This meta overview presents BLITZCRANK’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where BLITZCRANK performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Support Line BLITZCRANK. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Relic Shield (Kill minions to earn bonus gold). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Relic Shield
Kill minions to earn bonus gold
+125 Max Health
This item is for support players. When equipped, it will reduce the gold you receive from killing minions and monsters. If there are multiples of this item within the party, only one of them can take effect at any given time.
Tribute: Gain 1 encircling energy orb(s) every 30 seconds (max 3 orbs). While near an ally, the actions below will trigger Tribute, consuming 1 energy orb(s) to grant you 65 gold and restore your Health 20-80:
1. Using abilities or attacks to damage enemy champions or structures.
2. Attacking minions below 65% Health. This also executes them, and the gold generated from the minion kills is given to the ally nearest to you. 3. A nearby minion is killed while you have 3 orbs. Upon triggering Tribute, the ally nearest to you gains Tribute stacks.
Sentry: Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom.
Restraint: You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. The gold generated from your minion kills will be given to the ally nearest to you. Gold earned from monster kills is reduced by 50%.
Quest: After earning 750 gold, this item upgrades into Bulwark of the Mountain and binds you and the ally with the most Tribute stacks as Perfect Partners.
500
Bulwark of the Mountain
Kill minions to earn bonus gold
+175 Max Health
+10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Yordle Trap
Crowd controlling enemies empowers you and allied champions
+200 Max Health
+20 Armor
+20 Magic Resistance
+15 Ability Haste
Catcher: Slowing or immobilizing an enemy champion empowers you for 8 second(s) (4 second(s) for ranged champions) and grants 20 Movement Speed. When empowered, you and nearby allied champions gain 30% Attack Speed (20% for ranged champions). Gain 20 bonus gold if you or your allies kill a champion while empowered.
2400
Yordle Trap TIPS: This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defensive stats. Slowing or immobilizing an enemy champion temporarily increases your Movement Speed and grants increased Attack Speed to you and nearby allies. Securing a takedown while empowered also provides bonus gold, making it especially useful for tanks and supports with frequent crowd control.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+30 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Armored Advance
Grants Armor and a shield
+150 Max Health
+30 Armor
+45 Move Speed
Block: Reduce damage from champion attacks by 10%.
Noxian Endurance: After taking physical damage from a champion grants a physical shield that absorbs damage equal to 10-140 plus 8% max Health
. (12s Cooldown)
2200
Armored Advance TIPS: These boots provide excellent protection against physical damage. They reduce damage taken from enemy champion attacks and grant a protective shield after taking physical damage from a champion, helping you survive extended trades and heavy bursts of physical damage. They are an excellent choice against marksmen, fighters, and other champions who rely primarily on physical attacks.
Chainlaced Crushers
Gain a magic shield upon taking magic damage
+150 Max Health
+30 Magic Resistance
+30% Tenacity
+45 Move Speed
Noxian Persistence: After taking magic damage from a champion, gain a magic shield that absorbs 10-120 plus 5% max
for 5s. (12s Cooldown)
2200
Chainlaced Crushers TIPS: These boots greatly improve your survivability against magic damage. After taking magic damage from an enemy champion, you gain a magic shield that helps absorb follow-up spells, while the bonus Magic Resistance and Tenacity make you far more resilient against AP threats and crowd control. They are an excellent choice against teams with heavy magic damage and strong CC.
Bulwark of the Mountain (Kill minions to earn bonus gold) as your first item, followed by
Plated Steelcaps (Reduces damage from champion attacks) or
Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Yordle Trap (Crowd controlling enemies empowers you and allied champions).
Armored Advance (Grants Armor and a shield). You may want to replace it with
Chainlaced Crushers (Gain a magic shield upon taking magic damage), it all depends on your playstyle and the situation on the battlefield.
