• 7
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 2
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Attack Speed (+0.64% attack speed)
  • 3
    Greater Quintessence of Armor Penetration (+2.56 armor penetration)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Blitzcrank is a very versatile, very strong champion. He's known for his hook [imgsmall=skills/blitzcrank/q.png] and his godly CC. In this guide I'll be describing a lot of details about jungle Blitz and some details about Blitzcrank overall as a champion. This guide won't focus so much on that though because, other guides probably do it better than I do.

Blitzcrank is definitely one of my favorite champs to play. No matter how bad the game is going, if I'm playing Blitz I'm having fun. I actually tried jungling Blitz a while back but the new masteries, have really made it better. I know I'm not the first person to jungle Blitz (SK Snoopeh has a big crush on him), but I really think this may be a great place for him. Top Lane Blitz is drastically outshined by other top laners. No sustain, no real poking ability, and above all Blitz shines working in coordination with others. Solo Top Blitz is a waste of a Blitz. Since the support nerf a few patches ago, Blitz has been given a situational/occasional bot lane role. I've tried and while it's okay, I think a Blitz with no farm is a squishy Blitz and that destroys his ability to run around the fight constantly CCing everything. Support Blitz definitely is good about 30 minutes into the game when his gp5 start paying out and he can actually survive a few hits. 30 minutes into the game is way too late in my opinion. Plus, the games I've played with support blitz really shine after the laning phase. Unless they're very bad (or you're very good), your opponents can easily stand behind a creep wave and not get caught by your grab. Grabs become easier to hook when people are forced into a certain position, making predicting it easier or them not expecting it. Lane phase is when people are most concerned about their positioning and when they are most aware of the fact that they are facing a Blitzcrank. The way I like to play Blitz doesn't mesh with the support role the current meta has him in. So the jungle is the last place to put him. Does that mean he works well there? I think he does. He doesn't have any of the sustain you come to expect from junglers. His initial jungle is slow and he can get low on health. But once he gets madreds his jungle is fast and once he gets wriggles it's sustainable. Because of this, I will advise rushing madreds, above all else. During the writing of this guide stonewall008 released the following statement: "Blitzcrank - EU loves him and I do think he has potential. While NA is still reluctant to welcome back support junglers - they're loved in EU and Blitzcrank is one who takes on that role (and still ganks like a boss) and runs nuts with it. A support jungler is often not deterred with a less than desired jungle phase so thus their transition is a lot smoother and better. Yes Blitzcrank does not have great clearing potential but that's why he roams a majority of the time. He's a toolbox. He's got multiple CC to control the enemy. His mere presence can force a team to play more passively and burn a few summoners to avoid him. Look at his transition as well - AoE silence (on a super short cooldown), a knock up (better than a bear stun imo) on a short cooldown, a pull that can be used to initiate, a built in ghost on a good cooldown for escaping and closing the gap and add to that a shield that can keep him alive a bit longer (likely enough to get that last bit of CC off). He can do all of this even if he's underleveled or underfarmed. Simply existing as a toolbox can be great for a few teams and EU has already welcomed Blitzcrank into their line up. Perhaps NA will like the tin man too."

Armor Pen: Get 12 or 13 from marks or quints and fill the rest with attack speed. Attack Speed: Should get 12% attack speed from 7 marks. Armor: 13 armor from yellows, standard jungler fare. Blues: This is in the words of stonewall the "choice" category. [.]Attack Speed Blues - Faster jungle clear time. If you want to do some of the more risky routes, I'd advise these, since they make it possible/safer. [.]MR or MR/lvl - always good [.]Flat CDR - these are good if you don't want frozen heart or shureylias. If it clears the jungle they're good runes.

