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Highest Win Rate

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Blitzcrank Statistics for eVizorr

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

Value
Average
Games Played
5
8
Win %
40
47
Kills
3.0
2.5
Assists
12.6
12.4
Deaths
6.4
6.1
KA:D Ratio
2.4
2.4
Gold Earned
10.7K
9.6K
Creep Score
79.2
42.3
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png A must. No question about it.

3.png Standard support spell. Makes the target extremely vulnerable and basically unable to fight for the duration.

14.png If Exhaust isn't your thing. Useful if you want to kill your enemy just that much quicker and aren't worried about them hurting your carry. Note: Since 6.9, it DOES affect all healing, NOT only self-healing, so you can take it just because you're facing a sustain support like 16.png Soraka.

7.png If you really really need the heal and don't want 3.png Exhaust or 14.png Ignite. Not really recommended. 99.99% of the time this is worse than its counterparts.

New Runes Back to Top

Masteries Back to Top

This is a pretty standard Masteries page for support. Cunning tree setup is really the best for support, Resolve tree setup is one of the best.


Note: Row 4 of Resolve is personal preference. If you really like your Summoner Spells you can grab Insight, though I prefer Perseverance since you are a tank, never hurts to regenerate your health a bit faster late-game, and early it provides you with some more sustain in lane.

Note: Row 5 of Resolve is also personal preference. If you really really hate the slow for your W, take Swiftness over Legendary Guardian. However, once you pull the enemy straight towards you, since the rest of the enemy team will probably instantly engage once you do that, I prefer taking Legendary Guardian. Helps you tank all that damage in a teamfight, which you will be starting a lot of.

Note: Row 6 of Resolve is personal preference as well. If you are ready to be a selfless support, Bond of Stone is for you. If you want to get tanky earlier, and if you want to win the game quick, grab Strength of the Ages. I prefer Bond of Stone, it's very useful when fighting in lane, as well as later in teamfights you will be soaking in possibly crucial points of damage.

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

Standard Blitz Ability setup. rocketgrab.png Rocket Grab first, powerfist.png Power Fist second, overdrive.png Overdrive third. Max rocketgrab.png Rocket Grab first, then max overdrive.png Overdrive second, and finish off maxing powerfist.png Power Fist. 

If you don't know what each ability does, you really should look at the champ for a second and read up in him. Same goes for every other champ. I'm sorry if you don't like my view on that, but I don't think it is necessary for me to have to explain what each ability does. Chances are you know what they do if you are looking at this guide anyway, so yeah. Let's move on.

First 3 Levels:


You want to grab your rocketgrab.png Rocket Grab first as it gives you some purpose at level 1, as well as you can potentially invade with it. Always and forever take this first.
Next you want to grab powerfist.png Power Fist second, as it allows you to follow up your hooks with a potent knockup, which is an essential part of your combo. Again, always take this second.
And lastly you want to grab overdrive.png Overdrive third. This gives you your final ability (pre-6), allowing for the most utility in your kit to be available. There are a few exceptions where you would prefer to take another point in your rocketgrab.png Rocket Grab before picking up overdrive.png Overdrive, but that is not a common occurrence. I only do this when I know that I won't be using overdrive.png Overdrive for a little while longer, so instead I opt for the increased damage and decreased cooldown on my rocketgrab.png Rocket Grab. An example of this would be if you are pushed to your turret and your jungler will not be able to gank you for whatever reason before you hit level 4 (at least). Grabbing another point in rocketgrab.png Rocket Grab will allow you to deal more damage with your hook then, and if you get someone hooked under tower, this could be the deciding factor of if they die, or not. Generally your will grab a point in overdrive.png Overdrive third though.


Maxing Order


R>Q>W>E

staticfield.png Static Field- Pretty obvious why you max this first, will not go into any more detail

rocketgrab.png Rocket Grab- Maxing this first for your basic abilities is always a must, as you will deal more damage with every point you put in it, and it's cooldown is reduced with each point as well.

overdrive.png Overdrive- Max this second always. Maxing your powerfist.png Power Fist only reduces it's cooldown, which although may be nice, is not that useful to you at all. You need your hook for powerfist.png Power Fist to best most effective, and rocketgrab.png Rocket Grab's cooldown is always longer than powerfist.png Power Fist's cooldown, so maxing overdrive.png Overdrive second is always the better choice.

powerfist.png Power Fist- And lastly, you'll want to max this last. I explained why you should max overdrive.png Overdrive second, so this is just your last ability to put points into.