Bulwark of the Mountain
Kill minions to earn bonus gold
+175 Max Health
+10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Yordle Trap
Crowd controlling enemies empowers you and allied champions
+200 Max Health
+20 Armor
+20 Magic Resistance
+15 Ability Haste
Catcher: Slowing or immobilizing an enemy champion empowers you for 8 second(s) (4 second(s) for ranged champions) and grants 20 Movement Speed. When empowered, you and nearby allied champions gain 30% Attack Speed (20% for ranged champions). Gain 20 bonus gold if you or your allies kill a champion while empowered.
2400
Yordle Trap TIPS: This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defensive stats. Slowing or immobilizing an enemy champion temporarily increases your Movement Speed and grants increased Attack Speed to you and nearby allies. Securing a takedown while empowered also provides bonus gold, making it especially useful for tanks and supports with frequent crowd control.
Locket of the Iron Solari
Team shield
+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
2600
Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.
Zeke's Convergence
Deals damage in an area and slows nearby enemies
+300 Max Health
+25 Armor
+25 Magic Resistance
+10 Ability Haste
Converge: Gain 10 ultimate ability haste.
Frostfire Tempest: Using your ultimate ability summons a storm around you for 5s. The storm deals 150 total magic damage to enemy champions within 350 units and slows them by 30%. If no enemy champions are in range when the ultimate is cast, the storm is delayed until an enemy champion comes within range, or for a maximum of 5s. (30s Cooldown)
2400
Zeke's Convergence TIPS: This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defenses while allowing the ultimate ability to be used more frequently. After casting your ultimate, an area forms around you that deals magic damage to nearby enemies and slows them. An excellent choice for tanks and supports who initiate fights and stay close to enemy champions.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Locket of the Iron Solari
Team shield
+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
2600
Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.
Mikael's Blessing
Dispels crowd control from an ally
+300 Max Health
+50% Mana Regen
+15 Ability Haste
+9% Heal and Shield Strength
Purify (Active): Remove all crowd control debuffs (excluding knock up and suppression) from an allied champion, grant them crowd control immunity for 0.2s, and heal them for 150–250 Health. (75s Cooldown)
2500
Mikael's Blessing TIPS: This item is designed to protect allies from crowd control. Its active removes most disabling effects from a targeted ally, instantly restores their health, and briefly grants immunity to further crowd control. It is an excellent choice for supports who want to keep their carries alive and ensure they can continue fighting through crucial moments.
Mikael's Blessing — This item is designed to protect allies from crowd control. Its active removes most disabling effects from a targeted ally, instantly restores their health, and briefly grants immunity to further crowd control. It is an excellent choice for supports who want to keep their carries alive and ensure they can continue fighting through crucial moments.
Zeke's Convergence
Deals damage in an area and slows nearby enemies
+300 Max Health
+25 Armor
+25 Magic Resistance
+10 Ability Haste
Converge: Gain 10 ultimate ability haste.
Frostfire Tempest: Using your ultimate ability summons a storm around you for 5s. The storm deals 150 total magic damage to enemy champions within 350 units and slows them by 30%. If no enemy champions are in range when the ultimate is cast, the storm is delayed until an enemy champion comes within range, or for a maximum of 5s. (30s Cooldown)
2400
Zeke's Convergence TIPS: This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defenses while allowing the ultimate ability to be used more frequently. After casting your ultimate, an area forms around you that deals magic damage to nearby enemies and slows them. An excellent choice for tanks and supports who initiate fights and stay close to enemy champions.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Frozen Heart — This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Zeke's Convergence
Deals damage in an area and slows nearby enemies
+300 Max Health
+25 Armor
+25 Magic Resistance
+10 Ability Haste
Converge: Gain 10 ultimate ability haste.
Frostfire Tempest: Using your ultimate ability summons a storm around you for 5s. The storm deals 150 total magic damage to enemy champions within 350 units and slows them by 30%. If no enemy champions are in range when the ultimate is cast, the storm is delayed until an enemy champion comes within range, or for a maximum of 5s. (30s Cooldown)
2400
Zeke's Convergence TIPS: This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defenses while allowing the ultimate ability to be used more frequently. After casting your ultimate, an area forms around you that deals magic damage to nearby enemies and slows them. An excellent choice for tanks and supports who initiate fights and stay close to enemy champions.
