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BLITZCRANK BUILD GUIDE: Support Blitzcrank: You're Under Arrest! by bakanino

by bakanino (last updated 4 months ago)

Featured753,829 Views 7 Comments
9
Greater Mark of Armor(+8.19 armor)
9
Greater Seal of Mana Regeneration(+3.69 mana regen / 5 sec.)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
3
Greater Quintessence of Health(+78 health)
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Summoner Spells
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Starting

Full Item Build

View Item Details
0
15
15
mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 2/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 2/3
mastery 4 1/3
mastery 1 3/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
15 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 2/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
15 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Mana Barrier
QRocket Grab
WOverdrive
EPower Fist
RStatic Field

Introduction

Hi everyone!

My name is AP Sona (formerly Bakanino) 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 mis-step taken by his opponents, has huge snowball potential, and, most importantly, is a lot of fun! There's a reason he's banned in a huge amount of games.

I stream most days at twitch.tv/APSona. Although I play more Sona than Blitzcrank, I try to teach my viewers as much as possible and I'm happy to talk about any bot lane matchups you guys may be wondering about, including Blitzcrank!

Runes

[http://i.imgur.com/b08PY0Y.png]

I take pretty standard support runes, although there are multiple options.

Marks: Flat armor is simply the best option here, nothing else provides as much damage negation in lane.

Seals: Here I take flat mana regen per level (because Blitzcrank has the worst mana problems in early game) but there are other good options, such as flat health regen/5 or mana per level. If you do choose to take health regen instead of mana regen, it's probably worth starting the game with a faerie charm instead of rejuvenation bead.

Glyphs: Flat magic resist or magic resist per level - both are solid options here and they are by far your best two choices for glyphs.

Quints: You have two choices, you can either go for health quints or GP10 quints, depending on whether you want to win lane hard or focus on winning late game. If you want to win early, get health - otherwise, GP10 will make you strong once late game comes around and you will be able to take map control.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 2/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 2/3
mastery 4 1/3
mastery 1 3/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
15 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 2/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
15 Utility
I originally thought that a 0/9/21 page was best for Blitzcrank with the new masteries, but after testing around I feel like a 0/15/15 page is ideal. The cooldown reduction offered later into the utility tree is tempting, but Blitzcrank must balance two important aspects of laning: survivability and kill potential. If you are weak early and spend all of your masteries to get pulls, you may still die after forcing the 2v2 - this mastery page seems ideal to ensure that you remain safe in lane while still applying pressure.

Summoner Sets

Primary Set
Explanation:

: Flash is simply the strongest summoner spell in the game. The ability to instantly reposition is so crucial for both laning and for teamfighting. Flash can be used in two ways - either defensively, for example - while escaping a gank or escaping enemy aggression, or offensively, often to ensure that you will hit a grab on an escaping enemy or to be able to get your E off on an opponent who is attempting to escape.

: Exhaust is usually my 2nd pick of summoner spell, because exhaust is so useful in a 2v2 duel, which will be forced whenever you land a pull in lane. Often, you have to first pick blitz in order to get him, so you will likely be countered with an equally aggressive opponent bot lane (supports such as leona or alistar, and adcs such as tristana or ezreal) who can put out a large amount of damage in a short time. In order to avoid baiting your ADC into a quick death, exhaust will help protect them from their all-in when they counter-engage after your pull.

Good Alternatives

: Ignite is helpful against squishy healing supports (namely, Sona and Soraka) and gives you a bit more kill potential in lane. It's necessary to immediately kill off those supports though (Q - R - E and kill before the silence wears off) because if you allow them to live long enough to get their combos off, there's a good chance you can lose the 2v2 trade.

: Smite is a recent pick-up by some pro players, since you can get unexpected grabs by smiting a minion and immediately grabbing before the enemy ADC can react. At lower levels, this shouldn't be necessary (the enemy ADC will probably go out of position enough for you to get grabs as it is) but it can be a fun spell to take if you want to try something new. Generally, I don't think it provides as much utility as exhaust or ignite would provide.
Flash & Ignite
I pick this combination when I am against a squishy poke support such as Soraka or Sona, because the ignite is crucial for me to have kill potential in lane and therefore be able to easily zone.

