Let's have a discussion about the Great Steam Golem, Blitzcrank

Malicious Metal··54 votes·4,791 views

Ah, Blitzcrank.

Love him when he singlehandedly wins a game with a nice hook on a priority target.

Detest him and curse the very day he was released when you are on the receiving end of his hook.

One of the most polarizing champions in league of legends and one whose kit hasn't really changed over the years. And one who I'd argue, needs a VGU down the line, sooner or later at least. He is a champion who relies too heavily on one button, draining too much power budget in one spell and leaving the rest of his kit in a kinda "Meh" spot.

Which is sad, because I think Blitzcrank could be one of the cooler champions. A truly skillful playmaker support!


But how do we rework Blitzcrank without making him lose his hook?

Well, I for once think his entire champion Identity needs to be explored more in order to give it more value beyond his Q. His hook might be super iconic but in my opinion he should not revolve 100% around hitting it on the right target. His playstyle is really binary in that he either hits ONE crucial hook and has enough damage to destroy the person he got his greedy hands on or...just fail since he does not have a lot of other tools to succeed with.

https://i.imgur.com/7o21nNE.gif


So, what would I personally do about Blitzcrank?

I'd build on his theme as the Steam-powered automaton, duh!

Imagine a Blitzcrank that relies heavily on managing a secondary resource gauge, STEAM, in order to find great success!

So, just for fun, here would be a mock rework of current Blitzcrank using a STEAM mechanic. Granted, this is not very fleshed out but rather aims to showcase how interesting this champion could be if given the chance!


https://art-of-lol.com/wp-content/uploads/2015/12/Blitzcrank-League-Of-Legends-Fan-Art-3.jpg

Passive: Steam Powered Core Blitzcrank does not use Mana, but his abilities are instead gated behind either cooldowns, his steam-gauge or both. Damaging enemy champions as well as suffering damage from them gradually fills Blitzcrank's Steam reserves, capping at a 100 power.

Additionally, if Blitzcrank were to fall below 25% health, he shields himself for 300% of his steam gauge's power as well as all the MANA he built.

Pretty much the corner-stone of Blitzcrank's reworked kit. It allows him to function without being limited by punishing mana costs but rather makes him play around his steam gauge. Since a lot of support items, or tank items for that matter have mana on them though, I tried preserving some of Blitz's old passive and his synergy with mana in form of the shield.

Q: Pneumatic Grasp (Cooldown AND Steam requirement) Blitzcrank fires his fist in front of him for a short range of 300, stopping at the first **enemy champion **and pulling them towards him.

If Blitzcrank has acquired at least 50% steam power he may expend 25 to increase the grab range to 1200. This causes Blitzcrank to channel for a short 1 second, being free to move and reposition before firing his fist for an even greater distance, stopping at the first **enemy champion **and pulling them towards him.

Blitzcrank IS Power fist, so I tried preserving it in a form that allows both enemies and blitz to work around it. His grab no longer stops on minions, giving him more ways to actually make use of it but in the meantime drastically lowering the impact of a basic hook.

W: Power Surge/Exhaustion (Steam requirement) When below 50% steam gauge, this ability grants 10/20/30/40/50% steam on activation while increasing Blitzcrank's Movements speed by the same amount for 10 seconds. Additionally Blitz gains armour and magic resist for half the duration.

When over 50% steam gauge, Blitzcrank exhausts his reserves for an AoE blast of steam, causing nearsight to enemy champions around him and slowing their Attack speed and Movements speed for 5/10/15/20/25%

Using this ability renders Blitz unable to generate any steam for 25/20/15/10/5 seconds

This is literally Blitzcrank's engine, allowing him for some great utility and a way to regulate his power reserves!

E: Boom Blitz hook (Cooldown AND Steam requirement) Blitzcrank channels his pneumatic engine to cause his next two Auto attacks to deal additional damage based on a percentage of his steam gauge as well as a percentage of his mana. The first attack is a slow whereas the second one knocks the enemy up

If Blitz has at least 50% gauge the FIRST attack knocks the enemy up while the second one slams the enemy down, STUNNING them.

