Runes
  • 9
    Greater Mark of Armor (+0.91 armor)
  • 9
    Greater Seal of Armor (+1 armor)
  • 3
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 6
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Gold (+1 gold / 10 sec.)
Skill Order
Q W E R
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

As you have probably already noticed - I lied in the title. This is a guide about [number]support Blitzcrank[/number] in a duolane. In my opinion, Blitzcrank is a very viable pick that can singlehandedly change the tides of a game. Literally. That is because he has the probably most efficient displacement skill in the game. Unlike [imgsmall=champ/alistar.png][imgsmall=champ/janna.png][imgsmall=champ/leesin.png][imgsmall=champ/tristana.png][imgsmall=champ/vayne.png], Blitzcrank has an ability that pulls an enemy towards you: Rocket Grab [imgsmall=skills/blitzcrank/q.png] ([imgsmall=champ/gragas.png][imgsmall=champ/nautilus.png] can fulfill similar tasks). While it isnt exactly a skill to protect your carry, one succesful hook will usually kill an enemy once you start grouping with your team. However, incorrect use of the skill can be detrimental for your team. Besides his signature move, Blitzcrank excels at interrupting the enemy team with strong forms of crowd control, which include a short cooldown knockup[imgsmall=skills/blitzcrank/e.png] and an AOE silence[imgsmall=skills/blitzcrank/r.png] in addition to his hook. Blitzcrank is one of the higher skillcap supports and requires mechanical skills as well as awareness of the situation. I feel like Blitzcrank can easily dominate lower level gameplay and discourage any enemy. [number]Is support Blitzcrank better than Bruiser or AP Blitzcrank?[/number] This is obviously arguable and they do not directly compete. But Blitzcrank in a sololane shows several flaws such as the lack of sustain, his melee range as well as his vulnerability to ganks. His jungling speed is quite slow and he can get behind easily despite his strong ganking potential. Despite having 2 AD steroids, i believe that support suits Blitzcrank the most currently. Obviously he has his flaws as support as well, like any other champion. [number]Strengths[/number] [.]Very disruptive [.]Can isolate an enemy [.]Indirectly affects the enemies' behaviour [.]Quite mobile [number]Weaknesses[/number] [.]Weak in lane; no form of harassing or trading, has to go all in [.]Lacks sustain or any direct way to "support" your teammates [.]No range if you cant land your hook [.]high skillcap, skillshot dependant, inferior in full engage teamfights [number]Why Play Blitzcrank?[/number] Blitzcrank has the potential to be very effective. At the same time, he is probably the most fun support to play, at least for me. Landing a devastating hook is simply satisfying. [number]What does a support do?[/number] Your main job is basically to "support" your team by any means and help them win. A support goal is usually to protect your teammates, most importantly your carries. You disrupt the enemy with cc and peel them off your carries. You are to provide your team with vision and information. Because you do not need to concentrate on getting last hits, i recommend that you ping and make calls for your teams in soloqueue, always keep an eye on the minimap but dont space out. Understanding bottom lane is very important as well. Always take the timers for objectives and even wards and inform your team about those. [number]About the Writer[/number] My in-game name is Alabababa and i play on the EU-NE server (currently leveling an account on EU-W). I have played this game since release, having more than 2 years of experience. Throughout this time i have always enjoyed Blitzcrank. Currently, i hover around 1600 elo. While i cannot say that i main support or have a ton of Blitzcrank games, i have a lot of overall game knowledge. Playing support Blitzcrank this way is definitely viable and i hope you will give it a try. [imgext=http://i.imgur.com/NQW8u.jpg]

As you have probably already noticed - I lied in the title. This is a guide about [number]support Blitzcrank[/number] in a duolane. In my opinion, Blitzcrank is a very viable pick that can singlehandedly change the tides of a game. Literally. That is because he has the probably most efficient displacement skill in the game. Unlike [imgsmall=champ/alistar.png][imgsmall=champ/janna.png][imgsmall=champ/leesin.png][imgsmall=champ/tristana.png][imgsmall=champ/vayne.png], Blitzcrank has an ability that pulls an enemy towards you: Rocket Grab [imgsmall=skills/blitzcrank/q.png] ([imgsmall=champ/gragas.png][imgsmall=champ/nautilus.png] can fulfill similar tasks). While it isnt exactly a skill to protect your carry, one succesful hook will usually kill an enemy once you start grouping with your team. However, incorrect use of the skill can be detrimental for your team. Besides his signature move, Blitzcrank excels at interrupting the enemy team with strong forms of crowd control, which include a short cooldown knockup[imgsmall=skills/blitzcrank/e.png] and an AOE silence[imgsmall=skills/blitzcrank/r.png] in addition to his hook. Blitzcrank is one of the higher skillcap supports and requires mechanical skills as well as awareness of the situation. I feel like Blitzcrank can easily dominate lower level gameplay and discourage any enemy. [number]Is support Blitzcrank better than Bruiser or AP Blitzcrank?[/number] This is obviously arguable and they do not directly compete. But Blitzcrank in a sololane shows several flaws such as the lack of sustain, his melee range as well as his vulnerability to ganks. His jungling speed is quite slow and he can get behind easily despite his strong ganking potential. Despite having 2 AD steroids, i believe that support suits Blitzcrank the most currently. Obviously he has his flaws as support as well, like any other champion. [number]Strengths[/number] [.]Very disruptive [.]Can isolate an enemy [.]Indirectly affects the enemies' behaviour [.]Quite mobile [number]Weaknesses[/number] [.]Weak in lane; no form of harassing or trading, has to go all in [.]Lacks sustain or any direct way to "support" your teammates [.]No range if you cant land your hook [.]high skillcap, skillshot dependant, inferior in full engage teamfights [number]Why Play Blitzcrank?[/number] Blitzcrank has the potential to be very effective. At the same time, he is probably the most fun support to play, at least for me. Landing a devastating hook is simply satisfying. [number]What does a support do?[/number] Your main job is basically to "support" your team by any means and help them win. A support goal is usually to protect your teammates, most importantly your carries. You disrupt the enemy with cc and peel them off your carries. You are to provide your team with vision and information. Because you do not need to concentrate on getting last hits, i recommend that you ping and make calls for your teams in soloqueue, always keep an eye on the minimap but dont space out. Understanding bottom lane is very important as well. Always take the timers for objectives and even wards and inform your team about those. [number]About the Writer[/number] My in-game name is Alabababa and i play on the EU-NE server (currently leveling an account on EU-W). I have played this game since release, having more than 2 years of experience. Throughout this time i have always enjoyed Blitzcrank. Currently, i hover around 1600 elo. While i cannot say that i main support or have a ton of Blitzcrank games, i have a lot of overall game knowledge. Playing support Blitzcrank this way is definitely viable and i hope you will give it a try. [imgext=http://i.imgur.com/NQW8u.jpg]

[imgext=http://i.imgur.com/gigix.jpg] I run standard defensive support Runes. [number]Armor Marks and Seals[/number] because you will likely take physical damage even if you try to avoid them. They are useful in full engages and jungler ganks. Survivability overshadows offensive marks on tanky supports, since you won't be harassing at all. I take a mixture of [number]scaling and flat MR Glyphs[/number], to resist Magic Damage throughout the game. You can take more Flat ones if you are facing something like Leona Corki, or you can take more scaling ones against lanes like Soraka Vayne. Basically know what you are going up against and adapt. However, unless you have 20 Runepages, it is difficut to have more than 1 dedicated Support Page, thus i recommend getting a bit of both. Gold Quints are pretty much standard as you have no safe way of income. In case the enemy avoids everything you throw out, these will keep you in the game. [highlight]Alternatives[/highlight] I only recommend using the alternatives in case you do not own the above ones. Marks [.]Marks of Warding (Flat MR) - if you are, for some reason, laning against something like Soraka Cassiopeia. [.]Marks of Insight (Flat MPen) or Marks of Desolation (Flat ArPen) - You will probably deal more magic damage in Teamfights, but Armor Penetration is ok too because you will autoattack or powerfist if someone is in range. Seals [.]Glyphs of Avarice (Gold/10) - I personally do not own them and think that, while they sound nice, arent worth giving up the armor, especially since you are a melee champion that has to tank a bit of damage. They can be very useful since you will likely be very passive in lane anyways. [.]No really other options that are nearly as good. Everyone should buy Resilience Seals before anything else. But use whatever you have if you dont oown them: Scaling HP or ManaRegen are fine. Glyphs [.]Glyphs of Focus (Flat CDR) - I dont really like CDR glyphs as they are very expensive. You will also go ebyond 40% in case you purchase Frozen Heart, or at least 36% when going for CDR Boots. [.]Glyphs of Potency (Flat AP) - I do not recommend any AP or MPen runes although they matter early game. In the end, you dont gear in order to deal damage. Quintessences [.]Again, Supports should have Avarice Quints which are quite cheap. You need gold from somewhere. If you dont want to use them, i highly recommend Flat MS or HP.