Item Builds

Starting Build(s)
Build 1
At the start of season 4, most supports immediately went for a gold generation item (in Blitz's case, ancient coin). However, the importance of 2v2 skirmishes in lane dictates now that you should start with a Doran's Shield and biscuits.
Final Build(s)
Standard Final Items
Blitzcrank is reliant on his CC and tankiness in order to have a major role in later teamfights. Because of this, my items are heavily team-oriented and some of them (Talisman of Ascension, Randuins Omen) are focused on helping either with disengage or engage, both of which are crucial because Blitzcrank is a pick champion - your team will likely lose a 5v5 if the other team can get a proper full engage, and if you are able to engage quickly you may be able to grab someone out of position.
Build Order
This is my preferred build order, but my focus on different items depends on the tides of the game (for example, if the enemy ADC or AD assassin is fed I may rush a randuins rather than focusing on Mikael's. Always counter-build your opponents!). I don't remember the last time I've had enough income to actually finish an entire build path while playing support, since I always am spending money for vision control.

Skills

Mana Barrier
Passive: Mana Barrier

When Blitzcrank falls below 20% of his maximum health, he gains a shield equal to 50% of his current mana, lasting for 10 seconds.

Cooldown: 90 seconds, not affected by CDR


Explanation:

Mana Barrier is definitely most noticeable at very early levels, because blitzcrank's starting mana of 200 is massive considering his base health is only 423, meaning you gain a 100 hp shield (almost 25% of your max hp!) if you have full mana at level 1. In later levels, it's very helpful to keep you alive from assassination attempts or global ultimates, but because of blitzcrank's high mana costs, I often find myself with a relatively small mana shield. Part of this is my choice to start rejuvenation bead rather than faerie charm, but I prefer the health regen, even if it means sacrificing the power of Blitzcrank's passive.



Rocket Grab
Q: Rocket Grab

Blitzcrank extends his arm in a straight line. It will pull the first enemy minion/champion it reaches back to Blitzcrank's location, dealing 80 / 135 / 190 / 245 / 300 (+1.0 AP) magic damage and stunning them for 1 second.

Projectile Speed: 1800
Cooldown: 20 / 19 / 18 / 17 / 16 seconds
Cost: 120 Mana
Range: 925


Explanation:

Blitzcrank's Rocket Grab is a hugely game-changing spell, extremely irritating to lane against, and is the reason he is a common ban. When you attempt hooks, make sure to lead your enemy to where your hook will go - not where they currently are. Enemies who don't feel greatly threatened can easily side-step a hook, so it's important that you are somewhat close so that they are forced to run away in a straight line - this is why it is so difficult to initiate a blitz gank with a hook - because you are to the side, the opponent has multiple directions in which they can run.

If you have vision control you can properly set up blind pulls, which is where you pull someone over a wall where you have vision on their side but they don't have vision on yours. These pulls are exceptionally easy to hit, because people will be running in straight lines, unaware that you are waiting for them to waltz over your ward to their certain death.

In fights, you must be careful with target selection, attempting to land a pull on their squishier champions (usually ADC, AP, and support). If they initiate on your team, save your hook and use it to pull a damage threat away from your own carry.
Overdrive
W: Overdrive

Blitzcrank supercharges himself, gaining 16 / 20 / 24 / 28 / 32% movement speed and 30 / 38 / 46 / 54 / 62% attack speed for 8 seconds.

Cooldown: 15 Seconds
Cost: 75 Mana


Explanation:

Unlike most Blitzcrank players, I often max overdrive before anything else. I rely on overdrive to be able to properly position myself in the lane and zone out the enemy laners. I don't care for the reduced cooldown you get from maxing Q because I try to avoid using pull too often in lane unless I'm confident I can hit it - a missed pull in lane gives a window for the enemy laners to zone you out, so I prefer to keep my pull available so that it is a constant threat. For this reason, I max overdrive mainly for the increased movement speed. Having a higher level in W early helps with clearing wards, which gives you an early vision advantage and allows your jungle to apply more pressure on the lane while keeping you protected from enemy ganks.
Power Fist
E: Power Fist

Blitzcrank supercharges his next basic attack, causing it to deal an additional 100% of his total AD and knocking his target into the air for 1 second.

Cooldown: 9 / 8 / 7 / 6 / 5 Seconds
Cost: 25 Mana


Explanation:

E is a valuable skill, but there's no real urgency to get levels in it because it will always have a shorter cooldown than your Rocket Grab, and Blitzcrank's combo is generally W - Q - R - E or W - E - R - Q. Either way, the knock-up is particularly strong when paired with your hook, but otherwise is not particularly crucial in lane (obviously, it helps in teamfights simply to keep damage dealers from constantly dealing DPS). If you are ganking a lane, and you have a good angle on the enemy lane, it's often worth initiating the gank with this skill to ensure the knock-up before attempting to pull the enemy lane, because Blitzcrank hooks from the side are easier to dodge than Blitzcrank hooks from within lane.
Static Field
R: Static Field

Passive: Every 2.5 seconds, Blitzcrank fires a lightning bolt at a random enemy within 450 range, dealing 100 / 200 / 300 (+0.2 AP) magic damage.

