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Support
Tanks |
Damage
Soaking
Tanks |
Damage
Dealing
Tanks |
Info |
Sample Build List
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Nasus
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Nasus
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Can be built with trinity force and farmed up Siphon Strike (Q). The extremity of this type of build could turn him primarily into an AD DPS fighter when we consider 40% CDR would make his Q have 2.4 seconds CD. Nasus can deal up to 800+ damage when his Q is farmed up and Crits. Nasus is listed mainly as a DD/DS tank since his only real disable is Wither to slow/cripple one enemy. Though the debuffs on enemies by his Spirit Fire can be significant, these debuffs are relatively minor in comparison when we consider the effects of slows/stuns/taunts/hastes/etc. Nasus can also be built AP: his main abilities would therefore be focused on Spirit fire and his Ult. AP builds can be considered more of an AP DoT build therefore. AP builds tend not to be mainstream. As with All Damage Soaking Tanks, Sunfire Cape is a must! I build Nasus with Sheen into Tri-force first followed by full tank items for the remaining 4 slots. This build ensures that he does huge damage late game and should his team get there, makes Nasus an unstoppable force in team fights. |
Tank:
Doran's Shield
Mercury's Treads
Aegis of the Legion
Warmog's Armor
Sunfire Cape
Trinity Force
Guardian Angel
DPS:
Doran's Shield
Berserker's Greaves
Chalice of Harmony
Trinity Force
The Black Cleaver
Banshee's Veil
The Bloodthirster
Guardian Angel |
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Mordekaiser
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Mordekaiser
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Can be built as an AP Caster Mage, Hybrid Mage Tank, or Damage Soaking (Survivability) Tank. Since Mordekaiser's Iron Man Passive Shield can be refreshed easily, his main DST/Hybrid Mage/Tank purpose is to bait CC effects and soak up heavy damage (especially burst damage). Though the CC/Damaging Soaking potential is great with Mordekaiser and can make him enough of a tank for Low ELO matches or poorly arranged enemy teams, Mordekaiser and most DD/DS Tanks should not intiate team fights/are not efficient tanks alone to initiate team battles against good teams. DS Tank Mordekaisers should focus on leveling E (siphon of destruction) first as it is the best ability to generate his Shield with. When team fighting, Siphon groups of champions/*enemy minions before/during/after team fights as his shield is his main element of survival. Morde's Early Farming, Damage, and Survivabiilty greatly depends on grabbing a sunfire first item while building shoes at all times except for when building full Mage Morde. Note that his ghost can use his mace of spades if you activate the mace before he attacks... Using Morde's ult to acquire key enemy ghosts is key to his effectiveness as a damage dealer/damage soaker/turret pusher. Focus his ult on Fighter DPS if in the beginning/middle of big team fights, Tanks; if at the end of team fights for turret pushing following the fight; ranged squishies at the beginning/middle of big team fights if they possess a Blood Razor. I recommend building a Deathcap as second last or final item as a Hat and Abyssal Scepter greatly increases Morde's damage, especially on his ult which can then hit squishy champions for upwards of 50+% of their Max HP alone. |
Tank:
Doran's Shield
Sorcerer's Shoes
Sunfire Cape
Force of Nature
Rylai's Crystal Scepter
Frozen Mallet
Guardian Angel
DPS:
Doran's Shield
Sorcerer's Shoes
Will of the Ancients
Rylai's Crystal Scepter
Hextech Gunblade
Abyssal Scepter
Guardian Angel |
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Can be built primarily as a Low CD AP mage since he does have 100% AP ratio with his Q (bandage Toss) and his Ult. These two abilities greatly synergize with his AP DoT Despair and also his Tantrum (50% AP). Since he can be built as either a AP Mage or Initiator DS Tank, hybrid builds are viable. Amumu has a far-reach/escape single target stun (Q) and AoE Root (Ult) which makes him viable as an Initiator Support Tank. When he is built primarily as a DS tank, his Ult is clearly his most useful abilily. CDR items can therefore greatly maximize his effectiveness as a DS tank. Sunfire synergizes very well with his stun into AoE Root, Tantrum, while in Despair + Sunfire Combo. Mage or Hybrid builds make this combo deal devastating damage. I recommend Amumus Jungle, especially if you're building primarily DS/ST builds as even Mage or Hybrid Mage builds tend to struggle laning until building some AP to farm with. At the very least, lane with someone who has some starting game ranged harassment and zoning capability otherwise Amumu will struggle to late game if your team can make it that far... |
Jungle Tank:
Cloth Armor + Hp Pots
Mercury's Treads
Aegis of the Legion
Banshee's Veil
Randuin's Omen
Force of Nature
Guardian Angel
DPS:
Doran's Shield
Rod of Ages
Rylai's Crystal Scepter
Rabadon's Deathcap
Abyssal Scepter
Sunfire Cape
Banshee's Veil |
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Gragas |
Imo Gragas should not really be built as a full Damage Soaking Tank. Gragas excels on a team mostly as a Heavy AP Burst damage Mage: 90% AP Q, 100% AP Ult (easily 1500+ damage between these two abilities alone late game regardless of Body Slam); Hybrid AP Support Mage builds rely on his Drunken Rage Damage reduction, Body Slam Slow, and far range harassment barrels. The ability to effectively aim Gragas' Ult Blast tends to determine whether one is a good Gragas or not as his ult is very dangerous when blasting enemies close to you and your allies for the kill, blasting enemies away to save yourself and allies. The defensive Ult Blast is key when facing key AoE heavy DoT enemies like Fiddle, Nasus, Katarina and Heavy Burst damage Charge Ults such as NuNu/Galio, blasting away key enemies such as DPS fighters/assassins or anyone that is fed, or even just separating / heavily damaging enemies. Sorcerer shoes or CDR Shoes are very viable on AP Caster Gragas and Hybrid Support Gragas alike. It is key to harass enemies all througout the laning phase with barrels right at level one if you start with it as using any of his abilities also activates his passive to restore 2% of his Max HP. Use his Drunken Rage every time it is up as it gives him lots of extra AD, free mana restoration, and damage reduction: the only time to not use it is when fleeing or chasing.. though you can interrupt the drink to do either but then must wait for it to CD before getting the benefits again. *I do not recommend jungling Gragas even though it is possible. Gragas is a superior laner both in Solo lanes and Duo lanes. Last hitting is a piece of cake since W gives him exceptional AD early game to punch/head butt minions into gold while others have to wait for minion hp bars to deplete. AP Gragas can clear entire minion waves (minus cannon minion) by maxing Q early and adding on AP. I start with Doran shield for the extra HP Regen, armor, HP and hold on to it until I buy my final item. I go back to purchase Doran Ring, Meki pendant, Speed Boots. From there, I get Tear of The goddess with 605 gold from my Meki (it's possible to go Chalice of Harmony instead OR Meki > FCodex > Evil Tome, as with extra mana regen runes 75AP and 20%CD is very desirable), Blasting Wand > Deathcap, and then go more AP or Ar/Mr. Having ignite, perfecting your barrels and harassing/zoning with them make for easy Ult into Body Slam combos and makes for easy first blood in solo lanes. Gragas' barrels are very valuable to a team when trying to finish/steal Dragon/Baron. A ward + Ult or double Barrel by an AP Gragas can easily steal these critical monsters much to the delight of your team mates while you Body Slam through walls to safety. |
Tank:
Sapp Crystal / HP Pots
Mercury's Treads
Rod of Ages
Banshee's Veil
Warmog's Armor
Force of Nature
Guardian Angel
DPS:
Sapp Crystal / HP Pots
Sorcerer's Shoes
Rod of Ages
Mejai's Soulstealer
Rylai's Crystal Scepter
Rabadon's Deathcap
Lich Bane |
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Cho'Gath |

