

Blitzcrank
The Great Steam Golem
How this differs from the live game
- Static Field (R) passive zaps nearby enemies
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Attack Damage +9.00
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Attack Damage marks improve Power Fist trades because E doubles Blitzcrank's attack damage; armor seals and MR glyphs cover bottom-lane trading. Movement Speed quints were common because Blitzcrank wins lanes by threatening grab angles and roaming.
This is a 0/9/21 support page: the defense points keep Blitzcrank alive after hooks, while Utility gives gold, starting items, summoner cooldowns, movement, and item CDR. The previous 31-point version is corrected by putting only 1 point in Intelligence.
Skill order
ultimate at 6, 11 and 16Mana Barrier
- Rocket Grab (Q) takes points at levels 1, 4, 5, 7, 9.
- Overdrive (W) takes points at levels 3, 8, 10, 12, 13.
- Power Fist (E) takes points at levels 2, 14, 15, 17, 18.
- Static Field (R) takes points at levels 6, 11, 16.
Max Q first for lower Rocket Grab cooldown and real pick damage, then W for more engage and roam speed, with E left for last because one point gives the knockup pattern. Start Q for invade/lane threat, E second for the pull-into-knockup combo, and W third for positioning.
Alternative — Max W before Q only when the lane cannot realistically land hooks and your main job is roaming and ward control.
Why these items
Openingsall within the 475 starting gold
Ward-heavy support start — Use this default support start when your lane needs early river/tri-brush control and you expect normal trading.
Faerie sustain start — Use this when you need more potion sustain and mana to keep threatening hooks before first recall.
Corein buy order
1Philosopher's Stone700gPhilosopher's Stone gives early gold income and sustain while building into Shurelya's Reverie.
2Sightstone800gSightstone is the defining Season 3 support purchase, giving repeatable warding without draining all income.
3Boots of Mobility1,000gBoots of Mobility let Blitzcrank create grab angles, roam mid, and control vision faster than standard boots.
4Shurelya's Reverie2,100gShurelya's Reverie turns Blitzcrank's pick threat into reliable engages and disengages for the whole team.
Situationalonly when the game asks for it

Mercury's Treads1,200gBuy Mercury's Treads instead of Mobility Boots when layered crowd control prevents you from engaging or escaping.

Randuin's Omen3,125gBuy Randuin's Omen against fed auto-attack carries or double-AD compositions that dive through your frontline.

Frozen Heart2,900gBuy Frozen Heart when the enemy team is heavily attack-speed reliant and you can stay near their carries.

Twin Shadows1,900gBuy Twin Shadows when your team needs extra catch tools to find targets before Rocket Grab.

Guardian Angel2,750gBuy Guardian Angel late when you are the primary engager and dying first would lose the fight.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +25.80
- Magic Penetration +9.00
- Armor +9.00
Magic penetration marks are for Rocket Grab and both parts of Static Field, all of which deal magic damage; Power Fist scales with AD and gets nothing from the AP page. Compared to ordinary support Blitzcrank, this gives up movement-speed quints, tankier glyphs, and utility lane durability to make the level-6 burst matter.
This is 21/0/9 for AP burst: Sorcery, Arcane Knowledge, Mental Force, Archmage, and Executioner all increase the Q/R kill pattern. It costs the ordinary Blitzcrank page its defensive bulk and support gold/warding perks, but mid Blitzcrank is deep enough in utility to take Runic Affinity for Season 3 blue buff.
Skill order
ultimate at 6, 11 and 16Mana Barrier
- Rocket Grab (Q) takes points at levels 1, 4, 5, 7, 9.
- Overdrive (W) takes points at levels 3, 14, 15, 17, 18.
- Power Fist (E) takes points at levels 2, 8, 10, 12, 13.
- Static Field (R) takes points at levels 6, 11, 16.
Max Q first because Rocket Grab is the AP nuke and pick tool, then E for lower knock-up cooldown after the grab, with W left for mobility. The first three levels give grab threat, melee follow-up, and enough Overdrive speed to set angles in lane.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default into most AP mids: it gives AP for Q/R, health for trades, and mana back on last-hits while staying within 475 gold.
Flask ward start — Use when you expect to be poked or pushed in and need repeated health/mana refills plus an early side ward to protect grab angles.
Boots sustain start — Use against skillshot lanes where dodging matters more than early AP and you plan to farm until first recall.
Corein buy order
1Sorcerer's Shoes1,100gSorcerer's Shoes make Rocket Grab, Deathfire Grasp, and Static Field hit harder during the mid-game pick window.
2Deathfire Grasp3,100gDeathfire Grasp was the AP assassin item and turns a landed grab into amplified magic burst before Static Field.
3Rabadon's Deathcap3,300gRabadon's Deathcap multiplies the full AP plan, especially Q's 100% AP ratio and Static Field's 100% AP active.
4Lich Bane3,000gLich Bane adds AP, mana for Mana Barrier, movement speed, and a burst proc after Q or E when you are in melee range.
Situationalonly when the game asks for it

Rod of Ages2,800gBuy Rod of Ages early instead of rushing pure burst if you need health and mana to survive lane before scaling into AP.

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or when fights happen close enough for its magic-resist reduction aura to boost your combo.

Morellonomicon2,200gBuy Morellonomicon when you need 20% cooldown reduction and Grievous Wounds against healing-based mids or sustain teams.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when you need health and extra catch after Q/R rather than maximum one-shot damage.

Quicksilver Sash1,550gBuy Quicksilver Sash against suppressions or single debuffs that stop you from flashing in or finishing the combo.
One build, written by a player. Newest first.
Write a Blitzcrank buildBuild
Runes and masteries
x9Minor Mark of ArmorMark
x9Seal of Scaling HealthSeal
x9Glyph of Scaling Ability PowerGlyph
x3Quintessence of GoldQuint
- Armor +7.20
- Gold +3.00 / 10s
- Scaling Ability Power +1.80
- Scaling Health +11.70
Not the author's. This is a 0/9/21 support page for the author's Philosopher's Stone, Sightstone/Ruby Sightstone and Locket path: Utility supplies gold, ward support, item cooldowns and Flash cooldown, while Defense takes early durability from the armor runes and tank-aura item build. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Mana Barrier
- Rocket Grab (Q) takes points at levels 1, 4, 5, 7, 9.
- Overdrive (W) takes points at levels 3, 14, 15, 17, 18.
- Power Fist (E) takes points at levels 2, 8, 10, 12, 13.
- Static Field (R) takes points at levels 6, 11, 16.
Not the author's. Max Rocket Grab first for the support pick pattern this guide is built around, then Power Fist for follow-up control with Iceborn Gauntlet, leaving Overdrive last. Inferred from the build and text they did publish.
Why these items
Openingsall within the 475 starting gold
Starting — The opening as the guide publishes it.
Corein buy order
1
2Sightstone800g
3Boots of Speed325g
4Aegis of the Legion2,150g
5Mercury's Treads1,200g
6Ruby Sightstone1,700g
7Iceborn Gauntlet3,250g
8
Situationalonly when the game asks for it

Mikael's Crucible2,500g

Twin Shadows1,900g

Frozen Heart2,900g

Randuin's Omen3,125g
Notes
the author's own wordsDo you need a hand? Support Blitzcrank v3 — rated 8.6/10 from 30 votes on MOBAFire.
What the guide does not publish: the guide never fills in an ability sequence.
Build by DKitten, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/do-you-need-a-hand-support-blitzcrank-v3-306820).
Abilities
per rankMana 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.
Rocket Grab5 ranks
Blitzcrank fires their right hand to grab an opponent on its path, dealing damage and dragging it back to them.
- Damage
- 60 / 120 / 180 / 240 / 300 + 100% AP
- Cooldown
- 22 / 21 / 20 / 19 / 18s
- Cost
- 120 Mana
- Range
- 1079
Overdrive5 ranks
Blitzcrank supercharges themself to get dramatically increased movement and attack speed.
- Cooldown
- 20s
- Cost
- 75 Mana
- Range
- 1
Power Fist5 ranks
Blitzcrank charges up their fist to make their next attack deal double damage and pop their target up in the air.
- Damage
- 200% AD
- Cooldown
- 9 / 8 / 7 / 6 / 5s
- Cost
- 25 Mana
- Range
- 300
Static Field3 ranks
Passively causes lightning bolts to damage a nearby enemy. Additionally, Blitzcrank can activate this ability to damage nearby enemies and silence them for 0.5 seconds, but doing so removes the passive lightning until Static Field becomes available again.
- Active Damage
- 200 / 300 / 400 + 100% AP
- Passive Damage
- 100 / 200 / 300 + 20% AP
- Cooldown
- 30s
- Cost
- 150 Mana
- Range
- 600
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins if she keeps Rocket Grab at arm's length because Spirit Rush and Charm give her too many ways to deny Blitzcrank's only reliable engage.
Watch for Spirit Rush lets Ahri dodge Rocket Grab and keep damaging while Blitzcrank cannot stick to her.
How to beat
Hold outside Charm range until Ahri spends Spirit Rush charges or uses Charm to fish. Do not throw Rocket Grab while she has a clean dash angle; walk up with Overdrive, threaten Power Fist, then hook after her first movement spell is committed.
Later Ahri wins the side lane by kiting and bursting, while Blitzcrank is far more valuable around fog and objectives. In teamfights, do not chase her through Spirit Rush; hook her carries or interrupt her entry after she spends a dash.
- A missed Rocket Grab usually gives Ahri the full Charm into Orb of Deception trade.
- Static Field can finish her after Spirit Rush, but only if you held Power Fist long enough to keep her close.
- Hooking Ahri before she uses Spirit Rush is rarely enough unless she is already near your team.