Active: Blitzcrank detonates his static field, dealing 250 / 375 / 500 (+1.0 AP) magic damage to nearby enemies within 600 range and silencing them for 0.5 seconds. Static Field's passive damage is disabled while its active is on cooldown.

Cooldown: 30 Seconds
Cost: 150 Mana


Explanation:

The passive from Blitzcrank's ult is exceptionally annoying, as it often steals CS away from your AD carry and will draw Baron/Dragon agro when you are attempting to clear wards. For this reason, it's worth detonating your ult just to avoid drawing minion agro while clearing wards. In lane, you should keep your ult up even if it messes up your AD's CSing, because the silence is so crucial with your Q so that the enemy is unable to use an escape skill to get away from your Power Fist. Ideally, it'd be nice if the passive effect of Static Field could be toggled - however, this is not the case.

Pros and Cons

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 between oracles and Rocket Grab
  • Extremely fun to play

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

Invading

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:

  • Invade the enemy's blue buff by entering it through bot lane. Often, the enemy team will stack up in the banana bush between blue and mid lane, so this pathway will allow you to enter unseen and then grab a free kill when they go to do blue. If the enemies see you before you enter blue, go into the river bush next to bot lane and wait. Often, the support will ward over the wall into that bush - as soon as you see the ward being dropped, do a blind pull towards where you think the support is standing - it's pretty easy to hit, and gives you free first blood.

  • Invade red buff from top lane if you want to steal the free buff, since most purple junglers will start at blue.

  • Enter baron pit and blindly pull into the bush right in front of red buff. This is a low risk, high reward strategy that has a low success rate but is alright if your team doesn't want to do a full invade.

Purple Side:

  • Enter dragon pit and wait for the enemy team to set up. Once they've had time to set up, pull bilndly into the bush in front of red buff, as the jungler often waits there and you can get an easy first kill.

  • Invade red through bottom lane - often, you'll catch their bot lane off guard, and be able to pick up an easy kill.

Early Game

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 might 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 pull.

If you have a favorable matchup (example, Blitzcrank + Corki vs. Ezreal + 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.

Warding

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.

[http://i.imgur.com/ZDk3I2D.jpg]

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.

[http://i.imgur.com/ANFWiRR.jpg]

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.

[http://i.imgur.com/vIWcM2i.jpg]

Mid Game

Blitzcrank's focus mid game is to roam. You should grab your first oracle around 15-20 minutes, and once you get it you can completely gain map control, and therefore have an advantage on objectives. 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 - if this is the case, it is not as crucial to get oracles.

Late Game

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. Shurelya's is an excellent item if you want to engage fights, and as a Blitzcrank you have the potential to engage fights. Just make sure that your team decides to back off if you miss your engage, as it's only 1 minute before Shurelya's active is up again.

Team Fights

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.

Support Matchups

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.



Difficulty: 4


The most important thing you can do is avoid hooking alistar 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.



Difficulty: 2


Fiddlesticks is a frustrating support to play against because of the huge poke from his Dark Wind. If he's smart, he won't even try to maintain bush control against you, because it puts him at a very high risk - just get a couple of pinks, and you can sit in the bush as much as you want. You also probably want to take ignite for this lane, so that if you get a pull on fiddle you can kill him even if he tries to drain to stay alive. Most important thing in this matchup is that your ADC takes cleanse instead of barrier - otherwise, a fiddle fear when they engage at 6 will lead to your lane dying.



Difficulty: 3


It's hard to get kills on a Janna lane because of her global movement speed passive (which is getting reworked soon) and 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.



Difficulty: 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.



Difficulty: 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.



Difficulty: 3


Lulu's E-Q combination is very strong to both poke and kite, as the slow makes it extremely difficult for you to properly engage. Also, if you pull her or her ADC, she has both a shield and her ult to keep that person alive, meaning they have a good chance to deal a huge amount of damage in response. If either Lulu or her ADC has been poked down a bit, though, you should be able to grab a kill.



Difficulty: 1


Although Lux has a huge amount of long-range poke, and can provide vision with her lucent singularity, she doesn't have a reliable escape to allow her to survive if you hook her, and therefore she will likely die in lane. Don't feel obligated to stay near the front of your bush because you will take free harass as a result, but otherwise she is definitely vulnerable to be killed.



Difficulty: Skill Matchup (anywhere from 1 to 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.



Difficulty: 3


Nami is a pretty good counter to Blitzcrank because her kit completely acts against his - her aqua prison can stop him from trying to initiate a fight, and she has a spell so that her team's autoattacks can apply a slow. Plus, she has sustain. 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.



