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All Guides Blitzcrank Guides [8.10] Fired up and ready to serve (Comprehensive Guide)
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Updated
6 days ago
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Blitzcrank Statistics for Nolan

Author's performance with Blitzcrank compared to the ranked average.

Value
Average
Games Played
8
Win %
47
Kills
2.5
Assists
12.4
Deaths
6.1
KA:D Ratio
2.4
Gold Earned
9.6K
Creep Score
42.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Self-explanatory. Gets you out, but also can set up flash + Q at turret for an easy kill.

14.png Blitzcrank is an aggressive, all-in support. Taking ignite usually results in the demise of an opponent.

Ignite goes well with the ability to flash + Q + ignite on an enemy during laning phase, which is pretty difficult to survive. Later in the game, ignite reduces healing and health regeneration, which can often make or break a teamfight, especially when cast on the enemy carries.

3.png Exhaust is also an option, but is more passive. Doesn't always result in a kill.

Exhaust is not as ideal as ignite, but if you choose to go with exhaust, it can usually give you the upper hand in trading with opponents, as well as slow down a fleeing or pursuing enemy.


New Runes Back to Top

Patch 7.22 marks the change from the original rune system of 7 years to a completely revamped system. The resolve tree provides additional bulk and sustain. Aftershock.png?width=32 provides a similar effect to Thunderlord's Decree, but is less consistent due to the 2.5s delay. Triggering an immediate flash will cause you to lose this additional damage effect. Second%20Wind.png?width=32 provides a 1054.png effect for you, without requiring you to buy one.


The secondary tree is up to you. The domination tree provides additional damage, allowing you to truly all-in your opponents. The inspiration tree offers additional options to offset the loss of the gold/5 runes. The sorcery tree is less impactful, but can be considered if you find yourself with mana issues.

Abilities Back to Top

Q
E
W
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
9
W
3
8
10
12
13
E
2
14
15
17
18
R
6
11
16

Max Q first to reduce the cooldown, potentially all the way down to 9.6 seconds with 40% cooldown reduction. This allows you to fire off hooks much more quickly, and is what causes Blitzcrank to famous, or infamous, depending on your point of view.


Max W second, as it boosts both your movement speed and secondarily, your attack speed. This lets you catch up to (or run away from) enemies, and combined with a short cooldown on Q and E, can let you CC your opponents on the retreat, or peel bruisers off your carries.

Be smart when using your W; the slight nerf in patch 5.7 on April 8, 2015 introduced consequences to spamming W. Righteous Glory combined with W and Talisman of Ascension results in an even more guaranteed catch.

Max E last, as it's more of a utility early on, and its cooldown can be reduced down to a spammable level by items.

Obviously, max R when you can.

Alternative Build:

An alternative choice is to max W first, instead of Q. Your progression would still be the same from levels 1-3. This build has gained some traction in China and Taiwan for ensuring the temporary CC on an opponent, due to W's significantly increased movement speed buff.

Items Back to Top

Starting Items

    General start, passive gold generation.
    If starting off with Ancient Coin isn't your thing.

Core Items

    Standard defensive core. Read notes for details.
    VS. AD heavy teams. Read notes for details.
    On meta build. Less favorable for solo queue climbing.
    For your inner Vin Diesel/Paul Walker. Maximum speed, dead enemy.

Situational Items

    Player's choice. See notes.
    Player's choice. See notes.
    Player's choice. See notes.
    Player's choice. See notes.
    Player's choice. See notes.
    Player's choice. See notes.
    Player's choice. See notes.
    Player's choice. See notes.

Scroll to bottom for tl;dr version of buy order.


3301_32.png2010.png3340_32.png or 3301.png2031.png3340.png

These three are what you should generally start with. Talisman of Ascension provides you a huge speed boost, which should not be underestimated. It can be used to both disengage or force an engage. Potion (biscuit) for when you get hit too much. Refillable potion is a more economical choice, where you sacrifice some healing ability for later gold. Either choice works, though I'm currently preferring opening with 3 biscuits over refillable. 

The buff in patch 5.23 made opening with coin more favorable, as it increased passive gold generation.

Patch 7.9 also makes coin more favorable, as it grants alternating bonus gold and mana on coin pickup. The Shield Battery makes you more tanky, though. The tradeoff is reaching your core items faster vs. having an overall higher health pool.

3302_32.png

If you really like Face of the Mountain, then start with this. Substitute 3301_32.png references with 3302_32.png as necessary.

Picking 3301.png over 3302.png is more of a solo queue choice. 

Remember that speed is king. Regardless of your starting item opening, you should always build at least one speed increase item to better catch your targets. Or build both.

-----

FIRST BACK:


3096.png or 3097.png2031.png if you didn't open with it

Fairly straightforward with the changes in season 8. Upgrading to either item and completing its respective quest will give you the equivalent of previous seasons' Sightstone.

-----

SECOND BACK/EARLY MID GAME:


3117_32.png or 2053.png or 1029_32.png or 1033_32.png

At this point, the item progression depends on your style. Personally, I prefer to rush Zz'rot Portal. This results in you applying pressure in multiple lanes. Previously, I preferred movement speed over defensive cores, as people typically were not focusing you.

My preferred build progression usually looks like: 2053.png3117_32.png

Alternatively, rushing Talisman gives you the highest possible movement speed, while providing you a utility option to force an engage, or provide speedy disengage. As a related perk, any champion affected by your talisman's speed boost that gets a kill also nets you an assist, so it's worth it to rush. 

Mobility boots lets you move around the map much faster, especially since you can also use W to speed up more.

Glacial Shroud provides you with further cooldown reduction, and also increases your Mana Barrier's shield size while providing some slight bonuses.

-----

MID TO MID-LATE GAME:


Complete 3107.png and 3190.png

Zz'rot Portal ensures one of your lanes is constantly pushing, forcing your opponents to make a decision between grouping (ARAMing) and taking an objective, or sending someone to clear the wave. Capitalize on this.

At this point, your item progression should look something like: 3800.png3107.png3117_32.png2302.png3364.png

-----

LATE GAME:


Complete 3190.png. Then complete 3110.png. If too much AD on the enemy team, complete 3143.png instead of 3190.png.

At this point, you're both providing the initiate, and also peeling for your carries. Randuin's Omen provides necessary slow to prevent diving opponents from instantly getting to your carries. It should be your preferred pick, since you will be in the middle of the enemy team anyways when you silence with your R, so you can combo both a silence and a slow in seconds.

Final build:

3800.png3190.png3107.png3117.png3110.png2302.png3364.png

-----

SITUATIONAL:


3025_32.png over 3110.png

Iceborn Gauntlet is when you're just that far ahead, or if you feel like you need the extra damage. However, you miss out on the passive effect that Frozen Heart provides. Even when I've been 8-0 as support Blitzcrank, I've usually gone with Frozen Heart over Iceborn Gauntlet.

This one is purely your choice, though. I personally feel like the additional armor is better, as well as the reduced attack speed. You will have the reduced movement speed from Randuin's Omen anyways.

3800.png

Build this if you don't open with Ancient Coin. Or build both this and 3069.png. Blitzcrank likes speed.

3143.png

Some people prefer this over Righteous Glory. Righteous Glory + Talisman + Overdrive is almost a guaranteed catch on someone out of position. You will essentially hit Homeguard speed, except you will be in the middle of the map instead of leaving the fountain.

3222_32.png

Mikael's makes you less tanky, but can pull a teammate out of a pinch. It's also a strong choice for team compositions that can chain CC, as having your AD carry instantly dead is not the best way to win a team fight. Mikael's is more of a defensive choice rather than an offensive choice; if you drop Randuin's Omen for Mikael's, you lose the ability to chain combo your AoE silence and slow from a R - Static Field and Randuin's combo.

If your AD carry has a knack for getting caught, you might have to rush Mikael's. With the nerf to Talisman of Ascension's cooldown reduction (20% to 10% in v4.13), running this item or Locket will push you to the 40% CDR mark, assuming you have no cooldown runes.

3050.png

Zeke's Harbinger (later renamed to Zeke's Convergence), introduced in 5.14 and subsequently adjusted in patch 5.15, is an interesting item. It's situational and is lethal, but charges quite slowly, and requires you to be next to your Conduit ally. The issue with this item is that it provides a brief steroid, but does not allow you to poke that well, as the effects quickly go onto cooldown.

In patch 5.15, Zeke's now charges 33% slower, but lasts 25% longer. This item still remains situational, and is fairly team dependent. It's seen its use in professional play, but I still remain somewhat neutral on it. Blitzcrank is a lot more focused on catching opponents and benefits slightly more from Righteous Glory than Zeke's Harbinger; Locket of the Iron Solari provides more defensive bonuses as well, but Zeke's can be substituted in for this. The release of Dead Man's Plate in patch 5.16 further weakens this item's strength as an item pick.

3742.png

Dead Man's Plate was introduced to Summoner's Rift in patch 5.16. A niche item at best; you can't afford to give up any of your core items with actives, as the utility provided to your team greatly outweighs the movement speed bonus from Dead Man's Plate. It's unlikely for you to give up boots, as 105 MS > 60 MS out of combat. Frozen Heart provides a 700 range attack speed debuff, and provides both mana and armor as well.

Note that Blitzcrank's W does not count as a slow that reduces your stack count. Slows and snares from enemy damage are the only factors that count for the stack reduction.