Pretty straight forward. It gives Blitz some ways to be useful when up close and personal while also giving him the choice between a grab or, well, a nasty "hook".

R: The Iron Giant On cast Blitzcrank gains access to "You stay", a hook similar to his Q, but one that can only grab allies. When colliding with said ally, Blitzcrank pulls them halfway to him. Unless he recast the ability to gain "I Go" where he SWITCHES places with his ally, gaining a total of 25/50/100 steam gauge and increased gain for as long as he remains in combat.

Obvious reference and a way of giving Blitzcrank more supportive abilities beyond just being an extremely hit or miss (hue) kill lane support! it opens up creative ways of counter engage if his ally isn't getting instantly blown up and also serves as a tag-team where a soft organism needs to be replaced by a nigh-indestructible Steam golem! Also works really well with his Lore where he was built to help Zaun's population!


But that's just me gushing over POSSIBILITIES. A lot of old champions have great themes that just aren't really explored all that well and I love thinking about ways of really bringing them to life!

But what are your thoughts on Blitzcrank? Past, Present and Possibilities?

Let me know, I like discussing these kinds of things!

48 Comments

Skelenth24 votes

It's all fun and games until a Blitzcrank starts to troll and throws his allies into the enemy team to save himself. I wish online communities weren't so damn toxic, so we could have these kind of spells ._.

Dead flag blues16 votes

{quoted}

It's all fun and games until a Blitzcrank starts to troll and throws his allies into the enemy team to save himself. I wish online communities weren't so damn toxic, so we could have these kind of spells ._.

When I get Tahm Kench in ARAM, I just take snowball, eat an ally and dive the enemy team with it (if a Teemo is in my team, it's always the Teemo). That's definitly something I'd do [sg-miss-fortune]

Salamencę3 votes

[{quoted}](name=Dead flag blues,realm=EUW,application-id=3ErqAdtq,discussion-id=E5yHBsGP,comment-id=00000000,timestamp=2018-01-29T23:24:19.022+0000)

When I get Tahm Kench in ARAM, I just take snowball, eat an ally and dive the enemy team with it (if a Teemo is in my team, it's always the Teemo). That's definitly something I'd do [sg-miss-fortune]

Why have I never thought of this. Thank you so much lmao <3

50000000000000001 votes

If you wanna be useful instead, you can get yourself and an ally executed this way.

Salamencę1 votes

{quoted}

If you wanna be useful instead, you can get yourself and an ally executed this way.

But ya see that's not fun. Getting your ally killed is. :D

Mister Modesty6 votes

When I get Ryze in ARAM and I have a Kench on my team- I wait for Kench to Ult back to lane than use my Ult to send him back once he gets there.

[sg-kiko]

Pinkaj1 votes

[{quoted}](name=Dead flag blues,realm=EUW,application-id=3ErqAdtq,discussion-id=E5yHBsGP,comment-id=00000000,timestamp=2018-01-29T23:24:19.022+0000)

When I get Tahm Kench in ARAM, I just take snowball, eat an ally and dive the enemy team with it (if a Teemo is in my team, it's always the Teemo). That's definitly something I'd do [sg-miss-fortune]

One day, my friend, P E N T A K I L L

ChaosThief1 votes

{quoted}

It's all fun and games until a Blitzcrank starts to troll and throws his allies into the enemy team to save himself. I wish online communities weren't so damn toxic, so we could have these kind of spells ._.

We do have tahm kench you know. The guy who can force his allies into the enemy team if he wanted to? Yes, it has restrictions, but the principle is the same.

Just because a community is toxic doesn't mean that we can't have something nice. It just depends on how it's implemented.

CleverCactus6 votes

I think Blitz is fine.

Okay, don't wanna be rude but here's some criticism:

We don't need more abilities with a lot of different effects to consider, we need more simple abilities that when combined make a fun and interesting kit. Adding secondary effects to all his abilities when his resource is above a certain amount just overcomplicates things.

BigSquirrell1 votes

{quoted}

I think Blitz is fine.

Okay, don't wanna be rude but here's some criticism:

We don't need more abilities with a lot of different effects to consider, we need more simple abilities that when combined make a fun and interesting kit. Adding secondary effects to all his abilities when his resource is above a certain amount just overcomplicates things.