[imgext=http://i.imgur.com/gigix.jpg] I run standard defensive support Runes. [number]Armor Marks and Seals[/number] because you will likely take physical damage even if you try to avoid them. They are useful in full engages and jungler ganks. Survivability overshadows offensive marks on tanky supports, since you won't be harassing at all. I take a mixture of [number]scaling and flat MR Glyphs[/number], to resist Magic Damage throughout the game. You can take more Flat ones if you are facing something like Leona Corki, or you can take more scaling ones against lanes like Soraka Vayne. Basically know what you are going up against and adapt. However, unless you have 20 Runepages, it is difficut to have more than 1 dedicated Support Page, thus i recommend getting a bit of both. Gold Quints are pretty much standard as you have no safe way of income. In case the enemy avoids everything you throw out, these will keep you in the game. [highlight]Alternatives[/highlight] I only recommend using the alternatives in case you do not own the above ones. Marks [.]Marks of Warding (Flat MR) - if you are, for some reason, laning against something like Soraka Cassiopeia. [.]Marks of Insight (Flat MPen) or Marks of Desolation (Flat ArPen) - You will probably deal more magic damage in Teamfights, but Armor Penetration is ok too because you will autoattack or powerfist if someone is in range. Seals [.]Glyphs of Avarice (Gold/10) - I personally do not own them and think that, while they sound nice, arent worth giving up the armor, especially since you are a melee champion that has to tank a bit of damage. They can be very useful since you will likely be very passive in lane anyways. [.]No really other options that are nearly as good. Everyone should buy Resilience Seals before anything else. But use whatever you have if you dont oown them: Scaling HP or ManaRegen are fine. Glyphs [.]Glyphs of Focus (Flat CDR) - I dont really like CDR glyphs as they are very expensive. You will also go ebyond 40% in case you purchase Frozen Heart, or at least 36% when going for CDR Boots. [.]Glyphs of Potency (Flat AP) - I do not recommend any AP or MPen runes although they matter early game. In the end, you dont gear in order to deal damage. Quintessences [.]Again, Supports should have Avarice Quints which are quite cheap. You need gold from somewhere. If you dont want to use them, i highly recommend Flat MS or HP.

[title][img=skills/blitzcrank/p.png] Passive: Mana Barrier[/title] [number]When Blitzcrank's life is brought below 20% health he activates Mana Barrier, creating a damage shield that lasts for 10 seconds. The shield strength is equal to 50% of Blitzcrank's current mana. There is a 60 second cooldown before Blitzcrank can activate this effect again.[/number] [title]Explanation:[/title] This isn't that great of a passive for a support, but it can save your life at times. It basically works like Hexdrinker, but for all types of damage. Since it's only 50% of your current mana, do not rely too much on this passive, but treat it as a nice bonus. [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 (+100% of ability power) magic damage while he pulls them to himself. Cooldown 20 / 19 / 18 / 17 / 16 seconds Cost 110 mana Range 925[/number] [title]Explanation:[/title] [number]The Godhand.[/number] This has various purposes, the most common one is to [number]isolate an enemy[/number] from his team or to simply close the distance between you and your enemy. But this gap closer moves the enemy to you, meaning that once you hit someone when your team is around you will usually get an assist. This also allows Blitzcrank to peel off of his carries despite not standing near them, e.g. if the enemy stand between you and his target, you can pull him to widen the distance allowing your teammates to get away. This spell has a really long cooldown early on without items and levels. Do NOT waste your mana spamming this in lane in hope to get one lucky shot in. Every hook has to be planned and prepared. The ability to predict the enemy's movements is essential in hitting skillshots. Only use this if you know it will hit; if your enemy sees you missing it, you are very vulnerable for the next 20~ seconds. In lane you can sometimes start with E and safe the grab for a followup in case they flash. Correct usage of this skill can make or break a fight; Prioritize carries, but grab bruisers when they are easy targets. The only ones you want to avoid at all costs are initiating tanks (unless you outnumber them). Pulling [imgsmall=champ/alistar.png][imgsmall=champ/amumu.png] can lose teamfights for you, since it gives them a free gap closer, as they will likely survive the initial burst. Judge yourself what is the most beneficial in every situation. Your presence alone can sometimes zone carries. It also functions like every other cc, so you can disrupt channels. It does get countered by [imgsmall=items/banshees-veil.png] and other spellshields as you wont be able to initiate on that target(You can still easily get Champions with Spellshields that have slow reaction time; simply walking up to a sivir can cause him to burn mana on a shield). You can also [imgsmall=summoners/flash.png][imgsmall=skills/blitzcrank/q.png] to catch people out of position. [highlight]Facts[/highlight] [.]The projectile speed is 1800 and the max range of 925, which means, you will hit the max range at around 0.5~ seconds. In this time, a champion moves 150-180 units early game. Which means, you will hit the grab if the enemy is closer than 770~ when trying to escape by running in a straight line. [.]9.6s maxed out cd [.][imgsmall=items/quicksilver-sash.png] and [imgsmall=summoners/cleanse.png] will afaik remove the stun, but does not interrupt the pull. However, using [imgsmall=summoners/flash.png] right after will allow enemies to get away; im not sure if tenacity works the same way. How to land them: [.]Test your enemy first. A lot of players show similar behaviour when trying to dodge skillshots; predict the jukes and they will run into your hook [.]a max range hook is hard to land. The closer they stand the higher your chance to hook them. [.]Try to use it when camping brushes or over ledges. Hook them when they dont have vision of you. [.]In narrow areas or along the wall in the sidelanes, you can position Q in a way that is nearly undodgable when the enemy hugs it (in a straight line parallel to the wall which basically covers the whole brush). [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 15seconds Cost 75 mana[/number] [title]Explanation:[/title] Your "steroid". As support, the Attack Speed bonus isnt that significant, but a bust in movement speed will let you get an E in without landing anything. As you run towards enemy, they will try to juke, thus effectifely needing more time for a set distance. This allows you to further catch up. [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] A very low cost knockup; it is one of the strongest forms of cc as it is not cleansable. This is the perfect follow up for [imgsmall=skills/blitzcrank/q.png]. Spam this in Teamfights on anyone who is diving your carry, channeling spells or use this on anyone. With maxed out CDR, you will have a 3s cd knockup, which is huge. [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 40seconds Cost 150mana Range 600[/number] [title]Explanation:[/title] An AOE Silence. The passive component is actually quite annoying when playing as a support. If you sit in the brush, you will reveal yourself and disrupt you carry's lasthitting. Also when you want to clear wards or ward baron/dragon you will draw aggro. Sometimes you can just use it before you do such things because the cooldown is rather short. But be sure to have it up when a teamfight is immediate. The active is an AOE Silence nuke. The timing for that spell usage is quite important. Firstly, you want the passive to do as much damage as possible. Secondly, the Silence does not last long, thus should be used to prevent enemies' from flashing or channeling. It is your only spell that silences instantly, so when you see a karthus ulting or something similar, use this. If you see the enemy walking towards a wall, assume that he is trying to flash and silence him right when he reaches the wall. [highlight]Combinations[/highlight] Blitzcrank's skill combos are fairly easy to remember. [imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png]([imgsmall=skills/blitzcrank/r.png]) is you standard combo. Although [imgsmall=skills/blitzcrank/e.png] refreshes your autoattack animation, it is safer to immediately follow up with it. While you can get a quick autoattack in between, it will allow the enemy to get away with any mobility skill. Using your ultimate after can prolong the enemy's inability to flash out for a short duration. [imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png] you can initiate this combo with [imgsmall=skills/blitzcrank/w.png]. Simply run up to them and knock them up with your superior movement speed. Once the start to run or flash or dash, you pull them back into your position, following with another knockup if it's up. [imgsmall=skills/blitzcrank/r.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png] with this order, you clear the creep backline and grab the enemy that thinks himself safe. However, with a pure support build you cannot oneshot the caster minions at early levels. Just watch the creeps health drop below your ult damage and catch the enemy by surprise following up with your standard combination.