3009.png

Recent adjustments to Boots of Swiftness now make them a strong contender to the traditional Boots of Mobility buy, as the reduction to speed debuffs is quite helpful for Blitzcrank. You now have a much more consistent movement speed in comparison to the previous fast/turtle/fast again cycle. The drawback is that your speed combo (if you are running both Talisman of Ascension and Righteous Glory) is slightly slower, but shouldn't affect your ability to catch enemies out of position that much.

3512.png

If you've watched LCS or paid attention to the redditsphere, you may have noticed this item popping up en masse on teams. With a solid boost to armor and magic resistance, this item provides stats similar to Guardian Angel. What really distinguishes this item is its ability to slow push a large minion wave toward an enemy objective, usually an inner or inhibitor turret. This forces someone to go to the portal's location and neutralize it, or building a portal of their own. In the former case, this opens up an opportunity to force another objective, whereas in the latter case, it becomes a standard case of attrition and patience.

-----

BUY ORDER, TL;DR VERSION:


Start: 3301_32.png2003.png3340_32.png

Buy: 3096_32.png3341_32.png2055.png2003.png > 3096_32.png3117_32.png > 3114.png3801.png3364.png > 3800.png > 3107.png > 2302.png > 3190.png > 3024_32.png > 3110.png > 2138.png

"On-meta" build: 3800.png3190.png3107.png3117.png3110.png2302.png3364.png

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Ahri
    Medium
  • Akali
    Easy
  • Alistar
    Medium
  • Amumu
    Hard
  • Anivia
    Easy
  • Annie
    Easy
  • Ashe
    Easy
  • Azir
    Easy
  • Bard
    Easy
  • Blitzcrank
    Medium
  • Brand
    Easy
  • Braum
    Hard
  • Caitlyn
    Medium
  • Camille
    Medium
  • Cassiopeia
    Easy
  • Cho'Gath
    Easy
  • Corki
    Medium
  • Darius
    Easy
  • Diana
    Easy
  • Dr. Mundo
    Easy
  • Draven
    Medium
  • Ekko
    Hard
  • Elise
    Medium
  • Evelynn
    Easy
  • Ezreal
    Hard
  • Fiddlesticks
    Easy
  • Fiora
    Easy
  • Galio
    Hard
  • Gangplank
    Easy
  • Garen
    Easy
  • Gnar
    Easy
  • Gragas
    Medium
  • Graves
    Medium
  • Hecarim
    Medium
  • Heimerdinger
    Easy
  • Illaoi
    Medium
  • Irelia
    Medium
  • Janna
    Medium
  • Jarvan IV
    Medium
  • Jax
    Medium
  • Jayce
    Easy
  • Jhin
    Easy
  • Jinx
    Easy
  • Kalista
    Hard
  • Karma
    Medium
  • Karthus
    Medium
  • Kassadin
    Medium
  • Katarina
    Easy
  • Kayle
    Easy
  • Kayn
    Medium
  • Kennen
    Medium
  • Kha'Zix
    Easy
  • Kog'Maw
    Easy
  • LeBlanc
    Medium
  • Lee Sin
    Medium
  • Leona
    Hard
  • Lissandra
    Medium
  • Lucian
    Medium
  • Lulu
    Medium
  • Lux
    Easy
  • Malphite
    Medium
  • Malzahar
    Easy
  • Maokai
    Medium
  • Master Yi
    Easy
  • Miss Fortune
    Easy
  • Mordekaiser
    Easy
  • Morgana
    Hard
  • Nami
    Easy
  • Nasus
    Medium
  • Nautilus
    Medium
  • Nidalee
    Medium
  • Nocturne
    Easy
  • Nunu
    Easy
  • Olaf
    Easy
  • Orianna
    Easy
  • Ornn
    Medium
  • Pantheon
    Easy
  • Poppy
    Medium
  • Quinn
    Easy
  • Rammus
    Medium
  • Rek'Sai
    Medium
  • Renekton
    Easy
  • Rengar
    Medium
  • Riven
    Medium
  • Rumble
    Easy
  • Ryze
    Easy
  • Sejuani
    Easy
  • Shaco
    Easy
  • Shen
    Easy
  • Shyvana
    Medium
  • Singed
    Easy
  • Sion
    Hard
  • Sivir
    Hard
  • Skarner
    Easy
  • Sona
    Easy
  • Soraka
    Hard
  • Swain
    Medium
  • Syndra
    Medium
  • Tahm Kench
    Hard
  • Taliyah
    Easy
  • Talon
    Easy
  • Taric
    Easy
  • Teemo
    Easy
  • Thresh
    Hard
  • Tristana
    Medium
  • Trundle
    Easy
  • Tryndamere
    Medium
  • Twisted Fate
    Easy
  • Twitch
    Medium
  • Udyr
    Medium
  • Urgot
    Easy
  • Varus
    Medium
  • Vayne
    Medium
  • Veigar
    Easy
  • Vel'Koz
    Easy
  • Vi
    Easy
  • Viktor
    Easy
  • Vladimir
    Medium
  • Warwick
    Easy
  • Xerath
    Easy
  • Xin Zhao
    Easy
  • Yasuo
    Hard
  • Yorick
    Medium
  • Zac
    Medium
  • Zed
    Medium
  • Ziggs
    Easy
  • Zilean
    Easy
  • Zyra
    Medium

VS

Aatrox

Easy

Aatrox isn't encountered in your lane often, but if he is, he's not as deadly as he would be if were in top lane or in the jungle. Q and E can both catch him in the middle of his jump, and once Blood Well is on cooldown, he shouldn't be too hard to kill, unless he's fed.


Note that as of patch 5.7, Blood Well comes up significantly faster than it did before. Take this into consideration in the late stages of the game.

VS

Ahri

Medium

Ahri's three dashes on her ultimate make it difficult to easily kill her, since she can dash away, and a skilled Ahri player will be wary for ganks when Spirit Rush is on cooldown.

VS

Akali

Easy

Akali is fairly easy to keep track of when her Twilight Shroud is up with an Oracle Lens, so rush one. Her dashes require a charge of Essence of Shadow, and she only has at most three at any given point. Since Shadow Dance requires her to target an enemy, it makes her escape path fairly limited.

VS

Alistar

Medium

Pulling an Alistar really doesn't do very much. He can counter with a Headbutt + Pulverize combo onto your carry, which can be devastating. Triumphant Roar can usually heal off most of the damage you put on via harassing and trading, but he's not impossible to kill. Playing defensively and pulling Alistar under your turret is probably the easiest way to rack up kills.

VS

Amumu

Hard

You don't really want to pull Amumu into your team unless you're sure you can kill him before, or immediately after he casts Curse of the Sad Mummy. Failure to kill Amumu fast enough when you pull him is likely to result in a beautiful ult onto your entire team, with a likely bonus of an ace on your team as well. If Amumu is the enemy jungler (90% likely), it's possible to set him behind early by pulling his starting buff away so that your jungler gets a slight edge.

VS

Anivia

Easy

Anivia is not very mobile, and her only escape is her flash. Her wall doesn't block your grab, and your E or R can interrupt her channel of her ultimate.


As of patch 5.7, she is a little more resilient to your grabs, as having her egg on a significantly shorter cooldown timer gives a very tiny increase to her chances of survival against you. Overall, she is still weak to grabs, and hates being turned into scrambled eggs.

VS

Annie

Easy

If Annie is supporting in bottom lane, she can whittle you down with her auto attacks. If she starts to whittle you down, play defensively and pull her under turret if she gets to be too problematic. She's fairly squishy regardless of which lane she's in; mid lane Annie can get scary with her stun and burst, but your CC on your combo should give your mid laner long enough time to burst her down before she can retaliate.

VS

Ashe

Easy

Ashe has no escapes other than her flash, and if you position correctly, a retaliatory Enchanted Crystal Arrow ultimate should usually land in your face rather than your ADC's. Either way, your combo before she is able to respond should give your ADC enough time to chunk her down. 

VS

Azir

Easy

Azir's Shifting Sands ability to pull himself to any of his sand soldiers is fairly similar to Jarvan's E+Q combo. Counterplay this by anticipating his escape path, or force him to use his combo, and pull in the same direction he traveled.

VS

Bard

Easy

Bard has tremendous mobility and map control, but he does very little for his team in lane. His tunnels only has a range of 900, and is relatively obvious in its destination point. His ultimate can prove problematic, though; treat him similarly to Amumu or Leona, and only pull if you know you can quickly capitalize on it.

VS

Blitzcrank

Medium

Obviously an encounter you'll never experience in ranked, but in a normal... may the best Godhand win. Both of you landing your grabs simultaneously will result in you two switching spots.

VS

Brand

Easy

Brand has no natural escapes other than flash. Once he's pulled, he's pretty much guaranteed dead. If he flashes, he won't have flash for a while.

VS

Braum

Hard

Braum is difficult to deal with. Concussive Blows will result in you taking significantly more damage than he will, so trading is out of the question. Stand Behind Me (W) can quickly take him out of harm's way, while a W+E combo can result in him both jumping out of harm's way and also blocking your Rocket Grab. Your only real engaging opportunity is to run up to him with E, or catch him off guard.

VS

Caitlyn

Medium

Caitlyn's range makes it very easy for her to poke you down from afar. Use the bushes and turret to your advantage during laning, and try to catch her off guard. Play passively and be patient, and wait for her to step out of position.