I agree with this to an extent. Blitz is a good tank support for people to learn on, and I think he should stay that way. Adding something that's basically Renekton's rage meter would make Blitz stop being that comparatively simple yet impactful tank support.

I DO think there's room for change with Blitz, though, and I really like this steam mechanic. I think the steam mechanic is pretty cool, though, and I really like the idea of his E being a nearsighted effect instead of a knockup. Or even make it a new kind of effect, where enemies inside it can't see out and enemies outside it can't see in, sort of like a combination of nearsighted and Nocturne ult. It couldn't last more than a couple seconds (maybe scale it from 2 to 4 seconds with levels), but that could make for some really interesting situations. Or even make that his W because his current one feels incredibly lackluster compared to the rest of his kit. Or make it his ult because I think it would be pretty powerful and an AoE silence is kind of... Not great. I know how to use it effectively for more than just damage, but it doesn't always feel all that useful, mostly just being a "you can't flash away" unless you build damage.

I really like the steam idea, but my idea is that it would be to make it something that charges over time. When available, Blitz can expend his steam to cast a basic ability that is currently on cooldown (possibly with a reduced mana cost with the reduction scaling with level so he's not broken in lane and isn't a complete slave to mana items), but he should suffer his current W's slow as a downside for using it. It would sort of be like he's built up enough steam to push himself beyond his normal limits, but doing it is rough on him and he needs a little time to get back to working right. I wouldn't empower his abilities at all with the extra cast because just being able to grab a second person or knock up someone twice so they can't escape would be really strong.

I think keeping his Q as it is, making his W an active shield that scales with mana, leave his E as it is, making his ult a steam-screen, and his passive giving him the ability to cast an ability when it should be on cooldown would keep him feeling familiar, keep his relatively low skill floor, but also make him feel new and add the skill expression of knowing when to use what ability an extra time.

Edit: And, of course, his ult would still scale well with AP because this is League, damn it.

Ginger9762 votes

{quoted}

I think Blitz is fine.

Okay, don't wanna be rude but here's some criticism:

We don't need more abilities with a lot of different effects to consider, we need more simple abilities that when combined make a fun and interesting kit. Adding secondary effects to all his abilities when his resource is above a certain amount just overcomplicates things.

I was thinking the same thing. I like a lot of concepts around this kit, namely the steam mechanic. But I cringed when I read the W and the "Does X if below 50%, does Y if above". Maybe instead of something like that, there can be a "Fully Steamed" aspect like Rumble's overheat, but Blitz gains additional benefits to his base skills.

ForgottenLuck4 votes

as long as we keep him as a support

DarkCalinou4 votes

Hi,

I strongly agree with your base statement about how he shouldn't be a 1 spell dependant champion.

Just looking at other grabbers' kit like Thresh & Nautilus, it's easy to see that something is missing. On the other hand, his grab works in a unique way compared to theirs. (you don't hit walls, and you dont move towards the target) So, here are my opinions :


this ability grants 10/20/30/40/50% steam on activation while increasing Blitzcrank's Movements speed by the same amount for 10 seconds 25/20/15/10/5

This is heavily unbalanced, you dont wanna give 50% MS for only a 5sec steam blockage / or pay a 25 sec steam blockage for a 10% MS boost. I'd prefer a fix MS amount around 30% and a Blockage like 18/16/14/12/10 (this is not reduced by cdr)


Damaging enemy champions as well as suffering damage from them gradually fills Blitzcrank's Steam reserves, capping at a 100 power.

BC isn't Tryndamere. Ressources that charges only when you hit or get hit work on overly agressive champs (trynd, shyv). BC is a support. I suggest that either abilities / motion generate steam.


I dont see Steam as a ressource. At least not the only ressource, unlike Rumble. Technically, steam is for Q and E while electricity is for W and R. I guess they preferred using mana instead of splitting ressources.


I like the new E very much


I don't like ults that involve allies that much. There's a reason they replaced Urgot's one.

I'd go with a new static field.