[title][img=skills/blitzcrank/p.png] Passive: Mana Barrier[/title] [number]When Blitzcrank life is brought below 20% health he activates Mana Barrier. Mana Barrier can only occur once per minute. This creates a mana shield with 50% of his mana, lasts 10 seconds and refunds any unspent mana.[/number] [title]Explanation:[/title] A really good passive for an initiator. Run in take damage, laugh as the enemy team recoils at the ridiculous health you gained and they'll usually stop focusing you. My rule of thumb: don't count on it to save you, but make sure to all chat BEST PASSIVE EVER when you remember you have it when it saves your life.. [title][img=skills/blitzcrank/q.png] Q: Rocket Grab[/title] [number]Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 80/135/190/245/300 (+1.0 ability power) magic damage while he pulls them to himself. Cooldown 20 / 19 / 18 / 17 / 16 seconds Cost 110mana Range 10000[/number] [title]Explanation:[/title] His signature spell. If you land 75% of these people will say "BEST BLITZ" if you land 25% people will ask if you've landed a hook this whole game and all chat WILLING TO BUY GOOD BLITZ. It's a hard spell to master that requires timing and faking people out. Lots of tips and tricks on this skill later. Cautionary tip: just because you can grab someone doesn't mean you should. [title][img=skills/blitzcrank/w.png] W: Overdrive[/title] [number]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. Cooldown 15 seconds Cost 90mana Range 1[/number] [title]Explanation:[/title] This is what makes this jungle build. 62% attack speed increase at level 9. It's around 1.3 with my runes and masteries and that's not half bad when you're getting wriggles procs. The only downside to spamming this skill is mana cost and not having it up later. You are not able to get enough CDR to have it permanently on, but it's pretty close. (40% CDR gets it down to 9 seconds) [title][img=skills/blitzcrank/e.png] E: Power Fist[/title] [number]Blitzcrank charges up his fist to make his next attack deal double his total attack damage and pop his target up in the air. Cooldown 9 / 8 / 7 / 6 / 5seconds Cost 25mana Range 300[/number] [title]Explanation:[/title] 2 uses: 1) Knockup. Really strong CC that is completly unreducable by tenacity. 2) Damage. You'd be amazed at how much this hurts. All of that on a 5 second cooldown skill. Notes: This will reset your attack animation. So if you auto attack and immediately cast this, you'll get a quicker attack after this. This is similar to Trundle's Q. Casting the skill gives you a buff. The buff will go away after auto attacking with the buff or after 10 seconds. So you will be able to use it more if you're actually attacking with the buff. For those who are familiar with Vayne's Q it is the same thing. [title][img=skills/blitzcrank/r.png] R: Static Field[/title] [number]Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 (+25% of ability power) magic damage every 2.5 seconds. Active: Deals 250 / 375 / 500 (+100% of ability power) and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown. Cooldown 30 seconds Cost 150mana Range 600[/number] [title]Explanation:[/title] This skill has 2 parts: The passive effect is basically a random, but stronger sunfire cape. Pro: Good passive for jungling helps damage creeps. Con: can give away presence if you are hiding trying to steal a buff or may end up stealing a buff you are trying to donate. For this reason I like to ult towards the end of me damaging the buff. Pro: Good damage in team fights. Con: May draw turret agro if RNG decides to fuck you over. Con: You cannot deactivate the passive except by casting the ult. Which you need mana to do. If you are oom this passive is happening whether you like it or not. Try to not activate your ult in a teamfight unless you have to. The added DPS from the passive effect should not be discounted. The active effect can be used as burst or as an interupt. You see someone channeling an ult and they are either out of range from your Knock-Up, something is in the way of your Hook or those are on cooldown, feel free to use this. Other big use is in your combo. [imgsmall=skills/blitzcrank/q.png] ->[imgsmall=skills/blitzcrank/e.png] -> [imgsmall=skills/blitzcrank/r.png] The grab actually has a small stun on it, the knockup as I said is unreducable CC and then when they land you silence them for .5 seconds. Hopefully during this time your team has thrown their burst on the target you grabbed. Don't count on the silence to prevent too much though. .5 seconds is a short time and silences are reducible with tenacity.

The Solomid Database tooltips aren't 100% current. So the above tooltips were edited by me. If you look at another guide and it has different facts about his skills, that other one is wrong. This one is correct (as of 12/17/2011). The changes I made are documented below. [title][img=skills/blitzcrank/p.png] Passive: Mana Barrier[/title] This was all correct no problem [title][img=skills/blitzcrank/q.png] Q: Rocket Grab[/title] The cooldown on this was wrong. Stated 22/21/20/19/18 when it is 20/19/18/17/16 [title][img=skills/blitzcrank/w.png] W: Overdrive[/title] 2 things to fix here. 1) The cooldown said 22 is actually 15. 2) Took out "However, when this effect ends his movement speed is decreased by 25% for 3 seconds." since this was an effect that was removed a few patches back. [title][img=skills/blitzcrank/e.png] E: Power Fist[/title] This was all correct no problem [title][img=skills/blitzcrank/r.png] R: Static Field[/title] Changed to cooldown from 40 to the correct 30

