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Blitzcrank
By spellsy
This build guide for Blitzcrank is for support and is by Spellsy and Elementz, platinum rated players on League of Legends. Blitzcrank is a fantastic aggressive support where one landed hook can win a game.
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.
Exhaust
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Rocket Grab
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 80/135/190/245/300 (+1*AP) magic damage while he pulls them to himself.
Cost
120 Mana
Range
925
Cooldown
20/19/18/17/16 Seconds
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 80 (+1*AP) magic damage while he pulls them to himself.
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 135 (+1*AP) magic damage while he pulls them to himself.
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 190 (+1*AP) magic damage while he pulls them to himself.
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 245 (+1*AP) magic damage while he pulls them to himself.
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 300 (+1*AP) magic damage while he pulls them to himself.
Overdrive
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 16/20/24/28/32% and attack speed by 30/38/46/54/62% for 8 seconds.
Cost
75 Mana
Range
0
Cooldown
15/15/15/15/15 Seconds
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 16% and attack speed by 30% for 8 seconds.
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 20% and attack speed by 38% for 8 seconds.
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 24% and attack speed by 46% for 8 seconds.
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 28% and attack speed by 54% for 8 seconds.
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 32% and attack speed by 62% for 8 seconds.
Power Fist
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
Static Field
Static Field
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100/200/300 (+0.2*AP) magic damage every 2.5 seconds.
Active: Deals 250/375/500 (+1*AP) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
Cost
150/150/150 Mana
Range
0
Cooldown
30/30/30 Seconds
Static Field
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 (+0.2*AP) magic damage every 2.5 seconds.
Active: Deals 250 (+1*AP) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
Static Field
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 200 (+0.2*AP) magic damage every 2.5 seconds.
Active: Deals 375 (+1*AP) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
Static Field
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 300 (+0.2*AP) magic damage every 2.5 seconds.
Active: Deals 500 (+1*AP) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
Q
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 80 (+1*AP) magic damage while he pulls them to himself.
E
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
W
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 16% and attack speed by 30% for 8 seconds.
W
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 20% and attack speed by 38% for 8 seconds.
W
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 24% and attack speed by 46% for 8 seconds.
R
Static Field
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 (+0.2*AP) magic damage every 2.5 seconds.
Active: Deals 250 (+1*AP) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
W
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 28% and attack speed by 54% for 8 seconds.
E
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
W
Overdrive
Blitzcrank supercharges himself to increase Movement Speed by 32% and attack speed by 62% for 8 seconds.
E
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
R
Static Field
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 200 (+0.2*AP) magic damage every 2.5 seconds.
Active: Deals 375 (+1*AP) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
E
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
Q
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 135 (+1*AP) magic damage while he pulls them to himself.
E
Power Fist
Blitzcrank charges up his fist to make his next attack deal double his total attack damage as physical damage and pop his target up in the air.
Cost
25 Mana
Range
0
Cooldown
9/8/7/6/5 Seconds
Q
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 190 (+1*AP) magic damage while he pulls them to himself.
R
Static Field
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 300 (+0.2*AP) magic damage every 2.5 seconds.
Active: Deals 500 (+1*AP) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
Q
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 245 (+1*AP) magic damage while he pulls them to himself.
Q
Rocket Grab
Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 300 (+1*AP) magic damage while he pulls them to himself.
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Items
Starting Items
Sight Ward
x3
Health Potion
Vision Ward
x2
Core Items
Boots of Speed
Philosopher's Stone
Chalice of Harmony
Kindlegem
Ruby Sightstone
Full Game Build
Boots of Mobility
Shurelya's Reverie
Mikael's Crucible
Stark's Fervor
Ruby Sightstone
Enchantment: Alacrity
Pro Commentary
Pros and Cons
Pros
One great hook can win a game.
Great "kill lane" support.
AoE Silence can disrupt teamfights.
Awesome at peeling and disruption.
Has great initiation.
Has one of the best skins in game.
Cons
Grabbing the wrong champion can lose you a teamfight.
No sustain.
Blitzcrank's Ultimate Passive can sometimes deny farm.
If Blitz can't be aggressive, he loses his lane presence.
Counterpicks - Late Game (not much to counter in lane)
I prefer to start with 2 sight wards, one vision ward, 2 health pots, and one faerie charm. I ward my side's bush with the sight ward and the enemy bush with the vision ward. Then I ward the river for ganks. Because there's a vision ward in an enemy bush, I can play aggressively knowing whether an enemy is there or not, and denying vision of the same bush. The Faerie charm is because you run out of mana after 2 grabs, and besides the Philosopher's Stone is extremely important.