Items Back to Top

Starting Items

    Standard Tank start, better lane sustain.
    Standard Alternative start. More gold, a bit of mana regen. Nice if you aren't too worried about taking damage and your ADC is just going to farm it up in lane.
    Don't take this, only useful on ranged AP supports.
    Warding Totem first. Sweeping Lens once you get Sightstone.

Core Items

    Boots of Mobility are usually what you're going to buy, but if you really need Merc Treads/Tabi's, you can take them. 99% of the time you'll want Mobi Boots for sweet roams and whatnot. Swifty's are good but Mobi's just kinda fit you better.
    Cannot emphasize how good and cost efficient this is. Buy as soon as possible (usually first back).
    Since Stealth Wards don't exist anymore, these have become essential for even more vision. Have one on the map all the time. Generally I buy this first when I get Sightstone for a huge boost in vision.
    Upgrade to this at 9, useful for clearing a whole area of wards and other invisible enemy units. Also useful for when an enemy is invisible (ex. Rengar ult) so that you can see where they are and follow up with CC.
    Take these instead of their Sightstone versions. They provide better stats early which is much more important and you aren't worried about slot efficiency yet anyways.
    Merge your Sightstone and your upgraded support item into one of these for the slot efficiency late-game (if you really need it). In almost every game you will not need to though.

Situational Items

    Banshee's stats are all very nice for Blitz. Passive is really nice for making that very important enemy engage spell disappear. Spirit is Banshee's more stat heavy brother. If you really prefer just stats and aren't worried about their engage abilities, grab this instead. Locket is your item if your team fights a lot. Works so very well in teamfights. Crucible has a nice active, and if you are constantly hooking the passive is nice. Generally don't use this though.
    Randuin's if the enemy carry is out of hand. Frozen Heart works very well with Blitz, all of it's stats are very nice for him. Thornmail if the enemy team is full AD or if your only worries are their AD based champs. Iceborn if your team is ahead and you want to shut them out completely. Frozen Heart's stronger but less defensive brother essentially. Also, it is very gold efficient right now, so it definitely isn't a bad choice.
    Useful for games where you teamfight a lot and need to chase them down.
    Helps secure kills with the heavy slow. Don't make this your go-to though, only use this if your team can't get the kill otherwise.
    If you're facing teams with invisible traps (I'm looking at you Teemo), this can be useful. Otherwise, spend your gold elsewhere (yea just don't buy this...).
    For people who just want to have fun.
    It just doesn't fit on you nice. It's not bad but it feels a bit out of place for you. It's better for champs that can actually survive a teamfight (Garen) and then will just keep going ham.
    This item gained a lot of popularity and is now viable on most champs, just like Rageblade was pre-patch. Not bad on you if you feel like it's what you want.
    Bridging the gap between offensive and defensive support items. Nice for pushing towers, especially when used with Zz'Rot. Otherwise, there are generally better items to fit your role.
    Useful for tower pushing and tower diving. Otherwise, I don't find this to be all that useful. Basically just don't buy it.
    For that added bit of health in teamfights. But really, it's not as useful as many other items for you, most of the time. More for carry champs who need to survive burst.
    Actually pretty useful for getting tanky early. Don't take one look at this and say "Naw", it can have it's place in your build in some games.
    This gained some popularity a little while back, but then lost its steam a bit. Still a good item though, especially when paired with Banner, though it is still very effective alone.
    Kind of a personal preference item. I don't really like using it since I don't find myself using it to its full potential often, but maybe it fits your playstyle perfectly. Use at your own discretion.
    Don't grab these. They seem nice, but those Mobility Boots look better on you. Oh and you can CDR from almost any AP item now... so yeah.
    For that sweet Blitz carry.
    Taking this isn't a bad choice. Gives some nice temporary stats that can prove very useful mid-late game. Generally you'll be looking to build items rather than gain a temporary buff though. BUT if you're full build (40+ mins games) then buy it. Just do it.