Despite me having a skill order at the top of the guide there is no real set order, just basic guidelines. [center] [img=skills/blitzcrank/r.png] Obviously you grab ult whenever you can[/center] Increases damage on the passive and the active. [center] [img=skills/blitzcrank/w.png] 1st Priority[/center] Increases movement speed for better ganks, and better roam. Increases attack speed for faster jungle clear and more DPS [center][img=skills/blitzcrank/e.png] 2nd Priority[/center] Leveling this only increases the cooldown, but it's a very good investment. More of these on ganks is much stronger, and it definitely helps in the jungle. [center][img=skills/blitzcrank/q.png] 3rd priority[/center] Usually a one point wonder, but leveling it does increase the cooldown by a decent amount. Don't get a point into this until you're ganking. If you know you'll stay in the jungle until level 5, get it at level 5, not 4. It doesn't help at all in the jungle. If you're unsure, feel free to take a point at 4, since level 2 powerfist isn't that much better than level 1 powerfist. Use your judgement. If you need more hooks, level it.

Another thing I like about Jungle Blitz is his surprising burst with [imgsmall=skills/blitzcrank/e.png]+[imgsmall=skills/blitzcrank/r.png]+[imgsmall=summoners/smite.png]. Level 6: 250 magic damage + probably around 160 AD + 570 true damage from smite = 980. You won't out smite a Cho'gath ult, but you'll be pretty close. Level 11: 375 + 195 + 695 = 1265 Level 18: 500 + 238 + 870 = 1608 The combo isn't strictly instantaneous, but it's pretty fast if you ult as the attack animation hits. Note: I calculated only the base damage doubled by Power Fist. But I'll assume you have some bonus AD so it'll actually be more than that. If you happen to have a [imgsmall=items/sheen.png]/[imgsmall=items/trinity-force.png] it'll be even more.