Knight's Vow
Redirect damage to yourself and restore Health
+200 Max Health
+100% Health Regen
+40 Armor
+10 Ability Haste
Sacrifice: While your Worthy ally is nearby, redirect 12% of the damage they take to you and heal for 10% of the damage dealt by them to champions.
Pledge: When you buy or re-buy this item, designate an ally who is Worthy.
2450
Knight's Vow TIPS: This item combines Health, Health regeneration, Armor, and Ability Haste, improving durability and the ability to protect allies. A designated ally gains additional protection while nearby: part of the damage they take is redirected to the item holder, while damage they deal to champions restores the holder’s Health. An excellent choice for tanks and supports focused on protecting a key carry.
Knight's Vow — This item combines Health, Health regeneration, Armor, and Ability Haste, improving durability and the ability to protect allies. A designated ally gains additional protection while nearby: part of the damage they take is redirected to the item holder, while damage they deal to champions restores the holder’s Health. An excellent choice for tanks and supports focused on protecting a key carry.
Zeke's Convergence
Deals damage in an area and slows nearby enemies
+300 Max Health
+25 Armor
+25 Magic Resistance
+10 Ability Haste
Converge: Gain 10 ultimate ability haste.
Frostfire Tempest: Using your ultimate ability summons a storm around you for 5s. The storm deals 150 total magic damage to enemy champions within 350 units and slows them by 30%. If no enemy champions are in range when the ultimate is cast, the storm is delayed until an enemy champion comes within range, or for a maximum of 5s. (30s Cooldown)
2400
Zeke's Convergence TIPS: This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defenses while allowing the ultimate ability to be used more frequently. After casting your ultimate, an area forms around you that deals magic damage to nearby enemies and slows them. An excellent choice for tanks and supports who initiate fights and stay close to enemy champions.
Kaenic Rookern
Gains a magic shield when out of combat
+350 Max Health
+100% Health Regen
+85 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 50-150 + 14% of max Health
.
2800
Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Kaenic Rookern — This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Zeke's Convergence
Deals damage in an area and slows nearby enemies
+300 Max Health
+25 Armor
+25 Magic Resistance
+10 Ability Haste
Converge: Gain 10 ultimate ability haste.
Frostfire Tempest: Using your ultimate ability summons a storm around you for 5s. The storm deals 150 total magic damage to enemy champions within 350 units and slows them by 30%. If no enemy champions are in range when the ultimate is cast, the storm is delayed until an enemy champion comes within range, or for a maximum of 5s. (30s Cooldown)
2400
Zeke's Convergence TIPS: This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defenses while allowing the ultimate ability to be used more frequently. After casting your ultimate, an area forms around you that deals magic damage to nearby enemies and slows them. An excellent choice for tanks and supports who initiate fights and stay close to enemy champions.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Thornmail — This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Randuin's Omen — This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Flash (Teleport a short distance) and
Heal (Restore Health to you and the most wounded nearby ally champion) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Heal
Restore 110 Health (110–400
) to you and the most wounded nearby ally champion, and grants both of you 30% bonus Movement Speed for 2 second(s).
Healing is halved for champions recently affected by Heal.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Ice Overlord (Immobilizing an enemy champion causes beams to form around them, slowing them. After that, you gain defenses and later deal a burst of magic damage around you.) as your keystone, followed by
Font of Life (Marks an enemy champion and grants healing upon attack.),
Second Wind (Heals you after taking damage.) and
Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as
Hextech Flashtraption (Able to dash multiple times even after using Flash.) in the secondary tree. Below you can see possible options for replacing runes.
Ice Overlord
Control, Slow
Immobilizing an enemy champion causes 3 beams to form around them, creating ice beneath them for 3 second(s) and slowing enemies inside. The slow lingers on enemies for 1.5 second(s) after they’ve left the ice zone. Gain a protective layer of ice around yourself, increasing your defenses. After a brief delay, the ice explodes, dealing a burst of magic damage around you.
Slow: (1% of your bonus Health + 15%).
Defenses: 35 + 75% bonus Armor and Magic Resist. Lasts 2.5 second(s).