Cho'Gath |

Cho'Gath
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Cho can be built into an AP Caster/Support Tank/Hybrid. AP Caster builds tend to revolve around items like RoA, Rylai and other CD/HP/AP items. Perfecting his Popup Q (100% AP) and maxmizing when and who his Silence (70% AP) is used on is what makes him support oriented. Cho's True Damage, relatively Low CD Ult is very useful for finishing off tanks with lots of Ar/Mr, wasting fed champions in a heart beat, and especially useful for finishing/stealing Dragon/Baron due to the 1000 True damage to creeps at all levels. Secure these critical kills with your ult, otherwise the hard work of you and your team mates will fail on Your shoulders! Cho is another champion that can struggle laning from the start as he is very squishy without items and Ult stacks. Playing him in a solo versus solo lane is recommended as again building items and Ult stacks are critical, and his abilities especially make him strong in solo lanes as he can heal off creep kills and finish off solo enemies with an easy Bite. |
Tank:
Regrowth Pendant
Boots of Swiftness
Warmog's Armor
Leviathan
Guardian Angel
Atma's Impaler
Force of Nature
Off Tank:
Doran's Ring
Mercury's Treads
Rod of Ages
Force of Nature
Frozen Heart
Abyssal Scepter
Guardian Angel |
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Galio |