Matchups Back to Top

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

  • Alistar
    Hard
  • Anivia
    Hard
  • Annie
    Medium
  • Ashe
    Easy
  • Bard
    Easy
  • Blitzcrank
    Hard
  • Brand
    Hard
  • Braum
    Medium
  • Caitlyn
    Medium
  • Corki
    Hard
  • Ezreal
    Hard
  • Fiddlesticks
    Medium
  • Graves
    Hard
  • Illaoi
    Hard
  • Janna
    Easy
  • Jhin
    Medium
  • Jinx
    Hard
  • Kalista
    Hard
  • Karma
    Hard
  • Kayle
    Medium
  • Kennen
    Easy
  • Kindred
    Medium
  • Kog'Maw
    Medium
  • LeBlanc
    Easy
  • Leona
    Hard
  • Lucian
    Hard
  • Lulu
    Hard
  • Lux
    Medium
  • Malphite
    Medium
  • Miss Fortune
    Hard
  • Morgana
    Hard
  • Nami
    Medium
  • Nautilus
    Hard
  • Nidalee
    Easy
  • Nunu
    Medium
  • Orianna
    Medium
  • Quinn
    Hard
  • Shen
    Medium
  • Sivir
    Medium
  • Sona
    Easy
  • Soraka
    Medium
  • Tahm Kench
    Hard
  • Taric
    Medium
  • Teemo
    Easy
  • Thresh
    Medium
  • Tristana
    Medium
  • Twisted Fate
    Medium
  • Varus
    Hard
  • Vayne
    Easy
  • Vel'Koz
    Easy
  • Volibear
    Medium
  • Zilean
    Medium
  • Zyra
    Medium

VS

Alistar

Hard

7/10


If you hook him, you just made his job even easier. if you hook his carry, he's going to bash your carry and create hell for her. Since you have no abilities to help your carry from dying, he's going to be annoying in lane. Oh, and his ult is amazing in teamfights.

VS

Anivia

Hard

8/10


Her poking is ridiculous, her passive makes pulling her useless, if you pull her carry she's just going to stun your carry and kill her. Hope for a hook under tower or while her carry is gone. Otherwise, ask for some ganks in lane.

VS

Annie

Medium

6/10


Similar to Anivia, her poke in lane is annoying. But, since she has no second life, and her damage as a support isn't nearly as powerful as she is in mid lane, it's not too too bad. Plus, since she's so squishy by nature she won't poke you as much with basic attacks. But, that's all pre-6. Once she gets Tibbers, you better hope your carry survives, because she's going to try to burst your carry down easily. Ganks are nice against her, if your jungler doesn't get stunned of course.

VS

Ashe

Easy

4/10


She is so squishy, her poke isn't that strong early and is quite mana heavy, and she is very slow. But, she does have a longer range than an average ADC, so she can cs behind minions easier and thus won't give you too many opportunities to hook her. But when she does, landing the hook is quite easy and should result in a kill/burnt spells.

VS

Bard

Easy

4/10


Although he has a stun and heals, he doesn't seem to be that much of a worry in lane. Not too tanky, and ult is very hard to land well for him. As long as he doesn't poke you guys down in lane (however he would do that), you should be alright against him. Make sure he doesn't stun your carry though, because then their health is going to get depleted quite quickly.

VS

Blitzcrank

Hard
8.5/10

It's you. In draft pick this won't be a worry though. But, if you're in blind pick, well, he knows you just as well as you know him. Really just depends on who's carry is better. Ganks are obviously nice, but since you guys will probably be fighting a fair amount in lane, getting a gank may not do too much. Try to freeze your lane closer to your tower, then ask for a gank. Makes for some funny moments though.

VS

Brand

Hard

7.5/10


This is Anivia rebirthed into an even more annoying but less CC-heavy support. The reason I gave that rating is because he's going to just W you down until out of lane. But, if you can dodge his W, he's not really that much of a worry. He will naturally be pushing you guys, and punishing your ADC for last-hitting though.  Ask for ganks since he is squishy and landing a combo while running isn't that easy for him. 

VS

Braum

Medium

7/10


Not that pokey, but pulling him or his carry will just cause him to jump, put up his shield, and target your carry. Try get your carry to poke them down, then land a good hook and his carry is dead. He won't push you that hard so ganks won't really work. Play defensively and hope their carry is worse than yours.

VS

Caitlyn

Medium

6.5/10


I can't say this matchup is hard because of your ability to tank her damage (including her ult), but it is not easy due to her early game range advantage over everyone, and quite admirable damage along with that. Try to let her push and punish her for her mistakes. Caitlyn's like to land headshot combos with her abilities, so if she's opens herself up, hook her in for the kill.

VS

Corki

Hard

8/10


The real problem with hooking him is his ability to just get out of there, or alternatively, all-in your adc with the help of his support. His poke is quite good since he is a hybrid carry, so you can't build well against him, and in general he has high damage numbers. However, it is quite mana heavy for him to poke, so he will be looking for all-ins. You want to catch him when he doesn't have his W or his package, because then you can lock him down long enough to kill him before he bursts your ADC down. Otherwise, look to force a farm lane, or possibly if he's bad you could just win trades anyway. In any case, he is quite a strong carry right now.