Magic damage: 15–100 (
) + 5% max![]()
Cooldown: 20s
Font of Life
Team Heal
When your attacks or abilities hit an enemy champion, heal yourself and the lowest Health allied champion nearby.
Ally: Heals for 1.5% of your max
+ 5% of your![]()
You: Heal for 1% of your max
+ 5% of your![]()
Healing is 130% effective if you're a melee champion. (Does not trigger if you or nearby allies are at full Health, or if no allies are nearby.)
Cooldown: 15s
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Hextech Flashtraption
Gain short-range movement while Flash is on cooldown
While Flash is on cooldown, it is replaced by Hexflash. Dash a distance based on charge time (max 2s). Entering combat with enemy champions to trigger a 6-second cooldown.
Cooldown: 18s
Font of Life
Team Heal
When your attacks or abilities hit an enemy champion, heal yourself and the lowest Health allied champion nearby.
Ally: Heals for 1.5% of your max
+ 5% of your![]()
You: Heal for 1% of your max
+ 5% of your![]()
Healing is 130% effective if you're a melee champion. (Does not trigger if you or nearby allies are at full Health, or if no allies are nearby.)
Cooldown: 15s
Courage of the Colossus
Immobilize enemies to gain shields
Gains a shield that absorbs up to 25-45 (
) + 1% of max Health
for 3s when immobilizing an enemy champion.
Cooldown: 18s
Courage of the Colossus — The rune grants a shield that absorbs damage when you immobilize an enemy champion. The shield scales with your maximum health, making it perfect for champions with high survivability. It is especially useful for tanks or fighters who frequently control enemies and are at the center of fights. The rune helps improve survivability by providing additional protection when using crowd control abilities.
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Perseverance
Increase survivability when crowd controlled
Gain 10% Tenacity. Gain 10-15 Armor and Magic Resistance (
) for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.
Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.
Hextech Flashtraption
Gain short-range movement while Flash is on cooldown
While Flash is on cooldown, it is replaced by Hexflash. Dash a distance based on charge time (max 2s). Entering combat with enemy champions to trigger a 6-second cooldown.
Cooldown: 18s
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Transcendence — This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.
Hextech Flashtraption
Gain short-range movement while Flash is on cooldown
While Flash is on cooldown, it is replaced by Hexflash. Dash a distance based on charge time (max 2s). Entering combat with enemy champions to trigger a 6-second cooldown.
Cooldown: 18s
Nimbus Cloak
Spells increase Movement Speed
After using a Spell (Flash, Ignite, etc.), 10% - 40% movement bonus for 3 seconds. The speedup effectiveness depends on the Spell's cooldown.
Nimbus Cloak — The rune grants a movement speed bonus after casting a Summoner Spell, increasing your speed for a few seconds. The effectiveness of the speed boost depends on the cooldown of the Summoner Spell. This rune is useful for champions who actively use their summoner spells for mobility, such as assassins or mages, as it allows for quick movement across the map and faster maneuvers after casting spells.
(Q) ROCKET GRAB
18/17/16/15s
80
Fires his right hand to deal 110 magic damage (110/175/240/305 + 100%
) and pull the target to Blitzcrank.
(W) OVERDRIVE
12s
75
Gains 35/40/45/50% decaying Movement Speed for 2.5 seconds.
Blitzcrank may reactivate Overdrive to gain 140/150/160/170% decaying Movement Speed for 1.5 seconds
When Overdrive ends, Blitzcrank is slowed by 33% for 1 seconds. This is increased to 99% for 1 seconds if Overdrive was recast.
(E) POWER FIST
8/7/6/5s
25
Empowers his next attack to critically strike for 105 physical damage (180/200/220/240%
) and knock up the target.
(R) STATIC FIELD
55/35/15s
100
Passive: While Static Field is off cooldown, attacks mark enemies to deal 40 magic damage (40/80/120 + 15%
) after 1 second.
Active: Deals 275 magic damage (275/400/525 + 80%
) to nearby enemies and silences them for 0.5 second.