Difficulty: 3


Very similar to Leona, except Nunu has extra poke because of his ice blast and he has more late-game utility thanks to his blood boil. Try to take advantage of his late game mistakes and set up 4v5 teamfights as a result.



Difficulty: 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.



Difficulty: 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.



Difficulty: 3


Taric's still a very strong champ who is under-appreciated in solo queue. He is both tanky and provides sustain, which is a unique characteristic for a support. If you pull him, it's unlikely you can get the kill - and you give him a chance to stun your ADC, which will mean a world of hurt. Like always, take advantage of Blitzcrank's ridiculous late game utility.



Difficulty: 4


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.

ADC Synergy + Matchups



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: Excellent. Graves not only has big burst (like Draven) but can apply it very quickly thanks to his dash. He is also innately very tanky, which sets him up nicely for 2v2 all-in fights.

Matchup: Average. You can take advantage of his short range to zone him, but he's also very strong in a lane fight so you should be careful to pull him unless he's already taken some damage and your side is full health. if you do pull him, try to do it while his buckshot is on cooldown.



Synergy: Bad. Kog'Maw has a weak early game, and Blitzcrank won't be any help. Kog will get poked out and you can't force an engage because Kog doesn't have the damage to follow it up.

Matchup: Excellent. Kog's weak early game makes him vulnerable to your hooks, especially when his W is on cooldown and his range goes back down. When this happens, try to force him away from CS and if he gets greedy and still tries to take it, hook him.



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: Very Good. Quinn is highly underrated right now, but she is able to do quite a bit of damage with her e and passive, and a pull means that should be able to get off a Q on the enemy without it being blocked by minions. Although her focus tends to be pushing the lane, you can definitely grab kills thanks to her damage and the slow that she applies, which will be stacked when she completes her cutlass.

Matchup: Difficult. There's no point in trying to pull Quinn while her E is up, because she will just use it to bounce off you and apply some counter-harass. Be careful for a split-push Quinn late game - if she attempts this, grab a Shurelya's and force 4v5 fights as often as you can, because she takes down towers very quickly.



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: Good. Your hook makes it very easy for Urgot to hit his E-Q combo, so he will be able to get a lot of damage on the enemy ADC.

Matchup: Average. It depends on how he builds - if he gets very tanky, you can't really force the 2v2 and you have to rely on your ADC to poke him down. Otherwise, you can get kills and take advantage of his short range.



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.

Change Log

8/4/13

  • Guide Released

8/16/13

  • Fixed Formatting

Final Comments

With Blitzcrank having lost his constant ban status thanks to the introduction of Thresh, he's free to play a lot more often, and he is an exceptionally fun support. 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. Good luck, and have fun with Blitz!

Comments

February 11, 2014 - 12:09 AM #1

http://sh.st/cM6P

January 22, 2014 - 02:09 PM #2

Very in-depth guide!

January 21, 2014 - 05:21 PM #3

http://sh.st/cM6P

January 4, 2014 - 01:59 AM #4

@BonsaiMaster because I never switch from a warding totem to a sweeping lens, I prefer a different item that allows me to be tankier and have a greater impact on the teamfight. This is why my final build consists of 5 items with active abilities (assuming you include trinket).

Vision domination is much less of a factor with S4 changes, because it is now much more difficult to force objectives after getting a pick. You can maybe get an inhibitor (which used to snowball further) but now you can't really end a game unless you get a complete ace, which is why my build more heavily focuses on items that are useful for teamfighting than my guide's former focus on oracles and vision control.

That being said, it's a matter of preference. Most top players will say that you should get sightstone in their guides (and, to be fair, warding is a good practice and something that should be encouraged) but I very rarely see players actually build sightstone in my solo queue games. Sightstone is one of those items where players don't practice what they preach, and I don't want to fill my guide with advice that I don't actually use!

January 1, 2014 - 02:51 PM #5

sightstone?

December 23, 2013 - 11:36 PM #6

@Zero74 I prefer getting some cooldown reduction and damage augmentation rather than going with a full tank build because, compared to beefy top laners, someone like Blitzcrank simply will not get tanky enough to really be a front-line presence, so I would rather have a bit additional burst to help whittle down front liners on the opposing team.

As with any champ, it is all a matter of preference. But if you watched the recent NA LCS qualifiers you would have seen many of the supports (especially Annies) building pure tankiness and team-oriented items, but then immediately getting picked off in fights, to the point where they did not even get an opportunity to ult. If you are unable to get tanky enough regardless, you might as well optimize your build to have some additional damage instead.

December 19, 2013 - 11:43 PM #7

Athene's? really?

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