Ult Passive : Sparkle of life. BlitzCrank's AAs & abilities are reinforced with electricity that apply a charge to ennemies for X seconds. Attacking a charged ennemy refreshes the duration and adds a charge, up to 3. (like Tahm's Q)

At 3 stacks, charges are consumed and ennemy champion is struck by lightning dealing %HP damage that is converted into a shield for Blitzcrank. BC gets vision on charged ennemies for X seconds (something like Rek'sai's detection)


Ult Active : Static Field. Blitzcrank detonates his static field, dealing magic damage to nearby enemies and silencing them for 0.5 seconds. If one or several ennemies in a ~1000 range are charged or recently surcharged, they instantly take 3 charges and trigger the second phase of the ult, the surge :

Blitzcrank and struck champions become beacons that are connected to each other by lighthning chains. They get a 30% movement reduction for 2.5 seconds, after which a surge is released. Beacons and ennemies caught in the area delimited by the chains are stunned for 1 second. (Imagine a Viktor's W in which the players delimit the zone. We would get lines, triangles and weird polygons)


Blitz has no real impact in multitarget fights. With this ult he could Q someone, rush W to AA & E several targets and prepare an ult to get a shield at the right moment, or to force ennemies to reposition.

I guess adding another cc would be too much especially with your E changes, but consideriung Alistar got a free 1 sec stun on E, I don't really mind since this is an ult with a higher cooldown.

ChaosThief1 votes

They mostly removed it from Urgot because it didn't fit into his kit at all. All of his other spells were very much focused on fighting in the back line, and then he had this ult which... sends him to the front line?

Though when it comes to static field, I feel like it should be a more defensive tool rather than a pure disruption. Current blitz is disruption; the idea is that we want to push him towards defensive/utility, like his lore implies.

What about this instead:

We keep the initial part of the ult (damage + silence part, not the random lightning bolts), and he just retains the field around him for let's say 5 seconds. During this time, Blitz and his allies gain movement speed while in the field, whereas enemies in the area take damage over time and maybe we can apply that 3 stack static charge effect to cause stuns.

The ult is fairly complicated looking for a straightforward champion; it needs to both look simple and be simple. The ult just has a lot going for it (though mine might not be much better...)

EbonyBladeJ883 votes

Blitzcrank : https://i.giphy.com/media/HDINhhOxuFpFS/giphy.gif

But in seriousness, this DOES sound like an interesting idea. It would certainly solidify his niche as the "STEAM" Golem, not just a Golden-colored robot with "Steam" in his title.

Forhonor3213 votes

I... actually am on board with this idea. I truely think this is a great concept of a rework! Just one thing: in the E you say it does damage to a percentage of his mana but in his passive you stated that he doesn't use mana. Just a small typo I thought you might have missed.

Lios Ashenblade2 votes

Banned

Jerry SeinfeId2 votes

While i appreciate how close you managed to stay with this to his current kit there's a few problems, and most of them are this ult.

I see no ratios but considering the ult change this would probably be pretty bad for AP - APofftank Blitz players. I understand the Q but feel like the whole needing 50% steam n all seems like a hassle. I get it, it's managing a resource which is "skillfull" but tbh blitz should be simplistic and straightforward. the W is pretty much the same so i'm not going into that, it would benefit ap blitz with defensive stats. The E actually looks interesting, i'd put the double AD dmg somewhere in it though as critcrank can be quite fun.

The R however. No, it's tham kench on steroids. You could litterally use your ally to get out of a bad spot at the cost of their life. I also think his current ult is almost as iconic as his Q.

I think the main problem with this concept is the fact that it's supposed to be turning him into a support. He isn't. Alot of our older tank "supports" aren't actually supports. Leona is an engage tank for example and has nothing supportive in her kit. Nautilus is a CC beast and started out as a jungler, but he engages well and has AOE CC. so he too ended up doing fine as a support. This goes for blitz too, he isn't really supposed to "support" someone. He's supposed to hook someone for his team AND himself.

Longtowel2 votes

I'd say leave the hook as it.

In every game, and I mean every game, LoL Dota 2 HoTs Overwatch and a whole of bunch of other games, the hook, is always there.

The hook is satisfying, it is rewarding, it a total pain to deal with, but the game would never be the same without it.

