Blitzcrank
Mid Pure memeOne-punch Blitzcrank
How to play this build
Look for the grab (Q) on an out-of-position target and chain everything: Power Fist (with Lich Bane the next auto hits huge), Static Field (R) and DFG. With Rabadon the combo one-shots squishies. Rylai slows so they can't escape. You're fragile without Mana Barrier: pick your grabs carefully.
Strengths
- One grab = one kill: Rocket Grab (Q) drags the enemy carry into your team and the full combo.
- With Lich Bane, Power Fist (E) makes your next auto hit huge.
- Mana Barrier (passive) gives you a second life.
- Picks win games: a good hook decides the fight before it starts.
Weaknesses
- 100% dependent on landing the hook (skillshot): if you miss Q, you did nothing.
- Without the hook, you're immobile and predictable.
- Fragile once your Mana Barrier is gone.
- Teams that respect the hook hide behind minions.
Key combos
- Rocket Grab (Q) → Power Fist (E, Lich Bane makes the auto huge) → Static Field (R) to silence and damage → DFG to delete.
Matchups
You beat
- Dashless squishies standing behind minions.
- Enemies with bad positioning and low map awareness.
Trouble vs
- Tanky frontlines: grabbing the tank is a wasted hook.
- Teams that hide behind the minion wave.
Game plan
Play around vision and pick your angles. When you land a hook on the enemy carry, the full combo deletes them before the team reacts. Never open by grabbing the frontline. Mana Barrier lets you survive the response.
Quick tips
- Aim the hook when they're distracted (CSing, sieging a tower).
- Never open by grabbing the tank: wait for the angle on the carry.
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
- Power Fist (E) for combo damage (Lich Bane empowered); Grab (Q) second for range and damage. W at 1 point.
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. -
Lich Bane AP, mana and move speed; attack after a spell deals huge magic damage scaling with AP. Key for AP auto builds. -
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, armor, 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 goes full AP so the grab combo deletes instantly.
Summoner spells
- Lane
- Mid
- Original role
- Support / Mid AP