AkaliEven
Blitzcrank can punish Akali before she sets up, but Twilight Shroud and Shadow Dance let her dodge the clean burst window and win extended melee trades.
Watch for Twilight Shroud breaks target access and wastes the seconds after Rocket Grab and Power Fist.
How to beat
Do not start with Rocket Grab if Akali can instantly shroud on top of you. Force her to use Twilight Shroud first, back out of the cloud, then hook or knock her up as she leaves to reapply Mark of the Assassin or Shadow Dance.
Later Akali wins isolated side fights if she has damage and space to reset around shroud. Blitzcrank should group, keep true-sight coverage where possible, and use Power Fist or Static Field to stop her from deleting a carry after she dives.
- Pulling Akali into your team is good; pulling her into a solo shroud fight is not.
- Save Static Field for when she is visible instead of firing it into Twilight Shroud early.
- If she marks you with Mark of the Assassin, expect Shadow Dance and buffer Power Fist for the landing.

AlistarEven
Neither tank kills the other quickly, and the duel mostly comes down to whether Blitzcrank wastes his combo into Unbreakable Will or Alistar misuses Headbutt.
Watch for Unbreakable Will removes Blitzcrank's crowd control value and cuts the damage from the all-in.
How to beat
Treat this as a cooldown fight rather than a burst fight. Bait Pulverize or Headbutt with Overdrive movement, then hook after Alistar has no way to immediately break the spacing; never commit your whole rotation into Unbreakable Will unless you are only trying to stall.
Later Alistar is usually better as a front-line damage sponge, while Blitzcrank is better at creating a fight before front lines matter. In teamfights, avoid hooking Alistar unless his ultimate is down or pulling him separates him from his carries.
- Rocket Grab can cancel Alistar's attempt to walk into Pulverize range, but it can also deliver him to your backline.
- Power Fist after Unbreakable Will ends is much more valuable than using it at the start.
- If Alistar Headbutts you away, do not chase through Pulverize range without Rocket Grab ready.

AmumuEven
Amumu's percent-health damage and lockdown are dangerous, but Blitzcrank can interrupt his approach and win short trades before Despair takes over.
Watch for Curse of the Sad Mummy locks Blitzcrank in place long enough for Despair and Tantrum to win the extended fight.
How to beat
Keep the fight short: Power Fist, Static Field, then back out before Despair drains too much health. If Amumu misses Bandage Toss, you can walk forward with Overdrive and force the trade; if he still has Curse of the Sad Mummy, do not stand in melee after your knockup ends.
Later Amumu usually offers the stronger full teamfight if he reaches multiple targets with Curse of the Sad Mummy. Blitzcrank should play wider angles, fish before Amumu can engage, and avoid pulling him into a perfect ultimate position.
- Hooking Amumu can be bad if it gives him a free Curse of the Sad Mummy angle.
- Bandage Toss missed into Overdrive is Blitzcrank's best duel window.
- Despair makes pure health stacking less decisive than magic resist and disengage.

AniviaUnfavoured
Anivia controls the space Blitzcrank needs to cross, and Rebirth means one successful combo often is not enough to finish the duel.
Watch for Crystallize blocks Blitzcrank's chase path after Rocket Grab or separates him from the egg after Rebirth.
How to beat
Approach from fog or a side angle so Flash Frost and Crystallize are harder to line up. Bait Flash Frost first, then Overdrive into hook range; if Rebirth triggers, save Power Fist or Static Field timing to stop her from freely zoning you off the egg.
Later Anivia wins side control by waveclearing and walling Blitzcrank out, while Blitzcrank wins by starting fights before she sets up. In teamfights, hook from angles that do not let her wall your team away from the pulled target.
- Do not hook Anivia if Flash Frost is already traveling toward your return path.
- Killing the egg is the real test; plan cooldowns for Rebirth, not just her first health bar.
- Crystallize can make a good pull worthless if your team cannot follow.

AnnieUnfavoured
Annie's instant stun burst outranges Blitzcrank's reliable melee follow-up and can punish him before Mana Barrier matters.
Watch for Pyromania with Summon: Tibbers gives Annie an instant stun and burst window that stops Blitzcrank's engage.
How to beat
Count Pyromania stacks and do not walk into stun range just to threaten Rocket Grab. Fight only after Annie spends stun on the wave or misses a spell; if she holds stun, hook from fog rather than giving her a clean Tibbers opener.
Later Annie remains more dangerous in grouped fights because one stun Tibbers can decide the fight. Blitzcrank should avoid front-door engages and instead threaten picks when her stun is down or when Banshee's Veil can block the opener.
- Her auto range lets her chip you while holding stun, so patience matters more than trading back.
- Static Field can break her low-health finish, but Tibbers damage keeps ticking after the burst.
- A spell shield is especially valuable because Annie's first spell often carries the stun.

AsheEven
Ashe wins open-space kiting, but Blitzcrank wins hard if Rocket Grab connects before Frost Shot and Enchanted Crystal Arrow create distance.
Watch for Frost Shot keeps Blitzcrank slowed after his first engage attempt and makes it hard to reach Power Fist range.
How to beat
Do not chase Ashe straight down a lane while Frost Shot is active. Use brush or fog to shorten the hook angle, and commit only when Enchanted Crystal Arrow is down or when you can hook her before she has time to kite backward.
Later Ashe outscales Blitzcrank in sustained side-lane damage if she has room, but Blitzcrank threatens game-winning picks on immobile carries. In teamfights, flank rather than run through Volley and Frost Shot from the front.
- Boots of Swiftness are unusually valuable because the fight is decided by repeated slows.
- If Enchanted Crystal Arrow is available, keep minions or terrain between you before throwing hook.
- Ashe is fragile enough that one hook usually wins, but only if Power Fist follows immediately.

BrandUnfavoured
Brand punishes Blitzcrank's linear engage with heavy spell damage, and Blaze makes short trades cost more than they look.
Watch for Sear stuns Blitzcrank if he is already ablaze, stopping the hook follow-up and letting Brand unload his combo.
How to beat
Track whether Blaze is on you before stepping forward; if it is, respect Sear until the burn falls off. Bait Pillar of Flame with side movement, then Overdrive into a hook angle while Sear is unavailable or blocked by minions.
Later Brand is much stronger in clustered teamfights if Blitzcrank pulls him into bounce range for Pyroclasm. Blitzcrank should catch him from fog or hook a different target, then use Static Field to interrupt his spell chain if he is forced close.
- Do not stand near your minion wave after being tagged, because Sear and Pyroclasm punish the clump.
- Mana Barrier is less reliable against Blaze because the burn continues after the shield appears.
- A clean Rocket Grab can still kill Brand, but a hook into full Pyroclasm range can lose the fight for your team.

Cho'GathUnfavoured
Cho'Gath is too durable for Blitzcrank to burst and can silence, knock up, then execute through the end of Mana Barrier.
Watch for Feast deals true damage as an execute, cutting through Blitzcrank's normal low-health bait pattern.
How to beat
Avoid long melee trades where Vorpal Spikes and Feast decide the fight. Bait Rupture sideways, then trade with Power Fist and Static Field before Feral Scream silences you; once Feast range matters, disengage instead of gambling on Mana Barrier.
Later Cho'Gath wins the side lane through size, sustain, and true-damage threat, while Blitzcrank is better at picking carries around him. In teamfights, do not hook Cho'Gath unless your team wants to burn the front line immediately.
- Feral Scream can stop Rocket Grab or Static Field if you walk in too obviously.
- Mana Barrier does not make you safe from Feast once you are low.
- Hooking Cho'Gath often helps him reach your carries, so choose the target carefully.

CorkiUnfavoured
Corki's Valkyrie and mixed ranged damage let him escape Blitzcrank's first engage and shred him before a second hook is ready.
Watch for Valkyrie breaks the Rocket Grab follow-up and leaves a damage trail that punishes Blitzcrank for chasing.
How to beat
Hold Rocket Grab until Corki uses Valkyrie greedily or is boxed against terrain. If you hook first while Valkyrie is up, expect him to escape after Power Fist; use Overdrive to pressure the dash, then commit once it is down.
Later Corki wins side-lane duels with items and range, while Blitzcrank wins by catching him before he can Valkyrie. In teamfights, stand off-angle so Corki cannot simply kite backward through Gatling Gun and missiles.
- Do not chase through Valkyrie's fire trail unless the kill is immediate.
- Gatling Gun reduces armor, so short trades are much safer than extended ones.
- A spell shield can block Phosphorus Bomb or Missile Barrage poke, but it will not solve Valkyrie by itself.