And keeping it simple isn't a problem to me.

ThePaperlucky1 votes

[{quoted}](name=Wrecked Wrecker,realm=OCE,application-id=3ErqAdtq,discussion-id=E5yHBsGP,comment-id=0008,timestamp=2018-01-30T02:01:40.175+0000)

I'd say leave the hook as it.

In every game, and I mean every game, LoL Dota 2 HoTs Overwatch and a whole of bunch of other games, the hook, is always there.

The hook is satisfying, it is rewarding, it a total pain to deal with, but the game would never be the same without it.

And keeping it simple isn't a problem to me.

The main different is that in Dota 2, HoTs and Overwatch, the hooking characters have their power spreaded across their kit. Pudge has a super strong slow, a warwick ult, and his hook can be used to save allies. The hook in turn is slower comparing to Blitz. Stiches is also similar to pudge, but he can act as a strong frontline, unlike blitz. He has sustain, and also two powerful ults to choose from. Roadhog has a shotgun that can kill almost any squishy in connjunction with his hook, and since the game doesn't have scaling, he remains relevant throughout.

Blitz on the other hand only has his hook. The rest of his kit is only useful when combo together, as individually, they are lacking. Which kinda is the case for a lot of champion, but for blitz, it's either he misses the hook, and becomes useless, or lands it, and wins the fight instantly. Hence why it is so frustrating.

Longtowel1 votes

Yes, Blitz feels very little more than a hook machine at this stage. But I think in a game like League it is hard to balance the hook to keep the core mechanics while making blitz more about his overall kit rather than the hook.

I mean the hook is an overbearing feature, it outshines all his other abilities. If we nerf his hook too much he loses his identity, and the hook already has a lot of restrictions as is to balance the power he has, with the long cool down and his mana issues early game.

It’s hard I think to re balance it, whether you reduce the range and the cool down or tune the damage.

One thing I might suggest though is maybe adding a slight pause on connecting the hook or maybe slow down the reeling back a tiny bit to give people more of a window to react, either cleanse or mercury out of it. In return we could give the hook AD scaling or just flat out increase the damage.

ThePaperlucky1 votes

[{quoted}](name=Wrecked Wrecker,realm=OCE,application-id=3ErqAdtq,discussion-id=E5yHBsGP,comment-id=000800000000,timestamp=2018-01-30T23:14:13.608+0000)

Yes, Blitz feels very little more than a hook machine at this stage. But I think in a game like League it is hard to balance the hook to keep the core mechanics while making blitz more about his overall kit rather than the hook.

I mean the hook is an overbearing feature, it outshines all his other abilities. If we nerf his hook too much he loses his identity, and the hook already has a lot of restrictions as is to balance the power he has, with the long cool down and his mana issues early game.

It’s hard I think to re balance it, whether you reduce the range and the cool down or tune the damage.

One thing I might suggest though is maybe adding a slight pause on connecting the hook or maybe slow down the reeling back a tiny bit to give people more of a window to react, either cleanse or mercury out of it. In return we could give the hook AD scaling or just flat out increase the damage.

Instead of focusing on his hook alone, spread some of its power across his kit. As of right now, his W is mainly for landing the hook, his E and ult are there to prolong the Cc from the hook. Alone, these skills are very lackluster comparing to the rest of the champion pool.

Your suggestion is neat, but doesn't that make it too similar to Thresh's Q? Even if it is cleansable, there are only 3 source of cleanses, with 2 gated by golds, and one being a summoner. And since Blitz are usually play in the botlane, does that mean both laners have to pick up cleanse? The fact that it can be removed doesn't remedy the hit-or-miss nature of Blitz, and dodging the hook is still an issue

Just giving it a slightly longer delay would make Blitz's hook a little bit more balance, while enabling rooms to expand his kits.

Longtowel1 votes

The delay may help a little in lower elos but it will also mean that Blitz gets absolutely gutted a bit higher up in rank.

Lower Elo players like myself know the importance of dodging the hook, but simply haven't done enough dodging and predicting to effectively move away when we see the animation begin.

When I watch high level plays, dodging skillshots is almost second-nature, an instaneous response. I've always wanted to be able to do those quick sidesteps to dodge things but I just can't seem to do it in the heat of the moment.

