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Blitzcrank Build Guide by SawyerNelson

Support Hook and Kill - Blitzcrank Support Guide

Support Hook and Kill - Blitzcrank Support Guide

Updated on November 22, 2018
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League of Legends Build Guide Author SawyerNelson Build Guide By SawyerNelson 28 2 83,616 Views 0 Comments
28 2 83,616 Views 0 Comments League of Legends Build Guide Author SawyerNelson Blitzcrank Build Guide By SawyerNelson Updated on November 22, 2018
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Runes:

Resolve
Aftershock
Demolish
Bone Plating
Unflinching

Inspiration
Biscuit Delivery
Cosmic Insight
Bonus:

+8 Ability Haste
+6 Armor
+65 Base Health

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

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Champion Build Guide

Hook and Kill - Blitzcrank Support Guide

By SawyerNelson
Summary
Blitzcrank is the legacy Hook champion, making all enemies LOSE THEIR MINDS trying to avoid his hook. Blitzcrank very simple to play and also very good at punishing bad players. His kit is fairly limited but makes up for it in raw stats.


Laning
  • All Blitzcrank has to do is slightly move forward to force the enemy laners to run away.
  • Don't hook level 1 unless it's giving to you, level 2 is the real power spike since you will have Power Fist.
  • Stay in the Bot lane Blitzcrank is effective in roams, but he is very slow until completing Boots of Swiftness and getting and early level 6 is important for damage.

Mid Game
  • Be near the lane your ADC is farming in, get wards near that area to protect your ADC & Team.
  • When you can move with your jungler to gank a lane or start a fight in the Jungle. Avoid moving alone or starting fights without allies nearby.
  • Carry multiple Control Wards to deny vision from the enemy to easily catch them out.
  • You can pull enemies moving to and from lanes over walls when they are walking on your vision.

Late Game
  • Late Game you want to stay on your ADC during team fights, moving all the way forward puts you in position to hit the enemy carry with a hook, but also leaves your ADC wide open at the start of fights.
  • Power Fist enemies on cooldown to peel for your allies.
  • Carry multiple Control Wards to deny the enemy vision on baron or around it
  • Blitzcrank threat of hook in the fog of war is one of the strongest catches in the game, abuse it any time an objective is up rather than just starting the objective.
Author

Sawyer Nelson


This guide was written by Sawyer Nelson on November/21/2018 for free, with the purpose of educating those interested. If you want to show your appreciation you can do so by Donating via [PayPal] or following Sawyer's Social Media:
  • Twitch - (Gameplay, Personality, Commentary, and Coaching League of Legends Live stream)
  • Twitter - A trash can for my stupid thoughts
  • Youtube
  • Instagram - Clips of my gameplay, maybe a picture of me once a year
Blitzcrank
Blitzcrank is the legacy Hook Support. Striking fear into all enemies that have to lane against him, putting them under stress and keeping them on their toes from the threat of Blitzcrank's hook. Blitzcrank functions as a very simple tank support with the ability to catch enemies out from afar with his hook Rocket Grab

Pros

+ Long Range on Rocket Grab
+ Huge Snowballing potential
+ Easy to play
+ Great for Solo Queue

Cons

- Bad when behind
- No escape
- Enemy Tanks can block Hooks
- Limited functionality


Blitzcrank's play is widely impacted by his hook, but he plays out like a standard Tank Support. Peel for his allies with multiple Power Fist during team fights along with having the ability to catch out enemies from a very long range with Rocket Grab. His kit is very simple to learn and play effectively.
Summoner Spells

IGNITE

Ignite gives you more damage, which helps a lot when taking fights, or to burst targets you engage on. It deals true damage based on your level and reduces healing on the target. Use it early in fights rather than later.

FLASH

Flash is standard on most champions, Blitzcrank is no exception. Blitzcrank can Flash past minions or champions to land hooks otherwise impossible to hit on unexpecting enemies.
Runes
Summary



These Runes give Blitzcrank added ability to Tank abilities and small amounts of utility which is exactly what Blitzcrank wants small tank bonuses to help him survive longer and be useful with shorter cooldowns. Blitzcrank doesn't need wild added functionality from damage runes, they are just cheese and not very useful.