Dr. MundoUnfavoured
Dr. Mundo outlasts Blitzcrank with regeneration and sustained melee damage unless Blitzcrank has help or a grievous-wounds item.
Watch for Sadism restores enough health to erase Blitzcrank's burst window and turns the fight into a losing chase.
How to beat
Do not duel Mundo through Sadism unless you can apply Grievous Wounds or finish him immediately. Dodge Infected Cleaver first, then use Overdrive for a short knockup trade; once Burning Agony and Sadism are running, back out and wait rather than feeding him an extended fight.
Later Mundo wins the side lane by ignoring Blitzcrank's burst and walking him down. Blitzcrank should group, hook enemy carries past Mundo, and bring healing reduction if the team must cut through him.
- Rocket Grab can pull Mundo away from your carry, but it rarely kills him alone.
- Executioner's Calling is one of the few item choices that directly changes the duel.
- Mana Barrier buys time, not enough damage to beat Sadism.

EvelynnEven
Evelynn can choose the first contact from camouflage, but Blitzcrank's instant knockup and silence make her fragile if she appears too close.
Watch for Shadow Walk lets Evelynn start the duel on her terms and deny Blitzcrank the first hook angle.
How to beat
Stay near minions or terrain that limits her approach and keep Power Fist ready when she reveals. If Evelynn uses Agony's Embrace early, step out of the slow before throwing Rocket Grab; commit after Ravage if she has no movement burst left to reposition.
Later Evelynn is better at side picks and flanks, while Blitzcrank is better at punishing visible targets around wards and grouped objectives. In teamfights, protect your backline first, then hook her after she commits out of camouflage.
- Do not waste Rocket Grab into fog unless you know her path; she wants you on cooldown.
- Power Fist is your best answer to her reveal because it does not need travel time.
- Twin Shadows or ward items matter more here than raw duel stats.

EzrealUnfavoured
Ezreal is difficult for Blitzcrank to pin down because Arcane Shift answers Rocket Grab and Mystic Shot lets him win from outside melee range.
Watch for Arcane Shift dodges Rocket Grab or escapes after the pull, denying Blitzcrank's kill window.
How to beat
Do not throw hook at a calm Ezreal with Arcane Shift ready unless he is trapped against terrain. Walk up with Overdrive to pressure the shift first, then hook his landing spot or force him to fight without it.
Later Ezreal wins side-lane spacing and poke, while Blitzcrank threatens picks if Ezreal ever uses Arcane Shift aggressively. In teamfights, punish Arcane Shift cooldown immediately; otherwise look for less mobile targets.
- Mystic Shot lowers his cooldowns, so missed hooks give him repeated poke windows.
- Hooking after Arcane Shift is much stronger than trying to predict it from max range.
- Do not rely on Mana Barrier against Trueshot Barrage if you are already low and retreating in a line.

FiddlesticksUnfavoured
Fiddlesticks beats Blitzcrank if he lands Fear into Drain or Crowstorm, but Blitzcrank can win by interrupting Drain and punishing channel setup.
Watch for Terrify prevents Blitzcrank from using Power Fist or Static Field while Fiddlesticks starts Drain or Crowstorm damage.
How to beat
Keep enough distance that Fiddlesticks cannot open with Terrify for free. If he channels Drain, cancel it with Power Fist or Static Field before using Rocket Grab; if Crowstorm is being channeled from fog, interrupt him immediately or leave the area.
Later Fiddlesticks is more dangerous in full teamfights if he finds a Crowstorm flank. Blitzcrank should hold vision angles, save interrupt timing, and hook him only when the team can kill him before Fear and Drain reset the fight.
- Static Field is an interrupt, so do not spend it purely for damage if Drain or Crowstorm is coming.
- Quicksilver Sash can remove Terrify and let you stop Drain before it heals too much.
- Dark Wind silence can delay your combo if you stand near allied units.

GangplankUnfavoured
Gangplank wins most extended duels because Remove Scurvy clears Blitzcrank's crowd control and Parrrley lets him keep dealing damage at range.
Watch for Remove Scurvy cleanses Rocket Grab's setup or Power Fist's knockup timing and heals Gangplank through the burst.
How to beat
Try to bait Remove Scurvy with Power Fist pressure before committing Rocket Grab. If he holds it, take the short trade and disengage; once it is down, Overdrive back in and force the real all-in before Parrrley poke adds up.
Later Gangplank wins side-lane trades and can affect fights with Cannon Barrage without standing near Blitzcrank. Blitzcrank should force picks while Remove Scurvy is down or hook Gangplank only when his cleanse cannot save him from follow-up damage.
- Do not assume a landed hook means a kill; Remove Scurvy changes the usual Blitzcrank script.
- Cannon Barrage slow can make your Overdrive chase fail even after a good pull.
- Armor helps, but the matchup is mostly about not wasting CC into his cleanse.

GarenUnfavoured
Garen is too durable for Blitzcrank's burst and wins the close-range fight with Silence, Judgment, and Demacian Justice.
Watch for Decisive Strike silences Blitzcrank, stopping the combo while Garen closes into Judgment damage.
How to beat
Do not let Garen start with Decisive Strike for free; kite backward until the speed burst is down, then punish with Power Fist and Rocket Grab as he retreats. Take short trades only, because Judgment and Demacian Justice punish staying low even through Mana Barrier.
Later Garen wins the side lane and can force Blitzcrank away from waves, but Blitzcrank has more fight impact if he finds a carry hook. In teamfights, avoid pulling Garen into your backline unless he is already isolated and your team can kite him.
- Mana Barrier is unreliable when Demacian Justice is ready, because Garen wants you low anyway.
- Rocket Grab can interrupt his retreat, but it can also deliver him into Silence range.
- Keep damaging him occasionally in lane-style standoffs so Perseverance does not reset the whole trade.

GragasUnfavoured
Gragas is too durable to kill cleanly and can break Blitzcrank's engage with Body Slam or Explosive Cask while winning extended trades through repeated spell damage and Happy Hour sustain.
Watch for Explosive Cask knocks Blitzcrank out of melee after Rocket Grab and can turn the all-in into a disengage or tower punt.
How to beat
Hold just outside Body Slam range and make Gragas spend it sideways before you throw Rocket Grab. Commit only when Explosive Cask is down or when you can grab him into terrain and chain Power Fist before he casts it. Short trades are better than chasing through Barrel Roll slow and Happy Hour healing.
Later Gragas wins the side lane because Blitzcrank cannot force him to stay caught, but Blitzcrank has the cleaner teamfight pick if he grabs a carry instead of the tanky Gragas. In grouped fights, save silence or knockup timing to interrupt his setup after he uses Body Slam.
- Do not hook immediately after Gragas starts walking at you; he is often baiting Body Slam into your path.
- If Barrel Roll is already on the ground, pulling him onto it gives him a free damage trade.
- Power Fist after the pull before he can cask you away.
- Mana Barrier can bait one more spell, but Happy Hour means stalled fights favor Gragas.

HeimerdingerUnfavoured
Heimerdinger wins if the fight happens inside his turret nest, while Blitzcrank only wins by pulling him completely away from his setup.
Watch for H-28G Evolution Turret turns a successful grab into a losing fight if Blitzcrank pulls Heimerdinger into multiple turret shots.
How to beat
Do not duel him in a lane pocket already covered by turrets; clear space or force him to walk away first. Hold fog or max hook range, then grab him past his turrets and instantly use Power Fist plus Static Field before he can Grenade you. If CH-1 Concussion Grenade is available at close range, expect the stun or blind to ruin your burst window.
Later Heimerdinger controls static side-lane zones better, but Blitzcrank is more valuable around rotations because one hook can remove him before turrets matter. In teamfights, do not pull him into your team if his turrets are already set up unless your team can instantly burst him.
- A grab that only moves Heimerdinger from one turret to another is not a winning grab.
- Grenade's direct stun is the cooldown that lets him survive melee range.
- Use minion waves to soak rockets before fishing for hook.
- Static Field can help clear turrets, but standing still to do it usually costs too much health.

JannaFavoured
Janna lacks the damage to kill Blitzcrank alone, but her disengage makes the duel about catching Monsoon or Howling Gale on cooldown.
Watch for Monsoon knocks Blitzcrank away after Rocket Grab and resets the entire all-in.
How to beat
Walk at her with Overdrive until she commits Howling Gale or Zephyr, then throw Rocket Grab as she kites in a predictable line. If Monsoon is up, save Power Fist until after the pull so she cannot simply walk out before your crowd control lands. Do not chase forever through shielded poke; reset and fish again.
Later Janna never wants the side-lane duel, but she can deny Blitzcrank's teamfight pick better than most supports. In late fights, pressure from fog and force Monsoon defensively before hooking the real carry.
- Hooking Janna with Monsoon up is often just trading your hook cooldown for her ultimate.
- Her passive and Zephyr movement make straight-line hooks unreliable; cast when she turns to shield or tornado.
- Power Fist interrupts her escape rhythm if you land it immediately after the grab.
- Do not waste Static Field before Eye of the Storm absorbs your burst.