Galio |

Galio
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Can be built as flat AP Burst Caster; AP/Tank Hybrid especially against AP oriented Enemy teams with his passive (Mr>AP conversion). Galio should get a sunfire especially for the AoE extra damage during his ult; Thornmail very useful against heavy AD DPS enemies; stacking Banshees is viable due to his passive and the flat item benefits similar to Vlad stacking Rylai. Galio does awesome damage as Hybrid AP/Tank as he does the most Damage Ult for an AoE Ult Iniator Tank and disable. With a slow, haste, and high damage dealing aoe disable, he is arguably the best tank in the game and very underrated. Fully geared Hybrid Galio can easily deal 600+ damage on his Q and W and upwards of over 1k damage to champions who have not added Mr items to their build with a fully charged ult: an instant kill of squishies especially when you consider your team mates damaging them throughout your ult. Flash is essential for Ult positioning and useful for escaping. I take Ignite with Flash in a Solo Lane, and sometimes take Ghost and Flash in a Duo lane. Realize/Call your lane before the match begins. I start Galio with Meki Pendant and 2 HP pots. I get Chalice (+500 gold) as soon as possible and use RGust to help get back in my lane. In Solo lane my skill order is Q, E, one in W, Ult when I can. Q costs less mana and does more damage than E. Chalice allows easy E into Q combos for wave farming and devastating burst damage out of your ult mid to late game. After Chalice, I try to get Giants Belt into Sunfire as soon as possible and then Catalyst into Banshees. Or after chalice, getting catalyst before making sunfire if you have the gold is viable as well. Late game, Galio is very useful for Jungle ambushes as most of the Jungle is narrow enough for Galio to Gust to remove all Banshees and hit all enemies with his Ult for an easy Ace. |
Tank:
Meki Pendant / HP Pots
Chalice of Harmony
Mercury's Treads
Banshee's Veil
Aegis of the Legion
Abyssal Scepter
Force of Nature
Thornmail
Guardian Angel |
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Malphite |

Malphite |
Malphite should generally be built as a Caster/Tank Initiator Hybrid. Though acquiring AP is not desirable early let alone required, it can be nice get a Deathcap as last item for good measure. Malphite's Passive Granite Shield stacks nicely with High HP, so Sunfire is again required. Malphite is very strong against AD oriented teams as stacking Armor turns into 50% more damage on his ground slam. With a bit of AP from a Deathcap and stacked Ar against AD teams, Malphite can smash enemy teams with his Ult into Ground Slam even while Enemies are in the air. This combo can do upwards of 1000 Damage even before Sunfire, Seismic Shard and Brutal Strikes. Seismic Shards is excellent for early game harassing and ensures late game chasing is successful. Malphite can jungle well and gank well from the jungle, while he is also fine in duo lanes. Solo laning top is possible if Mana usage efficiency is perfected. I don't recommend Malphite Soloing top if there are two enemy laners. Malphite's Ult can be used to disrupt enemy channelled Ults though usually his Ult is used to initiate a battle. |
Tank:
Rejuvenation Bead
Faerie Charm
Philosopher's Stone
Mercury's Treads
Sunfire Cape
Banshee's Veil
Randuin's Omen
Force of Nature
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Maokai |