NOTES: HP Potion nerf really hurt those junglers who ran cloth+5 and because of this buffed those that start vamp scepter. Blitz can do use vamp scepter for his jungle but since he's slow without madreds this is a non-optimal solution. Coincidentally madreds and wriggles both got nerfed, but with the jungle weakening it's not that noticeable. There are 3 things I'm looking for in a good route for Blitzcrank 1) Starts with a concern for rushing madreds (i.e. starting cloth or longsword) 2) Is efficient. Potion Nerf made [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] feel really gold inefficient and doesn't clear as well as it used to. 3) Is Safe. This is a work in progress, as I've really only found one path that I like and am impressed with, that accomplishes the above tasks. [title]Route 1:[/title] Starting Items: [img=items/long-sword.png][img=items/health-potion.png] I've changed my starting skill from [img=skills/blitzcrank/w.png] to [img=skills/blitzcrank/e.png]. It's better in a possible level 1 team fight, and you'll be healthier and have more mana. I'm still maxing [img=skills/blitzcrank/w.png] since the additonal levels of it are better and it is FAR better when you get madreds. 1) Start small golems [Get a leash] and use [imgsmall=summoners/smite.png] once they leave. 2) Wraiths. [Probably use potion around here] 3) Wolves. 4) Blue buff. If you got a weak leash or none at all you'll be pretty low but it can be done. [imgsmall=summoners/smite.png] 5) Base. Buy cloth armor and 2 or 3 health pots. 6) Small golems 7) Red Buff. [imgsmall=summoners/smite.png] At this point you'll be level 4, which is where you should level Rocket Grab, and you'll have Red Buff and at least a quarter of blue left. Gank mid or bot. [title]Route 2:[/title] Starting Item: [img=items/long-sword.png][img=items/health-potion.png] [although you don't and shouldn't use the health potion on the original run, you should still have it in your inventory so you can have it in case the worst should happen.] 1) Wolves. 2) Wraiths [[imgsmall=summoners/smite.png] big Wraith] 3) Golems 4) Base and buy cloth armor and another potion (may have to wait a little for your second potion but it is recommended) 5) Blue [imgsmall=summoners/smite.png] 6) Wolves 7) Wraiths 8) Red [imgsmall=summoners/smite.png] 9) Golems 10) Wolves 11) Wraiths [imgsmall=summoners/smite.png] This is becoming a favorite "farm" route, since you'll end with boots and madreds and enough random cash for some pots and a ward. You'll still have enough red to gank bot or mid effectively and be level 5. [title]Route 3:[/title] Starting item: [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] 0) If you are on the blue side you can get help from your bot lane and leash small golems and kill those first. Don't really concern yourself with who gets gold and exp it's just something to do with the 15 seconds you're waiting for the red to spawn) 1) Red Buff [Leash, [imgsmall=summoners/smite.png]] 2) Gank Bottom (or top depending on side). You'll have Power Fist leveled and you'll wanted to level Overdrive after you clear red and get level 2. You might want to level Rocket Grab and I have to caution you against it, since if the gank doesn't work out and you have Q over W, your jungle will be crippled. I used to warn against early ganks, but with a red buff, a decent speed buff and your knock up you stand a pretty good chance getting early first blood on bot lane. People won't expect early ganks from Blitzcrank, and now with flash nerf it'll be easier. Plus lots of AD carries are taking cleanse now, and you can't Cleanse your knock up. This is an early ganking route. Meaning that it's pretty random what you can or can't do after. You might get a double kill and then I'd advise going back and buying to complete your jungle faster. You might die, or at the least have taken so much damage that you'll be unable to jungle. Or you might sit there for a while and have nothing happen. I can't predict anything of those, the best I can give you is a recovery route. And this is specifically why I'd advise going cloth 5. Despite me not liking it for being expensive, it is still best items for adapting to paths on the fly. Recovery Route 1): Minimal to no damage. (and the desire to go back to jungling) 1) Wraiths 2) Wolves 3) Blue [imgsmall=summoners/smite.png] 4) Wraiths 5) Wolves Base and buy longsword Recovery Route 2) Decent damage, but not enough to scare you off (or the desire to keep ganking) 1) Wraiths 2) Golems [imgsmall=summoners/smite.png] 3) Gank bot (or top depending on side) again Your red buff will help your jungle go faster, but it's much better used as a threat. Feel free to camp bot lane a little, constantly putting pressure on them. This obviously depends on the lane comp. If you have a Soraka+Ashe vs Taric+Graves (or Singed vs Renetkon), I wouldn't go near that lane will low health, or probably for the first few minutes. [title]Route 4:[/title] Starting items: [img=items/cloth-armor.png][img=items/health-potion5.png] This is simply the standard full jungle clear. It's not my favorite since, you're being inefficient by buying 5 potions, although you can do this with just 4 if the enemy jungle has no chance of being there. However, it is valid and safe and it's still a decent path to take. 1) Wolves (get some damage from mid/top(or bottom). 2) Blue (get a leash from mid and some damage from top (or bottom) [imgsmall=summoners/smite.png] 3) Wraiths 4) Wolves 5) Red Buff [imgsmall=summoners/smite.png] 6) Golems If you used 5 health potions, you should be okay to gank bot. But I would be worried about ganking an opponent that had lots of burst, since it's possible they would turn on you and you could feed double buffs. Play it smart. [title]Which Path to take![/title] Blitz is probably not a good counter jungler. The biggest thing you need to know about counterjungling is how to counter it. Blitz is capable of starting many many different routes with a few different items and you should be familiar with them all. As soon as you see the enemy jungler you need to be aware of what they plan to do. When you see your opposite jungler you must figure out what category he falls into: 1) Has no interest in counter jungling you, you are safe to do your fastest route. Likely examples: [img=champ/amumu.png][img=champ/fiddlesticks.png][img=champ/malphite.png] 2) Has interest in trying to steal your camps, but probably not attack you: Likely examples: [img=champ/rammus.png][img=champ/masteryi.png] 3) Is hunting for and trying to murder you: Likely examples: [img=champ/maokai.png][img=champ/leesin.png][img=champ/udyr.png][img=champ/skarner.png] If it's #1 You can take route 2. If it's #2, I'd recommend route 1. If it's #3, I'd recommend route 4. Route #3 is for early ganks. [title][center]JUNGLING OVER GANKING[/center][/title] Blitz jungle is slow until you get [img=items/madreds-razors.png] and you'll be somewhat vulnerable until you get [img=items/wriggles-lantern.png] I like never leaving jungle until I have madreds and boots, but often a lane will claim that if you haven't ganked at 6 minutes into the game you're terrible. They opposing Lee Sin/Shaco has already ganked but you haven't, worst jungler. It's definitely a weakness of Blitz jungle. He CAN gank early. I've had ganks at level 2, where I got leash on small golems, got knock up and grab and got a first blood. I've also had that not work out and my jungling was crippled. I like to gank a lot, but I'll need some time to prepare. If that's not what you want, blitz probably isn't for you.