The rest of his kit could be expanded a little, but I can't think of how they could be, without infringing on what Blitz is supposed to be. A the end of the day, the signiture spell for Blitz is always going be the hook.

ThePaperlucky1 votes

[{quoted}](name=Wrecked Wrecker,realm=OCE,application-id=3ErqAdtq,discussion-id=E5yHBsGP,comment-id=00080000000000000000,timestamp=2018-01-31T23:07:54.096+0000)

The delay may help a little in lower elos but it will also mean that Blitz gets absolutely gutted a bit higher up in rank.

Lower Elo players like myself know the importance of dodging the hook, but simply haven't done enough dodging and predicting to effectively move away when we see the animation begin.

When I watch high level plays, dodging skillshots is almost second-nature, an instaneous response. I've always wanted to be able to do those quick sidesteps to dodge things but I just can't seem to do it in the heat of the moment.

The rest of his kit could be expanded a little, but I can't think of how they could be, without infringing on what Blitz is supposed to be. A the end of the day, the signiture spell for Blitz is always going be the hook.

This would have been fine if his hook was easy to dodge. It's not, even at high elo. That's why when pros and high elo players give tips on Dealing with Blitz, they never say "just dodge the hook", instead saying things like "pressure him", "poke him", "group and take objectives". Blitzcrank's hook has a large hitbox in conjunction with fast projectile speed, comparing to other hooks (thresh's, Naut's etc). The hook would only miss if Blitz himself miss it - a one-sided interaction. Check KSV vs BBQ game 2, LCK Spring 2018. At 16:07 Blitz was charging at Zoe. Zoe saw him, and proceeded to move away. Blitz then flashed, and used Q, to which Zoe dodge to the side of the hook. Yet it landed. It's not that Zoe didn't have time to react, nor did she had a slow reaction. As a pro, Crown has plenty of time to predict and sidestep, yet he failed. Now it would be normal if it was the only occurence. But later on, at 23:21, Ezreal also faced the same situation. He dodged to the side with his "pro reaction", but the hook landed effortlessly. If not for Tahm Kench, he would have outright die.

SharpEdgedSkillz1 votes

UPVOTE THIS SHIT BRUDDAS AND YOU SHALL FIND THE WAE (Making this meme reference for upvotes on this discussion btw)

Kurjao1 votes

{quoted}

UPVOTE THIS SHIT BRUDDAS AND YOU SHALL FIND THE WAE (Making this meme reference for upvotes on this discussion btw)

o o f

Lord Phazanor 1 votes

At first I was going to say "hell no Blitz only needs a VU", but after reading, I'd love for him to get this kit.
Too bad that when he gets his VGU he'll lose his hook and will become a flesh golem that was made from 2 lesbians, a cat and some sand that got transformed into a man who then fell into a Zaun puddle and became what he is.

Nymzo1 votes

I like the new ult and holy shit the empowered Q. I could already see people complaining about it XD

Doozku1 votes

I don't normally play support but I would play the fuck out of a kit like this.

I hope that they don't change Blitzcrank's art style though, He should look exactly the same but he should get updated models and animations of course. Basically a VGU except they don't redesign his character just everything around it. Blitzcrank's design is super iconic and he's a classic champion that I would hate to see reworked.

Piss Ballon1 votes

Alright. Cool. I think blitz is cool the way he is, he definitely needs a graphics update, but not a full-scale rework. I feel like this would ruin the game completely. I agree, getting hooked sucks, But if you get caught out ur prob for being hooked. Also I play a bunch of blitz here and there, including adc full ad blitz and this would ruin that opportunity. Also if you play as blitz and land a hook that is max range or at an absurd angle you feel insane and that play might highlight your day. Blitz is not in a need of a rework IMO and there are many champions waiting in line ahead of him if he were to get a rework. TL; DR your idea sucks, blitz is bae.

TonyTonyMordecai1 votes

Hopefully Blitzcrank will have size similar to the version we say in their 2018 ranked trailer. I liked that one, felt more " robot golem" than "6-year-old cartoon" (and kind of fits better with his current splash).