Interesting thing to note: Blitzcrank's grab will bring your opponent to the position you were in when the grab hit the enemy. For example, FlashGrab works if you flash while the projectile is in motion, but will not work if you flash after the enemy has already been grabbed. It is possible for a grabbed enemy to go to a position that is not your own. I just played a game where me and an enemy Blitzcrank grabbed each other at the same time, and we switched places.
By Champion Synergies, I miss Vayne. I've alwaysfound her to be a good combo, as it's very easy to land a good condemn after a succesfull pull from the brush. At level 2, that 3 seconds of standing still, while Vayne has 2 to line up for her condemn.
I personally max it first for the mobility i need to get into fight properly, ward the map and such. One thing the guide doesn't touch is the boot choice. You don't need Boots of Mobility. With some cooldown reduction and maxed Overdrive, the spell will almost always be up, meaning you can grab Mercury's Treads or Ninja Tabi and not worry about mobility.
It's to get in range for Power Fist (E). Instead of trying to land skill shots in lane, run up to the enemy adc with maxed W and use your E. If they are able to flash or run away, THAT'S when you use your Rocket Grab (Q). It's easier to land when the enemy is running straight away from you.
It depends on your grabbing skills :) If you dont grab the enemy with "q" you can always use speed "w" and then run towards the enemy and toss them in the air with "e" :)
- (then when they run away from you; you will they be able to grab him and then ofc. kill him !!!!!!!!!!!!!! :P :P)
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Posted 4/22/2013 11:10:04 PMI prefer to start with 2 sight wards, one vision ward, 2 health pots, and one faerie charm. I ward my side's bush with the sight ward and the enemy bush with the vision ward. Then I ward the river for ganks. Because there's a vision ward in an enemy bush, I can play aggressively knowing whether an enemy is there or not, and denying vision of the same bush. The Faerie charm is because you run out of mana after 2 grabs, and besides the Philosopher's Stone is extremely important.
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Posted 4/9/2013 10:41:04 PMInteresting thing to note: Blitzcrank's grab will bring your opponent to the position you were in when the grab hit the enemy. For example, FlashGrab works if you flash while the projectile is in motion, but will not work if you flash after the enemy has already been grabbed. It is possible for a grabbed enemy to go to a position that is not your own. I just played a game where me and an enemy Blitzcrank grabbed each other at the same time, and we switched places.
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Posted 4/8/2013 8:37:09 PM"Oracle's for complete map control around baron" That's a very interesting theory you have about having Blitz hunt wards near the Baron
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Posted 2/24/2013 7:13:55 PMChange anything if i change Greater Glyph of Magic Resist for the Scaling one? (2.7 on lvl 18) i mean, early, mid game survival?
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Posted 2/5/2013 4:33:29 PMBy Champion Synergies, I miss Vayne. I've alwaysfound her to be a good combo, as it's very easy to land a good condemn after a succesfull pull from the brush. At level 2, that 3 seconds of standing still, while Vayne has 2 to line up for her condemn.
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Posted 1/23/2013 6:26:56 PMWhy max w?
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Posted 1/24/2013 7:00:27 PMI believe this is to get back to your lane faster
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Posted 1/25/2013 7:14:06 PMI personally max it first for the mobility i need to get into fight properly, ward the map and such. One thing the guide doesn't touch is the boot choice. You don't need Boots of Mobility. With some cooldown reduction and maxed Overdrive, the spell will almost always be up, meaning you can grab Mercury's Treads or Ninja Tabi and not worry about mobility.
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Posted 3/7/2013 10:32:30 AMIt's to get in range for Power Fist (E). Instead of trying to land skill shots in lane, run up to the enemy adc with maxed W and use your E. If they are able to flash or run away, THAT'S when you use your Rocket Grab (Q). It's easier to land when the enemy is running straight away from you.
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Posted 4/10/2013 5:49:15 PMHaving a Blitzcrnk with low mobility is pretty dumb. That's why W is first
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Posted 12/30/2012 12:48:06 PMGrabbing boots and wards only allows for two, not four, sight wards.
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Posted 12/30/2012 4:21:24 PMfixed
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
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Posted 1/18/2013 9:49:21 PMyou lied!!!
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Posted 11/27/2012 3:27:22 PMWhat's the benefit to leveling e second? Wouldn't leveling q be better?
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Posted 11/29/2012 5:47:21 AMIt depends on your grabbing skills :)
If you dont grab the enemy with "q" you can always use speed "w" and then run towards the enemy and toss them in the air with "e" :)
- (then when they run away from you; you will they be able to grab him and then ofc. kill him !!!!!!!!!!!!!! :P :P)