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Support · Normal DraftMatchup guidePatch 16.20.1

Blitzcrank vs Zyra

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

BlitzcrankVSZyra

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneSupport

Choose two champions from the list.

Role fit

SupportBlitzcrank

Blitzcrank has an established low-income Support plan with useful lane pressure, protection, engage or team utility.

Primary role
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Support

Engage support

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

World Atlas

400 gold

Provides support income and wards.

1
Quest upgrade

Solstice Sleigh

400 gold

Turns the completed quest into engage-friendly utility.

2
Team defence

Locket of the Iron Solari

2,200 gold

Adds a team shield after you commit.

3
Engage utility

Boots of Swiftness

1,000 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

4
Protect ally

Zeke's Convergence

2,200 gold

Supports the ally following your engage.

5
Vs attacks

Bandlepipes

2,300 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

6
Final mobility

Frozen Heart

2,500 gold

Strong into repeated basic attacks, not every composition.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingApply anti-heal only when repeated healing is materially changing fights.View full route

Best when: Apply anti-heal only when repeated healing is materially changing fights.

  1. Quest upgradeSolstice Sleigh
  2. Team defenceLocket of the Iron Solari
  3. Engage utilityBoots of Swiftness
  4. Morellonomicon
  5. Vs attacksBandlepipes
  6. Final mobilityFrozen Heart
AlternativeCrowd controlMikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.View full route

Best when: Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.

  1. Quest upgradeSolstice Sleigh
  2. Team defenceLocket of the Iron Solari
  3. Engage utilityBoots of Swiftness
  4. Mikael's Blessing
  5. Vs attacksBandlepipes
  6. Final mobilityFrozen Heart
AlternativeCannot start fightsShurelya's movement speed helps the team engage or disengage when positioning is the problem.View full route

Best when: Shurelya's movement speed helps the team engage or disengage when positioning is the problem.

  1. Quest upgradeSolstice Sleigh
  2. Team defenceLocket of the Iron Solari
  3. Engage utilityBoots of Swiftness
  4. Shurelya's Battlesong
  5. Vs attacksBandlepipes
  6. Final mobilityFrozen Heart

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingApply anti-heal only when repeated healing is materially changing fights.View full route

Best when: Apply anti-heal only when repeated healing is materially changing fights.

  1. Quest upgradeSolstice Sleigh
  2. Team defenceLocket of the Iron Solari
  3. Engage utilityBoots of Swiftness
  4. Morellonomicon
  5. Vs attacksBandlepipes
  6. Final mobilityFrozen Heart
AlternativeCrowd controlMikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.View full route

Best when: Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.

  1. Quest upgradeSolstice Sleigh
  2. Team defenceLocket of the Iron Solari
  3. Engage utilityBoots of Swiftness
  4. Mikael's Blessing
  5. Vs attacksBandlepipes
  6. Final mobilityFrozen Heart
AlternativeCannot start fightsShurelya's movement speed helps the team engage or disengage when positioning is the problem.View full route

Best when: Shurelya's movement speed helps the team engage or disengage when positioning is the problem.

  1. Quest upgradeSolstice Sleigh
  2. Team defenceLocket of the Iron Solari
  3. Engage utilityBoots of Swiftness
  4. Shurelya's Battlesong
  5. Vs attacksBandlepipes
  6. Final mobilityFrozen Heart

Runes and summoner spells

Runes and summoner spellsBlitzcrankSupport

Catch, survive the return damage, then create another opening.

Normal Draft
Primary tree

Resolve

AftershockFont of LifeBone PlatingUnflinching
Secondary tree

Inspiration

Hextech FlashtraptionCosmic Insight
Summoner spells
FlashIgnite
Coordinate the Bot pair

Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.

Match the lane threat

Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.

Matchup notes

What changes when Zyra is opposite you?

Pre-game kit comparison
Strategic interaction

Create one decisive catch

A separated target can prevent a ranged support from playing a comfortable front-to-back lane.

Early to mid

Look for lane pressure, first recalls and early objectives before scaling carries complete several items.