Ganking! Once Blitz is level 5 and can comfortably clear his jungle so that he can keep up on experience and gold, it is time to gank. I would never use Rocket Grab to initiate the fight because if you miss they are probably far enough away to get away. I usually just run at them with [imgsmall=skills/blitzcrank/w.png] on and then [imgsmall=skills/blitzcrank/e.png] them for the knockup and damage. Now they will most likely run. Instincts kick in and they will try to escape on the shortest path. Predict them and throw a grab. If you miss, you miss, you could try to force it or come back shortly, since you most likely blew a summoner spell (flash or ghost most likely). The great thing about Blitzcrank is that his skills are on very low cooldown, so if you miss a gank, your skills will be up again shortly. It's not like Malphite or Amumu where when you have your ult you're a huge threat and when you don't you're not that scary. Blitz's cooldowns are short and he is always scary. You are a great ganker with lots of CC and decent damage. With a red buff and a good grab it's almost a guaranteed kill. There are a few types of ganks. 1) Lane Ganks. This is hard to set up but usually the highest rate of effectiveness in my opinion since warding against lane ganks isn't that common. It's more likely to work in a top lane than a bot lane, since supports sometimes ward those bushes and they might have a CV if they're suspicious. To do this you sneak into the lane bushes when the enemy creepline can't see you. Usually people aren't expecting there to be a third person waiting int he wings and you can punish them when they try to be aggressive. 2) River Ganks. The most common ganks where you run down the river into the lane. Very effective against lanes that tend to push, but usually people ward the bush. If they are very overextended you can make use of your [imgsmall=skills/blitzcrank/w.png] and just be so fast that their wards don't matter, like a mini rammus. But that is unlikely. 3) Pincer ganks. These are ganks where get behind the enemy and pincer them with your ally. You can easily do these on bot if you are Purple and Top if you are Blue just go through their jungle into their lane through the tribush. These are in my opinion the ganks that Blitz excels at. Since he can save his grab for a while, since they have a long way to run past him. Even if you do nothing but stand there I guarantee those lanes will blow flash, just because how scary you are. 4) Counterganks. Blitz isn't the best for this since his damage is lacking, but he can certainly turn a fight, especially at early levels.

[title][center]Blue Buff[/center][/title] Junglers give blue buff to mid lanes now. Sorry, it happens because of the meta. However, sometimes you'll get lucky and you'll have a kennen mid and a tryn top or something and that blue buff is yours! But sadly that won't be the case often. Blitz does very well with a blue buff in the jungle. It gives him CDR which means his [imgsmall=skills/blitzcrank/w.png] and [imgsmall=skills/blitzcrank/e.png] are up more often, and it gives him the mana regen to spam it. If I'm allowed by my mid laner to take the second blue buff I usually will. If they say they want it, give it to them. If I fall behind a little early, I may ask for the second blue buff, but if you have madreds/wriggles you should be fine in the jungle without it. Make sure to active your ult towards the end of the buff taking, so your passive doesn't accidentally take it. [title] [center]Red Buff[/center][/title] This one you can hold onto for a while longer. Ranged AD carries don't want it as much until later in the game, and it really helps your jungle clear as well as your ganks. If you have a strong melee top lane (Udyr, Tryndamere, Cho,gath) who is dominating his lane, feel free to give him this to continue that pattern.

You are the jungler so you will usually be the play caller on these things. Get wards for early dragon, maybe a pink if you're sneaking it, but a few greens around after a successful gank is probably sufficient. You can solo dragon at level 6 with a wriggles. You probably shouldn't though, since the enemy team can easily poach it and kill you. Baron is of course a strong global objective and will be a team effort to bring this beast down. I know this is not the most in depth part of my guide, but I feel Blitz doesn't have much special going on in the Dragon/Baron department. Red/Blue: 5 minutes to respawn Dragon Timer: 6 minutes to respawn Baron Timer: 7 minutes to respawn

I've listed a few different roles here that Blitz can be effectively: Tank, DPS, Support No matter what role he plays, Blitz can always initiate a fight with a well landed hook. However, sometimes you grab the wrong person and those fights are initiated poorly. If Blitz is playing DPS/Tank he can usually dive the opposing carries, and space them from the fight. I wouldn't chase too far though, since you have the CC to help your team a lot. If you make the carry back out of the fight come back and help your team. If the enemy has a deadly ult to be aware of (Nunu, Kat) you should constantly be around them, ready to spring into action. Basically be in the fight, damaging when you can, CCing as much as possible. Support Blitz is usually a little softer than Tank or DPS builds, so I like him specifically to be a carry protector. His ult and knockup can save people decently, but his grab is almost the exact opposite of a carry protector. His grab can protect carries if you're away from the your squishes, so it's a hard balance and another reason I don't really like Support Blitz. But always remember your grab does have a small stun on it, so if your carry is dueling someone, grabbing them point blank is worthwhile.

