Blitzcrank Build Guide

Support Blitzcrank: You're Under Arrest!

Uploader bakanino
Updated 6 months ago
870,448
74%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Health (+8 health)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Armor (+4.26 armor)
Masteries
0 Ferocity
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
18 Cunning
5/ 5
0/ 5
0/ 1
1/ 1
0/ 1
0/ 5
5/ 5
1/ 1
0/ 1
0/ 5
5/ 5
0/ 1
1/ 1
0/ 1
12 Resolve
5/ 5
0/ 5
1/ 1
0/ 1
0/ 5
5/ 5
1/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
Skill Order
Q W E R
Rocket Grab
Overdrive
Power Fist
Static Field
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

Hi everyone!

My name is AP Sona and I am a Diamond 1 mid/support main on the NA server. I started playing Blitzcrank early in season 2, and I found him to be one of the most rewarding supports in the game, mainly due to his ability to single-handedly engage a teamfight and force the enemy team into a poor position. Blitzcrank is able to take advantage of every misstep taken by his opponents, has huge snowball potential, and, most importantly, is a lot of fun!

I stream most days at twitch.tv/APSona as a two-trick pony, switching between Sona and Blitzcrank.

Early game strategy is highly contingent on matchups. Think about your lane, and decide whether you and your ADC would win in a 2v2 all-in fight against the enemy support and ADC. Often, if the enemy team has a Leona or Alistar, you will not win that 2v2, so you shouldn't try to force engages (especially those where you pull the support). Against some other supports, such as Sona or Soraka, you can grab ignite for your second summoner and any pull you make will lead to a near-certain kill.

If you have a favorable matchup (example, Blitzcrank + MF vs. Vayne + Sona), you can zone out the enemy bot lane and position very aggressively. However, you just have to be careful to not take too much poke before forcing a full engage. Once you force that engage, though, a hook means a free kill.

Look at the matchups section to decide whether you should attempt to be aggressive or passive in early lane. If you fall behind quickly, you DEFINITELY want to be passive, only going for pulls that would bring the enemy under your tower. If you are ahead, you can zone the enemy lane very easily, and you don't even have to burn pull to do so.

Blitzcrank's focus mid game is to roam. If your team has a solid lead, ward up the enemy team's buffs, as Blitzcrank allows for easy steals. Once you have your mobility boots, you have two options depending on how your game is going: you can continue to stay in lane and protect your ADC, or you can roam and try to get kills mid while gaining map control. Your choice should mainly be determined on how your lane is going - if a tower has fallen (either yours or theirs) you can afford to roam. If your tower has fallen, your ADC should attempt to freeze lane or shove and roam mid as well - if there's has fallen, your ADC should shove lane and then pressure objectives and mid. However, is lane is still even, you will probably be forced to stay bot and continue to support.

Late Game Blitzcrank wins games because of map control. The plan is simple: wait until you get a pull, kill that enemy, and then your team can force an engage (or dive if you are ahead) in the 4v5 fight that ensues. The way to get pulls is to pull from locations where the opponents don't have vision, which is why pink wards are so so important for Blitzcrank.

If you have activated items such as Mikaels, make sure to always be watching your carries to make sure to get it off as soon as they are hard CC'd.

Pros

  • Rocket Grab can be used to catch out enemy opponents and get a quick kill
  • Tanky early game allows him to bully lane
  • Forces enemy lane to stand behind minions and usually lose some CS
  • Map control thanks to Rocket Grab
  • Extremely fun to play

Cons

  • No sustain
  • Can get kited (see: blue build ezreal)
  • Teams will often build against him
  • If you fall behind, you are useless in lane
  • Enemies can take advantage of long cool down on Rocket Grab for unopposed harass

If your team has Blitzcrank, you should invade. His pull is a massive game-changer in level 1, and allows for very easy first bloods.