VS

Ezreal

Hard

8/10


His E will make you miss every hook. If he uses it and your hook is still up, punish him for it. His lane poke is also quite good. I'd suggest chilling, punishing for mistakes, and asking for ganks, unless your ADC can handle him and the enemy support quite well. Also, blue Ez has risen up once again, and it is quite strong. You really need to dodge his Q's as much as possible because they hurt a lot. Otherwise, it's not too hard to lane against him.

VS

Fiddlesticks

Medium

6.5/10

If you ever face this, good luck. He is so annoying with his E that you will be pushed heavily into your turret. Land a nice hook and change the game, or, get a gank. His Q will make ganking a bit harder, but due to his squishy nature, it shouldn't be too hard. Even though I gave a lower rating, it's only because if you hook him, and especially if you have ult, well. RIP scarecrow. Overall, quite a skill matchup, I'd say. 

VS

Graves

Hard

8.5/10


This guy. Ohhhhhhhh this guy. If you grab him, he will dash away and combo your adc. If you don't grab him, you're useless. And oh my his damage. This guy deals more damage than an assassin it is truly ridiculous. Good luck not losing lane. Try to capitalize on him when he burns 1-2 of his abilities, most notably his Q & E. If both are down, he is a sure kill. Otherwise, don't make too long engages, or he will delete everyone.

VS

Illaoi

Hard

8/10

If you see her support, well, good luck. She's got poke that's annoying, but thankfully it's not that hard to dodge. But if she gets your spirit and ults... well you better hope you aren't rusty 'cause you gotta get outta there. She's terrible at peeling for her ADC though, so if you catch their ADC (works better if they're immobile, like Ashe or something), then it should be easy to win the fight. But her ult is there so be careful of that.

VS

Janna

Easy

4/10


Although her Q is annoying, and she has a shield, she doesn't have a hard disengage early that you can't follow up with a hook. Yes, her ult is very good for splitting up you from your carry/team, but she is very squishy herself so if you can kill her carry quickly, getting your carry a double kill won't be difficult.

VS

Jhin

Medium

4/10

Annoying? Absolutely. Overpowered? Not in the slightest bit. He is very easy to catch early as he will not build crit for a little while, which as all you need in lane to dominate it. He's okay at pushing the lane so it will be easier to set up ganks and easier to avoid being ganked as well. Also, his ult makes him so vulnerable and if you can catch him out with anyone by your side, he's a dead man. He is also very item dependent, so his early isn't anything too good either.

VS

Jinx

Hard

8.5/10


She is too annoying. She will punish you for trying to engage on her, or even getting close for that matter. However, a pull under tower will end her. Just try to punish her. The main reason I consider her hard is her extended range with Fishbones (the rocket launcher), paired with her Flame Chompers, which can result in devastating damage for both you and your ADC. Also Runaan's bolts shoot rockets as well when using Fishbones, so her teamfight is even better.

VS

Kalista

Hard

8.5/10


Her early game is better than yours, and she can easily win an engagement onto her with her support's help. She should push your lane, or at least let her, and then just ask for a gank. Her passive is a huge worry for your hook though, which is probably the most annoying part about this matchup. You really have to know where she will hop next if you want to hook her.

VS

Karma

Hard

7/10


Poke City with her on the enemy team. So annoying to lane against, you have to pull her carry and shut them down quickly, or your lane is getting pushed to your base, along with you taking some damage. Ask for a gank, especially once you have your ult, and you should be able to secure a double kill. Until then, play defensively.

VS

Kayle

Medium

5/10


You really don't see this much. But, her E can be annoying in fights, and her ult is the most annoying and tide-turning ability in fights. Get a gank early and win lane early. 

VS

Kennen

Easy

4/10


Lol. Annoying post-6. But pre-6, if you can hook him just once he is pretty much useless in lane. Look to win lane early. Fights with him and your carry won't go too smoothly though, his ult stuns a lot and combo-ed with Zhonya's is really annoying.

VS

Kindred

Medium

6/10


Kindred works quite well as an ADC, but is pretty weak early. However, she gets very powerful very quickly, and will begin to deal lots of damage to you quite quickly. Also with an invincibility ult, and a slow, she can be fairly hard to fight. Take advantage of her weaknesses early, a pull under turret for example should guarantee spells burnt or if you're lucky, a kill. Much more of a worry to your ADC really.

