Wild Rift Guides
Blitzcrank Support Wild Rift Guide
Who counters Blitzcrank in Wild Rift? The toughest Blitzcrank support counters are Leona, Thresh, and Braum. Full Blitzcrank Support counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Blitzcrank is built around one ability on a big, slow body. Rocket Grab is one of the most feared abilities in the Dragon lane: a single hook that pulls an enemy out of position and into your duo, and the threat of it alone changes how the other lane can stand. He does not poke, shield, or heal. He looks for picks and turns one mistake into a kill before the enemy carry can react. The win condition in the 2v2 is the pick. Land a grab on the enemy support or ADC, follow with the Power Fist knockup and the Static Field silence, and your marksman cleans up a target who never got to act. Even a missed hook does work, since an enemy dodging grabs is not last hitting, trading, or warding. Overdrive also makes him a real roam threat, so a quiet lane can turn into a roam toward river or mid the moment a kill opens up. The catch is one engage tool on a long cooldown. Whiff the grab and you are a slow body with no escape, easy to punish and easier to kite. You bring almost no peel, so a team that survives your engage fights you on even terms, and dive comps target your immobile frame freely.
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
- One engage tool on a long cooldown: a missed grab leaves you a slow body with nothing to do but get punished.
- Almost no peel, so once your engage is spent you cannot protect your carry from a dive.
- 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: A hook duel you are favored to lose: his own grab, his flay, and a lantern that pulls your target out of yours blunt your whole game.
- Braum: His shield blocks Rocket Grab outright, removing the one button your champion is built around, and his passive stun chain out-trades you once the fight is real.
- Morgana: Black Shield 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: Untouchable while attached but a free kill the moment she is not, and she has to detach eventually, so every detach is a grab window.
- 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 root chain, and the fourth shot finishes what the grab starts. One landed Rocket Grab is a full kill script.
- Miss Fortune: Grab a target and her Double Up plus early all-in deletes it, and in fights your knockup holds enemies inside Bullet Time.
Early Game
Lane as the threat, not the aggressor. Stand in a brush or just behind your wave so the grab angle is always live, and let the enemy duo play scared while your ADC pushes and trades for free. When their support steps up to ward or poke, that is your window: hook, Power Fist knockup, silence, and let your marksman finish. Do not throw the grab into minions out of impatience, because a Blitzcrank with his hook on cooldown is a safe gank target for the enemy jungler. Ward your own flank, since you have no escape when that gank comes.
Mid Game
Overdrive 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 happens before the fight begins. The best case is a grab from fog onto their carry, followed instantly by the knockup and silence so they are locked out while your team collapses. If the clean angle is not there, do not force a hook into their tank just to use it. Wait, block the choke with your body, and look for the diver who overextends onto your backline. You have no shields or peel to undo a bad engage, so your whole job is picking the right target at the right moment. Land that one grab and the fight is usually already over.