Skins Project1 votes

Blit duo with tahm kench

Tahm runs full MS

Blit does same,

Blit hits tahm with q tahm runs back and noms someone, in the meantime blit keeps running.

Tahm noms, Blit q's again.

Tahm runs forward a little more, barfs out the person and runs away using his 2 health bars.

RIP ADC :)

ModCaptainMårvelous1 votes

IMO tie his grab range to the mana he spends with each point in Q increasing the maximum mana he can spend.

Spend 50 mana? 250 range piddle grab. Spend 1200 mana? 3000 grab that will pull someone from baron pit to your nexus turret.

Ok so it'd feel shitty but c'mon that deserve a chance just because of the meme value.

Sageace1 votes

Let's reconsider the R... Too many "toxic" players that like to destroy whatever is left of our humanity... and we don't need a robot for this either.

Otherwise, I like your rework idea, helping Blitz do more than just "Q right target to win games"

Sp33d Zer01 votes

If I were to rework blitz, I wouldn't touch Q or E, but definately his passive and ult. His w is a maybe from me.

no to toxic1 votes

Blitzcrank only needs a Kindred tier rework wich makes his W and R more interesting abilities. Also don`t change Blitzcrank he may be just a Tresh with noothign useful except being more tanky in the early levels but he is the only support where everyone can atleast feel useful for one teamfight where they hooked the Illaoi and finally ended this horrible match.

JoeMG1 votes

As long as they fix that damn Q hitbox, this kind of update sounds fun.

rtbf2256182411 votes

Blitzcrank is one of those unique champions that HAS to have his Q unchanged. It's far too iconic but it's far too powerful to give him anything meaningful anywhere else either without completely warping the game around him. I'd just rework his kit to support more macro play aside from his Q.

Kuromatsu1 votes

there is a lot of play with blitzcrank that can be done. the idea of having some sort of steam mechanic is cool.

I agree that his whole kit is built around his q and supposedly he is support. You could make his q like a tahm w, either use to pull champ or use to pull ally. You could put the grab on his Ult instead and add some useful support ability in its place. You could put the mana sheild from passive to passive ability and have it give a small aoe to nearby allies or ally.

But compared to any other champs.. unless he gets a mini rework i doubt blitz is on Riots radar compared to many many other champions.

Horse Grenades1 votes

I've always thought it would be interesting if Blitz misses his hook that it slowly "reels in" and is targetable during this time. If his fist is destroyed it has max cd, if he successfully reels it in the cd is refreshed or reduced.

I'm sure it's bad design, it just always makes me think of like classic contra, starfox, etc shooters where you could destroy different parts of the boss to reduce his ability to dmg you, but are punished by bad positioning if you over commit and are successful.

Draehl1 votes

I'd be happy to see any sort of changes to his kit to reward a more involved form of play. As-is he is encourages a very "both sides just farm" stagnant lane while being able to impact the game in a big way despite being a very low skill cap champion. He's my default ban if I dont have something better to ban at the moment.

HalcyonDweller1 votes

Holy shit I really like this concept, good ideas MM! +1

I have some questions and ideas:

