Arrr, VRC.LOL

Support · Normal DraftMatchup chartPatch 16.20.1

Blitzcrank vs Zyra

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

BlitzcrankVSZyra

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseSupport

Pick two champions from th' list.

Arrr, role fit

SupportBlitzcrank

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

Arrr, primary role
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

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, matchup notes

What changes when Zyra is opposite you?

Pre-battle kit comparison
Arrr, strategic interaction

Arrr, create one decisive catch

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

Arrr, early to mid

Look fer course pressure, first aboard recalls and early prizes afore scaling carries shipshape several gear.

Yer course

Use th' course ye prepared

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.

Trick reminders

Blitzcrank reminders

  • Th' 1-2-3 combo o' Rocket Grab, Power Fist, and Static Field can devastate an individual foe.
  • Using Blitzcrank's grab to pull an foe into yer tower range followed by a Power Fist will allow th' tower to get several hits on them.
Trick reminders

Against Zyra

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

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.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Blitzcrank

  1. P
    Mana Barrier

    Mana 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.

  2. Q
    Rocket Grab

    Rocket 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.

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

    Overdrive 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.

    Cooldown 15 · Cost 75 · Arrr, listed range 1
  4. E
    Power Fist

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

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

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

    Cooldown 60/40/20 · Cost 100 · Arrr, listed range 600

Zyra

  1. P
    Garden of Thorns

    Garden of Thorns be th' always-on rule shaping Zyra's normal trading and fight pattern. Watch its in-battle state afore committing.

  2. Q
    Deadly Spines

    Deadly Spines 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.

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

    Rampant Growth be part o' Zyra's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

    Arrr, listed range 850
  4. E
    Grasping Roots

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

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

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

    Cooldown 110/100/90 · Cost 100 · Arrr, listed range 700

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.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options