[center][imgext=] The best Captain Hook[/center] [center][img=skills/blitzcrank/q.png] [/center] Oh Rocket Grab. No Blitz guide would be complete without tips and tricks to land grab. I'm definitely not the best grabber, but I've pulled some good ones off in my day. Like any skill shot you need to lead the person. It's not the fastest projectile either so when you fire max range it's pretty easy for the opponent to dodge. Similar to fiddle sticks there are lots of walls you can grab through and those tend to be some of the stronger grabs in the game. I've highlighted some of the ones I've usually set up for, but obviously there are more walls you can grab through. Alot of these are specifically aimed at places where people are often standing still (dragon/baron or at towers). These are amazing places to grab people since leaving those areas will either put them in danger or leave an objective incomplete. Just make sure your team is there to capitalize on your pull. [imgext=]

[center][img=items/manamune.png][/center] Controversial as shit. Pros: [.]Large mana pool is amazing for [imgsmall=skills/blitzcrank/p.png] [.]Not only allows, but rewards your tendency to spam skills [.]Turns all mana items [imgsmall=items/banshees-veil.png],[imgsmall=items/frozen-heart.png],[imgsmall=items/sheen.png] into AD items Cons: [.]While not expensive, it is not that useful until you complete it. [imgsmall=items/tear-of-the-goddess.png] isn't that great on Blitz by itself, since it doesn't give you any stats except mana which only helps your passive. Plus it's slower to charge than just manamune itself. [.]You don't need that much mana on Blitz. People think you do early, but honestly once you get a Sheen or a Glacial Shroud you're pretty ok on mana. [.]Since it's better if you get it early, you end up with a build of Wriggles, Boots and Manamune, a build with lots of damage but not much tankiness at a point in the game where you're probably expected to be able to tank a decent amount of damage. I find Manamune to be a very good item on Blitzcrank. There is absolutely no reason the think that Manamune is a bad item on Blitz. However, it is by no means necessary and can often delay your build substantially. If you're far ahead and/or have someone else you know can tank well enough then feel free to get it. However, I would be very careful on deciding to get Manamune.

Early game is your jungling and a few ganks. My preferred method of ganking involves picking a lane and destroying it. As Blitz your mere presence will possibly blow a flash or an escape and when that is down, feel free to camp the lane and zone in it. Mid lane is my preferred lane to camp since most casters don't have built in dashes and don't ward as much as bot lane. Plus staying mid lane allows you to be available for other lanes in a way that camping top doesn't. Top lane is a good target for lane ganks, but when top is a farm fest you might help your team better elsewhere. Good lanes to gank for sometimes depends on champ select rather than anything else. You have lots of CC, you want to gank for someone with lots of damage and burst. Don't gank for a soraka ashe if you have a Annie to gank for. It's nice to help every lane yes, but it's seems to be more effective to get one lane fed. Unfortunately sometimes your lanes will be losing, because they are worse or that other pesky jungler is screwing with them. You have to go help these lanes too. There are many things you can do to help that aren't ganking. Relieving a lane so they can go back and shop without losing their tower. Donating them buffs to give them more strength. Or simply camp the lane to zone the enemies. This is dangerous because you'll lose out of exp and gold and with the enemy knowing where you are you lose pressure on the rest of the map, allowing their jungler to do as he pleases. Other things you can do that aren't ganking: 1) Ward. Ward everything. Use your wriggles ward on obejctives. Buy some sight wards, and place it in the enemy jungle if you're ahead and your jungle if you're behind. The more vision you have the smarter you can play. 2) Dragon. Usually early game contains about 1-2 dragon kills. Blitz isn't the strongest dragoner, but can solo at 6 with wriggles, provided no one else messes with you. That is a rare thing and the easiest way to get dragon is to gank bot lane. Even if you don't get a kill, if they end up low and having to go back to the fountain, you can probably call your mid (and hopefully your top) to back you up as you dragon ASAP. Buy a pink ward to get rid of their greens/pinks.

You may notice that in my core build I have a sapphire crystal. You'll want to upgrade that after wriggles and boots 2. But what to choose. It depends on what your role will be / who will be dangerous on their team. And because how much writing this reminds me of Eevee from Pokemon Red/Blue I've decided to make it as much like Pokemon as I can. (Pokemon is copyrighted by some company and I don't own it) If you want good damage: [img=items/sapphire-crystal.png] ---> [img=items/sheen.png] If you want to tank their AP [img=items/sapphire-crystal.png] ---> [img=items/catalyst-the-protector.png] If you want to tank their AD [img=items/sapphire-crystal.png] ---> [img=items/glacial-shroud.png] If you want manamune [img=items/sapphire-crystal.png] ---> [img=items/tear-of-the-goddess.png] It's that simple. But you WILL have to upgrade to one of these, since when you start giving away blue buffs, your mana will be critically low and you have to add to it. These are the good choices. PS. I say Pokemon Red/Blue because if you upgraded Eevee to anything besides Espeon after that guy came out you're hopeless.