Resolve Inspiration
Aftershock
Aftershock enables Blitzcrank to tank more after ccing targets. The damage from Aftershock after you pull a target it nice, but you get the most value out of this rune from the bonus stats offered at the start of fights.
Demolish
Demolish gives you extra damage on towers, if you happened to kill your lane early or pushed in lane as they recalled you can quickly get this damage off on the tower and probably break one of the early plates giving you and your ADC gold. This rune helps you win more and is the only rune in this row realistically useful for Blitzcrank.
BONE PLATING
Bone Plating simply blocks damage for free, it's one of the simplest and best runes in the game. Bone Plating helps at all stages of the game, negages poke during the laning phase, helps you survive in fights, and lets you soak more damage in a late game team fight, and it happens automatically super good rune.
UNFLINCHING
Unflinching assist Blitzcrank giving him Tenacity and Slow Resist after casting a Summoner Spell, aka when casting Ignite on a target you are engaging on. During fights this allows you to maneuver better and also gives you benefit when Summoner Spells are down.
Biscuit Delivery
Biscuit Delivery gives you more Mana during the laning phase and slightly more max mana. This rune lets you cast more hooks in the lane.
Cosmic Insight
5% CDR on Abilities, Summoner Spells and +5% Max CDR is generally useful. Great for Rocket Grab & Power Fist cooldown.
Abilities
Abilities







Passive:
Mana Barrier

When Blitzcrank receives damage which brings him below 20% maximum health, he shields himself for 50% of his current mana for up to 10 seconds.

Good synergy from Biscuit Delivery & Zeke's Convergence gaining effective health from Mana.
[Q] Rocket Grab
Blitzcrank fires his right hand pulling the first target hit to him & dealing magic damage.

Overdrive

Blitzcrank gains bonus movement and attack speed, that decays after 2.5 seconds. Blitzcrank is then slowed for 1.5 seconds.
Power Fist
Blitzcrank's next auto attack deals extra damage and briefly knocks up the target.

Power Fist resets Blitzcrank's auto attack timer.

Static Field

Passive: periodically will deal magic damage bolt to an individual nearby target.

Active: Blitzcrank deals lots of magic damage to all nearby enemies and silence them for 0.5 seconds.


So a big part of Blitzcrank's kit is obviously his hook Rocket Grab. Rocket Grab is important but if you dedicate your entire brain towards it you lose out on the rest of Blitzcrank's kit. It's not important to hit the hardest and wildest hooks, the best hooks will be presented to you by the enemy misstepping.

As you can see I've listed to put 2 points in Q Rocket Grab then to Max E Power Fist. This is because putting levels into Power Fist lowers it's cooldown giving you more knockups throughout a fight. Having a lower cooldown and more damage on Rocket Grab isn't as important since. Regardless of your Cooldown Reduction you will likely only get 1 Rocket Grab off during a fight.

You will then max W Overdrive to gain higher movement speed to get in better positions during fights.


Combos


Hook:
Q Rocket Grab > E Power Fist

Post Level 6 Pull:
Q Rocket Grab > R Static Field > E Power Fist

Guaranteed Pull:
W Overdrive > Move towards enemy > E Power Fist > Q Rocket Grab

Negative Flashes / Dashes
W Overdrive > Move close enough to an enemy to land ULT > ULT Static Field > Q Rocket Grab before silence wears off > E Power Fist


As you can see there are lots of ways to deal with particular enemies and set yourself up for easy hooks or deny enemies from using their counter abilities to dodge hooks. Blitzcrank is very simple so don't over think his kit.
Items
Starting Items




Starting items for Blitzcrank never changes, you will play out the early levels 1-4 every single game with Relic Shield, 2 Health Potions, and a Stealth Ward.

Relic shield gives Blitzcrank and his bot lane duo a good amount of sustain in lane, always use the Relic Shield on Cannon or Melee Minions since they will give you the most gold. Relic Shield's execute on minions lets you control the minion wave somewhat. Blitzcrank can execute a minion, instantly killing a minion so that he can land a hook on an unexpecting target that was previously safe behind the minion.

If you recalled around level 4-5, and have enough gold for targon's brace + Refillable Potion, than you should consider the purchase. Refillable Potion gives you a lot of sustain in lane, and throughout the Early to Mid game, and can be sold later in the game.


