Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Blitzcrank Arrr, support · Normal Draft

Blitzcrank has an established low-income Support course wit' useful course pressure, protection, engage or crew utility.

Arrr, primary roleArrr, standard Summoner's Rift preparation
Arrr, champion overview
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Support

Arrr, engage support

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

World Atlas

400 doubloons

Arrr, provides support income and wards.

1
Arrr, quest upgrade

Solstice Sleigh

400 doubloons

Turns th' completed quest into engage-friendly utility.

2
Crew defence

Locket of the Iron Solari

2,200 doubloons

Adds a crew shield after ye commit.

3
Arrr, engage utility

Boots of Swiftness

1,000 doubloons

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

4
Arrr, protect ally

Zeke's Convergence

2,200 doubloons

Supports th' ally following yer engage.

5
Arrr, vs attacks

Bandlepipes

2,300 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

6
Arrr, final mobility

Frozen Heart

2,500 doubloons

Strong into repeated basic attacks, nay every composition.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingApply anti-heal only when repeated healing be materially changing fights.Spy full course

Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.

  1. Arrr, quest upgradeSolstice Sleigh
  2. Crew defenceLocket of the Iron Solari
  3. Arrr, engage utilityBoots of Swiftness
  4. Morellonomicon
  5. Arrr, vs attacksBandlepipes
  6. Arrr, final mobilityFrozen Heart
AlternativeArrr, crowd controlMikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.Spy full course

Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

  1. Arrr, quest upgradeSolstice Sleigh
  2. Crew defenceLocket of the Iron Solari
  3. Arrr, engage utilityBoots of Swiftness
  4. Mikael's Blessing
  5. Arrr, vs attacksBandlepipes
  6. Arrr, final mobilityFrozen Heart
AlternativeCannae set sail fightsShurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.Spy full course

Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

  1. Arrr, quest upgradeSolstice Sleigh
  2. Crew defenceLocket of the Iron Solari
  3. Arrr, engage utilityBoots of Swiftness
  4. Shurelya's Battlesong
  5. Arrr, vs attacksBandlepipes
  6. Arrr, final mobilityFrozen Heart

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingApply anti-heal only when repeated healing be materially changing fights.Spy full course

Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.

  1. Arrr, quest upgradeSolstice Sleigh
  2. Crew defenceLocket of the Iron Solari
  3. Arrr, engage utilityBoots of Swiftness
  4. Morellonomicon
  5. Arrr, vs attacksBandlepipes
  6. Arrr, final mobilityFrozen Heart
AlternativeArrr, crowd controlMikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.Spy full course

Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

  1. Arrr, quest upgradeSolstice Sleigh
  2. Crew defenceLocket of the Iron Solari
  3. Arrr, engage utilityBoots of Swiftness
  4. Mikael's Blessing
  5. Arrr, vs attacksBandlepipes
  6. Arrr, final mobilityFrozen Heart
AlternativeCannae set sail fightsShurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.Spy full course

Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

  1. Arrr, quest upgradeSolstice Sleigh
  2. Crew defenceLocket of the Iron Solari
  3. Arrr, engage utilityBoots of Swiftness
  4. Shurelya's Battlesong
  5. Arrr, vs attacksBandlepipes
  6. Arrr, final mobilityFrozen Heart

Recommendations await inspection

Arrr, runes and summoner spells

Arrr, runes and summoner spellsBlitzcrankSupport

Catch, survive th' return damage, then create another opening.

Normal Draft, matey
Arrr, primary tree

Resolve

AftershockFont of LifeBone PlatingUnflinching
Arrr, secondary tree

Inspiration

Hextech FlashtraptionCosmic Insight
Arrr, summoner spells
FlashIgnite
Coordinate th' Bot pair

Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.

Clash th' course threat

Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

Arrr, 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.

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

Mikael's Blessing

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

Cannae set sail fights

Shurelya's Battlesong

Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Arrr, Start with the component

Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Arrr, Finish when it fits the fight

Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Arrr, Coordinate coverage

Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Arrr, Will the fight last long enough?

Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Arrr, kit reference

Blitzcrank tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Mana Barrier

Arrr, what it doesEnglishBlitzcrank gains a shield based on their mana when dropping to low health.

Arrr, practical readMana Barrier be an automatic part o' th' kit involving protection or sustain. Track when its condition be active instead o' treating every fight th' same way.

Protection

Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Q
Q trick

Rocket Grab

Arrr, what it doesEnglishBlitzcrank fires their right hand to grab an opponent on its path, dealing damage and dragging it back to them.

Arrr, practical readRocket Grab be a ranged cast involving damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

CooldownArrr, 20/19/18/17/16 secCost100Arrr, listed rangeArrr, 1079 units
W
W trick

Overdrive

Arrr, what it doesEnglishBlitzcrank super charges themself to get dramatically increased Move and Attack Speed. They are temporarily slowed after the effect ends.

Arrr, practical readOverdrive contributes a slowing effect and basic-attack interaction. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 15 secCost75
Arrr, cast commitment

This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter afore th' effect completes.

E
E trick

Power Fist

Arrr, what it doesEnglishBlitzcrank charges up their fist to make the next attack deal double damage and pop their target up in the air.

Arrr, practical readPower Fist contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 7/6.5/6/5.5/5 secCost25Arrr, listed rangeArrr, 300 units
Arrr, cast commitment

This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter afore th' effect completes.

R
Ultimate

Static Field

Arrr, what it doesEnglishEnemies attacked by Blitzcrank are marked and take lightning damage after 1 second. Additionally, Blitzcrank can activate this ability to remove nearby enemies' shields, damage them, and silence them briefly.

Arrr, practical readStatic Field contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 60/40/20 secCost100Arrr, listed rangeArrr, 600 units
Protection

Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Balance course pressure wit' protection fer th' carry

1
Course

Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.

2
Sea chart play

Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection fer th' foe's most likely engage.

Pings, movement and prizes

Blitzcrank Support sea chart course

Rocket Grab be pressure even while unused. Ping th' intended move first aboard, approach through vision or fog, and pull only a target th' crew wants nigh th' ship.

Ahead

Make th' lead open th' sea chart

Ping
Use On Me Way afore walking into a new hook angle. Ping Assist Me on Dragon after Bot can move, and Peril if yer carry be too far across th' waters astern to follow Rocket Grab.
Sea chart movement
Roam after a pushed wave, shared recall or when th' carry can collect safely. Deep wards still require th' Jungler or another nigh th' ship ally.
Prize
Arrive early, clear th' deck th' foe entrance and hold th' key engage or peel spell. Do nay chase astern from Dragon and hand th' foe a free course back aboard in.
Even

Create one clear th' deck numbers advantage

Ping
Use On Me Way afore an engage or roam, Foe Lost overboard as soon as a course foe disappears, and Peril when yer carry cannae follow.
Sea chart movement
Leave only on a seaworthy wave or recall timing. If th' carry would meet defeat a full wave or face a dive, stay Bot and communicate that ye be nay moving.
Prize
Lend a hand Bot finish th' wave, then enter river wit' th' Jungler. Set vision afore starting and avoid turning an even prize into an unseen gamble.
Behind

Stop th' next aboard defeat afore seeking a play

Ping
Use Retreat or Peril afore an ally enters darkness, Foe Lost overboard immediately, and Assist Me when ye need company to restore defensive vision.
Sea chart movement
Do nay abandon a crashing wave or vulnerable carry. Move after th' wave be stable and use th' nearest seaworthy ward line rather than forcing deep vision.
Prize
Protect th' river entrance wit' an ally and threaten a pick from yer own vision. Do nay blind-hook a durable front-liner into a crew that be already losing th' fight.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' move

    'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Arrr, enter together

    Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.

  3. 3
    Afore starting

    Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.

  4. 4
    During th' contest

    Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.

Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.

Use th' chart

Put Blitzcrank into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions