Blitzcrank
Mid Pure memeAP Blitzcrank Mid
How to play this build
Everything revolves around the Grab (Q): pull someone out of position and chain Power Fist (E) + Static Field (R). On AP that combo bursts hard and Mana Barrier saves you from the trade.
Strengths
- The Grab + Fist + Static Field combo with AP does brutal burst, not just CC.
- Mana Barrier (passive) makes you a stubborn cyborg, hard to finish off.
- The Grab (Q) is still a pick that decides fights.
- Static Field (R) silences, great against enemy combos.
Weaknesses
- Depends on the Grab (Q): if you miss the skillshot, you do nothing.
- Without the hook, you're immobile and predictable.
- Fragile once Mana Barrier drops.
- AP Mid is a surprise, but you struggle in lane vs a ranged mage.
Key combos
- Rocket Grab (Q) → Power Fist (E) → Static Field (R) → DFG to delete the target before they react.
Matchups
You beat
- Immobile mages who can't escape the combo.
- Out-of-position squishies: one grab is a kill.
Trouble vs
- Ranged mages who poke you in lane.
- Enemies who hide behind minions.
Game plan
In lane, farm and look for grab angles. On roams and in fights, a hook on the enemy carry + the AP combo deletes them. Static Field silences key combos. Mana Barrier lets you tank the response and keep fighting.
Quick tips
- Aim the hook when the enemy is distracted farming.
- Save Static Field to silence the enemy mage's combo.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Q for grab damage (scales with AP) on top of the hook; Power Fist (E) second for burst. As support you'd max E; here you prioritize damage.
Items and what they do
-
Deathfire Grasp The classic burst item: AP + active that deals % target-health damage and amplifies your next hit. One-shots. -
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Sorcerer's Shoes Boots with magic penetration. -
Zhonya's Hourglass AP and armor; stasis active makes you invulnerable and untargetable for a couple seconds.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, MR/level, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/0/9 — Offense
- Why this page
- 21/0/9 turns your hook combo into lethal damage, not just a pick.
Summoner spells
- Lane
- Mid
- Original role
- Support