown reduction. It's like this frozen organic blood pump was designed for our robot friend.
    Thornmail A welcome +100 armor and damage to any bastard that tries to dismantle you. The mana shield provides a small extra health to burn from the Frozen Heart too, letting this baby hurt more hands.
    Guardian Angel Grabbing a valuable enemy MVP is sure to warrant divine hatred, grab this as your safety car insurance. It also lets thornmail dish out more damage.
    Warden's Mail Since it slows attackers, it'll make it even easier to get away with overdrive even if they slow you.
    All these aside from frozen heart are replaceable with an item of your choosing, Doctor Zaius recommends Atma's Impaler for the reasons stated in the damage build. Adds more armor to tank, while making sure you have enough threat level to prevent Onyxia raid wipes.

    The magic tank
    Banshee's Veil Standard issue for anti-magic golems, blocks potentially painful spells.
    Guardian Angel Alot of spellcasters have lethal ultimates, this ensures that you're still alive while they spent it and have it on cooldown.
    [item=Force of Nature] Extra move speed, health regen and magic resist, who could resist?
    The last item, considering you even reach this far is consumables. There just isn't any magic resist items left that are worth the price tags. So get yourself a bunch of wards and plant them all over, this far into the game you'll need them to see enemy movement and potential Rocket grab victims. You can't catch what you cant see.

    Now here is a build I'm currently testing, so its in beta people. It does not include trinity. Behold the:
    Magic golem

    Sapphire Crystal and 2x Health Potion
    then later Sheen
    Boots of Speed and Mejai's Soulstealer By now you should be around level 7, the optimal ganking level, and this build requires you to start filling up your Mejai's Soulstealer, so you have to find kills.
    Boots of Mobility This is where the boots of mobility come in, being a Magic Build, you aren't supposed to be in fights until the rocket grabs succeeds since that is 1/3rd of your burst damage, so it'll let you move from strategic points faster.
    [item=Rylai's Scepter] The health boost is generous, and since you no longer have Trinity Force, you need the slow. It conveniently frosts whoever you grab with the rocket grab, or a giant AoE slow to everyone around you when an activated Static field. The lightning passives from the Static Field also proc this, letting you walk alongside a prey while slowing them.
    Lich Bane convert your sheen, by now you should have more AP than dmg to make this worthwhile
    Blasting Wandx2 This will fill up your item slots and make your punches and spells more painful
    [item=Zhonya's Ring] Gives your AP a good boost, and since the new patch, will add the option of being in stasis mode. Good for last second saves when either:
    (a) Overdrive left you slowed with enemies following
    (b) You are in a 1 on 1 duel and power fist is on cooldown, also lets you get one more passive lightning hit onto a solo.
    This lets you survive enemy champion tower dives as well, power fist your main aggressor, then activate the ring. He will run because the tower is hitting him, pull him back with a well aimed rocket grab.
    Abyssal Scepter or Void Staff Abyssal if you have quite alot of magic thrown at you, or Void staff if more than 1 champ is stacking magic resist.

  • Runes

    Physical Damage:
    Crit chance runes for everything, but mana regens(celerity) on the blues because the crit on those just suck. Or inversely crit damage runes if thats more to your fancy.

    Tank:
    Dodge runes and cooldown reduction

    Magic damage:
    A mixture of cooldown reduction and magic penetration.

  • Masteries

    Physical Damage: http://leaguecraft.com/masteries/3100440130330103013000000000000000000000000

    Magic Damage: http://leaguecraft.com/masteries/1103440130300100000000000000013040100000000

    Tanker: http://leaguecraft.com/masteries/3100400100000003033010340301000000000000000

  • Summoner Abilities

    Flash - It lets you immediately get to a strategic spot for Rocket Grabbing, and gives the opponent less time to react. Also lets you jump the creeps onto a cock arse ranged hero like Ashe who hides behind them and fist her up, followed by the grab and static field release.

    Exhaust - Useful against people who are confidant they can 1 on 1 you, this lets you Power Fist, Exhaust and by the time it runs out Power Fist would be ready again.

  • Farming

    Levels 1-6 try to stay in your own lane and play safe. Only last hitting when it's safe. And most importantly, for Mecha-Christ's sake, DO NOT AUTO-ATTACK. Towers are your best friend, you want the enemy wave to move as close to your tower as possible so that the enemy champions have to as well if they want any experience, and thats when you snag them.

    It is generally hard for a Blitzcrank to farm as he lacks a spammable AOE, focus on farming champion kills or assists.

  • Working in the team

    Try not to be the first in line during team pushing, if theres another tank then by all means ladies first. And stand by the sides, not in the middles as grabbing oppotunities just might come up.

    By lvl 6/7 + you should be roaming around looking for gank assists, not stuck in a lane. A missing blitzcrank is quite unnerving to the enemy team even when you're not doing anything.

  • Summary

    Trinity Force, all the time. Nuff said.
    Try to always travel with a partner, Blitz sometimes lacks the firepower others can offer, even though he can hold down a guy for 4seconds+
    Blitzcrank is an adaptable hung of metal, don't follow a single linear playstyle too closely and adapt to the flow of the game, since Blitz himself is quite situational too.

    In conclusion, have fun with the micro-orgasm as you reel in sad wenches. Feel free to add comments below, appreciate different views on how to build a proper Blitzcrank, but just avoid being the Troll on Fire kind of thing.



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Submitted by Crimson

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