VS

Camille

Medium

VS

Cassiopeia

Easy

Cassiopeia can be dealt with fairly quickly. Running up to her can be risky, as you'll likely take quite a few hits of Twin Fang before you get to her. Once she's grabbed, your combo should give your team enough time to take her down before she can retaliate with Petrifying Gaze. Even if you don't secure the kill, her ultimate will be on cooldown.

VS

Cho'Gath

Easy

Cho'Gath is the easiest target in the game to land a Rocket Grab on, since his character model becomes huge when he starts to build stacks of Feast. Rupture is his only real disengage, since Feral Scream only silences and doesn't hamper pursuit.

VS

Corki

Medium

Corki is fairly annoying to deal with. Phosphorous Bombs early can hurt, and once he hits 6, he'll start spamming Missile Barrage at you. The best ways to deal with him are to either bait his Valkyrie escape and pull him back, or pull him under turret. Trading usually results in going even with him, but you'll likely die once a major engage occurs.

VS

Darius

Easy

Aside from Darius having major potential to execute you, when he's caught, he's caught. Darius has no escape, and is a fairly easy pick.

VS

Diana

Easy

Diana naturally likes to dive in onto your carries, but if you catch her, she's probably dead before she can execute her Lunar Rush combo.

VS

Dr. Mundo

Easy

Mundo has no escapes, and shouldn't give you much trouble once pulled. Late game, however, he will be very difficult to kill.

VS

Draven

Medium

He hits hard. But his only "escape" is Stand Aside, which doesn't affect your pull, as your pull is cast from a fixed point once it starts, so Stand Aside can actually benefit you, as he'll push you back (usually closer to your team, who can then jump onto him). Only caveat is to make sure you kill him quickly, or a teammate might die as well.

VS

Ekko

Hard

Ekko is one of the harder champions to pull. His passive grants movement speed when applied to champions, which makes it easier for him to get away. A couple points to cover:


His Q creates a slowing field, which can be used to not only slow you similarly to Lux's E or Orianna's W, but also can slow you without hitting you. 

His W can also slow you as well as stun you.

His E is a slight escape, but it is comparable to Vayne's Tumble (300 vs 325 range). As a point of reference, both Graves and Lucian have 425 range on their respective Es.

Lastly, be mindful of his ultimate, Chronobreak. Chronobreak allows him to blink back to where he was 4 seconds ago in a Zed- or LeBlanc-like fashion and do a significant amount of damage upon arriving at his destination. 

A combo of his ultimate and his E give him quite a bit of juking power, similar to LeBlanc. Be mindful of this, and watch the hologram. If he steps out of position, you can pull him and force him to waste his ultimate by dashing back to his location 4 seconds ago.



VS

Elise

Medium

Elise's E - Rappel in spider form can juke your grab, and her spiderlings can block your grab from landing as well. Initiate with E, silence her with R, and wait for Rappel to be on cooldown before using Q. Elise also hits fairly hard even with minimal items, so be careful.

VS

Evelynn

Easy

Evelynn's W - Dark Frenzy does not cleanse a robotic arm, so she doesn't have any escapes when she's trying to run.

VS

Ezreal

Hard

One of the most annoying matchups for Blitzcrank. Ezreal's Arcane Shift can get him out of a grab relatively easily, and he can spam Mystic Shot at you to slowly wittle you down. Bait out the Arcane Shift by running up to him with W and E, then pull him back with Q.


Righteous Glory is helpful for catching Ezreal, as the Homeguard-like speed will quickly close the gap between you and him.

VS

Fiddlesticks

Easy

The only problematic aspect of Fiddlesticks is his love of standing hidden in a bush to channel Crowstorm onto your team. As with any other support, ward coverage is the best counter to Fiddlesticks. Once he's visible, he has no escape, so pull him and kill him.

VS

Fiora

Easy

Blade Waltz hurts, but that's not the point of this guide. Fiora can be easily caught and killed, as she has no natural escape other than Lunge, but Lunge requires an enemy to be near. If it's just your team near her, she has no escape.

VS

Galio

Hard

Galio is problematic in the sense that like Amumu, he loves to be in the middle of your team. Pulling him could result in disaster for your team, but if he's alone, he's a free kill.

VS

Gangplank

Easy

Gangplank has no natural escapes, so once he's caught, throw him in jail... oh wait, you're not Caitlyn. Nevertheless, Gangplank is rarely problematic.

VS

Garen

Easy

Known for his affinity for spinning to win, Garen isn't problematic unless you pull a fed Garen onto your AD carry. Then you have some problems. Otherwise, he's fairly easy to deal with.

VS

Gnar

Easy

Gnar isn't too problematic in his basic form, though he does have some juking capabilities with his Hop. Mega Gnar can temporarily CC you, and isn't recommended to be pulled in a team fight. Just wait for his Rage to ebb away, and once he's in his basic form, he's fairly easy to kill.

VS

Gragas

Medium

Body Slam has a hefty cooldown and can go over walls, but make sure to pay attention which direction Gragas was heading and pull in that direction. Beyond that, Gragas isn't particularly too difficult to deal with. He can be quite disruptive to your team, but on his own outside of a teamfight, he isn't too bad. During a teamfight is a different story. He can put on a surprising amount of damage regardless of if he's jungle or mid Gragas.

VS

Graves

Medium

During laning, don't underestimate Graves' burst. If Graves is ahead in items, pulling him could be fairly painful for either you or your carry, especially if the opposing support is able to put on even more damage.

VS

Hecarim

Medium

Hecarim's Spirit of Dread allows him to heal quite a bit of health if he's pulled into your team. Additionally, he's free to cast Onslaught of Shadows when you pull him. If you do choose to pull Hecarim, make sure you can kill him quickly, or you've just lost the team fight.

VS

Heimerdinger

Easy

Nothing special. His turrets can block your pull, but he has no natural escapes other than flash.

VS

Illaoi

Medium

Pulling her into your team results in tentacle hentai for your entire team, but if you can kill her quickly, then it's not that big of an issue.

VS

Irelia

Medium

A fed Irelia can be seriously problematic if pulled onto your team and your team is not ready, more so than other champions, surprisingly. Irelia is often underestimated at lower levels, but she has the ability to glue herself to her target. That unfortunate target is your AD carry, most of the time. Hiten Style and Equilibrium Strike will seriously incapacitate a squishy member of your team, so exercise caution.

VS

Janna

Medium

A well-played Janna can seriously outplay Blitzcrank. Tailwind makes your targets slightly more unpredictable, due to atypical movement speeds. Howling Gale and Zephyr can both impede your chase, and coupled with decent juking abilities or a Talisman of Ascension, and she can disengage her team quite well. Eye of the Storm during laning phase will always ensure her carry comes out ahead in an even trade, and Monsoon is yet another disengage in Janna's arsenal.


That being said, Janna is extremely skill reliant, as well as squishy. She is one of the hardest supports to master. It's unlikely you'll encounter a highly skilled Janna below Diamond level play. Since she is extremely squishy, bully her when a jungler ganks to ensure a kill.


VS

Jarvan IV

Medium

Exercise caution when pulling a Jarvan. Pulling Jarvan close lets him Cataclysm your team, which can be devastating if your team is behind. Additionally, his E+Q combo can pull him just out of reach, unless you pull in the exact same direction he's moving.

VS

Jax

Medium

Jax is a terror late game, boasting both tankiness and devastating power. Jax has a natural escape in the form of Leap Strike, and can stun with Counter Strike. Empower provides a damage boost, which can be formidable when coupled with the passive effect from Grandmaster's Might.


Counterplay essentially revolves around knowing where Jax's team is, and how ready your team is to deal with him. Generally, you want to avoid pulling Jax, unless he is out of position. Rather, you should focus your efforts on peeling him off your carries.

VS

Jayce

Easy

Jayce can knock you away with Thundering Blow, but that doesn't impede your ability to pull him right back into the fight. Whenever he changes stances, his passive Hextech Capacitor provides him with a temporary movement speed boost. Pop him up with E, then pull him back when he tries to get away.

VS

Jhin

Easy

He can plant traps like a Teemo/Caitlyn hybrid, but he's also quite immobile and easy to grab. Think how immobile Jinx and Varus are, and you essentially have the same approach for dealing with Jhin.

VS

Jinx

Easy

Jinx hits very hard when fed, but so does Vayne. Jinx has no natural escapes, and her only disengage is Flame Chompers!, which only snares you in place, leaving you free to pull her anyways. Additionally, Jinx has the lowest base movement speed, like Blitzcrank. This makes her very sluggish without Get Excited!, which makes her extremely easy to pull.

VS

Kalista

Hard

Kalista is fairly difficult to catch if there's anything to auto nearby. With Martial Poise, she can hop in any direction to juke you. Her ultimate can also lob her support directly onto you or your team. If caught, she's easy to kill, but the hard part is the catching.

VS

Karma

Medium

Laning during Karma can be frustrating, as she can harass you nonstop with Inner Flame. Focused Resolve shouldn't give you too many problems when you are pursuing her, as you can pull her right back, but it can also prove to be problematic if you are trying to disengage Karma off your AD carry. Inspire will also result in lost trades most of the time.


Play defensively, and wait for mistakes. Capitalize on those mistakes; if you don't, you'll need jungle help in winning the lane back.

VS

Karthus

Medium

Normally a mid laner would be easy, but Karthus poses a unique threat where he wants to be in the middle of your team. Pick your engages wisely, because sitting in his Defile will annihilate your team, especially if he has Zhonya's. Otherwise, he has minimal escaping abilities (at most a slow and a flash), so he should be easy pickings.

