Wild Rift Guides

Blitzcrank Support Wild Rift Guide

Blitzcrank support counters include Leona, Thresh, and Braum. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

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.

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.

Build Snapshot

Rune Setup

Summoner Spells

Blitzcrank Support Counters

Who counters Blitzcrank Support in Wild Rift (WR)? These champions beat Blitzcrank in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • 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.

Champions Blitzcrank Is Strong Against

Blitzcrank's best matchups in Wild Rift. Blitzcrank holds an edge against these picks in the support role, so look to press the advantage and contest objectives.

  • 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 Support Synergies

The best duo partners for Blitzcrank in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.

  • 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).

Early Game

Lane as a visible hook threat. Use brush or the side of the wave to make the enemy carry respect Rocket Grab (1st) while your marksman farms and trades. Cast when the support steps away from minion cover or the carry commits to a last-hit, then follow with Power Fist (3rd) and Static Field (Ult). Do not spend the hook into a blocked line, because its cooldown removes most of your pressure. Ward your flank before holding an aggressive position, since Blitzcrank has no clean exit from a gank.

Mid Game

Overdrive (2nd) matters most in the mid game. Shove the wave with your duo, then walk the river looking for a grab on a mid laner or jungler who thinks the fog is empty. A single pick here wins dragon or herald before the contest even starts, so time your roams to the objective timer instead of wandering at random. Keep vision tight around the pit: a hook from a warded brush onto whoever steps in first hands your team the numbers fight. One grab that starts an objective fight is worth more than several landed in lane.

Late Game

One grab still wins fights, but now target choice is everything. You want the enemy carry or their key backline threat, and a hook that drags one of them out of formation usually decides the fight on the spot. Position on the flank or just off your frontline, where you threaten an angle their squishies have to respect, and hold the engage instead of spending it on the nearest tank. A wasted grab late is not just a missed pick: your team starts the fight a man short while your hook sits on cooldown.

Teamfights

Your contribution often happens before the fight begins. The best case is a grab from fog onto their carry, followed by Power Fist (3rd) and Static Field (Ult). If the clean angle is not there, keep Rocket Grab (1st) and Power Fist (3rd) for the diver reaching your backline; Blitzcrank has no ally shield or heal, but those two crowd-control tools can peel when they were not already spent on engage.

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