Blue Side:

  • Teams will generally stack on blue side, so I don't like to force the 5v5. Instead, invade towards red buff. Loop around through krugs as well in case the top laner and jungle are starting there. Teams never expect a red side invade, so if you do find someone they are often AFK which leads to an easy kill.

Red Side:

  • Enter dragon pit and place a ward into the bot tri-bush by clicking on the neck of the snail sitting on the rock above tri-bush. If you don't have those graphics on, just go into a few custom games until you are comfortable with placing the Scarra ward. Wait a couple seconds for the enemy team to set up. Once they've had time to set up, if there is no one in the bot lane tri bush, pull blindly into the bush in front of red buff, as the jungler often waits there and you can get an easy first kill. If that hook misses, wait a few seconds and then lead your team towards the enemy krugs. If no one is there, pull blindly over the krug wall into the other bush right next to red buff, as the enemy team may be stacking that bush instead.

The first image shows important locations to ward while in lane if you are on blue side. Pink circles represent areas where you want to use vision wards if possible.

Blue Side Ward Map

The second image shows important locations to ward while in lane if you are on purple side. Again, pink circles represent areas you would want to use vision wards.

Red Side Ward Map

The final image shows all the possible areas you might want to place wards once late game comes around - it's completely contingent on how your team is doing and how aggressively you think you can ward without getting caught out. Blitzcrank's power comes from vision control, so try to keep it if possible.

Late Game Ward Map

Your role in teamfights is highly contingent on how the fight is initiated. If the enemies initiate on your team, you should save your abilities to peel for your carry. Your first role should be to ult when the enemies are in range of your ult but you are still out of their melee range, then you want to E whoever is the biggest threat to your best carry. After that, you want to distance yourself a bit from your carry, so if they are still being chased you can Q whoever is chasing them.

Assuming your team initiates, it's likely off one of your pulls, In that case, you just want to E and R whomever you hook to try to assassinate that target (unless it's a tank). If you hook a tank, just run and don't burn your other spells - hopefully your team won't try to follow your initiate. The only time it's worth hooking a tank is if you hooked over a wall and it's difficult for the tank's team to come protect, in which case you can burn down the tank over time and it's a worthy engage. However, these situations are rare.

For each matchup, I will give a numerical difficulty rating 1 = easiest, 4 = hardest and I will give some tips and tricks about how to lane against them.

4

The most important thing you can do is avoid hookingAlistar when you are close to the enemy tower, as this will lead to near-certain death of either yourself or your ADC. Whenever you pull Alistar, he will counter by using Q to knock you up, run behind you, and then W you towards his carry. This puts you completely out of position, making it very difficult for you to survive. Even worse, he has sustain, so he has the potential to keep his ADC healthier in lane, meaning your ADC is forced to try to avoid trading. Your best option is to play defensively in laning, and only go for pulls on the enemy ADC when you know that Alistar can't body block. Also focus on maintaining bush control so that Alistar cannot zone out your ADC.

2

Bard is a relatively easy lane opponent because he is relatively squishy. He can be a bit annoying because he has a lot of early-game harass, can slow you with his Q and chime-empowered auto attacks, and his ultimate can save a target that you have just hooked. Try to take advantage of his squishiness and make sure not to push too aggressively against him, as he can easily set up jungle ganks with his magical journey.

3

Braum will destroy you at level 1, but from that point onwards is a pretty average matchup. Do not face check an enemy team with Braum at level 1! Braum's passive will cause your team to get obliterated in a 5v5! Also try to avoid pulling Braum throughout the game, as he can easily jump back to a teammate and is innately very tanky. You should only go for hooks on Braum if you know he is away from the rest of his team.

2

It's hard to get kills on a Janna lane because of her strong disengage between shield, tornado, and monsoon. However, her lane probably won't have much kill potential either. It's worth making this lane into a farm lane, and then attempting to get pulls on her and her teammates in late game, because Janna's disengage is worthless when her teammate is pulled out of range of all of her spells.