Jarvan IVUnfavoured
Jarvan IV has better sustained melee damage, armor shred, and a terrain ultimate that keeps Blitzcrank in the fight after the initial combo ends.
Watch for Cataclysm traps Blitzcrank in melee where Jarvan's Martial Cadence and Dragon Strike trades outlast him.
How to beat
Do not start the duel by grabbing Jarvan unless Dragon Strike and Demacian Standard are unavailable; pulling him in often gives him the range he wants. Bait the flag-drag first, sidestep it, then use Rocket Grab or Power Fist during his recovery. If Cataclysm is up, save Flash or avoid committing unless Mana Barrier and your cooldowns are ready.
Later Jarvan wins side-lane brawls and can force Blitzcrank to fight on his terms. Blitzcrank's teamfight job is to hook Jarvan before he reaches the backline or ignore him and find a carry when Cataclysm is unavailable.
- Rocket Grab can punish a missed flag-drag, but grabbing him before he uses it is usually bad.
- Golden Aegis makes your burst look worse than expected in close quarters.
- Cataclysm can trap you away from your team after you overextend for a hook.
- Armor matters more than magic resist unless Jarvan has unusual itemization.

JaxUnfavoured
Jax beats Blitzcrank in an honest melee duel because Counter Strike denies basic attacks and his scaling attack speed overwhelms Blitzcrank after the knockup.
Watch for Counter Strike dodges Blitzcrank's basic attacks and can waste the Power Fist hit if Blitzcrank mistimes the trade.
How to beat
Do not fight into Counter Strike; back up with Overdrive and wait for the dodge window to end before using Power Fist. Use Rocket Grab defensively after Leap Strike if he tries to stick, not as an invitation to bring him into melee. Your winning window is short: hook, knock up after Counter Strike, silence, then leave before Grandmaster's Might stacks take over.
Later Jax dominates the side lane once finished and Blitzcrank should not match him alone. In teamfights, Blitzcrank contributes by peeling Jax off carries with Power Fist or hooking targets Jax cannot protect.
- If Jax starts Counter Strike before your E attack lands, wait instead of donating your knockup.
- Leap Strike makes max-range hooks harder because he can change position instantly.
- Static Field's silence is useful after Counter Strike ends, not while he is still dodging.
- Frozen Heart is one of the few items that meaningfully slows his duel pattern.

KarthusFavoured
Blitzcrank can interrupt and burst Karthus at close range, but must respect Defile damage and Death Defied after the kill.
Watch for Death Defied lets Karthus keep casting after dying, so winning the duel can still kill Blitzcrank if he stays in Defile and Lay Waste range.
How to beat
Hold side angles so Wall of Pain does not force a long walk through slows, then grab when Karthus steps up for Lay Waste. Use Power Fist and Static Field quickly to stop him from freely casting, then leave the corpse zone immediately after lethal. Do not chase in a straight line through Wall of Pain unless you already have hook angle.
Later Karthus clears side waves better, but Blitzcrank can still kill him if he catches him alone before Zhonya-type stasis or team backup matters. In teamfights, hooking Karthus can be correct only if your team can survive his passive zone afterward.
- Move unpredictably after the pull; isolated Lay Waste punishes standing still in melee.
- Static Field can interrupt Requiem if you are in range before the channel finishes.
- After killing him, run out instead of trying to finish nearby targets inside Defile.
- Banshee's Veil can block Wall of Pain or the first Lay Waste setup, but it will not save you from every passive cast.

KassadinUnfavoured
Kassadin's silence and Riftwalk mobility make it hard for Blitzcrank to lock him down, and his magic resistance passive reduces Blitzcrank's spell-heavy burst.
Watch for Riftwalk lets Kassadin dodge Rocket Grab or escape after the initial knockup, denying Blitzcrank the extended melee control he needs.
How to beat
Fight before Kassadin has room to stack Riftwalks, and throw Rocket Grab only after he uses Riftwalk aggressively or into a wall-limited path. If Null Sphere is up, expect your follow-up spell timing to be disrupted by silence. Commit only when you can chain Power Fist immediately and force him to choose between escaping and trading.
Later Kassadin wins side-lane mobility and can choose fights far better than Blitzcrank. In teamfights, Blitzcrank should hold hooks for Kassadin after Riftwalk or peel him with Power Fist when he dives a carry.
- Do not hook at a Kassadin with Riftwalk available unless his landing spot is constrained.
- Null Sphere can delay Static Field or Rocket Grab follow-up enough for him to leave.
- His passive makes your magic damage less decisive than it looks.
- Vision denial matters because Kassadin is much easier to hook when entering fog than while already blinking around you.

KatarinaFavoured
Blitzcrank's grab, knockup, and silence line up well into Katarina because they stop Death Lotus and punish her short-range commit.
Watch for Death Lotus is the only window that can outdamage Blitzcrank if his crowd control is unavailable.
How to beat
Save at least one interrupt for Death Lotus; do not spend Rocket Grab, Power Fist, and Static Field before she ultimates unless she is already dead. Let her Shunpo in, knock her up, then silence or hook if she tries to channel. Avoid fighting near low-health allies or minions where Voracity resets would matter in a real skirmish.
Later Katarina can clean up teamfights harder than Blitzcrank can duel, but Blitzcrank remains a direct answer if he keeps an interrupt for her ultimate. In side lane, she should not win an even isolated fight unless Blitzcrank wastes cooldowns first.
- Static Field's active stops Death Lotus instantly if you are in range.
- If Katarina Shunpos behind you, turn before casting Rocket Grab or use Power Fist first.
- Do not chase her through a wave after Bouncing Blade poke; force the short all-in instead.
- Her damage reduction after Shunpo makes delayed burst worse than immediate crowd control.

KayleUnfavoured
Kayle kites Blitzcrank with Reckoning and Divine Blessing, then uses Intervention to deny the burst window that Blitzcrank depends on.
Watch for Intervention makes Kayle immune during Blitzcrank's hook combo and leaves him stuck in her Righteous Fury range afterward.
How to beat
Do not throw Rocket Grab while Intervention is clearly available unless you are forcing it for a teammate. Bait Reckoning first, then use Overdrive to close from an angle and hold Power Fist until her immunity ends. If Righteous Fury is active and your hook misses, disengage immediately.
Later Kayle wins the side lane once she has sustained ranged damage and ultimate timing, while Blitzcrank is stronger at starting teamfights on targets without invulnerability. In grouped fights, force Intervention on someone else before committing hook to Kayle.
- Pulling Kayle while Intervention is ready often gives her a free damage window.
- Reckoning's slow makes missed hooks especially punishing.
- Her heal and move speed can break your melee follow-up after Rocket Grab if you delay Power Fist.
- Magic resist helps, but the real answer is not wasting your combo into her ultimate.

KennenUnfavoured
Kennen's range, mobility, and layered stuns let him kite Blitzcrank unless Blitzcrank lands a clean hook before Lightning Rush or Slicing Maelstrom takes over.
Watch for Slicing Maelstrom stacks Mark of the Storm in melee and can stun Blitzcrank during his all-in.
How to beat
Stand outside his easy auto and Thundering Shuriken rhythm, then hook when Lightning Rush is down or after he uses it for wave movement. If he has multiple marks on you, do not commit; back out before the stun completes. A winning engage is hook into instant Power Fist and silence before he can start Maelstrom freely.
Later Kennen is much better in clustered teamfights, while Blitzcrank's job is to catch him before he flashes or rushes into the team. In side lane, Blitzcrank can threaten picks from fog but loses open-space kiting fights.
- Do not fight at two Mark of the Storm stacks unless you can kill before the next spell lands.
- Lightning Rush makes reactive hooks unreliable; wait for the form to end.
- Static Field silence can delay his Maelstrom follow-up if used immediately after the grab.
- Mercury's Treads are valuable because the stun chain is what makes his damage stick.

Kog'MawEven
Blitzcrank wins if he lands Rocket Grab, but Kog'Maw wins open space with Bio-Arcane Barrage range and Void Ooze slowing the approach.
Watch for Bio-Arcane Barrage gives Kog'Maw enough range and percent-health damage to shred Blitzcrank before he reaches melee.
How to beat
Do not chase through Void Ooze; step off the trail and wait for a new hook angle. Fish from fog or behind minions as Bio-Arcane Barrage is ending, then commit with Power Fist and Static Field before he can kite back. After killing him, immediately leave Icathian Surprise's detonation path.
Later Kog'Maw wins front-to-back fights if protected, while Blitzcrank wins the game by making those fights uneven before they start. In side lane, the matchup is still hook-or-lose: open ground favors Kog'Maw, brush and fog favor Blitzcrank.
- Track Bio-Arcane Barrage duration; hooking right after it ends is much safer.
- Void Ooze makes Overdrive engages predictable and slow.
- Do not stand near his corpse after lethal; Icathian Surprise can trade the kill back.
- Randuin's active helps only after you reach him; it does not replace landing hook.