[title][img=skills/blitzcrank/p.png] Passive: Mana Barrier[/title] [number]When Blitzcrank's life is brought below 20% health he activates Mana Barrier, creating a damage shield that lasts for 10 seconds. The shield strength is equal to 50% of Blitzcrank's current mana. There is a 60 second cooldown before Blitzcrank can activate this effect again.[/number] [title]Explanation:[/title] This isn't that great of a passive for a support, but it can save your life at times. It basically works like Hexdrinker, but for all types of damage. Since it's only 50% of your current mana, do not rely too much on this passive, but treat it as a nice bonus. [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 (+100% of ability power) magic damage while he pulls them to himself. Cooldown 20 / 19 / 18 / 17 / 16 seconds Cost 110 mana Range 925[/number] [title]Explanation:[/title] [number]The Godhand.[/number] This has various purposes, the most common one is to [number]isolate an enemy[/number] from his team or to simply close the distance between you and your enemy. But this gap closer moves the enemy to you, meaning that once you hit someone when your team is around you will usually get an assist. This also allows Blitzcrank to peel off of his carries despite not standing near them, e.g. if the enemy stand between you and his target, you can pull him to widen the distance allowing your teammates to get away. This spell has a really long cooldown early on without items and levels. Do NOT waste your mana spamming this in lane in hope to get one lucky shot in. Every hook has to be planned and prepared. The ability to predict the enemy's movements is essential in hitting skillshots. Only use this if you know it will hit; if your enemy sees you missing it, you are very vulnerable for the next 20~ seconds. In lane you can sometimes start with E and safe the grab for a followup in case they flash. Correct usage of this skill can make or break a fight; Prioritize carries, but grab bruisers when they are easy targets. The only ones you want to avoid at all costs are initiating tanks (unless you outnumber them). Pulling [imgsmall=champ/alistar.png][imgsmall=champ/amumu.png] can lose teamfights for you, since it gives them a free gap closer, as they will likely survive the initial burst. Judge yourself what is the most beneficial in every situation. Your presence alone can sometimes zone carries. It also functions like every other cc, so you can disrupt channels. It does get countered by [imgsmall=items/banshees-veil.png] and other spellshields as you wont be able to initiate on that target(You can still easily get Champions with Spellshields that have slow reaction time; simply walking up to a sivir can cause him to burn mana on a shield). You can also [imgsmall=summoners/flash.png][imgsmall=skills/blitzcrank/q.png] to catch people out of position. [highlight]Facts[/highlight] [.]The projectile speed is 1800 and the max range of 925, which means, you will hit the max range at around 0.5~ seconds. In this time, a champion moves 150-180 units early game. Which means, you will hit the grab if the enemy is closer than 770~ when trying to escape by running in a straight line. [.]9.6s maxed out cd [.][imgsmall=items/quicksilver-sash.png] and [imgsmall=summoners/cleanse.png] will afaik remove the stun, but does not interrupt the pull. However, using [imgsmall=summoners/flash.png] right after will allow enemies to get away; im not sure if tenacity works the same way. How to land them: [.]Test your enemy first. A lot of players show similar behaviour when trying to dodge skillshots; predict the jukes and they will run into your hook [.]a max range hook is hard to land. The closer they stand the higher your chance to hook them. [.]Try to use it when camping brushes or over ledges. Hook them when they dont have vision of you. [.]In narrow areas or along the wall in the sidelanes, you can position Q in a way that is nearly undodgable when the enemy hugs it (in a straight line parallel to the wall which basically covers the whole brush). [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 15seconds Cost 75 mana[/number] [title]Explanation:[/title] Your "steroid". As support, the Attack Speed bonus isnt that significant, but a bust in movement speed will let you get an E in without landing anything. As you run towards enemy, they will try to juke, thus effectifely needing more time for a set distance. This allows you to further catch up. [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] A very low cost knockup; it is one of the strongest forms of cc as it is not cleansable. This is the perfect follow up for [imgsmall=skills/blitzcrank/q.png]. Spam this in Teamfights on anyone who is diving your carry, channeling spells or use this on anyone. With maxed out CDR, you will have a 3s cd knockup, which is huge. [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 40seconds Cost 150mana Range 600[/number] [title]Explanation:[/title] An AOE Silence. The passive component is actually quite annoying when playing as a support. If you sit in the brush, you will reveal yourself and disrupt you carry's lasthitting. Also when you want to clear wards or ward baron/dragon you will draw aggro. Sometimes you can just use it before you do such things because the cooldown is rather short. But be sure to have it up when a teamfight is immediate. The active is an AOE Silence nuke. The timing for that spell usage is quite important. Firstly, you want the passive to do as much damage as possible. Secondly, the Silence does not last long, thus should be used to prevent enemies' from flashing or channeling. It is your only spell that silences instantly, so when you see a karthus ulting or something similar, use this. If you see the enemy walking towards a wall, assume that he is trying to flash and silence him right when he reaches the wall. [highlight]Combinations[/highlight] Blitzcrank's skill combos are fairly easy to remember. [imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png]([imgsmall=skills/blitzcrank/r.png]) is you standard combo. Although [imgsmall=skills/blitzcrank/e.png] refreshes your autoattack animation, it is safer to immediately follow up with it. While you can get a quick autoattack in between, it will allow the enemy to get away with any mobility skill. Using your ultimate after can prolong the enemy's inability to flash out for a short duration. [imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png] you can initiate this combo with [imgsmall=skills/blitzcrank/w.png]. Simply run up to them and knock them up with your superior movement speed. Once the start to run or flash or dash, you pull them back into your position, following with another knockup if it's up. [imgsmall=skills/blitzcrank/r.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png] with this order, you clear the creep backline and grab the enemy that thinks himself safe. However, with a pure support build you cannot oneshot the caster minions at early levels. Just watch the creeps health drop below your ult damage and catch the enemy by surprise following up with your standard combination.

[imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/w.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/r.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/r.png][imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/w.png][imgsmall=skills/blitzcrank/w.png][imgsmall=skills/blitzcrank/r.png][imgsmall=skills/blitzcrank/w.png][imgsmall=skills/blitzcrank/w.png] At level 1, there is really no other option than [imgsmall=skills/blitzcrank/q.png]. It is simply the most useful wether you plan to invade or if you get invaded, or if you simply lane. At level 2, getting [imgsmall=skills/blitzcrank/e.png] is your priority. At this point you can already combo your cc-chain. The reason for maxing out Q first is simply the huge burst it provides. I consider Blitzcrank an "all-in" type support. While i used to max his [imgsmall=skills/blitzcrank/e.png] first, it is simply rarely possible to get it off twice in the short amount of time you have (you also won't build any ad to scale with it). [imgsmall=skills/blitzcrank/e.png] is more useful in teamfights because you can use it whenever it comes off cooldown. However, early levels are about laning, making the recently buffed [imgsmall=skills/blitzcrank/q.png] more valuable (leveling this also significantly reduces its cooldown). You max [imgsmall=skills/blitzcrank/e.png] unless you feel the bonus movement speed is really going to help. If the enemy has [imgsmall=champ/janna.png] or something that will allow them to get away with their movement speed, you might get 2 points in [imgsmall=skills/blitzcrank/w.png] before maxing [imgsmall=skills/blitzcrank/e.png]. [imgsmall=skills/blitzcrank/e.png] provides way more utility in fights, allong you to cc enemies on a really short cooldown if maxed. Prioritize in this order: [img=skills/blitzcrank/r.png][img=skills/blitzcrank/q.png][img=skills/blitzcrank/e.png][img=skills/blitzcrank/w.png]

[imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/w.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/r.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/q.png][imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/r.png][imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/e.png][imgsmall=skills/blitzcrank/w.png][imgsmall=skills/blitzcrank/w.png][imgsmall=skills/blitzcrank/r.png][imgsmall=skills/blitzcrank/w.png][imgsmall=skills/blitzcrank/w.png] At level 1, there is really no other option than [imgsmall=skills/blitzcrank/q.png]. It is simply the most useful wether you plan to invade or if you get invaded, or if you simply lane. At level 2, getting [imgsmall=skills/blitzcrank/e.png] is your priority. At this point you can already combo your cc-chain. The reason for maxing out Q first is simply the huge burst it provides. I consider Blitzcrank an "all-in" type support. While i used to max his [imgsmall=skills/blitzcrank/e.png] first, it is simply rarely possible to get it off twice in the short amount of time you have (you also won't build any ad to scale with it). [imgsmall=skills/blitzcrank/e.png] is more useful in teamfights because you can use it whenever it comes off cooldown. However, early levels are about laning, making the recently buffed [imgsmall=skills/blitzcrank/q.png] more valuable (leveling this also significantly reduces its cooldown). You max [imgsmall=skills/blitzcrank/e.png] unless you feel the bonus movement speed is really going to help. If the enemy has [imgsmall=champ/janna.png] or something that will allow them to get away with their movement speed, you might get 2 points in [imgsmall=skills/blitzcrank/w.png] before maxing [imgsmall=skills/blitzcrank/e.png]. [imgsmall=skills/blitzcrank/e.png] provides way more utility in fights, allong you to cc enemies on a really short cooldown if maxed. Prioritize in this order: [img=skills/blitzcrank/r.png][img=skills/blitzcrank/q.png][img=skills/blitzcrank/e.png][img=skills/blitzcrank/w.png]

Basically i recommend two basic support setups: [imgsmall=items/faerie-charm.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward2.png][imgsmall=items/vision-ward.png] or [imgsmall=items/faerie-charm.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward4.png]. [imgsmall=items/faerie-charm.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward2.png][imgsmall=items/vision-ward.png] The pink ward is very important as you will spend most of the time lurking in the brushes applying a lot of pressure. An enemy ward can will reveal you, thus making it easier for the enemy to harass, zone and predict your movements. [imgsmall=items/vision-ward.png] counters that. [imgsmall=items/faerie-charm.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward4.png] Instead of a pink ward, youll take 2 more sight wards. This is a good option if you plan to invade at level 1. Invading without cv or any vision is NOT recommended. Having the extra ward will help. While Blitzcrank especially can also start [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion2.png][imgsmall=items/sight-ward.png], this is a very aggressive option that allows for easier hooks and knockups, but at the same time, it is very risky. Sacrificing map vision is not something you want to do. When you grab [imgsmall=summoners/clairvoyance.png], it can more or less compensate for this, but it takes away a summoner that can be used to win the lane. You will opt for these as soon as possible: [imgsmall=items/boots-of-speed.png][imgsmall=items/philosophers-stone.png][imgsmall=items/heart-of-gold.png][imgsmall=items/sight-ward5.png] You will most likely not be able to get that many items on your first trip back. If you have exactly 620, do not rush the philo, but take boots and wards instead. Never go back to lane without wards, even if it means you will have to delay your gold/10, because dying isn't worth it. You want the Boots early as well, since Movement Speed is a very important stat on Blitz. Buy as many wards and potions as you feel like youll need. Finish your gold/10 as soon as possible. Get [imgsmall=items/heart-of-gold.png] before [imgsmall=items/philosophers-stone.png] if the enemy plays a kill lane. When they only harass with poke or play really passively, you want the philo first. Always bring Wards! Now that you have finished your core, you have several options: You either finish your Shurelyas or go for Aegis before that. Both will benefit your team. If you are planning on engaging in midgame fights, Aegis is very valuable. However, if a teammate already has one, you can skip this and go for Shurelyas immediately. The movement speed bonus will allow you to easily catch people. You also want to upgrade your boots if you feel like youre becoming relatively slow. Personally, i like [imgsmall=items/mercurys-treads.png] or [imgsmall=items/ninja-tabi.png] because you have to be able to take some damage. Ninja Tabi is my preferred choice as it is also the cheapest way to get more movement speed. Sometimes, Mercs are required if you are dealing with a cc-heavy team. The other two options, [imgsmall=items/boots-of-mobility.png] and [imgsmall=items/ionian-boots-of-lucidity.png], can also work although i tend to get them rarely. If you want to roam and other lanes enable this, you can get Boots of Mobility. With them, you can also abuse your MS and land Qs with ease, because noone will be able to outrun you. CDR is important, but especially early i dont feel like they do too much. You can switch to them later on, but survivability is good throughout the game. You want to get an [imgsmall=items/oracles-elixir.png] if you have established a lead and want to take control of the map. A requirement for getting it is: do not die. It will sometimes require you to play safer instead of going balls deep. Once you have it, you can run around the map and clear wards, denying the enemy vision. This will force the enemy to play very passively. If not, you and your jungler can keep ganking lanes. You should get an oracles when you take down their tower in order to claim objectives. At the latest, you or your team should get one when you want to do baron or bait the enemy into facechecking. So at some point your build should look similar to this: [imgsmall=items/ninja-tabi.png][imgsmall=items/shurelyas-reverie.png][imgsmall=items/aegis-of-the-legion.png][imgsmall=items/heart-of-gold.png][imgsmall=items/sight-ward5.png][imgsmall=items/oracles-elixir.png] Usually, games don't even last that long. But in case it is still going, you want to itemize what you and your team needs and what will shut down the enemies. I usually finish [imgsmall=items/locket-of-the-iron-solari.png] afterwards ([imgsmall=items/randuins-omen.png] is possible to prolong your additional cc-chain, but id only skip locket for it against several singletarget-autoattacking threats). The active is just way too good against AOE. Having multiple on your team isnt bad either, just coordinate with your teammates who activates it first since the shields dont stack. I tend do go for [imgsmall=items/zekes-herald.png] or [imgsmall=items/frozen-heart.png] most of the time, as they greatly benefit your team. Remember that [imgsmall=items/aegis-of-the-legion.png][imgsmall=items/frozen-heart.png] are both items that should only be bought by 1 in your team. Frozen Heart will give you a huge armor boost allowing you to decently tank physical damage. Zekes on the other hand is a great support item which will give your team lifesteal and AS. It will especially benefit your AD; if your team has 3 champs that rely on autoattacks, definitely get this. If you need the armor when your teammate already has a Frozen Heart, you can get another [imgsmall=items/heart-of-gold.png] after finishing your locket. This gives you additional gold income and will eventually be built into [imgsmall=items/randuins-omen.png]. [imgsmall=items/abyssal-scepter.png] and [imgsmall=items/will-of-the-ancients.png] is generally better suited on your AP and in my opinion not worth buying. They give Blitz personally the least out of the mentioned items. [imgsmall=items/trinity-force.png] synergises well with Blitz, but it costs way too much gold for a support. If the game draws out too long and you need damage, you could go for this. [imgsmall=items/banshees-veil.png][imgsmall=items/force-of-nature.png][imgsmall=items/guardian-angel.png][imgsmall=items/quicksilver-sash.png] are other purely defensive choices if you get caught out of position a lot. [imgsmall=items/sight-ward5.png] You should always keep wards. If you want to keep an advantage, you can buy up to 10 wards at once and just completely reveal the entire map. But honestly, ward up.