Early Build Path


> targon's brace > > >


CORE BUILD

After completing Boots of Swiftness you should look to complete Remnant of the Aspect it gives Blitzcrank a lot of health, 10% Cooldown Reduction, and an extra ward for control vision, which is the entirety of Mid Game play. The health granted is very important entering the Mid Game on Blitzcrank.
Boots of Swiftness are cheap and the slow resist help Blitzcrank maneuver during fights and also helps to negate some of his W Overdrive slow. Without Boots of Swiftness Blitzcrank will likely be locked down during a teamfight and not be able to move further into the enemy team when winning or run away when losing.
Gives lots of Armor and Magic resist, and adds extra damage to your binded ally (most likely your ADC) when you engage, and a small slow to all enemies around you after you ULT. Zeke's Convergencehas a good amount of utility, and is very cheap.

Zeke's Convergence has great synergy with Blitzcrank's ULT Static Field and gives him added utility with the AOE Slow.

Best 3rd item, during the Mid-Late game is the time you will likely be able to purchase Knight's Vow is the time in which the extra Armor it offers you and your binded ally will be most important, the healing / damage absorption it offers is whatever, it's mostly a good purchase for all tank supports because it's cheap and gives Armor + Cooldown Reduction during the Mid - Late Game.

Armor Mid Game lets you tank towers, objectives, and enemy AD champions.

Gives lot of Magic Resist and some armor, and active gives team a shield based on the casters bonus health & allies level. You want to purchase Locket of the Iron Solari later in the game because it gains more value later in the game. Blitzcrank doesn't benefit from early Magic Resist as much as he does early Armor in most matchups, and the shield from Locket is more impactful and bigger late game.

This shield can also be useful to tank enemies if you are over reaching for a hook, but is obviously best used defensively.

Gargoyle Stoneplate gives you bonus Armor and Magic resist, is fairly cheap, and it's active lets you become very tanky during teamfights while around multiple enemies. If you get full value out of it's active by being nearby 3+ enemies and activating Gargoyle Stoneplate to give you 100% bonus health. While this is active not only will you be temporarily tankier but this doubles the shielding from Locket of the Iron Solari's active.



SITUATIONAL ITEMS
Mobility Boots are generally a worse option than Boots of Swiftness on Blitzcrank, but they allow Blitzcrank to roam earlier in the game. You trade team fighting ability for more potential gank opportunities / approaches.

Turbo Chemtank is very expensive and it's active isn't to useful for Blitzcrank since you don't have to get right on top of enemies to engage on them, but Turbo Chemtank gives you and your team lots of movement speed towards enemies, so if you have allies such as Xin Zhao, Irelia, etc. That don't have great means of immediate engage this item helps them out a lot.

You should avoid purchasing this unless you are snowballing, you can also delay tier 2 boots and upgrading targon's brace so that you can purchase Turbo Chemtank faster in the match since it's so expensive.

Dark Seal is a cheap but effective item, giving you some added utility in the laning phase when combo'd with Refillable Potion. The Ability Power granted isn't wildly useful but it's nice. If you are truly snowballing it can be upgraded to Mejai's Soulstealer later in the game or can be sold late game for another completed item or Control Wards.

Shurelya's Battlesong is a cheap item, but purchasing this over say Zeke's Convergence first item will leave you very squishy for the only benifit of an active speed boost which doesn't translate into an insta hook.

You can look to purchase this item if your team is snowball and can use the speed boost both offensively and defensively. In general this item isn't very valuable on Blitzcrank.

Iceborn Gauntlet is too expensive most matches, but not a bad item on Blitzcrank it offers lots of Mana and Armor which is good for Blitzcrank Mid Game. The passive slow synergy with Blitzcrank's E Power Fist spam during team fights, but it's very rare that enemies are so clumped that the slow really matters. It helps with running an enemy down a lane, but that type of play is probably ignorant anyways.

Purchase this item after Zeke's Convergence in matches against 5 AD champions and you are already snowballing.
If you are against 4-5 AD champions specific on hit AD champions such as Draven, Jinx, Xin Zhao, etc, and you are entering the Mid Game you can consider purchasing Ninja Tabi especially if you have to be the main tank for your team.
The stats offered by Redemption barely help Blitzcrank at all. You want to purchase this item if the enemy has lots of AOE and team fights will likely play out in a single area in which you can land Redemption's active on all of your allies and most of the enemies.