Lee SinUnfavoured
Lee Sin has stronger sustained skirmishing and can punish Blitzcrank's hook with mobility, shields, and Dragon's Rage displacement.
Watch for Dragon's Rage kicks Blitzcrank away after he commits or turns the duel by denying his melee follow-up.
How to beat
Stand behind minions to block Sonic Wave and avoid hooking Lee Sin when Safeguard targets are nearby. If he misses Sonic Wave, you can walk forward with Overdrive and threaten Power Fist before he resets energy through Flurry. Save Rocket Grab for after Safeguard or to punish his second Q landing path.
Later Lee Sin remains the better side-lane fighter, but Blitzcrank's pick threat scales better against immobile carries. In teamfights, peel Lee Sin's dive with Power Fist or hook him only when your team wants to burst him instantly.
- A hooked Lee Sin can still Safeguard away if he has an allied unit behind him.
- Missing Sonic Wave is his weakest duel window.
- Do not blow every cooldown before Dragon's Rage; he can kick you out and re-engage.
- Armor and attack-speed reduction are the best item answers to his extended trades.

LeonaEven
Neither support kills the other quickly, and the duel is decided by who wastes crowd control first and whether Leona's Eclipse absorbs Blitzcrank's burst.
Watch for Eclipse gives Leona enough Armor and Magic Resistance to survive the hook combo and win the slow melee trade afterward.
How to beat
Do not unload everything into Eclipse; pull or knock her up, then wait out the defensive window before using Static Field for damage. If Zenith Blade misses, Blitzcrank can choose the fight and kite the end of her cooldowns with Overdrive. Keep the duel short because Leona's repeated stuns matter more than your passive damage over time.
Later Neither champion is a serious side-lane duelist when finished, but Leona is better at guaranteed engage while Blitzcrank is better at picks before the fight. In teamfights, avoid pulling Leona unless your team wants her in the middle of you.
- Hooking Leona can start her engage for her if her team is nearby.
- Wait out Eclipse before judging whether you have lethal.
- Power Fist can interrupt her attempt to walk into Shield of Daybreak range after a missed Zenith Blade.
- Mercury's Treads reduce the chain crowd control that makes her trades annoying.

LuluUnfavoured
Lulu's slows, polymorph, shield, and Wild Growth deny Blitzcrank's single burst window while Pix-enhanced autos chip him down at range.
Watch for Whimsy disables Blitzcrank during his engage, stopping Power Fist or follow-up after Rocket Grab.
How to beat
Do not run straight at her through Glitterlance; approach from fog and make her spend Whimsy defensively before committing. If Wild Growth is up, expect the first all-in to fail unless you can force it and disengage. Hook when Help, Pix! has just been used on herself or another target so her shield timing is weaker.
Later Lulu is much stronger at protecting a carry in teamfights, while Blitzcrank must create picks before she can react. In side lane, she can kite him endlessly in open space unless she misuses Whimsy.
- Polymorph after your hook can stop the Power Fist that normally secures the trade.
- Glitterlance from Pix changes angles, so watch Pix's position, not just Lulu's.
- Wild Growth can knock you up at melee range and erase your burst math.
- Banshee's Veil is strong because blocking Whimsy or Glitterlance can create the only clean engage.

LuxEven
Lux wins at range with binding and poke, but Blitzcrank wins hard if he dodges Light Binding and lands Rocket Grab.
Watch for Light Binding roots Blitzcrank during his approach and lets Lux layer Lucent Singularity and Finales Funkeln safely.
How to beat
Stay behind minions until Light Binding is down, then step forward immediately with Overdrive to threaten hook. Do not hook through her shield timing unless you have enough follow-up to finish after Prismatic Barrier returns. If you get rooted in the open, use the downtime to sidestep Lucent Singularity instead of forcing a late hook.
Later Lux is stronger in siege and grouped poke, while Blitzcrank is stronger when vision denial creates a hook angle before she can bind. Side lane remains skill-based: Lux controls range, Blitzcrank controls fog and brush.
- A missed Light Binding is your clearest engage signal.
- Lucent Singularity's slow makes straight Overdrive chases unreliable.
- Finales Funkeln can finish through Mana Barrier if you are already low, so do not bait too greedily.
- Banshee's Veil can turn the matchup by eating Light Binding before your engage.

MalphiteUnfavoured
Malphite is too tanky for Blitzcrank to burst and wins extended melee trades with attack-speed reduction, armor scaling damage, and Unstoppable Force.
Watch for Ground Slam reduces Blitzcrank's attack speed, cutting down his Power Fist follow-up and any extended melee damage.
How to beat
Do not waste Rocket Grab into Granite Shield unless you are only repositioning him for your team. If you must duel, break the shield first, wait out Ground Slam, then take a short hook-and-knockup trade before backing away. Avoid fighting when Unstoppable Force is available unless you can survive the full counter-engage with Mana Barrier.
Later Malphite wins the side-lane stat check and has the stronger guaranteed teamfight engage. Blitzcrank should avoid pulling him into allies and instead threaten carries before Malphite starts the fight.
- Let Granite Shield fall before spending your full combo.
- Ground Slam makes Trinity-style or attack-speed follow-up much worse.
- Hooking Malphite in front of your team can hand him a perfect Unstoppable Force angle.
- Armor helps, but this matchup is mostly about refusing the tank duel.

MalzaharUnfavoured
Malzahar wins if he keeps space because Nether Grasp stops Blitzcrank's all-in and Null Zone punishes being locked in melee.
Watch for Nether Grasp suppresses Blitzcrank during his engage window and lets Malzahar layer Null Zone and Malefic Visions for lethal damage.
How to beat
Hold just outside his spell range and look for hooks when Nether Grasp is down or when he has used Call of the Void to farm. If you land Rocket Grab with your silence ready, Q-E-R immediately so he cannot freely channel back at you. Do not stand in Null Zone after the knockup; take the trade and walk out.
Later Malzahar controls the side lane better because he can suppress you before you finish him. In teamfights, Blitzcrank can still win the game by hooking him or forcing his Banshee's-type protection before he ults a carry.
- Static Field's active silence is your best answer after a hook; use it before he presses Nether Grasp.
- Do not grab him if your team cannot immediately break his follow-up, because he is happy to be pulled into ult range.
- Voidlings can block Rocket Grab angles, so wait for them to move or hook from fog.

Master YiUnfavoured
Master Yi outscales and out-DPSes Blitzcrank in a clean duel unless Blitzcrank interrupts Meditate and ends the fight during his crowd-control chain.
Watch for Meditate can erase Blitzcrank's burst if Power Fist or Static Field is not saved to interrupt it.
How to beat
Do not open with every disable at once unless you can kill him before he casts Meditate. Let him Alpha Strike in, then knock him up as he appears and save Static Field to cancel Meditate. If Highlander is running and your burst failed, kite toward terrain or allies instead of trading autos.
Later Yi wins the side lane once he has damage and sustain, while Blitzcrank is more valuable in teamfights if he peels or catches Yi before Highlander resets. Your job becomes holding E or R for his commit, not dueling him alone.
- Power Fist after Alpha Strike is more reliable than trying to hook him during it.
- Static Field should cancel Meditate, not pad damage, unless he is already lethal.
- Frozen Heart and Randuin's matter because the fight is mostly his sustained attacks after your combo.

Miss FortuneFavoured
Miss Fortune is fragile and channel-reliant, so Blitzcrank wins if he lands Rocket Grab or interrupts Bullet Time with any displacement or silence.
Watch for Bullet Time can shred Blitzcrank if he misses Rocket Grab and has to run through the cone.
How to beat
Stand outside Double Up bounce lines and force her to use Make It Rain before you commit. Once Strut is broken, Overdrive gives you enough angle pressure to threaten Rocket Grab. If she channels Bullet Time, hook, Power Fist, or Static Field cancels it immediately.
Later Miss Fortune contributes far more damage in grouped fights if untouched, but Blitzcrank can decide those fights by interrupting Bullet Time or pulling her out of position. In a side lane, she should not be allowed to farm near fog without respecting hook range.
- Hit her once or tag her with Static Field passive damage to remove Strut before fishing for the hook.
- Do not chase straight through Make It Rain unless Rocket Grab is ready.
- Any Blitzcrank interrupt cancels Bullet Time, so hold one when she has R.

MorganaUnfavoured
Morgana's Black Shield blocks the hook and knockup that Blitzcrank needs to win, while Dark Binding and Soul Shackles punish him for walking in.
Watch for Black Shield absorbs Rocket Grab's disable and can make Blitzcrank's entire engage fail.
How to beat
Bait Black Shield with movement and short Overdrive feints before throwing Rocket Grab. If the shield is down, commit fast with Q-E-R before she can bind and kite. If she lands Dark Binding first, do not keep chasing into Tormented Soil and Soul Shackles.
Later Morgana is stronger in grouped fights when she can shield priority targets and counter-engage with Soul Shackles. Blitzcrank should pressure shield cooldowns and hook whoever is exposed after Black Shield is spent.
- Rocket Grab into Black Shield usually loses the trade because you still walk into her return CC.
- Static Field can help break the shield, but it does not save a missed engage by itself.
- Hooking Morgana during Soul Shackles can drag the stun threat onto your team, so watch her ultimate timer.