VS

Kog'Maw

Medium

4/10


He's a handful late game. Because of this, his early game is not very good, although even when you kill him he can still pick up a kill due to his passive. Make sure your ADC isn't too low when you hook him. With that in mind, this shouldn't be too bad otherwise, in the early game. Don't let him get ahead however; he scales like crazy.

VS

LeBlanc

Easy

3/10


This is not really annoying for you, but it is for your carry. You won't take any damage from her and pushing lane isn't a problem. But your carry is going to get deleted. Try to look for good trades. LeBlanc is really useless later though, as she doesn't reach even near her potential when she's a support. Ult is especially useful against her.

VS

Leona

Hard

7/10


Pull her? Half her job is done. Pull her carry? She'll punish your carry. Look for good trades and get ganks. Her ult is especially useful against you and your carry, so don't get too close together.

VS

Lucian

Hard

8/10


He's got a lot of ways to deal damage to you and can dodge your hook. Unless you can pretty much guarantee gaining an advantage when you try hook him (if he doesn't dodge it), you may just get turned on and die. Also, his ult deals insane amounts of damage, so you really have to watch out for that early.

VS

Lulu

Hard

7.5/10


Annoying. So very annoying. All her spells scream "pull my carry and you are going to lose this fight". Ganks are very nice since she doesn't have too much escape. 

VS

Lux

Medium

4.5/10


She's going to burst your carry down, however she is so very squishy. Get a good gank once and you win lane. Try to take damage for your carry as much as possible and make sure to dodge that Q. Just as annoying as your Q+E but makes her combo the easiest thing to land.

VS

Malphite

Medium

4.5/10


A nuisance for your carry. Bashes himself into the fight and is just as annoying as someone throwing a rock at you. But, his early game is so weak due to his high mana costs. He's really a late-game annoyance.

VS

Miss Fortune

Hard

8/10


Miss Fortune is just in a pretty strong state, especially compared to her pre-rework. Her Q has such high damage which I find too disgustingly strong throughout the whole game, her W allows her to kite anyway very effectively, her E helps chase or disengage, and her ult, well, good luck surviving it. The one good thing is she makes herself extremely vulnerable when she ults, so if she isn't placed in a very safe spot, you can really punish her for it. She is fairly weak, but is fairly good at dueling. Having a Kalista by your side (for example), with such a good early, will make this matchup easier for you.

VS

Morgana

Hard

9/10


Your direct counter. Pray that your laning phase ends early or that she is much worse than you. Otherwise, all I can say is good luck trying anything.

VS

Nami

Medium

6/10


Ridiculous sustain. Land every hook on her carry and delete them early. Either you dominate or she dominates. There's no sitting there waiting for something to happen. Something is always happening. Very squishy though, so killing her early in a fight or somehow picking her off quickly before a fight really starts isn't a bad idea.

VS

Nautilus

Hard

8/10


It's the king of CC. He has your hook, but is tankier and annoys your carry more than you can annoy his carry. Ganks are nice very early. Scales pretty well into the game too. Hope he really sucks at hooking or play passively.

VS

Nidalee

Easy

2/10


If you can't dodge a spear that is moving very slowly, this becomes 8/10 instantly. If you can dodge them, then she isn't really a worry at all. Very squishy, low heal, low damage as a support. Not really a worry at all.

VS

Nunu

Medium

5.5/10


He's annoying but not that annoying. Stay out of his E range unless you are going to fight. Make sure to pull his carry and delete them quickly, he will just saunter off in disappointment. Also, you have to cancel his ult channel as fast as possible, because if it sits for too long it can be DEVASTATING. I am not joking, the max damage numbers are ludicrous. Besides that, his buff wasn't too significant, and you should still be fine against this guy, just don't pull him.

VS

Orianna

Medium

6.5/10


Annoying but manageable. She has much lower potential as a support and doesn't really deal that much damage. Start a fight when her Q is on cooldown and you are guaranteed to make a good trade. Her ult is very good in teamfights though, can really change the whole game with one good ult.

VS

Quinn

Hard

9/10


Very strong right now, and if you go in to hook, she'll just throw her Q at you and punish you for even trying to get close. Quite a lane bully, and can fly away (ult) from any danger really, so good luck. After laning it isn't too bad, as she won't Q you, so you can easily hook her in and murder her. Also her E can be really annoying, so watch out for that. Let's her kite pretty well.

VS

Shen

Medium

6/10


He basically does your role but with less damage and is more tanky. Make trades for getting to the ADC's, and pray that your ADC is better than the other one. Pre-ult it is a bit easier, as the ADC gets a really nice shield from his ult which can completely change the fight. This is going to be a fight lane, as Shen isn't worried about mana problems and will harass you guys a lot.