Purchase after Zeke's Convergence.

Gameplay
Early Game


During the Laning Phase Blitzcrank has a fairly easy time in most matchups because of the threat of his hook Rocket Grab. You can do nothing and walk forward to scare 90% of players to briefly move away from the minion wave.

Holding the hook until you have a guaranteed hook is the best play, as casting hook then briefly lets the enemy breath rather than constantly putting them under pressure.

You want to stay in lane rather than roaming before level 6, any movement out of lane will put you down in experience and gold unless you get a kill. Blitzcrank's best movements out of lane early are to assist the jungler in the river or to respond to fights.

Really pay attention to the minion wave, where each individual minion is, and where they are going. Minions determine if you can land a neutral hook or not. You want to be waiting for the enemy to move just toward the edge of a minion wave so you can land Rocket Grab.



Early in the laning phase you don't have to go out of your way to have an impact, so long that you are farming Relic Shield effectively and not dying you are scaling. Your job during the laning phase is also to be a Support which entails warding, using Relic Shield to heal your ally and get gold for yourself, and to spend ability to catch out the enemy or to protect your ADC.

Taking bad pulls is detrimental to you, your ADC, and your entire team. If your ADC has 20% HP and no mana, and you hook a full health full mana enemy into them, you've killed your ADC. Going for pulls when your ADC is backing or not near you is also detrimental. Avoid plays such as these.
Mid Game

Mid game is when multiple towers go down on the map, or champions start moving around the map. You want to be near the lane your ADC is farming in, just because the laning phase ends doesn't mean you have to perma engage on the enemy. There will be opportunities to move out of your lane such as when the lane is pushed and your ally jungler is nearby. Then you can move into the enemy jungler to gank a lane. Spending time in a lane is still important to gain levels and gold.

Your Macro skill will allow you to perform in the Mid Game as vision and map movements are how you gain advantages at this stage in the game. Watch the Minimap, watch the minimap, watch the minimap. Move your camera to see where enemies are moving. Keep the enemy jungler potential location in mind. When you are moving around the fog of war play mindfully, think about who can be where you are going, understand the risk, and don't take the risk when it is too high. Would you walk in the enemy jungle when you have no wards in the river, the entire enemy team is missing and your allies won't be behind you? Of course not.

You should look to start fights with ULT The Quickness when you have a numbers advantage on the enemy, it also helps if the enemy is mispositioned and weak. The Quickness is on a fairly short cooldown so it can be wiffed or used just to get the enemies Flash without much reracution other than your team forcing fights while it is still on cooldown. Even if the enemy starts fights against your team while The Quickness is down you can still peel for your allies effectively with basic abilities, again the biggest problem you will likely run into is your allies playing incorrectly so ping them back as many time as possible and peel for your ADC.


During Teamfights you should look to catch out enemy carries with Q Rocket Grab. Pulling a tank into your team is likely very bad. If you don't have a hook on a carry, simply don't cast the ability. If the enemy tanks are moving onto you or your ADC then use E Power Fist to peel for them and position yourself to land a hook on the enemy carries trying to follow up on their tank's cc.


So some basic goals for Mid game are:
  • Defend ADC in lane so they can CS, and you can get experience / gold yourself
  • Move with Jungler to start plays
  • Watch the map to respond to plays being made
  • Take objectives such as Dragon or Rift Herald with your Jungler when you have control of the map.
  • Catch enemies in the fog of war Control Ward, and pull them into your team.


Late Game


Late Game Blitzcrank can abuse the fog of war very well. Use Control Wards to deny the enemy vision in areas that they need to check / move into such as around baron or Dragon, and then be in position to hook enemies coming to check the fog of war. This is the easiest way to break open the late game and secure a win.

Be mindful of how strong you and your allies are, you can or can't take fights depending on items. You don't have to start a fight every time you see the enemy, your allies may need time to farm, but when your team has the advantage you should be in position to force the fights. Once you get a good feel for this you will understand how polzerizing it can feel to play Support depending on the game state, you are doing a lot or nothing at all, waiting for your allies to scale and for the enemy to push in.

