Blitzcrank Build Guide
JSMill's AP Blitzcrankwritten by JSMillz
Table of Contents
|Masteries + Runes||3|
|Pros / Cons||8|
|Working in the team||10|
Mana Barrier Blitzcrank's passive. In this guide the Mana Barrier will be a source of survivability. By the middle of your build this barrier will keep you alive when needed. (Do not use this barrier as a constant crutch for playing risky because you are not invincible, just use the barrier as a backup.) Rocket Grab Rocket Grab will be Blitz's primary skill. This grab ratios well with AP and will set you up for many nice ganks. Use this when playing defensively to pull an enemy toward your turret, or use this when playing offensively to pull an enemy away from their turret. You will occasionally miss pulls but you will get better as you play Blitz more frequently. Always aim as far as possible because it is better to shoot too far than to not shoot far enough. DO NOT LET WALLS HOLD YOU BACK. Overdrive eep in mind, Overdrive is the escape plan. You are not playing AD Blitz and the attack speed will not give you a great advantage against enemies. So use this when you want to escape or get to a location as fast as possible. This ability is also EXTREMELY useful for taking down turrets, use this whenever you want to kill a turret as fast as possible. Power Fist Not much power behind your punch when you play AP. I use this to get the enemy to get turret aggro longer, help out a teammate by knocking the enemy up during a chase. Also useful for that extra damage against turrets. Also disrupts some ultimates (ex. Warwick, Galio, Nunu) Static Field Low cooldown, good AP ratio, and the end of your Grab, Power Fist, Ult. combo. The silence is not very long but the damage is great against squishies and the Area of Effect is not bad at all.
Herro there. This is my AP Blitz guide. (ANOTHER AP BLITZ GUIDE, WHYYYYY?!) I want to make another AP Blitz guide because I have not seen another guide cover my build. I see lots of people build DPS and Tank Blitcranks. I honestly have nothing against these builds but for most DPS builds, Blitzcrank's passive is not taken advantage of. In most Tank builds the damage output is not high enough. This guide will make you a well rounded AP/Tank Crank.
220.127.116.11 : Debuffed mana barrier by not refunding unspent mana. Buffed Static Field with a 30 second CD from 40 seconds.
Masteries + Runes
A standard 9/0/21.
This is a pretty offensive mastery with Awareness and Greed for extra gold (because Blitzcrank has a hard time farming) and experience.
Sapphire Crystal + Health Potion $ Mana Potion ----> Catalyst the Protector
Boots of Speed
Boots of Swiftness
Rod of Ages
Really Long Game:
Notice I do not get Rod of Ages until mid/late game. Many people will call out how stupid this is since Rod of Ages becomes a more useful item with time and is usually recommended to be bought around the 12-15 minute mark to get the most out of it end game. Well I have found that getting the [item_text=Rylai's Scepter] first provides me with greater survivability and AP quicker, which allows me to get more kills and assists early game so I can dominate late game.
As always the boots are a situational item. The two boots I have to choose between are Boots of Swiftness and Mercury's Treads. Boots of Swiftness are used if I have an advantage and there are not many CC's or casters on the other team, and I get Mercury Treads for the heavy CC teams.
When it gets down to late game I am not sure if to grab Rod of Ages or Archangel's Staff first. More often than not I get Archangel's Staff first just for survivability, but if I am comfortably ahead then I go ahead and get Rod of Ages because it is cheaper to build off my Catalyst the Protector.
If the game is going horribly due to strong enemy Carries then I suggest getting a Frozen Heart. If the game is going horribly due to Casters then you should rush Banshee's Veil and consider buying an Abyssal Scepter.
I get spells for Blitz that help with the chase. Ghost and are fantastic spells that go well with Blitcrank's Overdrive
Flash is also great for getting out of some situations.
Also Revive IS THE BEST SPELL EVAAAAA.
and for beginning game Heal isn't so bad.
This is how most of my games usually end:
This is how a very long game (55-75 mins) would look:
Pros / Cons
-Blitzcrank is a great assist with almost all characters.
-Blitzcrank works well as a Tank/AP hybrid.
-Blitzcrank's passive usually prevents him from being the main focus in team fights.
-This cool cat is mad quick.
-Not so great at farming.
-Not very cute.
-Kind of overweight.
Blitzcrank does not jungle. U so silly.
Working in the team
-Try extremely hard each game to avoid dying. Especially regard that last statement if you are the only tank on the team.
-You are not the Carry. Let your Carry take most of the kills.
-Remember Blitz only needs 3-4 kills each game if he farms correctly.
-Refrain from using Static Field to kill minions waves unless/ 1. The wave is enormous. Or 2. You are extremely strapped for gold.
-Blitz DESTROYS towers, use this to your advantage.
-Grab hiding squishies. With AP the grab itself does amazing damage.
Submitted by JSMillz
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