Mid Game is where Blitz goes into full-on roam mode. Clear the jungle if you're close, give buffs to those that need it (maybe you!), but be moving around the map. Warding what needs to be warded, ganking where you can and otherwise putting pressure. You can move very fast with your [imgsmall=skills/blitzcrank/w.png] and if you went [imgsmall=items/boots-of-mobility.png] you'd be amazed how fast you can get from one side of the map to the other. Pressure the enemy jungler, push towers together as a group. Your speed makes your team have constant pressure wherever you want it. Take towers. Take dragons. Take buffs. Take kills. Secure objectives. Earn global gold and experience.

Late game your role falls into 3 categories. 1) Map Control Someone on your team should have an oracles. This is when you want to roam the map, take down their wards and put yours up. Assuming the other team is thinking the same thing you can often use wards as bait. Place a ward in a commonly warded area and camp a nearby place (that you've also swept for wards). A grab over a ledge, can spell doom for their support and allow you to take a free objective. Map control makes other objectives easier. 2) Baron control. Ward this up, have an oracles, have pressure on it. If 3 enemies show themselves bottom, race to take baron. Make sure you save your smite combo for the end. Nothing is worse than getting a baron stolen. 3) Initiate team fights. I have a section on team fights so I won't spend time on it here. If you can grab the correct person you can win the fight as easy as that. Grab a high priority target, an AP caster or AD carry. More important than grabbing the right person though, is grabbing them at the right time. You need your team around you to take advantage of this enemy being out of position. The most perfect grab can still be a bad grab if your team isn't there to kill that person.