Basically i recommend two basic support setups: [imgsmall=items/faerie-charm.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward2.png][imgsmall=items/vision-ward.png] or [imgsmall=items/faerie-charm.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward4.png]. [imgsmall=items/faerie-charm.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward2.png][imgsmall=items/vision-ward.png] The pink ward is very important as you will spend most of the time lurking in the brushes applying a lot of pressure. An enemy ward can will reveal you, thus making it easier for the enemy to harass, zone and predict your movements. [imgsmall=items/vision-ward.png] counters that. [imgsmall=items/faerie-charm.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward4.png] Instead of a pink ward, youll take 2 more sight wards. This is a good option if you plan to invade at level 1. Invading without cv or any vision is NOT recommended. Having the extra ward will help. While Blitzcrank especially can also start [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion2.png][imgsmall=items/sight-ward.png], this is a very aggressive option that allows for easier hooks and knockups, but at the same time, it is very risky. Sacrificing map vision is not something you want to do. When you grab [imgsmall=summoners/clairvoyance.png], it can more or less compensate for this, but it takes away a summoner that can be used to win the lane. You will opt for these as soon as possible: [imgsmall=items/boots-of-speed.png][imgsmall=items/philosophers-stone.png][imgsmall=items/heart-of-gold.png][imgsmall=items/sight-ward5.png] You will most likely not be able to get that many items on your first trip back. If you have exactly 620, do not rush the philo, but take boots and wards instead. Never go back to lane without wards, even if it means you will have to delay your gold/10, because dying isn't worth it. You want the Boots early as well, since Movement Speed is a very important stat on Blitz. Buy as many wards and potions as you feel like youll need. Finish your gold/10 as soon as possible. Get [imgsmall=items/heart-of-gold.png] before [imgsmall=items/philosophers-stone.png] if the enemy plays a kill lane. When they only harass with poke or play really passively, you want the philo first. Always bring Wards! Now that you have finished your core, you have several options: You either finish your Shurelyas or go for Aegis before that. Both will benefit your team. If you are planning on engaging in midgame fights, Aegis is very valuable. However, if a teammate already has one, you can skip this and go for Shurelyas immediately. The movement speed bonus will allow you to easily catch people. You also want to upgrade your boots if you feel like youre becoming relatively slow. Personally, i like [imgsmall=items/mercurys-treads.png] or [imgsmall=items/ninja-tabi.png] because you have to be able to take some damage. Ninja Tabi is my preferred choice as it is also the cheapest way to get more movement speed. Sometimes, Mercs are required if you are dealing with a cc-heavy team. The other two options, [imgsmall=items/boots-of-mobility.png] and [imgsmall=items/ionian-boots-of-lucidity.png], can also work although i tend to get them rarely. If you want to roam and other lanes enable this, you can get Boots of Mobility. With them, you can also abuse your MS and land Qs with ease, because noone will be able to outrun you. CDR is important, but especially early i dont feel like they do too much. You can switch to them later on, but survivability is good throughout the game. You want to get an [imgsmall=items/oracles-elixir.png] if you have established a lead and want to take control of the map. A requirement for getting it is: do not die. It will sometimes require you to play safer instead of going balls deep. Once you have it, you can run around the map and clear wards, denying the enemy vision. This will force the enemy to play very passively. If not, you and your jungler can keep ganking lanes. You should get an oracles when you take down their tower in order to claim objectives. At the latest, you or your team should get one when you want to do baron or bait the enemy into facechecking. So at some point your build should look similar to this: [imgsmall=items/ninja-tabi.png][imgsmall=items/shurelyas-reverie.png][imgsmall=items/aegis-of-the-legion.png][imgsmall=items/heart-of-gold.png][imgsmall=items/sight-ward5.png][imgsmall=items/oracles-elixir.png] Usually, games don't even last that long. But in case it is still going, you want to itemize what you and your team needs and what will shut down the enemies. I usually finish [imgsmall=items/locket-of-the-iron-solari.png] afterwards ([imgsmall=items/randuins-omen.png] is possible to prolong your additional cc-chain, but id only skip locket for it against several singletarget-autoattacking threats). The active is just way too good against AOE. Having multiple on your team isnt bad either, just coordinate with your teammates who activates it first since the shields dont stack. I tend do go for [imgsmall=items/zekes-herald.png] or [imgsmall=items/frozen-heart.png] most of the time, as they greatly benefit your team. Remember that [imgsmall=items/aegis-of-the-legion.png][imgsmall=items/frozen-heart.png] are both items that should only be bought by 1 in your team. Frozen Heart will give you a huge armor boost allowing you to decently tank physical damage. Zekes on the other hand is a great support item which will give your team lifesteal and AS. It will especially benefit your AD; if your team has 3 champs that rely on autoattacks, definitely get this. If you need the armor when your teammate already has a Frozen Heart, you can get another [imgsmall=items/heart-of-gold.png] after finishing your locket. This gives you additional gold income and will eventually be built into [imgsmall=items/randuins-omen.png]. [imgsmall=items/abyssal-scepter.png] and [imgsmall=items/will-of-the-ancients.png] is generally better suited on your AP and in my opinion not worth buying. They give Blitz personally the least out of the mentioned items. [imgsmall=items/trinity-force.png] synergises well with Blitz, but it costs way too much gold for a support. If the game draws out too long and you need damage, you could go for this. [imgsmall=items/banshees-veil.png][imgsmall=items/force-of-nature.png][imgsmall=items/guardian-angel.png][imgsmall=items/quicksilver-sash.png] are other purely defensive choices if you get caught out of position a lot. [imgsmall=items/sight-ward5.png] You should always keep wards. If you want to keep an advantage, you can buy up to 10 wards at once and just completely reveal the entire map. But honestly, ward up.

Warding is one of your main responsibilities as a support. Obviously, you should never be the only one buying wards, but that can sometimes not be avoided. Wards give vision, which is one of the most important aspects in the game, often underrated by lower rated or newer players. 1 Ward is worth 1000 words.. or something like that. Well placed wards can tell you where the enemy is or where the enemy is NOT; by method of elimination you can often conclude what the enemy is up to. Without wards, you will be vulnerable to jungler or mid ganks, the enemy could sneak objectives etc. However, dont waste unnecessary wards (as you simply cant afford it), for example you usually do not need a ward on dragon if you have the entrances covered. Be smart about ward placing and think about if theyre going to do something. In the worst case, badly placed wards can mislead you and your teammates by giving false security. Wards will also negate any brush juke attempts. The following shows where you should ward. [imgext=http://i.imgur.com/8cbvX.jpg] It seems kinda confusing, but i listed important ward spots in case youre on the blue team (lower left corner). All the blue dots advanced wards, both aggressive and defensive wards. The red dot is the spot you should keep warded in laning phase, no matter if blue or purple. Level 1: In case you invade at level 1 you should ward the enemy wraiths or your own wraiths. This will give away the enemy position. Now if you go for their blue and noone showed at their wraiths, you can assume that they are at your red. If you do find them and push them back, they will have to cross your ward when they want to take yours instead. Level 1 wards are crucial if you dont have cv. Another possibility is to ward their blue after your invasion and then proceed back to your own jungle. In laning phase, you will NOT be able to guard yourself completely from ganks. The enemy has 3 paths to gank (assuming youre blue side), meaning that with fewer wards, there is always the possibility of a smart jungler. The 3 ways are: 1. straight from the river 2. from the lane(brush) 3. from your jungle. With path 1 he will not be seen by the tribush if he hugs the opposite wall. Nr 2 will only be covered by lanewards OR if you constantly push (contrary to common misconception, pushing has its advantages). The 3rd one (for all you junglers) will usually end in a successful gank early because mid likely does not start with wards. The only time lanes will notice is when the jungler encounters your own one (thus the risk against more aware players). By warding both jungle entrances you will be able to keep track of that. Lanebrush wards are also very important. You won't always need them (if pushing up or too pushed up, or against a passive lane/jungle), but it will help you land grabs. The enemy will likely ward your brush to take away that control of you; thats when the pink ward comes in. Do not ward the brush when you have already crossed it (meaning dont ward lanebrush when theyre behind you). When the game progresses you will need more wards to either aggressive warding (taking control of their jungle when youre winning) or defensive wards in your own jungle (when your towers are down). Objectives are also important to ward. Oracles: oracles allows a team to gain map control by clearing wards all over the map. If you can make the enemy lose vision, then you will have a huge advantage. The oracle will make you a high priority kill target though, so stall it until you are able to survive some damage (shouldnt be too big of a problem early with the runes). Always press A instead of move when youre moving around the map with an oracle, and remember to walk through all the brushes to not oversee a ward. Pink wards: pink wards can be used as a substitue for oracles early on. You will only place them, when you want to remove enemy wards. Examples are: in the lane; in front of objectives; river to lane entrance to make it easier for your jungler to gank. What to do if the enemy gets oracles/vision wards? Blitzcrank excels at denying the enemy this option. You will make use of what i call the "bait ward". Basically you group with a few of your teammates and place a ward you know your enemy has vision of. Place it over a wall!!! The most prominent spot is over the wall into the dragon or baron pit. Now the enemy oracles-guy will come and try to kill it. This is where you grab and kill him. When a ranged champion is carrying the oracles, it gets more difficult, but you can always make use of the fact that you have direct vision on them while they only see the ward.

Warding is one of your main responsibilities as a support. Obviously, you should never be the only one buying wards, but that can sometimes not be avoided. Wards give vision, which is one of the most important aspects in the game, often underrated by lower rated or newer players. 1 Ward is worth 1000 words.. or something like that. Well placed wards can tell you where the enemy is or where the enemy is NOT; by method of elimination you can often conclude what the enemy is up to. Without wards, you will be vulnerable to jungler or mid ganks, the enemy could sneak objectives etc. However, dont waste unnecessary wards (as you simply cant afford it), for example you usually do not need a ward on dragon if you have the entrances covered. Be smart about ward placing and think about if theyre going to do something. In the worst case, badly placed wards can mislead you and your teammates by giving false security. Wards will also negate any brush juke attempts. The following shows where you should ward. [imgext=http://i.imgur.com/8cbvX.jpg] It seems kinda confusing, but i listed important ward spots in case youre on the blue team (lower left corner). All the blue dots advanced wards, both aggressive and defensive wards. The red dot is the spot you should keep warded in laning phase, no matter if blue or purple. Level 1: In case you invade at level 1 you should ward the enemy wraiths or your own wraiths. This will give away the enemy position. Now if you go for their blue and noone showed at their wraiths, you can assume that they are at your red. If you do find them and push them back, they will have to cross your ward when they want to take yours instead. Level 1 wards are crucial if you dont have cv. Another possibility is to ward their blue after your invasion and then proceed back to your own jungle. In laning phase, you will NOT be able to guard yourself completely from ganks. The enemy has 3 paths to gank (assuming youre blue side), meaning that with fewer wards, there is always the possibility of a smart jungler. The 3 ways are: 1. straight from the river 2. from the lane(brush) 3. from your jungle. With path 1 he will not be seen by the tribush if he hugs the opposite wall. Nr 2 will only be covered by lanewards OR if you constantly push (contrary to common misconception, pushing has its advantages). The 3rd one (for all you junglers) will usually end in a successful gank early because mid likely does not start with wards. The only time lanes will notice is when the jungler encounters your own one (thus the risk against more aware players). By warding both jungle entrances you will be able to keep track of that. Lanebrush wards are also very important. You won't always need them (if pushing up or too pushed up, or against a passive lane/jungle), but it will help you land grabs. The enemy will likely ward your brush to take away that control of you; thats when the pink ward comes in. Do not ward the brush when you have already crossed it (meaning dont ward lanebrush when theyre behind you). When the game progresses you will need more wards to either aggressive warding (taking control of their jungle when youre winning) or defensive wards in your own jungle (when your towers are down). Objectives are also important to ward. Oracles: oracles allows a team to gain map control by clearing wards all over the map. If you can make the enemy lose vision, then you will have a huge advantage. The oracle will make you a high priority kill target though, so stall it until you are able to survive some damage (shouldnt be too big of a problem early with the runes). Always press A instead of move when youre moving around the map with an oracle, and remember to walk through all the brushes to not oversee a ward. Pink wards: pink wards can be used as a substitue for oracles early on. You will only place them, when you want to remove enemy wards. Examples are: in the lane; in front of objectives; river to lane entrance to make it easier for your jungler to gank. What to do if the enemy gets oracles/vision wards? Blitzcrank excels at denying the enemy this option. You will make use of what i call the "bait ward". Basically you group with a few of your teammates and place a ward you know your enemy has vision of. Place it over a wall!!! The most prominent spot is over the wall into the dragon or baron pit. Now the enemy oracles-guy will come and try to kill it. This is where you grab and kill him. When a ranged champion is carrying the oracles, it gets more difficult, but you can always make use of the fact that you have direct vision on them while they only see the ward.

[highlight]Level 1[/highlight] As already mentioned, Blitz is a very strong level 1 invader because of his pull. However, you will need followup cc. Also, a lot of players assume that you will invade. These are the routes you could take; do not take the crossed out red path as everyone will see you coming. [imgext=http://i.imgur.com/rUeAp.jpg] However, it is always safer to play defensive. If youre on blue and able to just get ahead with doublegolems, you shouldnt risk invasions. Always look at the 5v5 lvl 1 matchup to judge. If the enemy has Alistar Morgana etc, then you better not invade. [highlight]Laning[/highlight] Blitz' laning is actually really passive. You have no ability to poke or defend yourself from poke. Blitz is an all-in type support, so if you hook, you and the ad should fully commit. When you can, you shoud get a xp advantage over your enemy. Doing Golems or Wolves at level 1 will greatly benefit your laning (There are YT videos on how to leash golems; let your AD aggro it and pull the golem back literally; proceed to kite them back and forth). You should stay in the brush most of the time. If you manage to hit 2 before the enemy, you can ward the enemy brush and pull the support in case hes sitting there. A lvl2 to lvl1 advantage is HUGE. In the short time frame you should force a fight. Afterwards, or against safe enemies, you want to stay back and rack up xp. If you have the stronger lane comp, you can look for grabs but make sure to hit them. Blitz functions well with laneganks from the jungler. If the enemy is going on your AD, the only thing you can do is disrupt them with knockups. Blitz requires a strong laner. Ward up in order to not die.

[highlight]Level 1[/highlight] As already mentioned, Blitz is a very strong level 1 invader because of his pull. However, you will need followup cc. Also, a lot of players assume that you will invade. These are the routes you could take; do not take the crossed out red path as everyone will see you coming. [imgext=http://i.imgur.com/rUeAp.jpg] However, it is always safer to play defensive. If youre on blue and able to just get ahead with doublegolems, you shouldnt risk invasions. Always look at the 5v5 lvl 1 matchup to judge. If the enemy has Alistar Morgana etc, then you better not invade. [highlight]Laning[/highlight] Blitz' laning is actually really passive. You have no ability to poke or defend yourself from poke. Blitz is an all-in type support, so if you hook, you and the ad should fully commit. When you can, you shoud get a xp advantage over your enemy. Doing Golems or Wolves at level 1 will greatly benefit your laning (There are YT videos on how to leash golems; let your AD aggro it and pull the golem back literally; proceed to kite them back and forth). You should stay in the brush most of the time. If you manage to hit 2 before the enemy, you can ward the enemy brush and pull the support in case hes sitting there. A lvl2 to lvl1 advantage is HUGE. In the short time frame you should force a fight. Afterwards, or against safe enemies, you want to stay back and rack up xp. If you have the stronger lane comp, you can look for grabs but make sure to hit them. Blitz functions well with laneganks from the jungler. If the enemy is going on your AD, the only thing you can do is disrupt them with knockups. Blitz requires a strong laner. Ward up in order to not die.