VS

Sivir

Medium

5/10


Her early game isn't that strong, so if you can kill her pre-6, you pretty much can force that advantage down her throat to make it so much harder for her to try to carry. However, her E is going to make you cry if she's smart/quick enough and cancels your hook with it. Also, her ult is basically an AoE for her team type of Ghost, so she can escape your hooks quite easily post-6. Pick her off early to win (or get much closer to it).

VS

Sona

Easy

3.5/10


Her poke can be annoying, but if you guys stay out of her Q range she's pretty much useless. if your ADC can poke there's to the point where Sona is out of mana, your lane shouldn't be a problem. You will push the lane heavily though, and she really depends on having a good ADC, so make sure you have vision as to not get ganked or outplayed.

VS

Soraka

Medium

6/10


Everyone knows how annoying her heals are. Stay clear of her Q's and E and you should be okay. It doesn't matter how you poke her ADC, they are both still at full health somehow. Fights are generally in their favor, unless you act quickly and kill their ADC extremely quickly. Any prolonged fights ends up in a double kill for the enemy. 

VS

Tahm Kench

Hard

7.5/10


Ugh, this fatty. 2X his health, a decent amount of damage, annoying slow, he's got it all. This is a hard matchup because he wins trades due to his high damage output with his Q and W, and you can't really peel for your ADC when he's around. Dodge him spitting back your minions in lane and ask for a few ganks. Make sure his devour is down when you start the gank, otherwise he's just going to gobble up his ADC and bolt out of there.

VS

Taric

Medium

7/10


You can't kill him really, so you need to pull his ADC and delete them quickly. You deal more damage, but he is going to stun you guys and heal himself and his partner. He'll probably push you, so a few ganks shouldn't be a problem with pulling off. However, his ult makes for a situation where you and your ADC have to burst his ADC down before his ult finishes its delay, because once that happens you will probably lose the fight.

VS

Teemo

Easy

2/10


Annoying? Yea. Has anything else going for him here? Not really. He's tiny, and rightfully so, he's squishy. Hooking him shouldn't be that hard and the rest of laning shouldn't be much of a bother either.

VS

Thresh

Medium

7/10


He does what you do but just kind of better. Difference is, plays with Thresh are harder to pull off, and with you, well you are point and click. He deals more damage, has more poke, and more CC. Your lane is going to get pushed into base, so ganks are VERY nice. Getting one very early is very nice as he doesn't have his box to make ganking his lane impossible. Also, you get tankier than he does during the early-mid game, so take advantage of that. Otherwise, look to catch his ADC as much as possible, while still protecting yours. He can just kill your ADC on his own if you aren't protecting yours in some way.

VS

Tristana

Medium

6/10


I consider her to be decently hard to lane against because she's a pretty safe pick for ADC, as in any situation she doesn't like she can just get out of there, eat a biscuit, and be alright. Also, her range soon gets pretty crazy, allowing her to poke you and possibly your ADC for free, which can get annoying. And on top of that, she has her E to slowly poke your ADC down, maybe burning a biscuit or two. Despite all that, if her W is down, you should capitalize on that and kill her. Also, she can jump from your hook, but her animation is fairly long, and you can still hook her mid-air. But if she bumps you away while you hook, well, that kinda sucks.

VS

Twisted Fate

Medium

6/10


As if his gold card isn't annoying enough, his blue card allows him to never run out of mana, so he can poke you all day long. However, he is squishy, and while carding you he may present himself very vulnerable, so you should capitalize on that right before the card hits you and hook him. If you get him, it's pretty much a guaranteed kill.

VS

Varus

Hard

8/10


He's so annoying with his poke, which deals a lot of damage, along with his ult making you essentially useless for a couple seconds, which can and will sway a fight in his favour, not to mention it can latch onto your ADC as well. You just have to look for the moments he messes up and really punish him for it, as otherwise it's going to be a rough lane. He will naturally push the lane (probably) though, so ganks should be pretty easy to pull off. Still, this guy in the right hands can be devastating, do not underestimate his power.

VS

Vayne

Easy

3/10


Yea, she can be annoying in lane, but if you know where she'll tumble and she doesn't have her E, you can guarantee a kill as soon as you hook her. Although her early game is obviously very weak, this still really is a skill matchup, as if she knows that she will die in one hook and can avoid them, then she will snowball absolutely fine. Try to just deny her as much cs if she is unhookable, otherwise, hook her! If she makes one mistake, punish her, and delay her snowballing into the unstoppable monster she can become. Make them pay for choosing Vayne.