  1. On resource management, Steam, and Mana:
  • The steam mechanic seems really cool, but having both steam and mana to manage seems a bit complicated IMO. Do you think there might be a way to allow his steam stat to be affected by the mana he builds? That way we preserve his usefulness with Mana items but they have some sort of special interaction with his kit.
  • Maybe having mana could affect his steam regeneration rates by draining mana, I dunno, I'm just excited and trying to better understand how Steam and Mana would work together as resources, and I believe tying them together and simplifying that could be ideal. this could also be gated so the Steam Regeneration/Mana Drain would only work out of combat, limiting his effectiveness unless he correctly tanks damage or he damages enemies.
  • I think that it might be best to put an emphasis on tanking damage to generate steam rather than dealing damage, this because of his theme as a golem. It just evokes imagery of a tank. That said this is entirely subjective, and definitely just my opinion.
  • Another idea would be to have his steam meter affect his CDR. Gain more CDR for having more steam available. Again I dunno if this would be balanced, just suggesting additional ideas. This is potentially the most broken of my suggestions.
  1. On his Q Hook, it's range, block-ability, and effectiveness:
  • With his Q do you intend for it to pull enemies all the way to him still or would it more or less just pull them a set distance towards him? If you're allowing it to pass over minions I recommend limiting how far it can displace enemies so that it's not too powerful. Or maybe I'm misunderstanding the ability and I just need you to explain it more in-depth to me.
  • another idea that might be interesting would be to make it so that when he lands the hook it latches onto the enemy, tethering them to him and preventing them from leaving it's range, re-casting it could apply the pull but the longer it is latched to them the shorter range the displacement would be.
  1. On W: Power Surge/Exhaustion:
  • I really like this idea, having it regenerate steam when low or get rid of steam for a cool effect when high is a really clever way to give him utility, and I really like the nearsightedness you added to it. Additionally I think this might be a good opportunity to preserve some of what is cool about his ultimate - make it so that the ability interrupts nearby enemies somehow.
  • I also think that it should grant increased Steam regeneration rather than immediately granting a % of his steam gauge. This gives opponents time to react if he decides to cast it in order to empower his next ability, preventing him from just suddenly gaining steam and surprising the enemy with an empowered ability. Also I think that he should have an opportunity to recast it for the empowered effect if he reaches the level of his steam gauge required to cast it. All my opinions of course, and this is still your rework so feel free to disregard my suggestions, I won't be offended.
  1. On E: Boom Blitz hook:
  • This is a cool idea too, and I have nothing to contribute here.
  1. On R: The Iron Giant
  • This is really fucking cool, being able to swap positions with an ally is a really neat effect. Like old Urgot ult but for saving allies. I like this a lot!
  • Would it be blockable by enemies? Because I think it might need some counterplay, possibly in the form of enemies being about to try to prevent or react to it.
  • Could have a trade-off of still pulling them towards him regardless of who it hits.
  • Another way to potentially offer counterplay would be to have a delay between when it latches onto the ally and when he can swap places with them. This also makes sense mechanically because he needs an opportunity to recast it in order to swap places, and it could simply pull them towards him at the end of it's latch if he doesn't recast it.

tldr I really like your rework idea for Blitzcrank, and you inspired me to think even further about how a Blitz rework could work. I have both questions and ideas, and I'd really like to hear your thoughts on them. Additionally, I won't be offended or expectant regarding whether or not you incorporate them into your own rework concept. Just looking for a thought provoking and exciting discussion regarding Blitz.

HalcyonDweller1 votes

Had another idea today, not necessarily a good one but I like it. How cool and thematically appropriate would it be if Blitz didn't have mana regeneration?

What if instead he used his steam as a resource and it would refill faster by draining his mana pool while out of combat, like burning fuel would do. Going back to base would refill his mana, just like a machine, and he would have a serious imposition on resources that he would need to manage properly.

This also works because his W in your rework grants him steam if he's low on steam so even if he runs out of mana he can still do things just not as many of them.

Kurjao1 votes

I always wanted a windup or extended channel on blitzcranks Q, similar to the reworked darius spin so i dont have to shit my pants every time blitzcrank stops for more than even one fourths of a second.

MrPhamtom1 votes

Why Blitzcrank even has a hook is just a reminder of how Aids Riot used to be.

Copy things from dota without understanding why those game's mechanics allow things like pudge hook to actually be healthily balanced, and to actually be desicion making gameplay and not a binary, miss or land and get a free kill.

Pudge hook works in dota because that game has so many ways of getting out of situations through items and abilities that don't have 300 second cooldownssummoner 4

as well as pudge being able to hook allies to safety, or even hook creeps to block enemy skills giving him more gameplay involved.

Plastic 5 ADC1 votes

Sounds fun, and actually interactive, blitz now is boring as shit

Acheron161 votes

Better rework than most shit Riot ever designed.

SharpEdgedSkillz1 votes

I didn't have much time to comment the last time, now I do. I like your ideas but they don't seem that balanced to me. You are combining the best abilities of a load of support champs if you ask me, but Rito is the one to decide if it works. Rito balancers might actually make this a thing, but with your idea of the abilities I think that it might be a bit overpowered.

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