Blitzcrank Support Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Boots
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
How to play
Look for hooks from the side Your 1st ability pulls the first enemy it hits. Use bushes and aim around minions so you can reach the champion.
Pull enemies your team can kill Aim for exposed damage dealers instead of dragging a tank onto your teammates.
Save your knockup to protect allies Use your 3rd ability to make your next attack knock up an enemy who dives onto your damage dealer.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- A single hook can decide the lane: one grab on a squishy converts straight into a kill for your ADC.
- Constant engage pressure changes enemy positioning, so even without landing grabs they cannot last hit or ward freely.
- Real roam and pick threat with his speed boost, turning river and mid into kill setups around objectives.
Weaknesses
- Rocket Grab (1st) is the safe engage; after it misses, the fallback is a risky Overdrive (2nd) run-in into Power Fist (3rd) followed by the ending self-slow.
- His peel is single-target and uses the same Rocket Grab (1st) and Power Fist (3rd) cooldowns as his engage, so spending both forward leaves the carry exposed.
- Immobile with no escape, making you a free target for the assassins and dive comps that ignore your hook.
Blitzcrank Support Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Blitzcrank Support, including items, runes, summoner spells, and skill order.
STARTING ITEM

Turns minions he is not last-hitting into gold, and gives him the health to walk up and threaten a hook.
BOOTS

Armor and health let him survive walking into hook range, which is the only place he does anything.
CORE BUILD

Quest income. His gold turns into surviving long enough to land the next hook.

Rocket Grab (1st) or Power Fist (3rd) starts Catcher, so allies waiting beside Blitzcrank gain an Attack Speed window when the pulled target arrives.

Health and out-of-combat regeneration, so a missed hook no longer means recalling. Warmog's Heart requires 1250 bonus Health before its out-of-combat regeneration activates.

Build this into repeated magic damage. The movement speed helps Blitzcrank find Power Fist (3rd) or hook angles, while the magic resistance protects the position where Rocket Grab (1st) pulls an enemy to him. Blitzcrank does not travel with the hook.

Build this when the enemy team has a lot of attack speed dependent champions. The mana is not wasted on him either, since his passive shield is a percentage of maximum mana.
SITUATIONAL ITEMS

Build this against healing. The Grievous Wounds applies from your own damage as well as when they attack you, so the carry he hooked is cut off from healing even while they focus someone else.

Build this when the enemy team has multiple crit champions. He pulls their marksman next to himself, so he is the one taking that damage.

Boot swap against heavy magic damage and crowd control. Tenacity lets Blitzcrank use Power Fist (3rd) or retreat after a failed hook instead of losing the entire trade to one disable.

Increases magic damage taken by enemies near him by 12%, which works because a landed hook pulls the enemy next to his mages.
RUNES
KEYSTONE

His hook, knock-up and pull all immobilize, so almost every engage drops the zone on the target.
PRIMARY

His hook immobilizes, so the shield arrives on the same button he starts the fight with.

He stands in range waiting for a hook and eats chip for it, and this heals that back between attempts.

He is the one walking forward for hooks, so the health is what lets him survive being the target.
SECONDARY

Flash into hook is his main engage, and Hexflash keeps a version of it while Flash is down.
SITUATIONAL RUNES

Take this over Second Wind when the enemy duo answers a missed hook with one all-in. Bone Plating covers the opening hits until Blitzcrank's mana shield activates or Power Fist (3rd) creates space.

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Blitzcrank follow a hook with Power Fist (3rd) instead of being stopped between them.

Take this over Hexflash when hook uptime matters more than a surprise angle on it.

Take this over Hexflash when the draft favors repeated pick attempts over surprise Flash engages. Shorter Rocket Grab (1st) and Power Fist (3rd) cooldowns help Blitzcrank threaten another catch or peel after the first attempt.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. Flash into hook is the reason a target who respects his range still gets grabbed.

Ignite
Take this for early kill pressure on the enemy bot lane, since kills there snowball your carry faster than anything else you can do. The Grievous Wounds also makes it strong into champions with a lot of healing.
SITUATIONAL SPELLS

Heal
Take this over Ignite when your carry is the one being dived. He can pull a hooked enemy in, but he cannot undo damage that has already landed on his lane partner.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 22nd Ability
W - 33rd Ability
E
Blitzcrank Support Wild Rift matchups and counters
Wild Rift matchup guide for Blitzcrank Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Sona
No dash, no escape, and very little health make Sona exactly the profile your grab punishes, and her duo has to sit at a range your hook can still reach.

Soraka
Pulling her out of position nets a kill and cuts the healing that keeps her lane alive, and she has to step up to poke, which hands you grab windows.

Yuumi
Yuumi is normally untargetable while attached and vulnerable when detached, but her current kit does not force a detach on a fixed schedule. Track passive attacks, warding, and host swaps rather than assuming she must step out.

Seraphine
Immobile artillery with no dash, and your hook ignores every shield she stacks, so the grab threat alone shrinks her comfortable poke range to nothing.

Veigar
He has to walk into range to drop his cage, and that walk up is a hook window before he ever sets up, so his stun into burst combo never gets started.
Blitzcrank Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Leona
Grabbing her pulls a tank into your lap and starts a fight on her terms, since she wants the all-in as much as you do and brings a crowd control chain that survives it.

Thresh
Death Sentence (1st) contests the same pick line as Rocket Grab (1st), but Flay (3rd) can cancel Blitzcrank's Overdrive (2nd) approach and Dark Passage (2nd) can extract whichever carry he hooks. Do not grab Thresh's frontline body for him; pressure the lantern landing point and engage only after Flay (3rd) or the lantern has been spent.

Braum
Braum can intercept Rocket Grab (1st) by standing in front, but Unbreakable (3rd) does not leave him untouched: Braum becomes the hit target and can be pulled. That often still favors him because he wanted to enter the brawl and can stack Concussive Blows (Passive) afterward.

Morgana
Black Shield (3rd) makes your grab bounce off the exact target you want, and her bind out-ranges your engage to lock you down first.

Zyra
Zyra zones you out of grab range with plants and poke before you ever reach it, and your immobile frame takes all of that damage on the walk in.
Synergies
The Dragon lane is a 2v2, so the carry you queue with matters as much as the matchup. These carries make the most of what this support provides.

Draven
Nobody punishes a landed hook harder: two axes plus your knockup is lethal from level two, and his snowball turns your picks into a winning game.

Jhin
Your hook feeds his Deadly Flourish (2nd) root chain, and the fourth shot finishes what the grab starts. One landed Rocket Grab (1st) is a full kill script.

Miss Fortune
Grab a target and her Double Up (1st) plus early all-in deletes it, and in fights your knockup holds enemies inside Bullet Time (Ult).
Blitzcrank Support Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Blitzcrank Support, from early lane control through mid and late game map play to final teamfights.

