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| Blitzcrank Strategy Guide; Because also not Galio | |
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| Topic Started: Aug 14 2015, 08:57 PM (382 Views) | |
| Kwon Ri Sae | Aug 14 2015, 08:57 PM Post #1 |
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Name Changer Extraordinare
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Reserved for Blitzcrank strategy/guide. Feel free to share anything that works for you!
Edited by Kwon Ri Sae, Aug 14 2015, 08:57 PM.
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| bakaultima | Aug 14 2015, 09:49 PM Post #2 |
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Invoker
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land your hooks and knock ups also never use blitz...that is all |
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| C Drive | Aug 14 2015, 10:06 PM Post #3 |
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I'd like to thank the academy. ANYWAYS, crash course since most Blitz players are cringe-worthy. First, you have to understand the role and positioning that Blitz should have during the various phases of the game. During laning phase as a support, your job is to zone and create pressure for either breathing room for your adc, or deny gold for the enemy adc. During midgame teamfights, your job is to initiate fights and pick squishies, while playing general interference of the enemy frontline. During lategame, you are entirely focused on getting a pick at the start of a fight, but you should play almost full interference on anybody who dives your adc during the actual fight. Core items on Blitz are simple, relic shield for laning, relic/coin upgrades for final gold item, mobi boots, sightstone. Everything else is picked based on enemy comp. More specifics. Skill order is r > q > e > w, start q. You can go either q, e, q, w or q, e, w, q for your first 4 levels, I prefer the former since w was gimped in reliability so I'd prefer greater damage and cd on q early. Pre-laning, blitz should put pressure on the enemy jungle by trying to get a quick deep ward at one of their entrances. This can allow you to get some easy early picks for blown flashes/kills. You don't necessarily need to group for an early murderball for this, though it does drastically improve your odds of getting a kill if you find somebody. A more advanced start would be to quickly push in to their jungle, without putting a ward at an entrance, to try to discover where the enemy jungler is starting by warding either golems or gromp. Then you'd back off a little and reinvade ~1:40 and try to grab the big golem/gromp or the jungler to try to steal/reset the camp. Disrupting the enemy jungler's start can allow some counter jungling from your own jungler at their opposite camp, since this can waste a lot of the enemy jungler's resources and slow down their first clear. During laning, if you see the lane is pushing in to you, or you just want to make the enemy use wards in lane instead of river, sit in the bush opposite of the direction the wave is pushing in. You could bait out a trinket ward that becomes useless 10 seconds later when the line of skirmishing pushes past it. However, don't be content to be a bush monkey. You want to constantly be rotating from the top of the lane to the bottom of the lane to force the enemy adc to reposition, which can open them up to missed cs or getting minion blocked. Depending on the enemy support, all things even, you should normally be positioned between your melee minions and your caster minions. Don't use your grab on pot shots, instead work yourself forward as the minion wave gets smaller, as the threat of grab is a more powerful zoning tool than anything else. A winning lane doesn't need to result in kills, but a significant denial of gold. Only use your grab when you think you have a clear shot at the enemy adc or, if the support is squishy, the support. Specific matchups, Sivir and Leona will be the most problematic for Shurima, Morgana and Kalista/Urgot for Noxus. Sivir has her spell shield, so early aggression will be your most reliable window. You can technically try to mindgame her shield, but it's resource heavy for your side, so it's probably better to just let Sivir be until you get jungler support. Don't grab Leona if you can help it. Bad times. Morg is problematic because of black shield, but she's squishy enough that she's a possible kill target. Therefore, do the standard approach to countering black shield, which is to bait it out on one person, but then use your cc on the other person. Like run at the adc, get the shield on them, then grab Morg or vice versa. Urgot is tanky compared to most adc, and progressively gets harder and harder to justify grabbing as the game goes on. Kalista is just a bitch to grab. Urgot is vulnerable to early aggression because of his scaling and poor aa range, Kalista can be vulnerable if you time the grab to coincide with her leap, as her attack speed at earlier levels means she will be locked in to that jump path and have no time to leap again by the time your grab goes. You do need to be closer than normal to land a grab on Kalista. If laning is going well, and you've got boots and sightstone by now, roaming to gank mid is always a good idea. Worst case scenario is Noxus at mid, as they have assassins and the potential of a good Swain, Shurima is ripe with good targets at mid. Make sure that you don't roam when your adc is getting pressured, and don't leave them laning without covering some gank paths with wards to keep them safe. Teamfights will go one of two ways: the fight started with your grab on cd, or the fight started with your grab off cd. If the fight started with your grab on cd, you either landed your grab to start the fight, or you whiffed it and they counter engaged. Assuming you didn't grab a bad target, like mumu or sion, your first goal is to lock down the pick with your e, then disrupt the enemy frontline with e, a timely r to stop or delay crucial spells (.5 second silence can mean a lot), and your q if it somehow comes off cd before the fight is over. Your goal is to keep the frontline focused on you and not your backline. You have enough threat at this point in the game to deal decent damage, so you can absorb a lot of aggro pretty well. If the frontline keeps diving, follow them to try to slow them down from closing in on your backline. If your q was off cd when the fight started, you still play interference with the enemy frontline, but you should try to avoid using your q to peel unless absolutely necessary, and instead use your q as zoning threat against enemy squishies, as a good grab can pull the enemy backline in to their frontline, a very panic-inducing location. Late game, your q should be used more for peeling during teamfights if it comes up. You should still be trying to pick squishies before the fight starts, but when the fighting begins, you should be body blocking the enemy frontline and using e and q to create space for your backline to work. And don't do my mejai's soto support blitz unless you've practiced it. You'll look like an ass, and it requires being hella on point with your grabs. |
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| Rextreff | Aug 15 2015, 02:31 AM Post #4 |
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Hoy, small fry
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At least the one good thing about this is I already own Blitzcrank so I don't have to lose any ip right guys. The only strategy on Blitzcrank is to invade every single game, always. |
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| Kwon Ri Sae | Aug 15 2015, 09:13 AM Post #5 |
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Name Changer Extraordinare
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Don't forget Shurima has Alistar now. ... Stupid broken op champ. |
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| Rextreff | Aug 15 2015, 09:14 AM Post #6 |
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Hoy, small fry
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Alistar is no op you know. All you need to do to kill him is not die first really simple |
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| ShadowKnight1224 | Aug 15 2015, 09:18 AM Post #7 |
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Every day is Lissandra Appreciation Day
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Well Noxus will have a field day with Morgana vs. Alistar. |
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| C Drive | Aug 15 2015, 12:07 PM Post #8 |
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If you picked Blitz into Ali, no strategy guide I can provide will help you. You made the derp, now you gotta live with it. |
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