Guide Blitzcrank League of Legends S6

Mana Barrier

(Innate): When Blitzcrank's life is brought below 20% health he activates Mana Barrier, creating a damage shield that lasts for 10 seconds. The shield strength is equal to 50% of Blitzcrank's current mana. There is a 60 second cooldown before Blitzcrank can activate this effect again.

Tips :


NO I WON’T DIE!

Deathproof shield

The Barrier is triggered when Blitzcrank is below 20% of his maximum health, so it’s perfect to bait your enemies. The more mana you have the more powerful the shield. It’s why building Blitz with a Glacial Shroud is so cool.

Never forget your passive because it will be very useful and help you when you have to choose to start a fight or not. The cooldown is also pretty short, it will reload every minute.

Be careful to not overestimate the power of this shield though, it quickly falls to zero, especially during early game (it all depends on your runes and starter but generally you won’t have that much mana) especially if you’re getting burst for example. But it can also give you a good advantage on the botlane in terms of survivability. 

During the first team fights, thanks to the shield ,you will be able to tank a bit. Keep in mind that the launch of Mana Barrier is beyond your control, at the precise moment where a hit will put you under 20% health.


Rocket Grab (Q)

(Active): Blitzcrank fires his right hand at a straight line to the target area. If his hand encounters an enemy unit it will pull the target back to his location, dealing magic damage and stunning it for 1 second in the process.

  • Cost: 110 mana
  • Range: 925
  • Projectile Speed: 1800
Tips :


Some morning gym always feels good

Bring your ass up here!

It is Blitzcrank core gameplay. The range of the grab is pretty high as you can see on the following picture. It is a very good way to engage a team fight by catching an easy prey while being safe. It is important to note that the theoretical range that is displayed is in fact just a bit longer. If you pay attention, at the end of the grab’s animation, the fist goes a little bit further and catches an enemy that would be at the edge of its finger! So don’t underestimate the range of that grab, you could be surprised!

 


The range of the grab is pretty high

Blitz’s grab is a dreadful weapon in case your jungler helps you with a gank. Use it wisely and pay attention, don’t unleash it too fast since the cooldown is long during early game. Locate your target and choose a good placement. What I mean is that you have to make sure there are no minions that could block your grab or any other obstacles.

Blitz’s grab also goes through walls, which is interesting for many reasons.

 


I stole your blue!

You can anticipate the opponents’ moves without having vision and try ballsy grabs. Catching someone through a wall often means the death of your target, and in the worst case scenario it will use its Flash.

It’s a very good way to steal buffs or to just annoy the enemy jungler a bit! During early game for example, you can come and grab the Ancient Golem (or the Elder Lizard) in order to reset it and then make the enemy lose precious time.

Also note that the grab doesn’t go through Banshee’s Veil or Morgana’s Black Shield, it would just miserably fail without bringing the target back to you. It’s nonetheless a formidable tool to cancel channelings such as Galio’s or Karthus’ ultimates for example. You can also isolate AoE champions from the fight such as Kennen in order to minimize their ultimates and protect your team.

The skill costs some mana so take care not to find yourself out of mana to use other spells. I specifically insist on the fact that it’s better to not make a grab you feel you won’t be able to manage than to abusively use the skill.

The grab is an amazing asset at level 1 and will allow you to invade without any trouble in order to frequently take the first blood.


    Cooldown: 20 / 19 / 18 / 17 / 16 seconds

    Magic Damage: 80 / 135 / 190 / 245 / 300 (+1.0 per ability power)

Overdrive (W)

(Active): Blitzcrank super charges himself to gain dramatically increased movement and attack speed for 8 seconds.

  • Cost: 75 mana
  • Cooldown: 15 seconds
Tips :


Fly lil’ robot fly!

...to infinity and beyond!

very important skill for Blitz since it considerably increases his movement and attack speed. When playing him as a support, it’s especially the movement speed that we will need.

As I explained above, Blitzcrank’s mechanics are mostly based on his ability to grab. Overdrive is perfect to choose a better placement in order to grab like a BOSS!

The movement speed given highly increases your mobility and allows to quickly catch an enemy in order to engage in a fight. Keep in mind that the goal of an engage made by Blitz is to bring the opponent to him.  You can then take some distance from your allies to catch someone and it won’t take long to your mates to finish the job. What is nice about this ability is that it gives you a very good buff once at its highest level: 32% more movement speed! Combined with Boots of Mobility, you’ll be a true rocket.

This skill can also be used defensively since it will allow you to run away if there is a problem. You will then be able to escape quickly.

The cooldown of Overdrive isn’t lowered with levels and its duration doesn’t increase either. But with some cooldown reduction items and considering the bonus it gives you will have a short moment between two activations. Shurelya’s Reverie will be the perfect match with this skill by the way.

The mana cost  is correct, so have no hesitation to use Overdrive before a fight and then have a speed boost in the melee.


    Movement Speed Bonus: 16 / 20 / 24 / 28 / 32 %

    Attack Speed Bonus: 30 / 38 / 46 / 54 / 62 %

Power Fist (E)

(Active): Blitzcrank charges up his fist to make his next attack deal double his total attack damage and knock his target up in the air.