VS

Kassadin

Medium

Medium difficulty only in the sense that Kassadin is nigh impossible to actually grab. Riftwalk gives Kassadin free blinks, but with the increased number of nerfs to his kit, Kassadin mobility has become limited. Pre-nerf, landing a Rocket Grab on Kassadin was equal in difficulty to Ezreal, but now he quickly runs out of mana, effectively shutting him down. Righteous Glory is helpful for catching.

VS

Katarina

Easy

Probably one of the bigger counters to Katarina. Blitzcrank's entire kit shuts her down, interrupting the channel on her ultimate. Shunpo can briefly take her to safety, but like Jax, it's a short range skill and you can quickly catch up to her.

VS

Kayle

Easy

Kayle has no natural escapes, and pulling her is guaranteed to result in a flash or Intervention being used. Treat her like a Draven, though. If she's fed, she can put out a surprising amount of damage before she goes down.

VS

Kayn

Medium

VS

Kennen

Medium

Lightning Rush is Kennen's getaway card, which can make catching the Yordle tricky. However, if he's just used it, he's a sitting duck. Be wary of his team, though. If his team is nearby, Slicing Maelstrom can result in some rather unfortunate team fights.

VS

Kha'Zix

Easy

Kha'Zix's biggest fear is CC, which Blitzcrank provides. By pulling him, you've suddenly negated the element of surprise that Kha'Zix relies on, but you haven't neutralized his damage. However, usually if Kha'Zix is caught by himself, he'll be using his jump and/or ultimate to get away, which serves as an indirect peel for your carries if a team fight breaks out soon after.

VS

Kog'Maw

Easy

Blitzcrank is perhaps one of the more brutal counters to Kog'Maw, since Kog'Maw should instantly turn into goo and start running after you in his Icathian Surprise form if you catch him. Kog'Maw's fairly immobile, squishy, and extremely position dependent. He puts out a lot of damage if you let him sit there and whittle you down, so try to force engages onto him as much as you can.

VS

LeBlanc

Medium

Medium in difficulty in the sense that she can run away quite easily if you catch her and your team doesn't put her down quickly, but that also comes at the expense of her combo abilities for the next 30 seconds or so. If a team fight can be forced soon after, part of her damage is negated.

VS

Lee Sin

Medium

Lee Sin can escape your engages quite easily, and on top of that, he can also kick you away and slow your pursuit. Pulling Lee Sin too close to your carries can potentially result in a carry being kicked toward the enemy team if the Lee Sin is skilled and your carries are out of position.

VS

Leona

Hard

One of the biggest counters to Blitzcrank in all stages of the game. Her ultimate, Solar Flare, can be used to engage on your team before you can engage on hers, and she is able to CC your team more than you can CC hers. Counterplay to Leona is reliant on forcing unfavorable engages for her team, as sieging can go horribly wrong if she lands a good ultimate. Early laning can result in trades going her way, as she can counter your engages by engaging directly onto your carry. Pick your fights carefully, as too many poor engages can swing the match in her team's favor.

VS

Lissandra

Medium

Lissandra, like Leona, can result in very unfavorable team fights if your team doesn't understand her kit, or isn't prepared for it. She can cast her ultimate on herself to negate damage you're putting out on her, but a more unfortunate turn of events can result in Lissandra casting her ultimate on your carries, since you've conveniently pulled her close enough. Position yourself adequately to prevent that from happening.

VS

Lucian

Medium

If you aren't careful with Lucian during laning and engage on him with insufficient health, he can (and probably will) bring one of you down with him in an exchange. Lucian is extremely synergetic with Blitzcrank, because he punishes you for standing behind minions, allowing for free poke with Piercing Light. His kit is fairly mana intensive early on, so counter play becomes easier the lower his mana pool is. Relentless Pursuit is on an 18 second cooldown at level 1, which makes it fairly easy to punish him after he uses it.

VS

Lulu

Medium

Lulu can harass you quite a bit, and pulling a tank late game can result in that tank getting buffed by Wild Growth, slowing your team. Lulu herself is fairly squishy, so capitalize on that. Beyond that, counterplaying her is fairly standard.

VS

Lux

Easy

Lux has no natural escapes, other than her slow and snare. These skills don't hamper your ability to press Q and grab her, though. Don't let her get away with spamming skills for free against your team, and force team fights before your team gets whittled down.

VS

Malphite

Medium

Medium in difficulty only in the sense that he can counter your pull by using Unstoppable Force on your team, which can result in some devastating results for your team. If you pull Malphite with his team standing not far behind him, you're going to be in for a bad time. Beyond that, he has no real escapes other than ulting out of a potential grab scenario, or using Flash.

VS

Malzahar

Easy

Malzahar is immobile, and your kit cancels his ultimate's channeling effect. Nothing else really to say here; pull him and he should be dead.

VS

Maokai

Medium

WIth the rise of Maokai top becoming a very popular choice in Season 4, Maokai wants to be in the middle of your team. Vengeful Maelstrom damages your team, but if he's all alone, that damage will be negligible in exchange for making the next team fight 5v4. 

VS

Master Yi

Easy

Most, if not all, Master Yi players build him in a glass cannon form. Alpha Strike can hit your team for a bit of damage initially, but he would have to use Highlander to get away, which significantly hampers his damage output in a follow-up team fight.

VS

Miss Fortune

Easy

Miss Fortune's Strut can make her a bit more unpredictable and harder to grab, but any form of damage briefly negates her passive. She has no natural escapes, and your skills cancel her ultimate's channel. 

VS

Mordekaiser

Easy

Mordekaiser pushes like a madman, and has no escapes, making him (in)famous for being an extremely easy gank. That also applies to Blitzcrank's ability to catch him out of position.

VS

Morgana

Hard

Another difficult matchup for Blitzcrank. Black Shield negates the effect of one of your skills, which makes it virtually impossible to pull a target against a skilled Morgana. Additionally, pulling her results in Soul Shackles being cast on your team, and she can get away with it by popping her Zhonya's. It really comes down to being unpredictable so she shields the wrong person, or capitalizing on her using her shield and punishing her for it.

VS

Nami

Easy

Nami is annoying in lane with her Ebb and Flow, as you can't really avoid it when she decides to cast it. Aqua Prison can be problematic if your AD carry is inept at dodging. 


Like most squishy supports, however, Nami does not like being in the middle of fights. If you find yourself being pushed to turret, or your jungle is ganking, Nami is a prime target to pull, as it's more than likely you'll be able to get a kill if Nami is pulled.

VS

Nasus

Medium

Early game Nasus likes his farm, and probably won't be able to do much. This matchup is one of those situational matchups where it starts off easy, but gets proportionally harder the longer you wait. It averages out to a medium matchup, but pulling a late game Nasus is less than ideal, unless you're able to burst him down before his team gets there.

VS

Nautilus

Medium

Nautilus is surprisingly tanky, and many people underestimate that. He rivals Blitzcrank in his CC capabilities, but aside from that, he can't really do anything. Standard play.

VS

Nidalee

Medium

Nidalee is medium difficulty only due to her escape capabilities. It's very difficult to catch up to a Nidalee, but it's quite manageable to do with Talisman, Righteous Glory, and Overdrive.

VS

Nocturne

Easy

Aside from his spell shield, Nocturne doesn't have an escape. Try your best to force him to preemptively use it (e.g. running up to him with E). After that, he's an easy grab.

VS

Nunu

Easy

Nunu doesn't have any escapes, and his ultimate can be canceled by 3 of your skills. Standard play.

VS

Olaf

Easy

Once Olaf uses Ragnarok, you won't be able to pull him. Keep this in mind when attempting to catch him. He can also do a surprising amount of damage, so don't let him get too close to your carries.

VS

Orianna

Easy

Orianna has no escapes, and hates being in the middle of the enemy team. When pulling her, make sure to silence and CC her before she can cast her ultimate on your most likely grouped team.

VS

Ornn

Medium

VS

Pantheon

Easy

Pantheon might be extremely strong early, but he has no escapes, and you can turn the tables on him by capitalizing on this fact.


If he is casting Grand Skyfall at you, you can time your grab to hit him just as he lands. This can be very useful in a "countergank" of your own, where you pull him into your turret and all of a sudden, Pantheon is running for his life.

VS

Poppy

Medium

Before, Poppy gave your team some serious trouble. Pulling her resulted in Diplomatic Immunity being cast on you, and freed her to run around demolishing your team for 6-8 seconds.


After her rework, Poppy dropped from Hard to Medium. She's still quite bulky and able to do work, but not the free reign she used to have. Her ultimate can send you back toward your fountain, which is problematic for you if you're the primary peel for your carries.

VS

Quinn

Easy

Quinn is fairly mobile, but isn't too hard to catch. Treat her Vault similar to Vayne's tumble; it has similar movement range.


When Quinn casts Tag Team and tries to escape as Valor, you have a 1-2 second opportunity to catch her if you use Talisman, Righteous Glory, and Overdrive all at once. If you don't catch her during this window, it's likely she'll escape if no one else is cutting her escape path off.

VS

Rammus

Medium

Treat Rammus like you would Amumu or Galio. He can be very disruptive if pulled into your team, but dispatching him quickly can also save you a great deal of headache later on. Do keep in mind that unless he has movement speed masteries or quintessences, you are ever so slightly faster than him if both of you are spamming Powerball and Overdrive.