Maokai |

Maokai |
Maokai is another AP Caster/Tank hybrid similar to Malphite/Galio but without the AoE disabling initiating Ult. Maokai is a good laner in both solo and duo lanes. Maxing and harassing with Sapplings is a sure way to annoy your enemies and help zoning them away from minion kills. Twisted Advance into Arcane Smash is an easy harassing combo if your enemy wanders too close to the minions, once they eat the damage from this combo it's easy to followup with a sappling to push the enemy back even further. Since Sappling Toss does initial impact damage and explosion damage, it's significant to maximize your damage by perfecting your toss as such. Though Maokai can initiate a fight with his Twisted Advance Root, waiting for initiating tanks such as Galio/Malphite to disable a group of enemies can ensure a Twisted Advance into his Ult will be targetted for maximum efficiency. Maokai is a Caster/Support Tank with HP other than when he toggles his Ult on, building him without more of an AP orientation will greatly reduce his value to a team. |
Off Tank:
Rejuvenation Bead
Faerie Charm
Philosopher's Stone
Mercury's Treads
Sunfire Cape
Banshee's Veil
Randuin's Omen
Force of Nature
Void Staff
AP Support Tank:
Sapp Crystal / HP Pots
Mercury's Treads
Rod of Ages
Sunfire Cape
Abyssal Scepter
Banshee's Veil
Rabadon's Deathcap |
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Nunu |
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Nunu is an AP Caster/Support Tank. His effectiveness as a Support Tank lies in his ability to Soak up Damage, heal by engulfing a minion and continuing to slow/immobilize his enemies while hasting an ally and their attack speed. His three abilities other than his Ult make him viable and valuable on nearly any team. Since his Ult is easily interrupted, it mainly comes into play if you have Banshees and team mates who can block disables (Black Shield, Intervention). Nunu can excel with AP and his Ult when coupled with an AoE disabling initiator like Galio/Malphite/Amumu. Don't expect much out of his Ult otherwise, he doesn't need it otherwise unless to force enemies to use their disables on him: a unique Tank trait. Nunu is very viable in the jungle and can be arguably the best jungler in the game as he can start with a Ruby Crystal to get an early start into the Catalyst and he does not require runes other than typical AP Caster runes. He has Blood Boil haste; can ghost out of the jungle; and slow with Red or massively slow with levelled and chained Ice Blasts for a rare true cripple. |
Jungle Tank:
Ruby Crystal / HP Pots
Mercury's Treads
Rod of Ages
Banshee's Veil
Sunfire Cape
Randuin's Omen
Force of Nature
Jungle DPS:
Ruby Crystal / HP Pots
Mercury's Treads
Rod of Ages
Banshee's Veil
Abyssal Scepter
Rabadon's Deathcap
Guardian Angel |
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Olaf |

Olaf |
Though Olaf can excel as a fighter with more AD oriented builds, Olaf's true power lies in acquiring HP. HP stacks with his Vicious Strikes 1% to 1 with the additional flat AD; HP stacks with his passive 1% to 1% AttackSpeed; HP stacks with his True Damage Reckless Swing or the feed back will cripple you; HP stacks with his ULT! cause you can use the Ult for removal/blocking of disables and for the armor penetration alone! Olaf is simple: Get HP, Use Reckless Swing for True Damage, Win! Due to these realities, Frozen Mallet is the best item you can get for Olaf! If Olaf = Pro then Loop (Auto Attack Red Buff/FMallet Slow + Reckless Swing + Undertow Slow) = Win! Olaf is very viable in the jungle and getting a Wriggles Lantern is all you need.. then... get... HP! Olaf = True Damage = Verified, Certified, Bona fide, OP-ified Tank Killa! Which means Olaf with HP and some Ar/Mr = the one and only All-Champion killing Machine! If: Olaf .want more OP.. then, Galio/Malphite.initiate then Olaf(+ HP + Mallet + Starks) .Reckless Swing = GG and OP QQs |
Jungle Tank:
Cloth Armor / HP Pots
Wriggle's Lantern
Mercury's Treads
Atma's Impaler
Frozen Mallet
Force of Nature
Warmog's Armor
Jungle DPS:
Cloth Armor / HP Pots
Wriggle's Lantern
Berserker's Greaves
Frozen Mallet
Youmuu's Ghostblade
Infinity Edge
The Bloodthirster |
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Rammus |

Rammus |
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Turn on Powerball, Run them over, Press Taunt, Press Defensive Ball Curl, Press Ult for more OP then win. But, he'll be banned in ranked so nice try. Rammus excels against Heavy AD teams, the more AD they have, turtle shell + thornmail + taunt = win. Rammus is fine in the Jungle, but can be hard to lane/farm with early game. Can struggle against AP teams especially since he has low HP for a tank. If you face an AP team, consider backdooring often or add a warmogs to your build so that FoN and/or Abyssal can be built without lacking HP. Rammus' Powerball hits for pretty hard early game. With the haste and minor popup when an enemy is hit, it tends to lead to early First Blood. If you can't scare enemy laners away with that then early farming/zoning can be really difficult. |
Tank:
Regrowth Pendant & HP
Philosopher's Stone
Mercury's Treads
Randuin's Omen
Banshee's Veil
Sunfire Cape
Force of Nature
Thornmail |
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Shen |