NasusUnfavoured
Nasus survives Blitzcrank's burst, cripples him with Wither, and wins extended melee trades with lifesteal and Fury of the Sands.
Watch for Wither removes Blitzcrank's ability to kite or keep punching, turning the fight into a slow losing melee trade.
How to beat
Fight him only before he has stacked Siphoning Strike or when Fury of the Sands is unavailable. Hooking him into melee is often helping him, so use Rocket Grab mainly to interrupt retreat or pull him under allied pressure. If he ults, disengage with Overdrive rather than trading inside the sandstorm.
Later Nasus wins the side lane decisively when farmed. Blitzcrank's late-game value is in teamfights: peel him off carries with Power Fist or hook his backline instead of trying to duel him.
- Do not start the duel by pulling Nasus to you unless you have a turret or teammates nearby.
- Power Fist can buy space after Wither starts, but it will not win a long fight.
- Fury of the Sands punishes standing still after your combo; leave immediately.

NidaleeEven
Nidalee wins the poke war, but Blitzcrank wins hard if he dodges Javelin Toss and catches her before she can reset with Pounce and Primal Surge.
Watch for Javelin Toss at long range chunks Blitzcrank low enough that he cannot safely force an engage.
How to beat
Do not chase through brush or trap lines; hold angles from fog and make her guess where Rocket Grab starts. Commit after she misses Javelin Toss or uses Pounce forward in cougar form. Once grabbed, chain Power Fist and Static Field so she cannot freely heal and disengage.
Later Nidalee is better at sieging and side-lane poke, while Blitzcrank is better at punishing one bad position in a teamfight. Late, force vision denial and hooks rather than letting her throw spears forever.
- Bushwhack's resist shred makes even a small trade much worse, so avoid fighting after stepping on a trap.
- Brush movement from Prowl changes hook timing; aim where she exits, not where she entered.
- If she Pounces toward you, save Rocket Grab until after the landing movement.

Nunu & WillumpEven
Nunu is hard for Blitzcrank to kill through Consume sustain and Ice Blast slows, but he also lacks the burst to punish Blitzcrank unless Absolute Zero channels well.
Watch for Absolute Zero forces Blitzcrank either to interrupt immediately or eat the full charged damage and slow.
How to beat
Keep enough distance that Ice Blast does not start every trade for free. If you hook him, hold Power Fist or Static Field for Absolute Zero instead of spending both instantly. Fight away from minions or monsters when possible so Consume cannot reset his health mid-duel.
Later Nunu rarely wants a pure side-lane duel, and Blitzcrank does not kill him quickly later. In teamfights, Blitzcrank should cancel Absolute Zero and look past Nunu for carries, while Nunu tries to slow and zone your engage.
- Do not waste all interrupts before he has shown Absolute Zero.
- Dragging Nunu into your team is useful; dragging him into a 1v1 often just starts a long, low-value fight.
- Ice Blast makes Overdrive chases unreliable, so hook from fog instead of running straight at him.

OlafUnfavoured
Olaf is a terrible duel for Blitzcrank because Ragnarok ignores the crowd control Blitzcrank relies on and Reckless Swing cuts through tank stats.
Watch for Ragnarok makes Olaf immune to Rocket Grab displacement, Power Fist knockup, and Static Field silence during the fight's deciding window.
How to beat
Before level 6, you can punish missed Undertow with a short Q-E trade and back out. After Ragnarok, do not commit unless he used it first or is already low; kite the duration and avoid standing near his axe pickup path. If he reaches melee with Vicious Strikes active, disengage rather than trading autos.
Later Olaf wins the side lane and can run through Blitzcrank's peel during Ragnarok. In teamfights, Blitzcrank should hook priority targets before Olaf starts his ult or protect carries after Ragnarok expires.
- Rocket Grab is unreliable into active Ragnarok, so wait it out if possible.
- Do not fight around his thrown axe; repeated Undertow pickups keep you slowed forever.
- Armor helps his autos, but Reckless Swing means health is also important.

PantheonUnfavoured
Pantheon's targeted stun and early burst beat Blitzcrank in short trades, especially when Aegis Protection blocks a key Power Fist attack.
Watch for Aegis Protection can block Power Fist's empowered attack, removing Blitzcrank's main damage and control moment.
How to beat
Track his passive before engaging; break Aegis Protection with a basic attack or Static Field passive before relying on Power Fist. Stay outside Spear Shot poke until Rocket Grab is ready, then punish after he uses Aegis of Zeonia or Heartseeker Strike. If he stuns first, wait out the burst and disengage unless his block is down.
Later Pantheon falls off harder in extended teamfights, but he can still delete Blitzcrank or a carry with a pick. Blitzcrank should peel his stun target and punish Pantheon after he lands from Grand Skyfall or commits with W.
- Do not Power Fist into his visible block; it can waste the whole trade.
- Heartseeker Strike locks his facing, making him easier to hook if you sidestep the cone.
- His stun is targeted, so Overdrive alone does not outplay the engage.

RammusEven
Rammus is difficult to kill and can punish Blitzcrank's basic attacks, but Blitzcrank can interrupt his engage and avoid giving him a clean taunt trade.
Watch for Puncturing Taunt forces Blitzcrank to attack into Defensive Ball Curl and reflected damage.
How to beat
Do not auto into Defensive Ball Curl unless you are using Power Fist for control and leaving. Stop Powerball with Rocket Grab or Power Fist when he rolls in, then step away before taunt turns the trade. Fight only when Defensive Ball Curl is down or when your team can exploit the pull.
Later Neither champion wants to spend late game dueling the other; Rammus is better at forcing onto carries, Blitzcrank is better at catching exposed targets. Save knockup or hook to interrupt Powerball routes and keep him off your backline.
- Taunt plus Defensive Ball Curl punishes unnecessary follow-up autos.
- Rocket Grab can cancel Powerball momentum if you time it before impact.
- Pulling Rammus into your carries is often worse than letting him roll short.

RyzeUnfavoured
Ryze's targeted root and rapid spell rotation beat Blitzcrank if he survives the first hook combo, especially with Desperate Power sustain.
Watch for Rune Prison roots Blitzcrank in spell range and prevents him from choosing when the trade ends.
How to beat
Approach from fog or brush; running at him openly lets Rune Prison start the fight. If you land Rocket Grab, burst immediately with Power Fist and Static Field before Arcane Mastery rotations come back up. If Desperate Power is active, do not stand near minions or allies where his area damage and spell vamp get extra value.
Later Ryze scales into a much stronger side-lane duelist. Blitzcrank's late value is catching him before he activates Desperate Power or forcing him to burn cooldowns away from your carries.
- Banshee-style spell blocks are strong because his first targeted spell often decides the trade.
- Static Field silence is most valuable right after the grab, before Rune Prison can lock you down.
- Do not fight him inside a minion wave during Desperate Power.

ShacoEven
Shaco can avoid Blitzcrank's hook and win with boxes and clone confusion, but he is fragile enough to die if his Deceive path is read.
Watch for Deceive denies a clean Rocket Grab target and lets Shaco choose the backstab angle.
How to beat
Avoid chasing into unwarded boxes; make him come to you or fight where Jack In The Box is not already set. Hold Rocket Grab until after Deceive or use Static Field passive and movement to reveal his real path. When Hallucinate is up, do not spend your full combo on the clone unless you are sure.
Later Shaco is better at picks and split pressure, while Blitzcrank is better in direct grouped fights. Ward flanks, protect carries from Deceive angles, and hook him only after his escape is committed.
- Jack In The Box fear can make a landed hook backfire if you pull him through a prepared trap area.
- Backstab matters: turn and reposition after he appears instead of giving him free rear hits.
- The clone takes different risk than the real Shaco; watch which one avoids danger.

ShenEven
Shen is hard to kill through Feint and sustained Vorpal Blade trades, but Blitzcrank can stop his map value and win short exchanges if taunt misses.
Watch for Shadow Dash taunts Blitzcrank and lets Shen dictate the melee trade while Feint absorbs the return damage.
How to beat
Stand off-angle so Shadow Dash has to be aimed, then punish if it misses. Do not blow Power Fist into Feint unless you need the interrupt; wait out the shield and take a short combo. Save Rocket Grab or Static Field to interrupt Stand United when the duel turns into a map play.
Later Shen usually matters more in side lanes because Stand United lets him join fights while matching pressure. Blitzcrank should either cancel the channel or force fights quickly when Shen shows away from his team.
- Interrupting Stand United is often more important than damaging Shen.
- Hooking Shen after he misses Shadow Dash gives you the only clean trade window.
- Feint can soak your burst, so delay damage for a beat if he shields early.

SingedUnfavoured
Singed wins by refusing a normal fight, dragging Blitzcrank through Poison Trail, and using Fling plus Insanity Potion to outlast him.
Watch for Fling puts Blitzcrank behind Singed, forcing him to walk through Poison Trail instead of controlling the trade.
How to beat
Do not chase him in a straight line; hold ground and make Singed walk toward you if he wants contact. Use Rocket Grab after Fling or Mega Adhesive is down, then take the knockup trade and leave before Poison Trail stacks up. If Insanity Potion is active, disengage unless he is already low enough to finish.
Later Singed is the better side-lane nuisance and is difficult for Blitzcrank to pin down alone. In teamfights, Blitzcrank should avoid hooking him into the team unless the goal is to peel, and should look for carries behind him.
- A successful hook can still be bad if it starts a chase through Poison Trail.
- Mega Adhesive makes Overdrive unreliable; wait until you are clear of the zone before committing.
- Do not pull Singed into your backline unless you can instantly chain CC him.

