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Patch 16.2.1
Win by creating a numbers advantage through picks. Control vision around objectives (Dragon/Baron) and use to pull a high-priority target from the fog of war. A single successful at 30 minutes wins the game.
Blitzcrank is a pick-oriented playmaker who thrives on vision control and psychological pressure. You win by forcing the enemy to respect a 40-yard zone of death and punishing even the slightest misstep in positioning.
creates a shield when you drop below 30% health. This shield scales with your maximum mana. It is your primary survival tool—keep an eye on your mana bar before committing to a dive.
pulls an enemy to your location. It is your entire identity. Lead your targets slightly and try to wait for them to walk near a wall to restrict their movement options.
gives a massive burst of movement and attack speed. Use it to close the gap for a point-blank hook or to roam to mid lane. Beware the self-slow at the end of the duration.
makes your next attack deal double damage and knock up the target. It is an auto-attack reset. Always try to auto-attack once before pressing for maximum DPS.
has a passive that marks enemies for lightning strikes. The active deals AOE damage, silences for 0.5s, and breaks ALL shields. Use it to interrupt channels like Katarina R or to delete a shield-stacking tank's HP bar. Only the active removes shields, not the passive hits.
In teamfights, your goal is to hook a squishy carry or peel for your own. Use to break shields and to stop anyone jumping on your ADC.
If the enemy has an engage tank like Amumu or Malphite, do NOT use on them. You will lose the fight by doing the enemy's job for them.
The bread and butter. Pull them in, knock them up so they can't Flash, and silence them at the end to prevent any escape abilities or defensive spells.
Don't lead with . Use to run them down and knock them up with first. Save for when they use their dash or Flash.
Used when you need a guaranteed pick. Flashing directly onto them for an knockup makes it impossible for them to dodge the follow-up .
If the enemy has an instant escape like Ezreal E or Lucian E, use immediately after lands. The silence prevents them from casting their dash before the knockup hits.
| Spike | Why |
|---|---|
| Level 1 | is the strongest level 1 ability for invades. One hook at the enemy buff usually results in a Flash or a First Blood. |
| Level 2 | The + combo is unlocked. If you land a hook now, the target stays CC'd long enough for your ADC to finish them. |
| Level 6 | provides a massive burst of damage and a shield break, making you a threat to any champion, even those with defensive utility. |
| Level 11 | Your cooldown is significantly lower, allowing you to use it freely in almost every mid-game skirmish. |