Shen
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A lot less viable damage ever since Sunfires no longer stack. His Ult is still OP and remains one of the most annoying Ults in the game. Shen is an exceptional Support Tank mainly during the laning phase. After the laning phase, initiator tanks control the game. If there are no initiator tanks on his opposition team, Shen will control the rest of the game. Shen has farming troubles early so getting a Sunfire helps him immensely. I prefer Shen in the jungle cause with Ulty and Summoner Teleport he can maximize the jungle, ganking when he should, saving allies when he can should, holding turrets when required. Shen can have huge energy problems early with taunt level 1 and late game during team fights especially if he spams Vorpal Blade too much. Make sure to hit an enemy champion when you Taunt, otherwise it can be a while before his energy regenerates to Dash again. His Shield when timed correctly is deceptively strong, don't underestimate this ability. Shen often ends up KSing his allies with Vorpal Blade and Sunfire so be careful not to take kills away from your Carries as a fed Shen is definitely not going to do the damage required for late game success. |
Tank:
Doran's Shield
Mercury's Treads
Aegis of the Legion
Randuin's Omen
Sunfire Cape
Force of Nature
Guardian Angel
Off Tank:
Doran's Shield
Mercury's Treads
Sunfire Cape
Force of Nature
Randuin's Omen
Abyssal Scepter
Rylai's Crystal Scepter |
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Singed |

Singed
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Singed |
Can jungle but not recommended. Singed soloing top can lead to overpowering results because a farmed/fed Singed + Ult = Immortality. Singed dominates with RoA, Ryali, FoN, Banshees if required; he doesn't require a sunfire but getting one stills helps; FoN is his calling. Farmed Singed is impossible to catch up to without killing yourself in his Poison Trail. All his important stats are increased when he drinks Insanity Poision other than Magic Resist. So with a little extra Mr no one can kill a farmed Singed 1v1 other than possibly a farmed/fed Olaf but even then without strong slows which can be countered by Singed's super slow, Singed gets away easily. On the contrary, it's likely that no one gets away from Singed in 1v1 unless using wall-passing abilities, Wither, possibly Karthus' Wall of Pain Slow, or possibly Nunu's Ice Blast. Singed has over 3k HP with RoA and Rylai, over 4k HP with Sunfire. Get a bit more Mr and that's all you need to dominate. |
Tank:
Sapp Crystal & Hp Pots
Mercury's Treads
Rod of Ages
Force of Nature
Banshee's Veil
Sunfire Cape
Guardian Angel
DPS/ Off Tank:
Sapp Crystal & Hp Pots
Boots of Swiftness
Rod of Ages
Banshee's Veil
Mejai's Soulstealer
Rylai's Crystal Scepter
Rabadon's Deathcap |
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Sion
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Sion |
Though Sion can be played as a Tank, I prefer to play him as an AP Caster Mage, AD/AS DPS with Phantom Dancers, or AD/AS Tank Hybrid. By going AP or even AP Tank Hybrid, primary items for this build are Lichbane and Deathcap. Both of these items are noticeably very expensive yet they are that way for a reason, because together on a beastly champion like Sion who has over 160 Base AD with his E, they make him very deadly. Sion can activate his Q, W, and Ult to proc Lichbane. While his Ult is active the proc damage is included in the heal calculation for himself and his allies. For AD/AS Sions, getting a Bloodthirst early and maxing his E skill makes him dish out huge AD Damage. He only needs to stack phantom dancers at that point and with Crit and lifesteal + ult if required, he can be effectively unkillable and able to be on permanent haste and a team killing machine. |
Tank:
Regrowth Pendant
Mercury's Treads
Warmog's Armor
Thornmail
Banshee's Veil
Force of Nature
Randuin's Omen
AP DPS:
Doran's Ring
Sorcerer's Shoes
Rod of Ages
Morello's Evil Tome
Deathfire Grasp
Rabadon's Deathcap
Abyssal Scepter
AD DPS:
Doran's Ring
Berserker's Greaves
Chalice of Harmony
Bloodthirster
Phantom Dancer
Black Cleaver
Starks Fervor |
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Dr. Mundo |