If you aren't the only Engage for your team consider staying back in fights and peeling for your ADC. Say if both you and a Malphite CC the enemy back line, but the enemy Talon solo dives your ADC there is nothing your ADC can likely do to deal with it themselves The Quickness can be used to instantly charm enemies diving onto your carries.

When engaging you really have to make sure that your entire team is on the same page, and the only way to do this is through pinging, and pinging a lot. Pings are loud, quick, and everyone understand them. You can't be pushing down Mid Lane then take 5-10 seconds to type out " Hey guys i'm going to go in here pls follow up". By that time the wave has hit the tower and you are way to far away. Instead be in position to punish the enemy, and ping on the way or for assistance as many times as you can as you are engaging.

Don't be ARAMing the entire late game either, if you aren't warding or playing around the fog of war you are just showing yourself to the enemy and hoping they walk into you. It's a lot more valuable to make the enemy miss position when trying to ward the area you would be in, than it is to move at them down the mid lane because they showed up on your screen.

during Late Game fights peel for your team with Power Fist but be keep a sharp eye on the enemy carries and be ready to be in position or Flash to land Rocket Grab.



GENERAL GAMEPLAY



Roaming


Roaming on any support is pretty simple, it's when you take a timing window in which your ADC is safe to have an impact somewhere else on the map.

So when should you roam is very, very easy don't over think it, and don't over do it.
  • When the Bot Lane wave is pushed into the enemy tower
  • When you have recalled and can move to any lane
  • When your ADC is dead / recalling and you would be alone bot lane
  • When the enemy laners are pushed up

These are all good times to roam, how effective that particular roam will be is affect by literally everything on the map, the minion wave positions in Bot lane & the lane you are ganking, the likelyhood of the gank, the HP, Mana, level values of your ally laner compared to the enemy laner. Moving with your Jungler also helps pull off a gank. Some ADC champions such as Ezreal have abilities to farm the minion wave from long range safely, others such as Kai'Sa will be zoned completely if you leave.

When you do get a roam off, look to either recall and reset bot, or to immediately walk back to the bot lane. Do NOT overstay doing pointless things.

When you leave lane you will also be missing out on gold and experience. The longer you stay in Bot Lane the more levels and gold you will have.


ADC's ability to follow up.


Different ADCs will be able to follow up on Blitzcrank's engage to different degrees. A Lucian will be able to follow up on Rocket Grab much better than say an Ezreal.

What's more important for you to practice is not only watching the enemy bot laners and trying to punish their mispositioning with an engage, but also watch your Ally ADC to see if they will be near you to follow up on your Grand Entrance.

With any CC champion, if you CC'd a target and got not follow up, you didn't CC them. If you got a 5 man Malphite ULT and your entire team was in another lane, what happens? Nobody dies and they all turn on you and you die.

The power of CC in League of Legends is that it enables your ally champions that otherwise don't have good options of dealing their damage to be given brief timing windows to deal their damage without any counter play from the enemy.

So simply put, don't ULT The Quickness + W Grand Entrance when your ADC in a million miles away from you in lane or you will be wasting your time.

Warding

Defensive
Defensive warding is warding on your side of the map
Neutral
Neutral Warding is in the river / lane bushes.
Offensive
Offensive warding is warding into the enemies side of the map (past the river).

When you should or shouldn't ward depends on your allies location and the enemies location / potential location. Look at the map and think.

Control Ward, Control wards are to deny the enemy vision, not to give yourself extra vision. Especially on a champion such as Blitzcrank you can abuse the fog of war to surprise the enemies and engage on them unexpectedly.

Throughout the Mid - Late game there will be moments of no action in which it is optimal for you to drop 3 wards around an objective, then recall to refresh the ward count on your Remnant of the Aspect and return to your team.
Conclusion
If you have any other question about Blitzcrank leave a comment on the guide or message me on any of my Socials.


Sawyer Nelson


This guide was written by Sawyer Nelson on October/10th/2018 for free, with the purpose of educating those interested. If you want to show your appreciation you can do so by Donating via [PayPal] or following Sawyer's Social Media:
  • Twitch - (Gameplay, Personality, Commentary, and Coaching League of Legends Live stream)
  • Twitter - A trash can for my stupid thoughts
  • Youtube
  • Instagram - Clips of my gameplay, maybe a picture of me once a year
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