Your plan

Use the route you prepared

Vex does not directly block Rocket Grab. Personal Space gives her a shield and, while Doom is ready, its fear can disrupt your follow-up after the pull. Treat the visible shield and her “Nope” line as counter-engage, not proof that the hook was cancelled.

Ability reminders

Blitzcrank reminders

  • The 1-2-3 combo of Rocket Grab, Power Fist, and Static Field can devastate an individual opponent.
  • Using Blitzcrank's grab to pull an enemy into your tower range followed by a Power Fist will allow the tower to get several hits on them.
Ability reminders

Against Zyra

  • Zyra's seeds can be destroyed by stepping on them. If she tries to grow them as you do, dodge back at the last moment.
  • Moving closer to Zyra can be a smart move if she places plants too far away from herself.
  • Plants take fixed damage from attacks and effects, similar to wards. They also expire quickly on their own.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Crowd control

Mikael's Blessing

Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.

Cannot start fights

Shurelya's Battlesong

Shurelya's movement speed helps the team engage or disengage when positioning is the problem.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Blitzcrank

  1. P
    Mana Barrier

    Mana Barrier is an automatic part of the kit involving protection or sustain. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Rocket Grab

    Rocket Grab is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 20/19/18/17/16 · Cost 100 · Listed range 1079
  3. W
    Overdrive

    Overdrive contributes a slowing effect and basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 15 · Cost 75 · Listed range 1
  4. E
    Power Fist

    Power Fist contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 7/6.5/6/5.5/5 · Cost 25 · Listed range 300
  5. R
    Static Field

    Static Field contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 60/40/20 · Cost 100 · Listed range 600

Zyra

  1. P
    Garden of Thorns

    Garden of Thorns is the always-on rule shaping Zyra's normal trading and fight pattern. Watch its in-game state before committing.

  2. Q
    Deadly Spines

    Deadly Spines is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 7/6.5/6/5.5/5 · Cost 55 · Listed range 800
  3. W
    Rampant Growth

    Rampant Growth is part of Zyra's W pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

    Listed range 850
  4. E
    Grasping Roots

    Grasping Roots contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 11 · Cost 70/75/80/85/90 · Listed range 1100
  5. R
    Stranglethorns

    Stranglethorns contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 110/100/90 · Cost 100 · Listed range 700

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Balance lane pressure with protection for the carry

1
Lane

Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.

2
Map play

Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection for the enemy's most likely engage.

Pings, movement and objectives

Blitzcrank Support map plan

Rocket Grab is pressure even while unused. Ping the intended move first, approach through vision or fog, and pull only a target the team wants nearby.

Ahead

Make the lead open the map

Ping
Use On My Way before walking into a new hook angle. Ping Assist Me on Dragon after Bot can move, and Danger if your carry is too far away to follow Rocket Grab.
Map movement
Roam after a pushed wave, shared recall or when the carry can collect safely. Deep wards still require the Jungler or another nearby ally.
Objective
Arrive early, clear the enemy entrance and hold the key engage or peel spell. Do not chase away from Dragon and hand the opponent a free route back in.
Even

Create one clear numbers advantage

Ping
Use On My Way before an engage or roam, Enemy Missing as soon as a lane opponent disappears, and Danger when your carry cannot follow.
Map movement
Leave only on a safe wave or recall timing. If the carry would lose a full wave or face a dive, stay Bot and communicate that you are not moving.
Objective
Help Bot finish the wave, then enter river with the Jungler. Set vision before starting and avoid turning an even objective into an unseen gamble.
Behind

Stop the next loss before seeking a play

Ping
Use Retreat or Danger before an ally enters darkness, Enemy Missing immediately, and Assist Me when you need company to restore defensive vision.
Map movement
Do not abandon a crashing wave or vulnerable carry. Move after the wave is stable and use the nearest safe ward line rather than forcing deep vision.
Objective
Protect the river entrance with an ally and threaten a pick from your own vision. Do not blind-hook a durable front-liner into a team that is already losing the fight.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the move

    Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Enter together

    Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.

  3. 3
    Before starting

    Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.

  4. 4
    During the contest

    Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.

Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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