VS

Vel'Koz

Easy

2/10


Lol. Extremely mana heavy in lane, doesn't deal that much damage, is only useful post-6, and even then not that useful. You will inevitably push the lane hard, so just have vision of the river and tri-bush, and you should be fine. Make sure your ADC has someone way to escape, as someone like Ashe may not be that great in this type of matchup, since she cannot escape a gank with you by her side.

VS

Volibear

Medium

6/10


He usually is going to win trades when his passive is up, but when his passive is down, it's much easier to deal with him. Try to get him low early, and then right after, freeze your lane closer to your tower and get a gank. He has no way to help his ADC escape, so you should be able to at least pick off his ADC. Quite annoying with his ult and later into the game though, once he gets really beefy.

VS

Zilean

Medium

5/10


His bombs are very annoying in lane, and his ult is ever-so-useful. But, he himself is also very squishy. Let him push your lane, then once he decides to double-bomb you guys, let the gank commence. His will have to choose to speed himself up, speed his ally up, or in a rare case slow one of you guys down. In any case, you can safely pick up a kill. Otherwise, sit back and hope your ADC knows how to dodge bombs.

VS

Zyra

Medium

6.5/10


She is actually so annoying. Endless amounts of plants are going to poke you and your ADC down quickly, and if you get caught in her ult that's pretty much a free kill for them, whether on your ADC or you. Your savior is the fact that she has no built-in escape, only a root. A gank while that root is down will pretty much guarantee a kill or two, as she is also very squishy, and quite slow. Also since she is a mage, if you can catch her in your ult she's completely vulnerable.

Quick Notes for Matchups Back to Top

For all the matchups, I assume you are fighting them in bot lane, so they are made accordingly. If you want to know how it will be like fighting against them when out of lane, it is generally quite similar, except the ones who would be supporting that are somewhere else will have more damage, so your carry should be extra careful.

Synergies Back to Top

All these synergies are for you and your ADC only. Ones for team comps will be coming soon, just give me time!

Also, these Synergies assume your ADC knows their champ pretty well and is confident with them. If they aren't it instantly becomes worse since you pretty much depend on your ADC being good with their champ and with you, because ultimately you have an engage that has no way back. It's all or nothing!


Good Synergies -

51.png- Her poke and very nice damage early + your hook and knockup can make for an easy kill early, then it's up to her to snowball.

119.png- Similar to Caitlyn, his damage is very nice early. He lacks more in the poke department, but his damage is almost unmatchable early and an early lane kill is not a challenge with him by your side.

81.png- The reason I say this has okay synergy is that he has such nice poke and one pull with no minions blocking his shots can leave their ADC with no health by the time they land back on the ground from your knockup. Can be very devastating if played right. However, if his dash is down, you two are very vulnerable to being deleted, as he has only one useful basic ability and AA's to fend off his enemies.

104.png- With his new profound damage, once you pull their ADC, he is able to drop damage on them without any worries. But, similarly to Ezreal, this is all or nothing, if his dash is down, so beware.

202.png- If you hook, that guy is dead. No chance of getting out, you two just have too much damage together. Very good kill lane, as Jhin has good poke to weaken your enemies before hooking for the double.


222.png- She is a great ADC choice pretty much all the time. But, with proper placements of her jinxE.png Chompers after your hook, their health will go from full to nothing without giving them a chance to retaliate. Oh, and her rockets are really strong right now...

429.png- She has an extremely strong early game. There is no fighting her once you are pulled, so hooking their ADC should result in a kill or some burned spells.

203.png- She peels for herself realistically. All you have to do is hook and she will finish them off. Her poke and self-sustain in lane is quite appealing for you as a low poke and low sustain support.

236.png- Lucian was buffed in the preseason, as well as items have become stronger for his build direction, making him stronger. If your Lucian can follow up on your hooks, and shove a ton of damage into your enemies, you can easily pick up kills or zone your opponents. His passive makes that much easier as well.

21.png- Although she has been buffed significantly, she still has only an okay early game in my opinion. If your enemies are smart and don't stand in her missfortunericochetshot.png Double Up's bounce range, she has pretty much no poke in lane. This does not work well with you. Although she does have amazing kill potential, it is only post-6. However, once she does reach that level, this comp turns into a godsend. If you can get a hook in at any time, you can deal some heavy damage very quickly together, but I don't think that will happen too much. One trick I like to do is when their ADC is trying to dodge her missfortunericochetshot.png Double Up's bounce, since they will most likely position themselves a bit awkwardly, you can completely zone them off, or get a hook in as well. Overall, since she can push the lane pretty well, at least you will force your opponent to lose cs and if you're lucky, and you get a hook in, well you can easily pick up a kill from that. However if your enemies are smart and don't get hit by  missfortunericochetshot.png Double Up's bounce, then I personally find this to just be an okay synergy.