[highlight]Objectives[/highlight] The game is all about the map objectives and who controls them better. Be it dragon, Baron, Towers or even buffs. Once you group with your team, you can really shine. Ward everything up, get an oracle, and clear wards around dragon or baron if your team is strong enough. Ward behind the pit wall. Now if anyone is coming to refresh wards, you can just pull them into your team. A great place to hide after clearing out baron wards is the brush behind the elder lizard camp (for blue). You want to stall teamfights and try to pick of single targets. Everytime you succeed, you can get an objective out of it, making use of a 5v4. Do not pull the initiator. [highlight]Teamfights[/highlight] When it actually comes to teamfights, you want to knockup big threats and pull away divers that are on your carry. Use your ult when an instant silence is needed. Your job is basically to run around, be disruptive and stay alive.

[highlight]Objectives[/highlight] The game is all about the map objectives and who controls them better. Be it dragon, Baron, Towers or even buffs. Once you group with your team, you can really shine. Ward everything up, get an oracle, and clear wards around dragon or baron if your team is strong enough. Ward behind the pit wall. Now if anyone is coming to refresh wards, you can just pull them into your team. A great place to hide after clearing out baron wards is the brush behind the elder lizard camp (for blue). You want to stall teamfights and try to pick of single targets. Everytime you succeed, you can get an objective out of it, making use of a 5v4. Do not pull the initiator. [highlight]Teamfights[/highlight] When it actually comes to teamfights, you want to knockup big threats and pull away divers that are on your carry. Use your ult when an instant silence is needed. Your job is basically to run around, be disruptive and stay alive.

Matchups and how i rate them; 1-10, the higher the better the lane partner or easier the enemy respectively. [highlight]Lane Partners:[/highlight] [imgsmall=champ/ashe.png] Ashe and Blitz have a scary level 1. Aside from that, they do not have a lot of synergy. However, her ult can set up for easy hooks. Her permaslow combined with your low cd knockups is hard to deal with. The lane itself has to be played against a passive one as you will not be able to live or sustain through kill lanes. [number]6[/number] [imgsmall=champ/caitlyn.png] This lane should play out quite well. Caitlyin is a very independent laner, which means that your uselessness shouldnt affect her too much. Her traps can also allow for 100% accuracy on grabs as well as follow up (trap the sport in front of blitz as soon as an enemy steps on a trap). Note that she is not all that bursty, which means you have to judge exactly when you can go all in. [number]8[/number] [imgsmall=champ/corki.png] Corki is strong and lane and throughout the game. He does well with probably any support, Blitz being no exception. You should look for kills as successful hooks can be followed up by lots of burst. [number]7[/number] [imgsmall=champ/ezreal.png] Ez is quite bursty early and can somewhat farm on his own. [number]6[/number] [imgsmall=champ/graves.png] This is likely my favorite AD to go with blitz. The upfront burst and smokescreen go well with blitz. He is also hard to bully in lane. [number]9[/number] [imgsmall=champ/kennen.png] This is a lot of cc, kennen also has a lot of range on his own. Should work well. [number]7[/number] [imgsmall=champ/kogmaw.png] Despite Kog being a great AD, the fact that he is quite squishy with no escapes usually require more defensive type supports. [number]4[/number] [imgsmall=champ/missfortune.png] MF can trade very well on her own, but she needs sustain or shields in order to come out on top. You can pretty much not help her unless you land your hook. I dont like this lane too much. [number]5[/number] [imgsmall=champ/sivir.png] Is a solid lane. Your cc will allow her to land her double Q hit. With her ult, you can catch up to anyone. [number]6[/number] [imgsmall=champ/tristana.png] This is a straight up kill lane, played similarly to ali trist. However, i believe that alistar is better suited for this role. This can snowball, but also reverse-snowball - risk is involved. [number]6[/number] [imgsmall=champ/urgot.png] Urgot has better support options; he has a lot of great range poke and can lane on his own. I would not pick urgot blitz for the sake of laning, but they double displacement can be indeed strong. [number]5[/number] [imgsmall=champ/varus.png] Varus has good cc, poke and burst. Have to look into this yet, but in theory this lane should work well. [number]9[/number] [imgsmall=champ/vayne.png] Vayne is a weak laner and Blitz is a weak laner. Unless youre facing something really passive you shouldnt run this; if you do, you can try to get kills early. She has a displacement as well and you can set up alley-oops for her. This can be a pain to play if the enemy plays pokechamps. [number]5[/number] [highlight]lane Opponents (AD):[/highlight] [imgsmall=champ/ashe.png] Ashe has 0 escapes. Which makes her an easy target. She can permaslow you, but if you have a free line of sight, her kiting cant do anything. When she turns around to slow you with an auto, you can grab her. [number]8[/number] [imgsmall=champ/caitlyn.png] The poke and brush control is very hard to deal with. [imgsmall=champ/corki.png] Has an escape but isnt especially too bad of a lane for you. It really depends what support he gets, but try not to get too close to him for no reason, otherwise youll get bursted. I recommend full flat mr glpyhs. [number]3[/number] [imgsmall=champ/ezreal.png] Ezreal have the ability to doubleflash and escape once your cc wears off. His poke is also too much, especially if you try to hug the brush. [number]4[/number] [imgsmall=champ/graves.png] Graves is probably the tankiest AD innately. Has a quick dash and his smokescreen makes me lag. I would say this is more or less neutral, you probably want to turn this into a farm lane. [number]5[/number] [imgsmall=champ/kennen.png] Has insane range and poke and base ad. Be careful about grabbing him if he has his ult. [number]6[/number] [imgsmall=champ/kogmaw.png] No escapes, but can poke well with autos. You should probably run some aggressive ad against this. [number]8[/number] [imgsmall=champ/missfortune.png] Her early game is too good. Hard to handle, stall the game to mid/late. She is strong in trades, but has no escapes. [number]5[/number] [imgsmall=champ/sivir.png] The fact that she has a spell shield is usually bad for you. Good sivirs wont get grabbed. However, if they preempptively use it, you can wear off their mana and cooldowns by simply running up to her. An [imgsmall=skills/blitzcrank/r.png][imgsmall=skills/blitzcrank/q.png] combo can also prevent shielding. Skill matchup. [number]5[/number] [imgsmall=champ/tristana.png] Trists tend to be aggressive early. They also push. When he jumps on you yo ujust run back and push him into your tower or somewhere dangerous. Run all flat MR on glyphs and you should be ok. [number]7[/number] [imgsmall=champ/urgot.png] If you manage to dodge his E you should be good. Blitz' kit is actually quite strong against Urgot when you dont get poked down. He is short ranged and seems to have a big hitbox. You can also cancel his ult with yours. [number]7[/number] [imgsmall=champ/varus.png] Right now varus seems like a mf with bigger range and even burstier. Shoudlnt be a too favroable lane, but on the other hand, he has no mobility. When he charges his Q you should land a Q. [number]3[/number] [imgsmall=champ/vayne.png] Weak laner. Try to get a pull on her or try to zone her. You should predict her tumble, she will try to dodge your Q. [number]8[/number] [highlight]lane Opponents (Support):[/highlight] [imgsmall=champ/alistar.png] One of the worse champions you can go up against. Hooking him can enable him to land a 5 person stun. As long as he plays it correctly, he also has the advantage in laning phase due to sustain. While his actual teamfighting is stronger, your hooks are more gamechanging. [number]4[/number] [imgsmall=champ/janna.png] When you land a hook on her or the carry, she cannot do much to save either before 6. She is quite squishy so try to burst her down before she throws back cc. [number]7[/number] [imgsmall=champ/leona.png] Similarly to alistar, a hook can give him a free initiate. Leona usually plays really aggressively looking for kills. Leonas also tend to forego flash. If you have good coordination with your carry, you can bait her dash and pull her into tower range. Hard to kill if pulled with her defensive steroid. [number]5[/number] [imgsmall=champ/lulu.png] Good poke and cc. Her ult is kinda good against you. [number]5[/number] [imgsmall=champ/nunu.png] Nunu is also a passive lane, so thats nothing you have to worry about. While he can give his ad a free steroid, your actual utility exceeds his; you can also break his ult. [number]6[/number] [imgsmall=champ/sona.png] Can harass quite alot. Havent seen many sonas since she was nerfed. Play this passively and wait for a good opportunity to hook. [number]7[/number] [imgsmall=champ/soraka.png] I hate this champion; has no escapes etc, but his heal will save the carry if you manage to pull him. The armor buff is still really strong. Her silence can also disrupt your disruption. [number]6[/number] [imgsmall=champ/taric.png] Aside from the fact that he has free armor early, Taric isnt too difficult of a matchup. [number]7[/number]