VS

Rek'Sai

Medium

One of the biggest mistakes most people can make against Rek'Sai is to underestimate her damage. Aside from that, she is fairly predictable in her movement. It is possible to pull her when she leaves her tunnel, as well as any time she is burrowed.


Be aware of her tunnel placement; they are all visible on the map, so be prepared to predict her movements and react accordingly.

VS

Renekton

Easy

Aside from being a fearsome lane bully, Renekton is fairly easy to counter. He can only Dice if he hits an enemy with Slice, and they both only have 450 range. You have superior movement speed to him, so don't be afraid to get up and in his face.

VS

Rengar

Medium

Early game Rengar is very easy to deal with, but late game Rengar can be very annoying. Upgrading up to Oracle Lens ASAP is recommended. As soon as the warning alert appears above your head, use your Oracle Lens to see which target he is going for, then provide the appropriate peel.


Rengar naturally favors bushes to spring out of with unpleasant surprises, but that also makes it easier to predict where his next gank is coming from.

VS

Riven

Medium

Like Rengar, medium only in the sense that late game Riven can vaporize one or more targets with her combos. CC her quickly to remove her from the team fight. She has three uses of Broken Wings, but once she is on the third charge, she becomes predictable and easy to grab. Don't be afraid to run up to her, CC her briefly with your E, then pull her back when she tries to get away.

VS

Rumble

Easy

Rumble may hit hard, but he has no real escapes other than his Scrap Shield, which gives him a brief shield and movement speed. Play normally against him.

VS

Ryze

Easy

Ryze is another immobile champion, with no escapes. He can snare you briefly with Rune Prison, but that's about it.

VS

Sejuani

Easy

Sejuani rose to prominence in patch 5.4 and patch 5.5 as the new dominant go-to pick for junglers, but that doesn't make her any harder to CC. Be aware that her damage scales with her HP as well as AP, and she shares a similar build pattern to Elise. Don't be taken by surprise if she hits hard.

VS

Shaco

Easy

Shaco can be annoying with his constant Deceives and Two-Shiv Poisons being tossed to your back, but he, like Rengar, can be dealt with by buying an Oracle Lens. As soon as you see the puff of orange smoke, use your Oracle Lens, and you can see which way he is going.

VS

Shen

Easy

Once a popular pick in previous seasons, Shen has fallen to the "never picked" tier in favor of champions with more damage output. With that being said, Shen is a tank, and that's pretty much it. Pulling him results in a little damage dealt, but he can't really do anything other than Taunt anyone he hits and toss Vorpal Blades at you.


Note that if you see him casting Stand United, you can counterplay that with the majority of your skills.

VS

Shyvana

Medium

Be mindful of Shyvana's disruptive abilities and her damage late game. Her ultimate can function as an escape, but you should be able to run up to her with E to CC her for your team to catch up.

VS

Singed

Easy

Singed isn't exactly hard to pull. He has no escapes other than running a little faster, but you can hunt him down (if you choose) with your W and your items. The bigger question is: should you chase a Singed and risk giving up objectives? Don't tunnel vision and give up objectives for a kill.

VS

Sion

Hard

Sion is one of those cases where you just don't really want to pull him. Early on, he's weak, but he's disgustingly tanky and wants to be in the middle of your team after a certain point.


Pulling him doesn't really do anything if he has his ultimate, as he can simply charge off and you can't really stop him, aside from someone standing in front of his charge and forcing him to a premature stop.

VS

Sivir

Hard

Sivir is quite slippery and requires mind-gaming your opponent. Her shield is a guaranteed deflection of your grab, and as soon as you start running toward her with Talisman of Ascension or Righteous Glory, she can immediately run with her ultimate. Try to bait either her E or her ultimate before engaging.

VS

Skarner

Easy

Skarner has a slight speed boost, but that's it. Pulling him into your carries can be bad news if his team is nearby, but you should be able to blow him up before he gets too far, unless he's extraordinarily fed.

VS

Sona

Easy

Sona is squishy. Silence and knock her up before she can cast her ultimate on your team. Your team should be able to kill her before she gets her ultimate off. If not, there could be problems.

VS

Soraka

Hard

Like Sona, Soraka is also squishy. On an even skill matchup, you have automatically lost lane against Soraka. She is able to harass far more than you can, as well as healing her carry up to full health. During mid- to late-game, she can frequently save teammates during teamfights and turn the tide for her team.


Soraka has seen an extreme rise in play (even making it to regular bans), because you've essentially lost a team fight if you don't take Soraka down quickly.

Leaving her alive results in enemy carries kept alive = teamfight lost.
Focusing her down results in inability to kill the rest of her team = teamfight lost.

It is best to focus her down with jungler assistance during laning phase. Once she's out of the lane, you can exert significant pressure on her carry.

VS

Swain

Medium

Swain is only ranked as medium difficulty in the sense that a fed Swain is likely to kill your team rather than you kill him. Whether fed or not, he can activate his ultimate and use Zhonya's hourglass to sit there and do damage to your team while healing his health back in an invulnerable state. Exercise caution and use your best judgment.

VS

Syndra

Medium

Be mindful of Syndra's burst when pulling her into your team. If your AD carry is nearby, Syndra can potentially burst take someone with her when she dies. Usually your team should be able to burst her down and prevent her from doing so, but in my experience, there have been unfortunate ranked games where a fed Syndra took down the AD or AP carry every time, simply because a teammate didn't know when to stay away.

VS

Tahm Kench

Hard

VS

Taliyah

Easy

VS

Talon

Easy

With an Oracle Lens or a Vision Ward, Talon isn't difficult to deal with at all. Standard play here. Your kit should suppress him long enough for your team to dispatch him.

VS

Taric

Easy

VS

Teemo

Easy

VS

Thresh

Hard

VS

Tristana

Medium

VS

Trundle

Easy

VS

Tryndamere

Medium

VS

Twisted Fate

Easy

VS

Twitch

Medium

VS

Udyr

Medium

VS

Urgot

Easy

VS

Varus

Medium

VS

Vayne

Medium

VS

Veigar

Easy

VS

Vel'Koz

Easy

VS

Vi

Easy

VS

Viktor

Easy

VS

Vladimir

Medium

VS

Warwick

Easy

VS

Xerath

Easy

VS

Xin Zhao

Easy

VS

Yasuo

Hard

VS

Yorick

Medium

VS

Zac

Medium

VS

Zed

Medium

VS

Ziggs

Easy

VS

Zilean

Easy

VS

Zyra

Medium

Author's Notes Back to Top

03/29/15: This guide was granted Featured status! Thanks Airman CompSci!

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Introduction


First of all, I'd like to thank you for taking the time to at least click on this guide. Even if you never read this and only clicked on the link for a build order or mastery tree setup, it still means writing this guide helped in some way.

The rest of this section pertains only to details about me and some minor details about Blitzcrank; skip on to the good stuff if this isn't your fancy.


About Me


I like playing games when I can, and usually try my best to master any sort of PVP game. I have achieved MLG challenger status in Call of Duty, as well as achieving Grandmaster rank in Starcraft 2 and top 500 in Overwatch. I was introduced to League of Legends by a few friends a few years ago, and have been playing on and off ever since.

With real life becoming increasingly demanding, I regretfully am not able to play as much as I would like, but I still do hop on from time to time to make sure my skills don't rust.

FPS and RTS knowledge are very helpful in League of Legends. Any competitive FPS from CounterStrike to ARMA (and to an extent, Overwatch) will hone your reflexes and sharpen your teamwork skills, while a RTS background will allow you to read your opponents better to learn various idiosyncrasies and habits that give you clues on what they plan on doing. This knowledge is obviously largely gained by playing League itself, but having experience in other competitive game types will also boost the rate at which you learn and improve in League of Legends.


Why Blitzcrank?


Blitzcrank is unique in the sense that he is the only champion in the game that can force another champion to be "caught," or pull a key objective away from the opposing team. Obviously you can't pull the Dragon or Baron Nashor, but you can steal buffs away from your opponents, pull an ADC and force a fight, or save teammates by pulling enemies away from them.

Out of all the conventional supports, Blitzcrank is the highest in terms of auto attack damage at level 1, and second highest (losing only to Alistar) at level 18. Do not underestimate your damage output in early game trades! It makes a huge difference in early game trading.

Lastly, Blitzcrank's kit is very disruptive. He is one of the best counters to champions with minimal escape, as well as champions who require time to dish out their maximum damage (e.g. channeled ultimates like Katarina's). He also exhibits a passive intimidation aura on the enemy team. If they can't see you on the map, they're usually a bit worried. Or they should be.

Champion Background Back to Top

Passive: Mana Barrier

Blitzcrank_ManaBarrier.png 

Cooldown: 90

"When Blitzcrank's life is brought down below 20% health, he activates Mana Barrier. This creates a mana shield equal to 50% of his mana for 10 seconds. Mana Barrier can only occur once every 90 seconds."

Mana Barrier is automatically cast when you drop down to a critical level of health. This passive is literally a lifesaver, as you can usually get away with a sliver of health while your opponent backs off in frustration. It also helps your team in an unusual way: in the heat of combat, many players tend to tunnel vision onto the target with the lowest amount of health. You can use your passive to draw aggression to yourself, while giving your carries room to breathe.

Mana Barrier is not affected by your cooldown reduction items, and the cooldown starts as soon as it activates. During laning phase, be sure not to drop low enough for Mana Barrier to activate, or you'll be relatively useless when your teammates come to gank. Having Mana Barrier activate too early also ensures your demise if the opposing team ganks the lane.