2

Karma can be a nuisance because of her huge healing and shielding potential, and because her Q can be used to check bushes (it doesn't provide vision, but you can hear it hit). She has very strong sustain and poke, so you should try to stick back and stay healthy, and hopefully you can land a nice hook and grab a free kill as a result.

4

If you pull Leona, it's very unlikely you'll be able to land a kill. Pretty much, neither lane will want to engage. If Leona engages, you can afford to pull her very far away from her ADC, and that will make it very difficult for her to survive that engage. If you try to engage, Leona can very easily counter-engage by going in on your ADC. Therefore, you should sit back and allow the lane to be a farm lane, and take advantage of the fact that your pull is more game-changing than her ult once late game comes around.

4

A good Morgana will beat a good Blitzcrank, because she can spell-shield your hook which makes you pretty much useless. Gauge her skill early - if she has bad timing with her spell shield, you can abuse that and get kills in lane - otherwise, play passively and get vision control so that she won't be able to react in time to pulls that come from the fog of war. Consider buying mobility boots earlier than you would against other champions, because you will find yourself very useless in lane.

2

It's worth taking ignite in this lane so that you can attempt to kill her, because you won't win out on a farm war or sustained fights. Nami's disengage is very heavily skill-shot based, so you have a very good shot at killing her with any sort of jungle pressure.

1

Take ignite, pull her, and she's dead. Whenever your pull is on cooldown, stay behind your minion wave so that you don't take harass from her Q. If she gets manly and tries to auto-attack you while in front of her wave, kill her.

1

Pretty much the exact same as Sona, except she has a very large heal, so don't get baited into trying to aggress on her under her tower range, because there's a very good risk of you dying. Also, it's difficult to charge straight at her and initiate with your knock-up because of her silence. However, if it's on cooldown, you can charge.

3

Taric can counter Blitz if he gets off a good ultimate, but because of the delay before it goes off you may be able to burst whatever target you pull. In lane, avoid pulling Taric, as it does nothing but give him a good opportunity to stun you and your ADC.

3

Zyra has a huge amount of cc, and her plants are a great way for her to block your pulls. Because of her snares, it's very difficult for you to initiate any sort of fight, and if she gets pulled late game, she can use stranglethorns before dying, which will CC a good portion of your team. Zyra is always useful and always a major threat, and can definitely poke down your ADC. Try to hook her under your tower to get kills, and otherwise just try to survive lane and keep your ADC from getting too far behind.

Synergy: Bad. Ashe doesn't have proper burst to follow up on a Blitzcrank grab, so you won't be able to get kills - and she can get zoned out by poke supports because of her lack of mobility. Once you both have 6, you might be able to grab kills - but you have to play early game very defensively and hope she can stay even in farm.

Matchup: Very good. Ashe is extremely vulnerable because of her lack of escapes. Even with the slow from her auto-attack, it's very easy for you to get within range to pull her, so you can zone her off a lot of CS.

Synergy: Good. What Caitlyn lacks in burst she makes up for with her range and her CC. Whenever you hit a pull, Caitlyn can place a trap immediately underneath you. After that trap snare wears off, you can use E to knock-up your opponent. This 4 second lock-up is an extremely strong combination that can net you some nice kills.

Matchup: Difficult. Because Caitlyn has such long range, it's unlikely that you are going to get an opportunity to pull her. You will have to play aggressively and focus her support, and hopefully your ADC has solid burst so that your side will win the 2v2 all-in.


Synergy: Awesome. Corki has very big burst, and can immediately follow up on your hook thanks to his Valkyrie. Whenever Corki is matched with a kill lane support such as Blitz, Thresh, or Leona, you should do well.

Matchup: Average. Although Corki has an escape with Valkyrie, it can be interrupted with your knockup. He also has pretty short range. If you pull him, watch out for him being super aggressive and taking the opportunity to fight the 2v2, since he could very well win it even though he's initially out of position.