4 sections here 1) Good teammates 2) Bad teammates 3) Good enemies 4) Bad enemies I know there are tons of ways these champs would interact with Blitz but I'm going to try to point out the big ones I've encountered [title]Good teammates[/title] Good teammates are those who have high damage/stuns that allow your hooks and CC to play the role they should. [img=champ/annie.png] Amazing for a Blitz. She stuns, you get easy combo. You combo, they are probably dead. [img=champ/brand.png] One of my favorite things with Brand is having him ult the person I've grabbed while they flash into their team, bringing them fiery death. [img=champ/caitlyn.png] Trap when you grab is fun, but that combo is better early than later. The real reason she's good with Blitz is her range and ability to make use of Blitz's CC to kite that much better. [img=champ/chogath.png] More CC always good, plus he has a 4 second silence and silent enemies have fewer ways of dodging your Rocket Grab [img=champ/gangplank.png] Not only can he slow others down he can speed you up! [img=champ/garen.png] This is a great early-mid game combo. His silence and damage make your successful combo and almost guaranteed kill [img=champ/graves.png] Buckshot and Smokescreen make your combo a deathzone [img=champ/heimerdinger.png] This is one of my favorites, if you manage to pull an enemy into his turrets. Plus he should be able to land his grenade in the time your combo is going [img=champ/pantheon.png] An additional stun and damage is always welcome. [img=champ/rammus.png] CC any single enemy to death [img=champ/riven.png] Constantly stunning anything and everything [img=champ/rumble.png] I love this guy's ability to zone of the enemy team from the unfortunate you've grabbed. [img=champ/ryze.png] His snare has the lowest range of any of his abilities, meaning if you knockup or grab an enemy, a good ryze should be able to move in for the kill [img=champ/sion.png] Damage and stun [img=champ/sona.png] Speed boosts and aoe stun, make this champ work with everyone honestly [img=champ/tryndamere.png] Oddly a good top lane for you. His slow and dash make him able to go initiate a gank rather well and your CC keeps them there long enough for him to kill them. [title]Bad teammates[/title] Anyone with big skills shots that you might yank the enemy out of. A lot of these have the potential to actually be very scary with good communication, but overall you'll screw these teammates over more than help them out. [img=champ/anivia.png] She goes for stun you go for pull. Walls also get messed up all the time. [img=champ/cassiopeia.png] Cass excels in DOTs and skill shots, Blitz will move enemies around too much [img=champ/gragas.png] Oh dear lord. You grab someone when he barrels and who knows who will end up where. [img=champ/leesin.png] You'll screw each other up a lot, but this could potentially be a deadly combo. [img=champ/malphite.png] Wrong type of initiation. You want to single people out, he wants to hit as many as possible. [img=champ/urgot.png] God I hate when I grab someone as he ults them. [img=champ/veigar.png] Were you trying to stun someone veigar? Sorry I grabbed them away from it. [title]Good enemies[/title] Enemies you love to see. [img=champ/ashe.png] As she relies on kiting your grab can counter her pretty well. [img=champ/corki.png] So reliant on Valkirie to escape and you can grab him out of that. [img=champ/katarina.png] AHAHAHAHAHAHAHA. Seriously. This is the best thing. So many interrupts for her ult and an ability to get her after her shunpo escape. [img=champ/malzahar.png] Similar to Kat, his big combo relies on him being surpressed for a while, during which you have free reign to poop on him. [img=champ/mordekaiser.png] No escapes. [img=champ/talon.png] With an oracles or a teammate with an oracles you can usually take Talon out before he does too much damage. [img=champ/warwick.png] Interrupt his ultimate. [img=champ/xerath.png] This guy likes to stand still. [title]Bad enemies[/title] I'm breaking this into 2 sections: tanks and others Please don't grab the tank. But especially don't grab these tanks: [img=champ/alistar.png][img=champ/amumu.png][img=champ/galio.png][img=champ/garen.png][img=champ/jarvaniv.png][img=champ/nasus.png][img=champ/rammus.png][img=champ/renekton.png][img=champ/singed.png][img=champ/shen.png][img=champ/skarner.png][img=champ/wukong.png] A lot of these tanks WANT to be in the middle of your team, but some lack an ability to get in there. Don't let these guys get in your fist path or it'll probably be a bad fight. OH COME ON. A lot of these can actually be easy to handle if the player is bad. But if they're good, not much you can do to them honestly. [img=champ/ezreal.png] A bad Ez can be the same as corki, but since his arcane shift is faster, a good ez can screw you up. [img=champ/fiddlesticks.png] With the change on his ult channel time, you probably won't manage to stop his ult and he has a silence and a fear to stop your CC from stopping him. If he's in the lane and draining you can grab him easy. [img=champ/fizz.png] Troll Pole makes your grab and knockups unable to land. And plus that he'll then move away [img=champ/garen.png] DEMACIA. [img=champ/karthus.png] Even if you instab gib karthus he's still there to do the damage and his team will take advantage of your team's used cooldowns. [img=champ/kassadin.png] A good kass will silence you when he goes in, and by the time it's gone he's probably killed your squishies. And he can shift away. Try to gank him before he's 6. Best way to counter him is to not let him get a blue buff. EDIT: since his ult cooldown nerf it's harder for him to do this. [img=champ/kayle.png] That ult kind of ruins your initiation. [img=champ/leblanc.png] Dashes and silences and RIDICULOUS EARLY DAMAGE [img=champ/nocturne.png] Spell shield. [img=champ/olaf.png] CAN'T. BE. DISABLED. [img=champ/sivir.png] Spell shield. [img=champ/yorick.png] That ult kind of ruins your initiation. [img=champ/zilean.png] That ult kind of ruins your initiation.

Blitzcrank is a fun champion and I think jungling him is a worthwhile way to play him. It doesn't go terribly far from his "accepted" build and he's a strong ganker and a strong jungler. He's a versatile pick for most teams and gives tons of CC. His early game is somewhat unsafe and he doesn't give the big early ganks that people like to see. But if you have teammates that are able to hold their lane for 4 minutes, he's a worthwhile addition to your team. I'm not saying Jungle Blitz is the best way to play him, I know a lot of people like him in his support role. I think Jungle Blitz is the best way to play him for me.

11/21/11 - Created I plan on adding some videos of different routes and some of my games. I have the footage but don't have a good video editing program so yeah. Will put videos of paths and ganks up when I get a chance 11/27/11 - Released Added some content. I'm sure there are typos and grammar mistakes and probably other mistakes. I've proofread but any help in making this better would be appreciated 12/7/11 - Updates Changed recomended level 1 skill from Overdrive to Power Fist. Added ideas on new jungle, and some more thoughts about Blitz's role in ganking. 12/12/11 - New Jungle routes Did some editing/proofreading and finished my 4 jungle routes I like in the new jungle. 12/25/11 - Further explained early sapphire crystal and added some more info on champs 1/31/12 - Approved. Cool beans 3/15/12 - Tiny Buffs. but hell,still buffs. Rocket Grab Damage increased to 80/135/190/245/300 (+1.0 ability power) from 60/120/180/240/300 (+0.8 ability power) Mana cost reduced to 110 from 140

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