Lastly, if you have less than 20% of your health when Mana Barrier comes off cooldown, Mana Barrier will not activate until you take damage again.

Frozen Heart or Iceborn Gauntlet are two core items you should not skip; pick one.

-----

Active - Q: Rocket Grab

RocketGrab.png

Range: 925 
Cost: 100 Mana
Cooldown: 20 / 19 / 18 / 17 / 16

"Blitzcrank fires his right hand to grab an opponent on its path, dealing damage and dragging it back to him. Blitzcrank fires his right hand, if it encounters an enemy unit it will stun them and deal 80/135/190/245/300 (+100% Ability Power) magic damage while he pulls them to himself."

Blitzcrank scales well with AP, but support Blitzcrank doesn't have the luxury of running a full AP carry item build. Iceborn Gauntlet is a popular choice to give Blitzcrank a bit more burst when engaging an enemy, but comes at the expense of the utility that is provided by Frozen Heart.

Rocket Grab also provides one second of stun time. Keep this in mind when using it, as you can potentially CC an opponent for slightly longer, if timed correctly. That extra second could make a difference.

At 40% cooldown, Rocket Grab has a cooldown of 9.6 seconds. At 45%, it's 8.4 seconds. Once Blitzcrank hits this stage, he becomes very dangerous. There are multiple ways to play at this point. You can either maintain an active presence when sieging (or getting sieged), or you can play the way Fiddlesticks would: out of sight, but with a passive presence that keeps the enemy on their toes. Positioning is important to ensure that you can land a trademark grab on an opponent to initiate the fight.

-----

Active - W: Overdrive

Overdrive.png

Range: 0 (Self)
Cost: 75 Mana
Cooldown: 15

"Blitzcrank super charges himself to get dramatically increased Movement and Attack Speed. Blitzcrank supercharges himself to increase Movement Speed by 70/75/80/85/90% and Attack Speed by 30/38/46/54/62% for 5 seconds. The Movement Speed bonus decays over the duration. When Overdrive ends, Blitzcrank's Movement Speed is slowed by 30% for 1.5 seconds."

On paper, this skill may not seem impressive. It has a fairly hefty mana cost, and doesn't really do much other than to boost your attack and movement speed. Don't underestimate it, however. During laning, Overdrive should be used when you're attempting to land a grab on someone, or when you're running up to someone to pop them up with E - Power Fist.

Additionally, Overdrive gives you the necessary speed to stick to your opponent if you're trading in lane or in a team fight, as well as giving you your necessary disengage. When combined with Boots of Mobility, Overdrive can often get you just far away from a pursuing enemy for the +105 movement speed to come back up, which can get you away safely.

As of patch 5.7, Blitzcrank was hit with a mixed bag of both a buff and a nerf to W. You now move significantly faster, but you slow down by 30% upon for 1.5 seconds after W ends. This makes engaging significantly easier, but makes escaping harder to achieve. You can still outrun Rammus even with this nerf, but it becomes trickier. Be slightly more conservative on your W usage now if against a Rammus.

Patch 5.8 saw a slight buff and reprieve for Blitzcrank, where the movement speed bonus decays more slowly over 5 seconds, and the overall decay cannot exceed 10%. This helps a little, but Blitzcrank players still probably the golden days where Blitzcrank was far more effective than he is today. 

Lastly, the attack speed buff that Overdrive gives you can help you take down a tower faster, or put on some extra damage onto an opponent.

-----

Active - E: Power Fist

PowerFist.png

Range: 0 (Self) 
Cost: 25 Mana 
Cooldown: 9 / 8 / 7 / 6 / 5

"Blitzcrank charges up his fist to make his next attack deal double damage and pop his target up in the air."

Power Fist is a useful skill because it provides momentary CC (crowd control), while dealing some damage. The cooldown is extremely short as-is, so maxing Power Fist doesn't really provide as much benefit as maxing your other skills first.

Power Fist also CC's the opponent for one second, as seen from the momentary suspension of the target in the air. A standard Q+E combo is up to 2 seconds of CC, not factoring in the silence from your ultimate.

Power Fist can also cancel certain channeled skills, such as Katarina's R - Death Lotus. It also can interrupt escapes such as Tristana's W - Rocket Jump, or an enemy escaping by Thresh's W - Dark Passage. Additionally, the bonus damage is applied to anything you hit, but the skill itself does not go on cooldown until the buff is either used, or expires.

-----

Active - R: Static Field

StaticField.png

Range: 600 (Radial)
Cost: 100 Mana
Cooldown: 30
Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100/200/300 (+20% Ability Power) magic damage every 2.5 seconds. 
Active: Deals 250/375/500 (+100% Ability Power) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.

"Passively causes lightning bolts to damage a nearby enemy. Additionally, Blitzcrank can activate this ability to damage nearby enemies and silence them for 0.5 seconds, but doing so removes the passive lightning until Static Field becomes available again."

Blitzcrank's ultimate's passive can be quite annoying for an AD carry. Even though the enemy struck is random, more often than not the enemy struck is a minion just about to die. Note that the passive range is only 450, compared to Static Field active range of 600. It is possible to stand far enough away that the lightning strikes do not occur, while still maintaining active lane presence.

Once activated, Static Field will briefly silence enemies. This usually provides you with just enough time to pop an enemy up with Power Fist, then pull with Rocket Grab. Usually this should result in a kill, but if it doesn't, the enemy's summoner spells are down. If the enemy is alive and healthy, prepare for the counter attack.

Static Field is cast in a 600 range radius around Blitzcrank, so be sure to be in the middle of a large number of enemies for maximum effect.

Concepts and Mechanics Back to Top

Overview:


Blitzcrank doesn't provide much sustain in lane for his carry. Apart from your signature skill Q - Rocket Grab, all you provide is above average auto attack damage, some magic damage when you land a Q or an E auto attack, and your ultimate. Keep this in mind when you choose your engages; this is also why I always suggest Ignite over Exhaust.

Additionally, Rocket Grab also costs 100 mana per use, and with a typical starting mana pool of 267, you typically don't have too many chances before you quickly run out of mana (OOM). Because of this, you need to be relatively conservative with your Rocket Grabs, unless you know for sure that you will hit your target.

Like Leona, you become much deadlier when you hit level 2, with the ability to knock up an enemy after you pull, which during laning phase can quickly put your targeted opponent down to half HP.

W - Overdrive is your temporary attack and move speed buff. Spamming it early on will annihilate your mana pool, while late game you'll be able to scurry around the map when you have items.

-----

Mechanics:


The farther away Blitzcrank attempts a grab, the easier it is for his target(s) to juke the grab. Therefore, don't always try to land a grab on someone to start a fight. If you miss frequently, you will a) burn through your mana pool and b) cause your teammates to ask you why you keep on missing. It's bad on both fronts. Therefore, be smart when you choose your initiation. 

Note that early game, you should use your W sparingly, while late game you should be constantly spamming it when during and after an engage. Use it careful before an engage to catch an opponent out of position.

Naturally, you should be ulting an opponent whenever you are comboing, to put on free damage and also prevent them from responding as quickly. You obviously can't do this pre-6, though.

Q + E + R or Q + R + E:

The signature combo that you'll likely see on any video involving Blitzcrank. Pull, knock up and silence, or vice versa. Seems simple on paper, until you're in a ranked game and the pressure is on. You should really only be using this option when you either a) know for sure that you will land the grab, or b) you're at mid to late game, and you're looking to initiate a team fight. Using W is recommended to give you an small element of surprise.

E + R + Q:

Your main initiate during laning when your jungler ganks, believe it or not. This way, you are guaranteed to kill a target, and not waste your jungler's time. Flash and E an opponent if necessary. When they're on the retreat, they're going to be very close to you. Missing Q at this point is going to be fairly hard, but if you do miss, well, there's always next time.

Later on, this method is primarily used when you bump into someone randomly in a bush, or if someone strays too close to you. Flash onto them, knock them up, and pull them back when they flash.

During combat, you should be auto attacking an enemy carry (ideally) or providing peel and auto attacking an enemy that has decided to dive onto your AD or AP carry. Every bit of damage counts! Your contribution can often be the difference between life or death for an enemy. Additionally, by staying in the middle of the team fight, you also provide passive Frozen Heart debuffs to your opponents.

Early Game Tactics Back to Top

This section is dedicated solely to early game tactics. Itemization is covered in the Items section, so this section will omit repeating what has been covered there.


-----

Invading:


Yes, invading is important enough to merit its own section. Blitzcrank is one of the few champions who provides an passive paranoia to the enemy team when he isn't visible on the map, similar to Evelynn. With a unique ability to force an opponent out of position, I suggest you always invade as Blitzcrank. If all else fails, you've wasted a bit of your time in the 1:55 before buffs spawn, but more often than not, you'll either pick up a kill and assists, or at least burn a flash. Regardless, you aren't really doing anything until buffs spawn, so you might as well get a small advantage for your team while you wait.

Blue Side:

It's possible to invade from the river on blue side, but the following picture illustrates one of two invasion paths:

blue invade 2.png

Rush down middle lane and enter the brush at the point labeled A in the picture. Point A near the wall offers partial visibility of the river brush in the middle of the river, as well as the side brush leading into purple team's jungle. When you're on the edge of the brush at A, you can see if anyone on the enemy team chooses to come down and ward at either B, or at F, your red buff brush.

If someone wards B, you have one second to react to the ward being placed. Move toward C and cut off your opponent. If they move down the river toward B instead, you can either chase, or fall back.

If someone drops a ward at F, then he or she has to be standing at G to do so. Wait for your opponent to move toward your jungle to place a ward at F, then move out of the brush and use your Q to grab. If you were standing on the edge of the brush at A, then you should be in range.

If neither B or F get warded, move toward point C once your team is ready. You will have clear vision of anyone coming from point D. If no one comes, move toward point E. Someone else on your team should check D, since you should be in front to catch anyone in range.

Another way of invading is done through river:

blitzblue2.png

This method has a lower detection rate in season 5. In season 4, the ideal invasion route was rushing down middle lane, but with the introduction of mandatory waiting inside of the fountain until 0:15, that method is no longer as foolproof. 

Rush to the brush at A, then cross over to the river brush at B. From there, advance to C while hugging the river wall. Once at C, you have two options.

Going straight to E is usually more direct, but if someone is on the other side of the wall and spots you, you may miss a chance to catch the target. Going to D has the same chance of missing someone guarding blue or Gromp at E. If you want to be sneaky, D is the preferred choice; if you just want to force the enemy to burn a flash or two, go with E. This will usually be a spur-of-the-moment decision.

Purple Side:

Purple side is actually slightly advantageous for catching someone unaware, but is disadvantageous for invading. As before, make sure to have your items bought as soon as possible. See the following picture for details:

purple invade.png

At first glance, the picture is extremely confusing. That's because purple side has quite a few options open in terms of invading. Moving to point A allows you to drop a ward over the wall into the brush to catch an unsuspecting victim at B.

You used to be able to fail at warding (e.g. scarra warding), which resulted in not being able to gain vision, but this was adjusted in patch 5.24. It is still possible to fail, but very difficult to.

For those of you who don't know what scarra warding is, please check:


Author note: No offense to scarra and his ward placement techniques.

Moving on: waiting at point A gives you the potential to catch someone at B, and if someone else on your team wards D, you have the potential to grab someone at both B and D. If no one shows at these two locations, you can either invade season 3 style by going from A to B, then going to the brush at golems (not pictured), then going from the brush at golems to G, and lastly moving in from G to E. This is a rather slow invade, though. Keep that in mind.

Alternatively, a more direct option can be going from A to C, then C to D, and lastly D to E. Ideally, someone (usually the player in mid lane) will be kind enough to ward at F. The jungler should ward at G if possible to get complete vision over bottom jungle.

-----

Warding:


Most players can skip this section, as the concepts behind warding remain the same as any other support. There are a few tactics and guidelines that may be new, but for the most part, the content in this section shouldn't differ much from any other guide.


warding.png

Blue Side:

Early on, your warding priorities should only really be E and C, assuming you are even with the opposing team. Trinket wards should be used in the lane brush, while your stealth ward should be placed at E. Once you have your Sightstone, you should expand your coverage of wards to A, E, and C. You should only ward at D if the enemy mid lane or jungler can jump over walls on a relatively short cooldown.

If your lane is behind: refrain from placing wards at C, unless you have a teammate with Teleport and wants to gank. Prioritize wards at A and B, as you won't be pushing out to make trades, and will be relying on turret play to catch up.

If your mid lane or jungler is behind: prioritize wards at A and E. The enemy team will be able to gank more often, so you need to remain vigilant. Ward C if you can.

If your lane and either/both mid lane or/and jungle are behind: ward at A and B, and play safe. Warding the brush at golems is also an option, because if your mid lane or jungler is also behind, it's likely you could get tower dove by the enemy team.

If your lane is ahead: ward at A, C, and E as before. If you're constantly pushing up to the enemy turret, it's best to have a ward at F instead of C. Your wards should have ample coverage, and you shouldn't be caught off guard.

Purple Side:

For purple side, warding priorities are A and B. You have a choice of either D or E for the last ward, with E being the better choice. As before, your trinket ward should be placed in the lane brush. Your stealth ward should be placed at A. Once you have your Sightstone, you should be able to cover the D or E.

If your lane is behind: warding A isn't as big as a priority as it used to be. Maintain ward coverage on C, and if you're low on health, also ward F.

If your mid lane or jungler is behind: incidentally, same as for blue side. Prioritize wards at A and E. The enemy team will be able to gank more often, so ward at B if you can.

If your lane and either/both mid lane or/and jungle are behind: ward at C and F. Purple side has the advantage where the distance between the brush and the turret is significantly shorter than for blue side, which makes turret play easier.

If your lane is ahead: ward at A, B, and E as before. Wards at A and B should have ample coverage, so you shouldn't be caught off guard.

-----

Turret Play:


One of the unique ways for a Blitzcrank lane to catch up, or pull ahead when even, is playing at the turret. No other champion is capable of doing what Blitzcrank can do at the turret. This opens up a number of options to snowball your lane. Contrary to popular belief, being pushed to your turret does not signify that you are losing lane. It actually gives you more opportunities to force your opponent to make a mistake, and makes it more tempting for your jungler to gank your lane for kills. The only way you are losing is if your AD carry is unable to CS well under turret.

Method 1: Pulling an opponent in a bush

blue turret 1.png

Fairly self-explanatory. Position yourself at maximum range for your grab, then wait for the opportunity to pull your opponent. A lot easier to do on purple side than blue side, but the payoff is the same: usually 1-2 summoner spells, and maybe even a kill if you took Ignite.

Method 2: Side pull

blue turret 2.png

If your attempts to pull an enemy that's sitting in a bush have failed, and the enemy has caught on to your tricks, simply switch sides. Alternatively, you can switch between method 1 and method 2 to get the best angle on your target. The disadvantage is that the enemy can easily avoid the turret shots, or will only take one shot at most.

Method 3: Cross pull

blue turret 3.png

This method of pulling a target is the hardest to execute, but has by far the greatest success rate. By slightly leading your pull to where your opponent will be in 0.5s, you will achieve one of two things. Either your opponent will juke the pull (and take one free auto attack from your AD carry), or you will land your pull on the opponent. If you do land your pull, that's 2-3 tower shots of damage, which is a substantial amount of damage, and swings the lane in your favor. You will also likely burn at 1-2 summoner spells as well; most of the time a Flash, and sometimes a Heal or Exhaust as well.

Notice how the caster minion under the +2g has just died? Use this to your advantage. A skilled AD carry will know to clear the minions diagonally linear from your position to give you the highest chance of grabbing an opponent. If this isn't the case in your lane, position yourself well and take note of how the minions are dying, and adjust your position accordingly. Like playing as an AD carry, it's all about the positioning.

AP Blitzcrank Back to Top

Disclaimer: I do not recommend AP Blitzcrank, but this is a comprehensive guide, so here you go.


This guide is primarily geared toward support play, but you always have the option of running AP Blitzcrank. Your team may not like you, but it's an option.

As before, scroll down to the bottom for tl;dr. A lot of the items are self explanatory and need no explanation.

Rune adjustments:

Support:

ap supp2.png

Solo:

apr2.png

Note: you only need 10% CDR from your runes if you pick 3158.png 

Support is recommended 15% CDR in glyphs (blues) is because support tends to not get to full build. If you believe you'll get to full build, then you only need 10% CDR and can pick different boots.

-----

Mastery adjustments:

Support:

suppmasteries.png

Solo:

apmasteries.png

-----

OPENING:


3302.png or 3303.png and 2010.png3340_32.png

Your opening will depend on a variety of factors. I prefer 3303.png despite not using that many skills early.

If you are supporting with the intent of running AP, you can choose between 3302.png and 3303.png

If you are going mid or top, open with 3303.png. This guide assumes you open with 3303.png

-----

EARLY GAME:


Complete 3401.png or 3092.png, then complete 3100.png and your choice of 1001.png

Supports must complete 2049.png

Your main picks will be 3158.png or 3117.png or 3009.png or 3020.png, and in my opinion, in that order. 

Patch 6.9 made 3020.png a decent choice again with the inclusion of CDR into multiple items, such as Zhonya's.

Lich Bane buy order should be 3057.png > 3113.png > 1026.png

-----

MID/EARLY LATE GAME:


Support current progression: 3117.png3098.png2049.png3364.png

Solo current progression: 3158.png3092.png3100.png 3363.png

Solo lanes should work toward 3030.png, while support works toward 3100.png

-----

LATE GAME:


Support current progression: 3117.png3100.png2301.png3364.png

Solo current progression: 3158.png3092.png3030.png3100.png 3363.png

Everyone works toward 3157.png then 3089.png. Lastly, build 1331.png or 1326.png

-----

Final builds:

Support: 3117.png3030.png3157.png3089.png3100.png2301.png3364.png

Solo: 3020.png3092.png3157.png3089.png3030.png3100.png3363.png 


-----

BUY ORDER, TL;DR VERSION:


Support:


Start: 3303.png2009.png3340_32.png

Buy: 2049_32.png3341_32.png2043_32.png2009.png > 3098.png3117_32.png > 2301.png3057.png3364.png > 3100.png > 1058.png > 3157.png > 1058.png > 3089.png


Solo Lane:


Start: 3303.png2009.png3340_32.png

Buy: 3098.png3108.png2043_32.png2009.png > 3092.png3020.png3363.png > 3057.png3113.png > 3100.png > 3145.png > 3030.png > 1058.png > 3157.png > 1058.png > 3089.png


Revision History Back to Top

All dates noted in MM:DD:YY.