SionUnfavoured
Sion's targeted stun, shield burst, and Cannibalism sustain make him stronger in a direct melee duel than Blitzcrank.
Watch for Cryptic Gaze stuns Blitzcrank long enough for Sion to set up Death's Caress damage and sustained attacks.
How to beat
Do not let him start with Cryptic Gaze for free; threaten hook from outside his comfort range. If Death's Caress is active, either break it quickly with your combo or back away before it detonates. When Cannibalism is running, use crowd control to disengage rather than feeding his lifesteal.
Later Sion wins side-lane duels if he can keep attacking during Cannibalism. Blitzcrank is more useful grouped, where he can interrupt Sion's access to carries or hook a squishier target instead.
- Static Field can help pop Death's Caress before he detonates it.
- Power Fist during Cannibalism is a disengage tool, not an invitation to keep trading.
- Mercury's Treads reduce Cryptic Gaze's setup and make his all-in less clean.

SivirEven
Sivir can block the first engage with Spell Shield and kite with On The Hunt, but she dies quickly if Blitzcrank baits the shield before Rocket Grab.
Watch for Spell Shield blocks Rocket Grab or Power Fist and gives Sivir the opening to turn the duel.
How to beat
Pressure with movement and Power Fist threat until Spell Shield is used, then hook during its downtime. Avoid standing in the full Boomerang Blade return path while waiting for an angle. If she uses On The Hunt to kite backward, stop chasing unless Rocket Grab is ready from fog or brush.
Later Sivir is stronger in front-to-back teamfights if she can speed her team through your pick threat. Blitzcrank should break Spell Shield with a lower-value spell or wait it out, then hook her or punish the teammate she speeds forward.
- Do not throw Rocket Grab into a ready Spell Shield unless forcing the cooldown is enough.
- Boomerang Blade hurts most when you eat both passes; sidestep after the first hit.
- On The Hunt can turn a missed hook into a lost fight, so respect the re-engage speed.

SkarnerUnfavoured
Skarner wins extended melee fights because Crystalline Exoskeleton lets him stick through Blitzcrank's first burst and Energize turns the duel into repeated Crystal Slash damage.
Watch for Impale suppresses Blitzcrank after the grab trade and removes the chance to kite or time Power Fist cleanly.
How to beat
Do not start the fight by pulling Skarner while Crystalline Exoskeleton is active; break or wait out the shield first, then use Rocket Grab as a punish when he backs away. Keep the trade short: grab, Power Fist, Static Field, then retreat before Energize gives him another round of spells.
Later Skarner is the better side-lane duelist once durable, while Blitzcrank is far more valuable fishing for picks before objectives. In teamfights, save Rocket Grab for Skarner after Impale is down or pull a carry before he can frontline.
- If his W shield is up, your hook often just delivers his best fight to him.
- Static Field helps finish a broken-shield trade but does not beat his repeated Qs by itself.
- Power Fist after Impale ends is your main way to stop him from chasing through Overdrive.

SonaFavoured
Sona has strong poke and Crescendo, but she is too fragile to survive Blitzcrank's grab into knockup and silence if she is caught alone.
Watch for Crescendo stops Blitzcrank's follow-up after Rocket Grab and can turn a clean catch into her escape window.
How to beat
Stand outside her 550 poke pattern until Rocket Grab is available, then angle from fog or behind minions as they die. If she holds Crescendo, open with grab and delay Static Field until after the stun so she cannot freely cast through the trade.
Later Sona should not side-lane against Blitzcrank, but her grouped auras and Crescendo outscale a random duel. Blitzcrank's job late is to force picks before she sets formation or hook her only after her team cannot instantly punish.
- Her Power Chord damage reduction can blunt your burst, so do not overstay if it is primed.
- Crescendo is shorter ranged than a clean Rocket Grab angle from fog.
- If she uses Song of Celerity to dodge, wait for the speed burst to fade before committing.

SorakaFavoured
Soraka can silence and heal through poke, but she lacks the mobility and damage to survive a full Blitzcrank all-in when caught.
Watch for Infuse silences Blitzcrank and can deny Rocket Grab or Power Fist during the only window she needs to walk away.
How to beat
Hold Rocket Grab until Infuse is used or until you can cast from outside her comfort poke range. Once she is grabbed, use Power Fist immediately before she chains silence and Wish, then stay on her with Overdrive only long enough to finish the burst.
Later Soraka is not a side-lane threat, but grouped Wish and armor from Astral Blessing make single hooks harder to convert. Blitzcrank should look for catches before objectives and avoid spending everything into a target Soraka can instantly save.
- Do not let repeated Starcall stacks make a long melee trade worse than it should be.
- Infuse is her real defensive spell against you, not her heal.
- If Wish is available, expect her health bar to be effectively larger than it looks.

TaricUnfavoured
Taric's armor aura, heal, stun, and mana-scaling basic attacks make him stronger than Blitzcrank in a committed melee duel.
Watch for Dazzle stuns Blitzcrank at close range and lets Taric land Shatter and Radiance before Blitzcrank can control the trade.
How to beat
Do not hook Taric just because he is available; pulling him starts the short-range fight he wants. Bait Dazzle with Overdrive movement, then trade only if you can grab him after the stun is down and disengage before Imbue resets too much health.
Later Taric remains hard for Blitzcrank to solo, but he is usually a poor hook target compared with carries. In teamfights, Blitzcrank should avoid delivering Taric into his own backline and instead punish him when Dazzle is already spent.
- Shatter's armor makes Power Fist trades weaker than they look.
- If Taric is walking forward with Dazzle ready, he wants you to take the melee exchange.
- Static Field can interrupt his follow-up casting, but it does not solve his durability.

TeemoEven
Blitzcrank wins if Rocket Grab lands before being chipped down, but Teemo's blind, poison, speed, and mushrooms make failed engages very punishing.
Watch for Blinding Dart removes Power Fist's basic-attack follow-up and costs Blitzcrank the burst window after a grab.
How to beat
Stay out of repeated Toxic Shot range and use minion waves or fog to force Teemo to guess on Rocket Grab. If he blinds early, wait it out before Power Fist; if he holds blind, grab into Static Field first and knock him up once the blind expires.
Later Teemo controls side lanes better with Noxious Trap fields, while Blitzcrank is more useful starting fights around cleared vision. Bring sweepers and wards, avoid chasing through mushroom lines, and hook him from angles where Move Quick cannot simply outrun you.
- A blind during your E charge can waste the entire trade.
- Rocket Grab from fog is much better than running at him through poison autos.
- Do not chase straight after him once mushrooms are likely behind him.

TristanaUnfavoured
Tristana has enough range, attack-speed damage, Rocket Jump, and Buster Shot to punish Blitzcrank unless he lands a decisive hook while her escapes are unavailable.
Watch for Rocket Jump breaks Blitzcrank's engage spacing and slows him after he tries to close with Overdrive.
How to beat
Do not throw Rocket Grab while Rocket Jump and Buster Shot are both available unless she is trapped against terrain or already committed forward. Bait Rocket Jump first, then grab during its cooldown and use Power Fist before she can create space with Buster Shot.
Later Tristana becomes a much stronger side-lane and front-to-back threat as her range scales. Blitzcrank should stop thinking about fair duels and instead threaten fog hooks or peel her off carries after she uses Rocket Jump aggressively.
- If Buster Shot is up, grabbing her may still end with you knocked out of follow-up range.
- Her passive range scaling makes later hooks harder to threaten in open ground.
- Rocket Jump's landing slow can make Overdrive chases fail even after you dodge the jump.

TryndamereUnfavoured
Tryndamere's critical damage, Spinning Slash, sustain, and Undying Rage beat Blitzcrank in a long all-in unless Blitzcrank can disengage perfectly after forcing the ultimate.
Watch for Undying Rage denies Blitzcrank's execute window and lets Tryndamere keep attacking through Static Field and Power Fist.
How to beat
Trade only in short bursts: Power Fist to interrupt his first commit, Static Field for damage, then back away with Overdrive. If Undying Rage is forced, kite until it ends instead of continuing to punch into it, and save Rocket Grab or Power Fist to stop his final chase.
Later Tryndamere dominates the side lane and forces Blitzcrank to answer with teammates, not ego duels. In teamfights, Blitzcrank should peel him during Undying Rage and use crowd control to waste its duration rather than trying to kill him immediately.
- Mocking Shout cuts your already modest attack damage, so do not rely on autos after the first combo.
- Power Fist is best saved for his Spinning Slash follow-up if he starts the fight.
- Armor helps, but no item makes a long duel into your win condition.