  • Cost: 25 mana
Tips :


Tell me if you have issues with the gravity.

Fist f*cking is an art.

The fist of the steam golem! This ability allows a lot of different things with Blitz.

The champion mechanics are based on the grab (I think you understood that already by now) so you really have to find the perfect spot. Use the fist to catch your opponent while you’re in melee and put some pressure on him. If you’re facing a champion like Corki/Ezreal  it’s even more important to go melee to catch him to make him use his gap closer or even his Flash!

The Power Fist resets the auto attack timer, so use it after to engage even more quickly. You’ll deal twice the damage on impact as well as a bump which can be reduced thanks to tenacity (CC reduction). It is why it’s so important to upgrade this skill quickly in order to be able to use it often (5s cooldown once at its highest level) and abuse it.

I’ll insist one more time on the fact that trying to engage as much as possible with E more than the Q is better. Power Fist can’t be dodged as opposed to the grab and it is way more interesting to put the enemy in danger by bumping him in order to make a 100% successful grab after.

Power Fist costs 25mana points which is really cheap for the crowd control it gives. Moreover, once the spell is at its highest level and if you have some cooldown reduction, you will be able to spam it all the time on your opponents. It also is a very good way to cancel the channeling spells of your opponents (a Warwick or Malazahar’s ultimate for example). Note that the additional damage works on towers and buildings such as inhibitors and the nexus.


    Cooldown: 9 / 8 / 7 / 6 / 5 seconds

Static Field (R)

(Passive): Blitzcrank fires lightning bolts to deal magic damage to one random nearby enemy unit every 2.5 seconds (not affected by cooldown reduction). This will not damage enemies in stealth.

  • Passive Range: 450

(Active): Blitzcrank emits a wave of electricity to deal magic damage to nearby enemies and silence them for 0.5 seconds. Activating it removes the passive lightning bolts until Static Field becomes available again.

Tips :


There's electricity in the air.

A passive and an active for two times more pleasure.

Blitzcrank’s ultimate works as a passive and an active.

Regarding the passive, it is important that you understand the way it works. Every 2.5 seconds, Blitzcrank unleashes thunderbolt that hits a random enemy dealing magical damage. The range is 450, which is pretty high.

During the laning phase, you’ll have to take care with your placement in order to not disturb your AD carry. The passive is pretty annoying for that specific reason, it makes you push a lot or even prevent your mate from last hitting, which isn’t what we want is it? Since the effect is random, you can never know which target it will work on… Be careful when you’re trying to set up a trap in a bush and a creeps wave is coming nearby, your passive will proc, revealing your position at the same time.

It is however a very good way to be aggressive during a team fight. A lot of Blitzcrank players directly use their ultimate after an engage (Q + E + R). During the laning phase, if the way is clear enough and you’re fighting 2v2, earn some time thanks to your passive ability. It attacks every 2.5 seconds and will weaken your two targets (or it will always strike the same target if you’re lucky). Damage that is dealt that way shouldn’t be neglected, especially since if you use your active ability directly, the passive won’t work during the cooldown of the spell.

Be careful though, your passive takes aggro of any nearby unit and can become trouble, especially in the jungle. If you’re on your way to ward baron Nashor or simply to anti-ward it with an Oracle, use your ability to activate the cooldown of the spell and deactivate the passive at the same time. This way, you’ll be able to walk freely around Nashor.

Let’s talk about the active ability now! After a short cast time, an AoE dealing magical damage and silencing the surround enemies for 0.5 seconds is unleashed by Blitz. It’s the perfect skill to cancel channeling ultimates such as Karthus’ or Katarina’s ones.

It’s also a very good way to depush a lane quickly. The damage dealt with support stuff isn’t that high but it’s still interesting. And it will deactivate the passive while leaving the low life creeps for your colleagues. It’s also an excellent way to quickly burst an imprudent target after a grab and a classical combo (which I’ve talked about earlier) Q + E + R. Keep in mind that with good timing, your opponent will have trouble escaping and surviving this succession of skills. The bump as well as the silence gives a bit of control, even if the 0.5s of the ultimate are ridiculous, you will even be able to prevent the use of Flash sometime.


    Passive Magic Damage: 100 / 200 / 300 (+0.2 per ability power)


    Active Magic Damage: 250 / 375 / 500 (+1.0 per ability power)

Pros

Blitz has one of the best engages with his grab.

He also has very good mobility.

Being tanky ensures he can survive on the bot lane or in teamfight and has potential to bait.

He has a lot of CC making him a formidable support.

This is one of the few champions that can turn a whole game with 1 move such as grabbing their AD Carry late game.

The grab passes through the walls so you can catch people completely away from their team.

Cons

Blitzcrank still requires good management of his grab as grabbing an Amumu into your team often results in his ultimate being placed perfectly and the enemies counter engaging. You have to be careful who you pull into the party!

When going to grab a key target, creeps can get in the way, especially when they change their pathing and this can be very frustrating.

His ultimate isn't reliable when it's unused as it sends out random sparks. This can get annoying when you steal CS so try to move out of the way. His ultimate also has high base damage so blitz can easily take kills by accident when trying to burst an opponent.