
World Atlas
400 doubloonsArrr, provides support income and wards.
Support · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Blitzcrank has an established low-income Support course wit' useful course pressure, protection, engage or crew utility.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Support
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, provides support income and wards.

Turns th' completed quest into engage-friendly utility.

Adds a crew shield after ye commit.

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.

Supports th' ally following yer engage.

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.

Strong into repeated basic attacks, nay every composition.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.
Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.
Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.
Arrr, runes and summoner spells
Catch, survive th' return damage, then create another opening.
Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.
Arrr, matchup notes
A separated target can prevent a ranged support from playing a comfortable front-to-back aboard course.
Arrr, early to midLook fer course pressure, first aboard recalls and early prizes afore scaling carries shipshape several gear.
Vex does nay directly block Rocket Grab. Personal Space gives her a shield and, while Doom be shipshape, its fear can disrupt yer follow-up after th' pull. Treat th' visible shield and her “Nope” line as counter-engage, nay proof that th' hook was cancelled.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

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

Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.
Trick reference
Trick reference Data Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
Blitzcrank gains a shield based on their mana when dropping to low health.
Blitzcrank fires their right hand to grab an opponent on its path, dealing damage and dragging it back to them.
Wait fer reload (s) 20/19/18/17/16 · Cost 100 · Charted reach (units) 1079Blitzcrank super charges themself to get dramatically increased Move and Attack Speed. They are temporarily slowed after the effect ends.
Wait fer reload (s) 15 · Cost 75Blitzcrank charges up their fist to make the next attack deal double damage and pop their target up in the air.
Wait fer reload (s) 7/6.5/6/5.5/5 · Cost 25 · Charted reach (units) 300Enemies 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.
Fire it near foes to strip their shields, hurt 'em and silence 'em briefly.
Wait fer reload (s) 60/40/20 · Cost 100 · Charted reach (units) 600If Teemo stands still and takes no actions for a short duration, he becomes Invisible indefinitely. If he's in brush, Teemo can enter and maintain his Invisibility while moving. After leaving Invisibility, Teemo gains the Element of Surprise, increasing his Attack Speed for a few seconds.
Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and blinding it for the duration.
Wait fer reload (s) 7 · Cost 70/75/80/85/90 · Charted reach (units) 680Teemo scampers around, passively increasing his Move Speed until he is struck by an enemy champion or turret. Teemo can sprint to gain bonus Move Speed that isn't stopped by being struck for a short time.
Wait fer reload (s) 14 · Cost 40 · Charted reach (units) 20Each of Teemo's attacks will poison the target %i:OnHit% On-Hit, dealing damage on impact and each second after for 4 seconds.
Charted reach (units) 680Teemo throws an explosive poisonous trap using one of the mushrooms stored in his pack. If an enemy steps on the trap, it will release a poisonous cloud, slowing enemies and damaging them over time. If Teemo throws a mushroom onto another mushroom it will bounce, gaining additional range.
Cost 75/55/35 · Charted reach (units) 600/750/900Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Deny space wit' yer course partner, but keep th' carry moored to th' wave instead o' roaming at every opportunity.
Move first aboard wit' an ally, establish vision and protect th' course yer crew will use to enter.
Set sail only when crewmates can follow, then change to peel if an foe reaches th' protected carry.
Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.
Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.
Control one approach and keep enough protection fer th' foe's most likely engage.
Stay fer a crashing wave, block a dive and avoid spending th' key defensive trick on low-value poke.
Enter darkness wit' another sailor and ward th' nearest useful entrance instead o' reaching fer deep vision.
Peel first aboard and punish overextension. A blind engage rarely repairs a losing battle.
Pings, movement and prizes
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.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.
Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.
Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.
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.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.