05/15/18
  • Updated sections to reflect patch 8.10 content.
05/03/18
  • Updated sections to reflect patch 8.9 content.
04/19/18
  • Updated sections to reflect patch 8.8 content.
04/05/18
  • Updated sections to reflect patch 8.7 content.
03/21/18
  • Updated sections to reflect patch 8.6 content.
03/08/18
  • Updated sections to reflect patch 8.5 content.
02/22/18
  • Updated sections to reflect patch 8.4 content.
02/19/18
  • Updated sections to reflect patch 8.3 content.
01/25/18
  • Updated sections to reflect patch 8.2 content.
01/10/18
  • Updated sections to reflect patch 8.1 content.
12/08/17
  • Updated sections to reflect patch 7.24 content.
11/21/17
  • Updated sections to reflect patch 7.23 content.
11/10/17
  • Updated sections to reflect patch 7.22 content.
  • Runes reworked.
  • Old runes/masteries deleted.
10/25/17
  • Updated sections to reflect patch 7.21 content.
10/10/17
  • Updated sections to reflect patch 7.20 content.
10/01/17
  • Updated sections to reflect patch 7.19 content.
09/08/17
  • Updated sections to reflect patch 7.18 content.
  • Star Guardian Blitzcrank soon, please?
08/23/17
  • Updated sections to reflect patch 7.17 content.
08/12/17
  • Updated sections to reflect patch 7.16 content.
07/25/17
  • Updated sections to reflect patch 7.15 content.
07/12/17
  • Updated sections to reflect patch 7.14 content.
  • Ancient Coin restored as recommended opening item.
06/28/17
  • Updated sections to reflect patch 7.13 content.
  • 100 more games that won't be played due to the Steam Summer Sale.
06/13/17
  • Updated sections to reflect patch 7.12 content.
  • Heavily adjusted itemization per support starting item rework.
  • Zz'Rot Portal dropped from recommended item list.
  • Righteous Glory moved up in recommended item list.
  • Locket of the Iron Solari re-added to main core item list.
06/01/17
  • Updated sections to reflect patch 7.11 content.
  • Winner winner, chicken dinner!
05/15/17
  • Updated sections to reflect patch 7.10 content.
  • The crate landed in the Redzone, but a ghillie suit and AWM was in the crate.
05/03/17
  • Updated sections to reflect patch 7.9 content.
  • Added commentary on Ancient Coin.
  • Adjusted recommended items.
04/19/17
  • Updated sections to reflect patch 7.8 content.
04/05/17
  • Updated sections to reflect patch 7.7 content.
03/23/17
  • Updated sections to reflect patch 7.6 content.
03/08/17
  • Updated sections to reflect patch 7.5 content.
02/23/17
  • Updated sections to reflect patch 7.4 content.
  • Added delayed information due to late update caused by struggling to climb to Overwatch's top 500.
02/08/17
  • Updated sections to reflect patch 7.3 content.
01/25/17
  • Updated sections to reflect patch 7.2 content.
  • Accounted for missing update content due to slaying drowners in Witcher 3.
01/11/17
  • 3 million views as of 01/11/17! Thanks for reading!
  • Updated sections to reflect patch 7.1 content.
12/21/16
  • Updated sections to reflect patch 6.24 content.
12/05/16
  • Updated sections to reflect patch 6.23 content.
  • Adjusted item recommendations to accommodate Redemption.
  • Battling daemons in FFXV resulted in a temporary lapse in updates. This has now been corrected.
11/08/16
  • Updated sections to reflect patch 6.22 content.
10/20/16
  • Updated sections to reflect patch 6.21 content.
10/05/16
  • Updated sections to reflect patch 6.20 content.
09/23/16
  • Updated sections to reflect patch 6.19 content.
09/15/16
  • Updated sections to reflect patch 6.18 content.
08/23/16
  • Updated sections to reflect patch 6.17 content.
07/25/16
  • Updated sections to reflect patch 6.15 content.
  • Catching Pidgeys and Rattatas resulted in a temporary lapse in updates. This has now been corrected.
06/30/16
  • Updated sections to reflect patch 6.13 content.
  • Moved Ruby Sightstone up in priority with active item cooldown reduction buff.
06/20/16
  • Updated sections to reflect patch 6.12 content.
06/02/16
  • Updated sections to reflect patch 6.11 content.
05/25/16
  • Updated sections to reflect patch 6.10 content.
  • Rune commentary updated to include armor reds, armor quints, and movement speed quints.
  • Cleaned up AP build section.
  • Champion matchups adjusted to reflect champion updates.
  • Taliyah matchup added.
05/03/16
  • 2 million views as of 05/03/16! Thanks for reading!
  • Updated sections to reflect patch 6.9 content.
  • AP Blitzcrank notes adjusted to reflect changes to AP items.
  • Frost Queen's Claim demoted from core AP build.
  • Hextech GLP-800 promoted to core AP build.
  • Champion matchups adjusted to reflect champion reworks.
04/22/16
  • Updated sections to reflect patch 6.8 content.
  • Righteous Glory demoted from core support build.
  • Zz'Rot Portal promoted to core support build.
04/05/16
  • Updated sections to reflect patch 6.7 content.
03/23/16
  • Updated sections to reflect patch 6.6 content.
03/12/16
  • Updated sections to reflect patch 6.5 content.
02/28/16
  • Updated sections to reflect patch 6.4 content.
  • Added commentary on Zz'Rot Portal and increased on-meta information.
02/12/16
  • Updated sections to reflect patch 6.3 content.
02/01/16
  • Updated sections to reflect patch 6.2 content.
01/15/16
  • Updated sections to reflect patch 6.1 content.
  • Happy New Year! AP Blitzcrank has now been added!
  • Adjusted legacy item icons to reflect newer content.
  • Jhin matchup added.
12/18/15
  • Updated sections to reflect patch 5.24 content.
  • May the force be with you! Adjusted masteries; welcome to the League of Thunderlord!
  • Adjusted remarks on scarra warding (difficult to do, but not impossible).
11/28/15
  • Updated sections to reflect patch 5.23 content.
  • Adjusted masteries.
  • Illaoi matchup added.
11/19/15
  • Still updating sections to reflect patch 5.22 content.
  • Adjusted masteries, as Lolking.net API has been updated.
  • Notes for alternative mastery configurations updated.
  • Typo fixes.
11/12/15
  • 1 million views as of 11/12/15! Thanks for reading!
  • Updated sections to reflect patch 5.22 content.
  • A lot of things are up in the air, as updates are expected as new information rolls out for preseason and Season 6. Stay tuned.
10/30/15
  • Updated sections to reflect patch 5.21 content.
  • Soraka notes updated due to increased observed banrates.
10/15/15
  • Updated sections to reflect patch 5.20 content.
  • AP Blitzcrank details drafted, release coming soon.
10/01/15
  • Updated sections to reflect patch 5.19 content.
09/22/15
  • Updated sections to reflect patch 5.18 content.
09/01/15
  • Updated sections to reflect patch 5.17 content.
08/20/15
  • Updated sections to reflect patch 5.16 content.
  • Item recommendations revamped.
  • Dead Man's Plate commentary added to the Items section.
08/05/15
  • Updated sections to reflect patch 5.15 content.
  • Commentary on Zeke's Harbinger's adjustment.
07/22/15
  • Updated sections to reflect patch 5.14 content.
  • Zeke's Harbinger commentary added to the Items section.
07/09/15
  • Updated sections to reflect patch 5.13 content.
  • Tahm Kench matchup added.
  • Mastery trees have been updated, but the icons on Lolking.net are still incorrect. See comments.
06/25/15
  • Updated sections to reflect patch 5.12 content.
06/10/15
  • Updated sections to reflect patch 5.11 content.
  • Mid and late game siege and countersiege strategies forthcoming.
05/28/15
  • Updated sections to reflect patch 5.10 content.
  • Completed matchup notes up to Talon.
05/20/15
  • Updated sections to reflect patch 5.9 content.
05/01/15
  • Updated sections to reflect patch 5.8 content.
04/08/15
  • Updated sections to reflect patch 5.7 content.
  • Alternative build information added.
  • Completed matchup notes up to Shen.
03/29/15
  • Featured guide awarded by Airman CompSci! Thanks for reading!
  • Author's Notes added.
  • Updated matchup notes to reflect patch 5.6 content.
03/01/15
  • Updated matchup notes to reflect patch 5.4 content.
  • Updated item recommendations for season 5.
  • Removed item recommendations for season 4.
  • Added new invasion route due to season 5 changes.
  • Completed matchup notes up to R.
12/05/14
  • Updated matchup notes to reflect patch 4.20 content.
  • Typing up matchup notes is fairly tedious; completed section up to N.
11/09/14:
  • Updated matchup notes to reflect patch 4.19 content.
10/25/14:
  • Updated matchup notes to reflect patch 4.18 content.
  • Adjusted item recommendations to favor more AD resistant team compositions.
  • Matchup notes still in progress.
10/02/14:
  • Updated matchup notes to reflect patch 4.17 content.
  • Included section in recommended items to reflect Mikael's Crucible as a build option.
09/22/14:
  • Updated matchup notes to reflect patch 4.16 content.
09/02/14:
  • Early game tactics section expanded to cover warding and turret play.
  • Images added to better clarify and cut down on walls of text.
08/25/14:
  • Updated matchup notes further.
  • Concepts and mechanics added, updated matchup notes.
  • Champion background added.
  • Early game tactics added.
08/18/14:
  • Core guide completed.
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