133.png- Her quinnQ.png Blinding Assault is ridiculously strong. Land your hook, she lands her quinnQ.png Blinding Assault, and there's some free gold.

18.png- Her kit is amazing with yours when done well. She has a bit of poke, but best of all the plays you two can make together are mind-blowing. A simple hook+knockup and then jump->ult from her (for example) will burst them down in two seconds flat without much hope left for them.

110.png- Similar to Caitlyn, he provides nice poke in lane and has really nice damage early. One good hook can decide your whole lane.

Okay Synergies -

22.png- Although her asheQ.png Ranger's Focus does work well with you, there are two huge components this comp lacks. The first of which is the ability to escape a gank well. She can't escape ganks too well unless she burns spells/ults, and your lack of utility does not help. The second part is that she has a very weak early game, and neither of you have very good poke. Ultimately, yes this can work and sometimes does, but only with very good teamwork. Not the best idea in solo-queue. However, if you two can communicate very well this can instantly become a good synergy comp due to her asheQ.png Ranger's Focus paired with yours.

96.png- He is very similar to Corki in the respect of his playstyle. However, although he does excel at short engagements and constant poke, his all-in potential goes through the roof once he gets some items, or very early when everyone is very weak. Thus, I find this comp to be workable.

29.png- He isn't too good at using your kit with his, however his damage is surprisingly strong as soon as he picks up some damage items, and his passive makes trading in lane generally a good idea.

Bad Synergies -

42.png- He can't capitalize on your hooks. I do not see him doing very well with you ever, as he doesn't deal the consistent damage but rather like to use short bursts to kill. It could just be my experiences, but I never see this working well do to his AP/AD split style.

15.png- She is quite mana-heavy with low damage output early, and she can't really use your hook that well. Her ult isn't of much use to you either really. So, I do not like this comp.

67.png- With one of the weakest early game capabilities, you should already be able to see why this doesn't work well. Yes, hooking into a vaynecondemn.png Condemn into a wall does work well, but otherwise you two don't work too well together. If you're countered, she automatically isn't able to do much in lane besides farm, which will only get harder when you guys are pushed into your turret. All in all, I don't think this will work too well for your purposes. But you might find it work really well, it mostly depends on how good your Vayne is. But generally Vayne's aren't that good, and it works much better if you're communicating (like on Skype or something like that) which isn't likely.

Why are you playing Blitz??? Back to Top

You are here to get your carry fed and let them put you in their backpack and bring you to the enemy's nexus. Hook the right target, use your actives in the right scenarios, grant all the vision you guys need, and make killing your enemy for your carries the easiest thing possible. If you can't do that, you become essentially useless. Now, go out there and hook for days!!

For Blitz Jungle Back to Top

Blitz jungle is hilariously fun, and quite strong. Ward early so that you don't get invaded. Take 12/0/18 masteries, taking Strength of the Ages as your keystone for the nice tank stats it provides. Your runes don't change much at all since there isn't anything you really need to change. You are very much like a support except you can't be pinged MIA from bot, and you are very very easy to kill whilst in the jungle. Make sure to gank pretty much all the time, you are all about that early just as much while you're jungling. Just don't give your jungle to the enemy jungler for free.


Your build path is quite similar to your support build, except you'll grab Cinderhulk first and will be trading some other item out instead. 

OR, you can build carry Blitz, because you are already jungling, so why not have some fun with Runic Echoes and deals tons of damage with your hook and your ult?

In any case, have fun, ward everything, gank everyone, and become the Blitz carry.

Oh, and sorry for the formatting of this, I will work on it in the future. I just hate super long sections myself, so I tried to make this quick and concise. 

Updates & thanks! Back to Top

Still needs some updating, will continue to make changes. Let me know what you think and I'll make changes accordingly as well.


I last updated this guide on May 18, 2016, so if anything has changed since then that affects Blitz, you will know why I haven't that information updated in this guide.

Also, thanks for checking out my guide! Any help is useful, negative or positive.

And that's about it. Hooks for days, my friends!

My other guide(s) Back to Top

The Bard Carry! (Botlane Bard) - http://www.lolking.net/guides/378156

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