Matchups and how i rate them; 1-10, the higher the better the lane partner or easier the enemy respectively. [highlight]Lane Partners:[/highlight] [imgsmall=champ/ashe.png] Ashe and Blitz have a scary level 1. Aside from that, they do not have a lot of synergy. However, her ult can set up for easy hooks. Her permaslow combined with your low cd knockups is hard to deal with. The lane itself has to be played against a passive one as you will not be able to live or sustain through kill lanes. [number]6[/number] [imgsmall=champ/caitlyn.png] This lane should play out quite well. Caitlyin is a very independent laner, which means that your uselessness shouldnt affect her too much. Her traps can also allow for 100% accuracy on grabs as well as follow up (trap the sport in front of blitz as soon as an enemy steps on a trap). Note that she is not all that bursty, which means you have to judge exactly when you can go all in. [number]8[/number] [imgsmall=champ/corki.png] Corki is strong and lane and throughout the game. He does well with probably any support, Blitz being no exception. You should look for kills as successful hooks can be followed up by lots of burst. [number]7[/number] [imgsmall=champ/ezreal.png] Ez is quite bursty early and can somewhat farm on his own. [number]6[/number] [imgsmall=champ/graves.png] This is likely my favorite AD to go with blitz. The upfront burst and smokescreen go well with blitz. He is also hard to bully in lane. [number]9[/number] [imgsmall=champ/kennen.png] This is a lot of cc, kennen also has a lot of range on his own. Should work well. [number]7[/number] [imgsmall=champ/kogmaw.png] Despite Kog being a great AD, the fact that he is quite squishy with no escapes usually require more defensive type supports. [number]4[/number] [imgsmall=champ/missfortune.png] MF can trade very well on her own, but she needs sustain or shields in order to come out on top. You can pretty much not help her unless you land your hook. I dont like this lane too much. [number]5[/number] [imgsmall=champ/sivir.png] Is a solid lane. Your cc will allow her to land her double Q hit. With her ult, you can catch up to anyone. [number]6[/number] [imgsmall=champ/tristana.png] This is a straight up kill lane, played similarly to ali trist. However, i believe that alistar is better suited for this role. This can snowball, but also reverse-snowball - risk is involved. [number]6[/number] [imgsmall=champ/urgot.png] Urgot has better support options; he has a lot of great range poke and can lane on his own. I would not pick urgot blitz for the sake of laning, but they double displacement can be indeed strong. [number]5[/number] [imgsmall=champ/varus.png] Varus has good cc, poke and burst. Have to look into this yet, but in theory this lane should work well. [number]9[/number] [imgsmall=champ/vayne.png] Vayne is a weak laner and Blitz is a weak laner. Unless youre facing something really passive you shouldnt run this; if you do, you can try to get kills early. She has a displacement as well and you can set up alley-oops for her. This can be a pain to play if the enemy plays pokechamps. [number]5[/number] [highlight]lane Opponents (AD):[/highlight] [imgsmall=champ/ashe.png] Ashe has 0 escapes. Which makes her an easy target. She can permaslow you, but if you have a free line of sight, her kiting cant do anything. When she turns around to slow you with an auto, you can grab her. [number]8[/number] [imgsmall=champ/caitlyn.png] The poke and brush control is very hard to deal with. [imgsmall=champ/corki.png] Has an escape but isnt especially too bad of a lane for you. It really depends what support he gets, but try not to get too close to him for no reason, otherwise youll get bursted. I recommend full flat mr glpyhs. [number]3[/number] [imgsmall=champ/ezreal.png] Ezreal have the ability to doubleflash and escape once your cc wears off. His poke is also too much, especially if you try to hug the brush. [number]4[/number] [imgsmall=champ/graves.png] Graves is probably the tankiest AD innately. Has a quick dash and his smokescreen makes me lag. I would say this is more or less neutral, you probably want to turn this into a farm lane. [number]5[/number] [imgsmall=champ/kennen.png] Has insane range and poke and base ad. Be careful about grabbing him if he has his ult. [number]6[/number] [imgsmall=champ/kogmaw.png] No escapes, but can poke well with autos. You should probably run some aggressive ad against this. [number]8[/number] [imgsmall=champ/missfortune.png] Her early game is too good. Hard to handle, stall the game to mid/late. She is strong in trades, but has no escapes. [number]5[/number] [imgsmall=champ/sivir.png] The fact that she has a spell shield is usually bad for you. Good sivirs wont get grabbed. However, if they preempptively use it, you can wear off their mana and cooldowns by simply running up to her. An [imgsmall=skills/blitzcrank/r.png][imgsmall=skills/blitzcrank/q.png] combo can also prevent shielding. Skill matchup. [number]5[/number] [imgsmall=champ/tristana.png] Trists tend to be aggressive early. They also push. When he jumps on you yo ujust run back and push him into your tower or somewhere dangerous. Run all flat MR on glyphs and you should be ok. [number]7[/number] [imgsmall=champ/urgot.png] If you manage to dodge his E you should be good. Blitz' kit is actually quite strong against Urgot when you dont get poked down. He is short ranged and seems to have a big hitbox. You can also cancel his ult with yours. [number]7[/number] [imgsmall=champ/varus.png] Right now varus seems like a mf with bigger range and even burstier. Shoudlnt be a too favroable lane, but on the other hand, he has no mobility. When he charges his Q you should land a Q. [number]3[/number] [imgsmall=champ/vayne.png] Weak laner. Try to get a pull on her or try to zone her. You should predict her tumble, she will try to dodge your Q. [number]8[/number] [highlight]lane Opponents (Support):[/highlight] [imgsmall=champ/alistar.png] One of the worse champions you can go up against. Hooking him can enable him to land a 5 person stun. As long as he plays it correctly, he also has the advantage in laning phase due to sustain. While his actual teamfighting is stronger, your hooks are more gamechanging. [number]4[/number] [imgsmall=champ/janna.png] When you land a hook on her or the carry, she cannot do much to save either before 6. She is quite squishy so try to burst her down before she throws back cc. [number]7[/number] [imgsmall=champ/leona.png] Similarly to alistar, a hook can give him a free initiate. Leona usually plays really aggressively looking for kills. Leonas also tend to forego flash. If you have good coordination with your carry, you can bait her dash and pull her into tower range. Hard to kill if pulled with her defensive steroid. [number]5[/number] [imgsmall=champ/lulu.png] Good poke and cc. Her ult is kinda good against you. [number]5[/number] [imgsmall=champ/nunu.png] Nunu is also a passive lane, so thats nothing you have to worry about. While he can give his ad a free steroid, your actual utility exceeds his; you can also break his ult. [number]6[/number] [imgsmall=champ/sona.png] Can harass quite alot. Havent seen many sonas since she was nerfed. Play this passively and wait for a good opportunity to hook. [number]7[/number] [imgsmall=champ/soraka.png] I hate this champion; has no escapes etc, but his heal will save the carry if you manage to pull him. The armor buff is still really strong. Her silence can also disrupt your disruption. [number]6[/number] [imgsmall=champ/taric.png] Aside from the fact that he has free armor early, Taric isnt too difficult of a matchup. [number]7[/number]

05/12/2012 [.]Guide released

05/12/2012 [.]Guide released

Thanks for reading my guide. Comment below, feedback is appreciated. As i have a little bit of space left for shameless advertisement: http://signup.leagueoflegends.com/?ref=4ed9211f8e424911065501 that's my referral signup link in case you are new to league or want to start up a new account for whatever reason such as on different servers etc. If you have any questions, feel free to ask!

Thanks for reading my guide. Comment below, feedback is appreciated. As i have a little bit of space left for shameless advertisement: http://signup.leagueoflegends.com/?ref=4ed9211f8e424911065501 that's my referral signup link in case you are new to league or want to start up a new account for whatever reason such as on different servers etc. If you have any questions, feel free to ask!

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