We have prepared lists of champions that can really annoy you during a match with the game on the Support BLITZCRANK. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Support BLITZCRANK in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Spellslinger's Shoes
Deal bonus damage to minions
+35 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Armorcrusher Boots
Gain out-of-combat Movement Speed
+25 Attack Damage
+12 Armor Penetration
+6% Armor Penetration
+45 Move Speed
Cloudwalker: Gain 20 out-of combat Move Speed.
2200
Armorcrusher Boots TIPS: These boots greatly increase your physical damage by providing bonus Attack Damage along with both flat and percentage armor penetration. The additional out-of-combat movement speed allows you to rotate around the map faster, chase enemies more effectively, and respond to fights more quickly. They are an excellent choice for marksmen, assassins, and fighters who value high mobility and maximum damage against armored targets.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Serylda’s Grudge
Armor Penetration (%) and apply slows
+50 Attack Damage
+35% Armor Penetration
+15 Ability Haste
Icy: Damaging active abilities and empowered attacks slow enemies below 60% current Health by 30% Movement Speed for 1 second.
3100
Serylda’s Grudge TIPS: This item significantly increases physical damage through percentage Armor Penetration while allowing you to use abilities more frequently. Damaging wounded enemies with active abilities or empowered attacks also slows them, making it easier to chase or keep targets at a distance. An excellent choice for AD champions who rely on abilities and need effective Armor Penetration combined with additional control.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage
+35% Attack Speed
Shadow: Attacks deal 30 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist(
) for 5 seconds on hit. Dark attacks grant
10% Armor Pen and
10% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
You cannot own this item concurrently with Void Staff.
3000
Terminus TIPS: This item combines Attack Damage and Attack Speed while empowering basic attacks with additional magic damage. Consecutive attacks alternate between effects that gradually increase Armor and Magic Resistance or provide Armor and Magic Penetration. An excellent choice for champions focused on frequent basic attacks and on-hit effects who need both sustained damage and additional durability in extended fights.
Dominik’s Regards
Armor Pen and bonus damage
+35 Attack Damage
+35% Armor Penetration
+25% Critical Rate
Giant Slayer: Deal bonus damage based on the enemy champion's bonus Health, up to 12% bonus damage when the enemy champion has 1.200 bonus Health.
3300
Dominik’s Regards TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Cryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Divine Sunderer
Anti-Health attacks
+425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.
3400
Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
+12% Lifesteal
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health on-hit. (Melee attacks deal 8%). Minimum damage: 15. Max damage vs monsters: 100.
Drain: Hitting a champion with 3 attacks or abilities slows them by 30% for 1.5s. (30s Cooldown)
3100
Blade of the Ruined King TIPS: This item combines Attack Damage, Attack Speed, and Lifesteal, providing strong sustained damage and additional survivability. Attacks deal bonus physical damage based on the target's current Health, making it especially effective against high-Health champions. Consecutive attacks or abilities also slow the target, helping you stick to enemies. An excellent choice for marksmen and fighters focused on extended fights and basic attacks.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+12% Lifesteal
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab:
+15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
+ 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
MANA BARRIER
ROCKET GRAB
OVERDRIVE
POWER FIST
STATIC FIELD

12s
75
Gains 35/40/45/50% decaying Movement Speed for 2.5 seconds.
Blitzcrank may reactivate Overdrive to gain 140/150/160/170% decaying Movement Speed for 1.5 seconds
When Overdrive ends, Blitzcrank is slowed by 33% for 1 seconds. This is increased to 99% for 1 seconds if Overdrive was recast.

55/35/15s
100
Passive: While Static Field is off cooldown, attacks mark enemies to deal 40 magic damage (40/80/120 + 15%
) after 1 second.
Active: Deals 275 magic damage (275/400/525 + 80%
) to nearby enemies and silences them for 0.5 second.
Use this combo to catch a priority target with very little counterplay.
Use (W) OVERDRIVE to speed up and close the distance. Use (R) STATIC FIELD, then FLASH immediately to redirect the hitbox and Silence the enemy. Follow up with (Q) ROCKET GRAB and prep up your (E) POWER FIST to knock up when they land.