Twisted FateFavoured
Twisted Fate is fragile and immobile in a direct duel, so Blitzcrank wins hard if Rocket Grab lands before Gold Card controls him.
Watch for Pick A Card's Gold Card stuns Blitzcrank and can stop the grab follow-up or create enough space for Wild Cards and escape.
How to beat
Track his card cycle and avoid walking in when Gold Card is locked. Throw Rocket Grab after he uses Pick A Card on a minion or while he is selecting, then chain Power Fist and Static Field before he can reset distance.
Later Twisted Fate wins the map with Destiny and side-lane pressure, but he still hates being hooked. Blitzcrank should shadow likely ult destinations, control fog near lanes, and punish TF before he can channel or after he arrives alone.
- Destiny reveals your flank, so hook angles are worse while it is active.
- Gold Card is the cooldown that matters; Red and Blue Card are much less scary in the duel.
- Static Field silence can stop him from immediately chaining Wild Cards after being pulled.

TwitchEven
Twitch can shred Blitzcrank if he opens from stealth with stacks, but Blitzcrank can kill him quickly if he reveals and lands the grab first.
Watch for Ambush lets Twitch choose the opening and stack Deadly Venom before Blitzcrank knows where to aim Rocket Grab.
How to beat
Do not wander into likely Ambush paths without wards; force Twitch to reveal before committing hook. If he opens with Venom Cask or Spray and Pray, sidestep the line, grab after he commits, and burst him before Expunge stacks finish you.
Later Twitch is far more dangerous in grouped fights if he gets a stealth flank, while Blitzcrank's pick threat is still lethal when vision catches him first. Late, buy and place vision aggressively, then save control for Twitch once he appears instead of wasting it on tanks.
- Expunge damage spikes after several poison stacks, so disengage early if your combo misses.
- Spray and Pray is strongest in a straight line; angle sideways before throwing hook.
- A warded Ambush path often decides the matchup before either champion casts.

VayneUnfavoured
Vayne's Tumble, Condemn, invisibility during Final Hour, and Silver Bolts give her too many tools to dodge the hook and win the extended duel.
Watch for Condemn knocks Blitzcrank out of melee follow-up and can stun him against a wall after he tries to engage.
How to beat
Fight away from walls and do not throw Rocket Grab into an obvious Tumble angle. Wait for Tumble or Condemn to be used, then hook immediately and chain Power Fist before Final Hour stealth lets her reset the duel.
Later Vayne becomes one of the best side-lane duelists and will beat Blitzcrank alone in most finished-build scenarios. In teamfights, Blitzcrank should peel her off allies or hook her only from fog when Condemn cannot break the follow-up.
- Wall positioning matters more here than raw health; Condemn stun loses the duel outright.
- Final Hour makes hook timing much harder because Tumble drops vision briefly.
- Silver Bolts punishes stacking only health, so armor and attack-speed reduction are better answers.

VeigarEven
Blitzcrank can erase Veigar if he catches him, but Event Horizon and burst punish any direct or mistimed approach.
Watch for Event Horizon blocks Blitzcrank's engage path and stuns him if he crosses the edge, often setting up Dark Matter and Primordial Burst.
How to beat
Do not Overdrive straight through the cage edge; wait just outside it or hook Veigar from an angle that does not require walking in. Once Event Horizon is down, Blitzcrank has a clear commit window with Rocket Grab into Power Fist and Static Field.
Later Veigar's burst becomes scarier, but Blitzcrank remains a major threat because Veigar is immobile. Late fights are about patience: bait Event Horizon, then either hook Veigar or force him to play so far back that he cannot burst your carries.
- Rocket Grab can punish Veigar while he stands inside his own cage if the line is clear.
- Do not spend Static Field before he casts if you need the silence to stop follow-up burst.
- Magic resist changes this from one-shot danger into a playable catch matchup.

WarwickUnfavoured
Warwick out-sustains Blitzcrank with Eternal Thirst and Hungering Strike, then locks him down with Infinite Duress in the extended melee fight.
Watch for Infinite Duress suppresses Blitzcrank during the moment he wants to disengage or finish the combo.
How to beat
Avoid long trades; Warwick wants repeated attacks and Hungering Strike heals. Use Power Fist defensively after his ultimate ends, and only commit if he has already spent Hungering Strike or is low enough for your burst to matter.
Later Warwick remains the better isolated duelist, especially with lifesteal and tank items. Blitzcrank should group, interrupt Warwick's access to carries after Infinite Duress, and look for hooks on squishier targets instead of testing him in side lane.
- Blood Scent makes low-health escapes unreliable, so leave before Mana Barrier is your only plan.
- Executioner's Calling is one of the few purchases that directly attacks his duel pattern.
- Grabbing Warwick at full health usually starts his ideal fight.

WukongUnfavoured
Wukong's armor shred, clone dodge, dash, and Cyclone damage let him outplay Blitzcrank's hook and win most committed melee fights.
Watch for Decoy can waste Rocket Grab or Power Fist and gives Wukong the reposition he needs to restart the fight on his terms.
How to beat
Hold Rocket Grab until Decoy is down or until Wukong has revealed himself after the clone. If he dashes in with Nimbus Strike, knock him up immediately, silence with Static Field, then disengage before Cyclone's sustained damage wins the trade.
Later Wukong is better in side-lane duels and brings a stronger teamfight engage with Cyclone. Blitzcrank should play counter-engage: punish Decoy misuse, peel his spin off carries, and avoid hooking him into the middle of your team before Cyclone is spent.
- If Wukong suddenly stops moving after trading, assume Decoy and do not hook instantly.
- Cyclone can continue damaging while you are trying to retreat, so save Overdrive for after the knockup starts.
- Armor is valuable because most of his kill pressure is physical.

ZileanEven
Zilean can kite and revive through a single catch, but Blitzcrank can win if he forces Time Warp or Chronoshift before the decisive grab.
Watch for Chronoshift erases Blitzcrank's burst window and makes a successful hook fail to produce a kill.
How to beat
Stay outside repeated Time Bomb poke and do not chase blindly while Time Warp is available. Force his speed or slow first, then hook when he cannot reposition; if Chronoshift is cast, back off and re-engage after the revive instead of wasting cooldowns into it.
Later Zilean is rarely trying to duel, but his revive can completely deny Blitzcrank's pick value in teamfights. Late, Blitzcrank should either hook Zilean before he can cast Chronoshift or force the ultimate on a low-value target, then fight during its cooldown.
- Time Warp can make a clean hook line disappear, so wait for the speed cast when possible.
- If a bomb is already on you, pulling Zilean may bring the explosion onto your own team.
- Chronoshift changes the goal from killing him once to controlling where he revives.
No champion by that name.
18- Attack damage
- 127.66
- Ability power
- 0
- Armor
- 151.5
- Magic resist
- 137.1
- Attack speed
- 0.745
- Cooldown reduction
- 12%
- Critical strike chance
- 0%
- Move speed
- 397.75

Click an item to leave it out of the numbers.
Resources
- Health
- 3,501
- Health regen
- 37.75 / 5s
- Mana
- 1,100
- Resource regen
- 43.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QRocket Grabrank 5/5
- Damage
- 300
EPower Fistrank 5/5
- Damage
- 255
RStatic Fieldrank 3/3
- Active Damage
- 400
- Passive Damage
- 300
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.745
- Average hit
- 127.7
- Normal hit
- 127.7
- Critical hit
- 255.3
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 10.5s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 118.66
- Ability power
- 755.03
- Armor
- 140.5
- Magic resist
- 52.5
- Attack speed
- 0.745
- Cooldown reduction
- 14%
- Critical strike chance
- 0%
- Move speed
- 388.5

Click an item to leave it out of the numbers.
Resources
- Health
- 2,133
- Health regen
- 20.75 / 5s
- Mana
- 1,170
- Resource regen
- 16.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QRocket Grabrank 5/5
- Damage
- 1,076
EPower Fistrank 5/5
- Damage
- 242
RStatic Fieldrank 3/3
- Active Damage
- 1,178
- Passive Damage
- 460
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.745
- Average hit
- 159.5
- Normal hit
- 159.5
- Critical hit
- 280.6
- On-hit damage
- 38.5
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 8.4s
On-hit
- Spellsword38.5
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 118.66
- Ability power
- 0
- Armor
- 81.5
- Magic resist
- 52.5
- Attack speed
- 0.745
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 325
Resources
- Health
- 2,133
- Health regen
- 20.75 / 5s
- Mana
- 920
- Resource regen
- 15.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QRocket Grabrank 5/5
- Damage
- 300
EPower Fistrank 5/5
- Damage
- 237
RStatic Fieldrank 3/3
- Active Damage
- 400
- Passive Damage
- 300
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.745
- Average hit
- 118.7
- Normal hit
- 118.7
- Critical hit
- 237.3
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.3s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 118.66
- Ability power
- 62.4
- Armor
- 219.7
- Magic resist
- 97.5
- Attack speed
- 0.745
- Cooldown reduction
- 12%
- Critical strike chance
- 0%
- Move speed
- 406.85
Click an item to leave it out of the numbers.
Resources
- Health
- 3,411.6
- Health regen
- 20.75 / 5s
- Mana
- 1,420
- Resource regen
- 18.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QRocket Grabrank 5/5
- Damage
- 362
EPower Fistrank 5/5
- Damage
- 237
RStatic Fieldrank 3/3
- Active Damage
- 462
- Passive Damage
- 312
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.745
- Average hit
- 118.7
- Normal hit
- 118.7
- Critical hit
- 237.3
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.3s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.