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Blitzcrank

Champion guide

Patch 26.16

Blitzcrank

The Great Steam Golem

  • Tank
  • Support
  • Mana

One outstretched hand and the enemy botlane is down a player. The whole champion comes down to knowing when to pull, and above all when not to.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
518+95
HP regen (per 5s)
8+0.75
Mana
240+40
Mana regen (per 5s)
7.1+0.5
Attack damage
59.16+3.5
Attack speed
0.625+1.13 %
Armor
22+3.5
Magic resist
31.25+0
Attack range
125
Move speed
325

Abilities

Blitzcrank, Mana Barrier

Passive

Mana Barrier

When Blitzcrank life is brought below 20% health they activate Mana Barrier. This creates a mana shield equal to 50% of their mana for 10 seconds. Mana Barrier can only occur once every 90 seconds.

  • Blitzcrank Q, Rocket GrabQ

    Rocket Grab

    5 ranks
    Cooldown
    22/21/20/19/18 s
    Cost
    120 Mana
    Range
    1,079
    Damage
    60/120/180/240/300 (+100 % AP)

    Blitzcrank fires their right hand, dealing 60/120/180/240/300 (+100 % AP) magic damage, Stuns the target and Pulling them to themself.

  • Blitzcrank W, OverdriveW

    Overdrive

    5 ranks
    Cooldown
    20 s
    Cost
    75 Mana
    Range
    1

    Blitzcrank supercharges themself to increase Movement Speed by 16/20/24/28/32% and Attack Speed by 30/38/46/54/62% for 8 seconds.

  • Blitzcrank E, Power FistE

    Power Fist

    5 ranks
    Cooldown
    9/8/7/6/5 s
    Cost
    25 Mana
    Range
    300
    Damage
    200 % AD

    Blitzcrank charges up their fist to make their next attack deal 200 % AD Physical Damage and their target is Knocked Up for 1 second.

  • Blitzcrank R, Static FieldR

    Static Field

    3 ranks
    Cooldown
    30 s
    Cost
    150 Mana
    Range
    600
    Damage
    200/300/400 (+100 % AP)
    Damage
    100/200/300 (+20 % AP)

    Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100/200/300 (+20 % AP) magic damage every 2.5 seconds. Active: Deals 200/300/400 (+100 % AP) magic damage and Silences surrounding enemy units for 0.5 seconds.

In short

Blitzcrank is the most binary champion on the roster. Rocket Grab catches an enemy and rips them out of position: the player it lands on ends up alone between two enemies, and usually dies. No other support converts a second of inattention into a kill this directly.

Behind the grab, the rest of the kit exists to finish. Power Fist knocks the target up, Static Field silences, and Mana Barrier gives him a second life when he drops low. But everything hangs on that first shot: a Blitzcrank who misses his grabs brings almost nothing to his lane.

Strengths and weaknesses

The psychological pressure is real and constant. While your grab is up, the enemy botlane plays badly: they hug their minions, avoid brush and give up farm rather than expose themselves. You gain ground without attempting anything. His full chain, grab into fist into silence, removes a target from the game long enough for your carry to close.

His flaws mirror his strengths exactly. The grab has a long cooldown and a heavy mana cost: missing it costs the whole window. He's slow, immobile, and once the grab is spent he has nothing left to protect his carry. And he sometimes pulls the wrong target, which can hand the lane straight to the enemy.

Laning phase

Don't pull because the grab is up. Pull when the target can't hide behind a minion: as they step forward for a last hit, as they come back from base, or as they cross the river. The threat of the grab is often worth more than the grab, so don't waste it.

Overdrive is your follow-up: activate it right after a successful grab to catch up and land your attacks. Static Field is held to interrupt a channel or deny a disengage, not to chip damage off the wave. And watch your mana: a Blitzcrank with an empty bar is no longer a threat, and the enemy notices immediately.

Power spikes

Your first real spike is the level you get Static Field: you go from an isolated grab to a full chain that kills a squishy target. That's when your lane becomes genuinely dangerous rather than merely uncomfortable.

After that, your spikes aren't damage items but mobility and vision. Boots of Mobility change your reach across the map: you stop playing a lane and start playing ambushes on the river. And since Mana Barrier scales off your mana pool, anything that raises it incidentally makes you harder to kill.

Teamfights and positioning

Your job in a grouped fight is to extract a target, not to tank. Sit on a flank, behind a wall or in brush, and wait for the enemy carry or mage to step forward once. A grab on their back line is worth more than ten seconds soaking damage in the middle.

If your grab is down, change roles: stand between the enemy assassin and your carry, and use Power Fist and the silence as protection tools. Mana Barrier lets you survive a first burst, which is often enough to make a dive fail.