Synergy: Good. Draven has a good amount of burst that goes well with Blitzcrank's 2v2 all-in nature.

Matchup: Excellent. It's easy to predict Draven's movements as he attempts to catch his axes, which gives you an advantage to try to pull him out of position and take the lead in lane. If you can't, that's fine, because Draven's late game is designed to be awkward, so your team will scale better out of laning phase.

Synergy: Average. It's worth picking Ez with Blitzcrank just to make sure that the opposing team doesn't take it. If Ezreal hits his skillshots, he can have a pretty good amount of burst, but he's traditionally considered more of a poke champion.

Matchup: Awful. Ezreal has long range poke that outranges your hook, which means he has the potential to get free harass without having to be afraid of counter engages. Even worse, if he does go out of position, he can just arcane shift out of your pull and you're still worthless.

Synergy: Pretty good. You have a lot of lock down potential with Jhin's snare, and he has great burst if his fourth shot is up. That said, if you hook when he is reloading or his abilities are on cooldown, you'll accomplish nothing.

Matchup: Good. Blitzcrank can often disrupt Jhin's ultimate, which is good. However, you are pretty squishy when he gets level 6, so you are actually vulnerable to getting killed before you have a few more tanky items under your belt.

Synergy: Amazing. MF has a HUGE amount of damage, and by landing a pull she goes in range to be able to apply all of it. She is one of the burstiest champs in the game so you will get kills - just make sure to ward up your lane heavily because she is more vulnerable to ganks than many other ADC's.

Matchup: Good. You probably want jungle help to ensure that you win lane, because pulling her can lead to a risky 2v2 - but if you have back-up, she has no escapes to avoid your pulls.

Synergy: Good. Sivir can get poked out early game, but she has quite a bit of damage so she should be able to follow up your hooks. Once she hits level 7, she will become a pushing machine and split push very quickly - just make sure to ward up the enemy jungle so she can do her thing.

Matchup: Average. A good Sivir can stop your hooks with her spellshield, but you can sometimes bait out the spellshield just by rushing towards her to threaten a hook. Because of her short auto-attack range, your threat alone is enough to make her fall behind in CS.

Synergy: Excellent. Trist has big burst and her jump applies a slow, plus she has a healing debuff to ensure that champs like sona or soraka will definitely die to your hook.

Matchup: Difficult. Trist can jump away from your hooks, similar to Ez - although her jump is slightly harder to time correctly. Regardless, you have to try to win lane because she will be safe from your hooks late game because of her insane range.

Synergy: Good. Twitch has a very similar early game mechanic to Draven, so he can follow up your hook with a huge amount of damage. He also has an excellent late game, so it's important that you peel for him once teamfights come around.

Matchup: Good. Make sure to always carry a pink - if you get a hook but don't have a pink, he'll be able to stealth before you can pick up the kill. If you keep vision, he has no escape - so you'll have no problem taking him down.

Synergy: Excellent. Especially at level 6, either one of you can initiate a fight and probably get a kill.

Matchup: Good. Although his hail of arrows will apply a slow that makes him difficult to chase, if you rush at him once he is 6 it's easy to force him to burn his ult just to keep you from killing him, and he won't be able to initiate off it unless he has a big lead.

Synergy: Excellent. Your pull gives her the opportunity to condemn the enemy into the wall, which is pretty much a guaranteed kill, especially if she has completed her cutlass.

Matchup: Difficult. Vayne can avoid your pulls with tumble and if you don't shut her down early, she becomes unstoppable. Request jungle help to make sure that you are able to set her behind early.

After a few games of practicing with hitting his Q, you will be able to land hooks and dominate games, especially thanks to Blitzcrank's ability to roam extremely fast for ganking and for ward control. If you ever have additional questions, you can find me streaming at twitch.tv/apsona. Good luck, and have fun with Blitz!

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