Dr. Mundo |
Mundo is possibly the best Damage Soaking Tank especially when he is built with lots of extra HP. Mundo excels in 3v3s due to his unkillable nature and also excels in top solo lane in 5s due to being a great 1v1 farmer/harasser/zoner. Solo top ensures that warmogs can be acquired early if desired and ensures that late game Mundo will be unstoppable barring healing reduction items/abilities. Spirit Visage is a foundational item. If solo top lane is preferred for other carries, Mundo does well in the jungle and duo lane. Cleavers are key to killing Dragon and Baron early, maximize this advantage. If the enemy team has multiple ignites and ignite abilities then I recommend building Quicksilver Sash as it removes all debuffs including ignites. |
Tank:
Doran's Shield
Spirit Visage
Mercury's Treads
Warmog's Armor
Force of Nature
Guardian Angel
Atma's Impaler |
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Leona |

Leona |
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Pros -Lot of crowd control: 2 stuns, 1 slow and 1 mini snare, Leona is undoubtedly the champion with the hardest set of crowd control. -Great initiator: the combo blink + AoE stun is perfect to start a teamfight in favor of your team -Nightmare for enemy squishies: a stun with low cd and a damage boost for your team simply destroy enemies squishies -Two AoE damage skills: perfect to stack up assist and make her a permanent threat.
Cons -Weak early game -Team dependent -No taunt that forces enemies to attack you |
Tank:
Regrowth Pendant
Philosopher's Stone
Mercury's Treads
Shurelya's Reverie
Frozen Heart
Force of Nature
Warmog's Armor
Off Tank :
Regrowth Pendant
Philosopher's Stone
Ionian Boots of Lucidity
Trinity Force
Eleisa's Miracle
Shurelya's Reverie
Banshee's Veil
Frozen Heart |
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Garen |

Garen |
Garen is generally speaking a Damage Soaking Tank with Damage Over Time and Burst Damage components. Similar to other DS Tanks, Garen is generally not enough to carry a team single handedly against good enemy teams. With a Physical Damage Decisive Strike (Q) that Silences, Slow removal/reduction Physical Damage Judgment (E), and increased Ar/Mr and overall damage reduction Courage (W), Garen is a good disposer of enemy carries. Make sure to save his Q to silence enemy channeled Ults. Remember that the magic percentile for his Ult is 30%: So long as Garen has kept up in levels and farming during the game, his Ult should be able to dispose of any enemy so long as their HP has been reduced to 30%. This includes tanks and especially tanks with higher HP since his Ult hits harder the more HP they have reduced at a 1 damage per 2.5 HP lost. Like other Tanks, Garen with Judgment and Sunfire is exceptional at KSing kills which for the most part should be actively gifted to team Carries more often than not as Garen's main purpose is survival and soaking damage and CC rather than dealing damage late game. |
Tank:
Doran's Shield
Mercury's Treads
Spirit Visage
Sunfire Cape
Randuin's Omen
Force of Nature
Aegis of the Legion
DPS:
Doran's Shield
Boots of Swiftness
Sword of the Occult
Youmuu's Ghostblade
Infinity Edge
Hexdrinker
Last Whisper
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Blitzcrank |
Blitzcrank is one of the most versatile champions in LoL. With Overdrive and Power Fist, Blitzcrank can be built into AD/AS builds, especially with a Triforce; with Rocket Grab 80% AP and Ult 100% AP 30 sec CD (minus more CDR), Blitz can be built into a Caster Tank/Support Mage; with tank oriented items coupled with mana, Blitz can be a very effective Support Tank. Mana-increasing items are vital for Blitz when building him as a Support/AP Burst Damage Dealing Tank as 50% of his Current Mana is converted to a shield for 10 seconds when his HP is Critical. Rod of Ages/Arch Angel Staff, or Manamune (for AD) are great items for Blitz so build a Tear of the Goddess Early. With sufficient mana and Overdrive and Flash if necessary, Blitz can escape from almost any situation. The CD on his passive mana shield is 1 minute, allowing him to be very aggressive even as support tank if his mana is high and mana shield is ready. Due to his Pull (Q), Popup (E), Silence (Ult-active) Blitz is very versatile support champion as any of these three abilities can disable an enemy outright, *Disrupt channel Ults*, Cripple Turrets (W+E), or Save an ally. Blitzcrank's Pull, Popup, double ult combo is devastating and can easily give your team a big man-advantage during battles of attrition. Remember that if you are close to or are auto attacking minions, you must Right-click the enemy champion you've pulled or else the Power Fist will likely target an enemy minion rather than cripple the enemy you've just worked to pull. |
Tank:
Rejuvenation Bead
Faerie Charm
Health Potion
Philosopher's Stone
Mercury's Treads
Trinity Force
Banshee's Veil
Atma's Impaler
Frozen Heart
Force of Nature |