Let's Talk: Blitzcrank Edition

Stacona··1 votes·263 views

Point form:

~ First off, I do need to point out that Blitzcrank is very fun to play, is chill and relaxing to play as, is a fun time to be the lovable yellow robot (Bard is the same way), and of course is very unique. That does not mean that there is not some love and improvements that can be made to him; both to reduce his very high solo queue win rate (mainly due to the vast majourity of lesser skilled players) and give some improvements for competitive play to feel less one-dimensional.

~ Step One: Reduce power from Rocket Grab (Q) and remove its ability for cheap kills, both go together. This will forever remain Blitzcrank's bread and butter ability and a huge chunk of his power budget on it, but if we can remove its ability to go past terrain and reduce its damage it will leave room for his other abilities can have more power added into them and give him a more interesting (and support orientated) passive and W. ~ ~ ~ The reason for a removal for the grab to stop at terrain is to improve game health issues since it was only really used against low skill players or trolling the jungler not in a healthy or strategic way. Best to remove this feature and give Blitz something else to compensate for the power loss; dying to something out of sight is not the best for the game (there are other abilities that need majour changes as well like Jayce Q+Gate for the same reason).

~ Passive is fine as it is. But at the same time it can be updated to something new that is more interesting and more appropriate for a support. Having something that scales with mana kept on to Blitzcrank be cool to remain.

~ Clean up unneeded things that do not make sense. Like why does Blitzcrank get a bonus attack speed steroid? Only thing this is used for on Blitz is to kill wards faster, it be better to remove this for something else and just up his base attack speed and/or attack speed growth a bit.

~ Maybe a little more cool ability combos outside of his grab. With less power on the grab we can safely make him less grab reliant to be useful (grab will forever still be the greatest enabler to Blitz, this is just toning back power on it for more elsewhere).

~ His ultimate currently auto pushes and auto shoves in minion waves. Some way to grant control of a more passive and sustain damage element to avoid this unwanted minion killing aspect as a support. ~ ~ ~ Thinking of something like it becomes a toggle (long-ish cooldown when the effect is turned off) that drains mana per second granting Blitz some movement speed and a short range electric field that deals some magic damage every second. When the effect is toggled off the cooldown begins and let out the large electric field that silences and deals a burst of magic damage around him pretty similar to how it is now, possibly more emphasis on a slightly longer silence duration rather than damage.


Example kit below to give some kind of direction:


Mana Barrier (Passive): Range: 300 units Whenever Blitzcrank gets near a champion he gains a shield equal to 5% of his maximum mana (+5%Mana) for 2.5 seconds which can stack multiple times, refreshing the duration in the process.

If the target is an allied champion then they gain a shield equal to 10% of Blitzcrank's maximum mana (+10%Mana) for 5 seconds.

This can only occur against the same champion once every 8 seconds.

Rocket Grab (Q): Cooldown: 20/19/18/17/16 seconds; Cost: 100 mana; Range: 975 units Blitzcrank fires his right hand in the target direction, pulling in the first enemy struck in front of him and dealing 80/120/160/200/240(+60%AP) magic damage, stopping at non-champion terrain.

Steam Punch (W): Cooldown: 7 seconds; Cost: 60 mana; Range: 750 units Blitzcrank fires his left hand in the target direction, dealing 20/35/50/65/80(+30%AP) plus 6/7/8/9/10%(+2% per 100AP) of target max health as magic damage to the first enemy struck while applying Steam-Pressure against it for 2.5 seconds.

Blitzcrank's basic attack or Rocket Grab consumes Steam-Pressure which halves the cooldown of Steam Punch and slows down the target by 25/30/35/40/45% for 2.5 seconds.

Power Fist (E): Cooldown: 8/7/6/5/4 seconds; Cost: 40 mana Blitzcrank enhances either his next basic attack, Rocket Grab, or Steam Punch for the next 4 seconds:

Basic Attack: Deals 40/70/100/130/160(+40%AP) bonus physical damage and knocks his target into the air for 1 second. Rocket Grab: Grabs and damages the last enemy in its path rather than the first enemy. Steam Punch: Knocks up the struck enemy for 1.1/1.2/1.3/1.4/1.5 seconds.

Static Field (R): Cooldown: 40/25/10 seconds; Cost: 40 + 20/30/40 mana per second; Range: 300 / 600 units Toggle: Blitzcrank creates an electric field around him, dealing 30/50/70(+15%AP) magic damage per second and granting himself 20/35/50% bonus movement speed.

When this effect ends Blitzcrank will detonate the electric field in a large radius, dealing 100/175/250(+100%AP) magic damage and silencing for 1.5 seconds.


Cannot emphasize more that the kit is just an example of ideas!

3 Comments

Daddy Braum2 votes

As a blitz player I can tell you that he in in a really good place right now and really doesn't need changes. His passive is great for being able to go in early and gain an extra bit of sheild for the enemies to work through and it also makes the opponents think twice about going all in on you early or even later In laning phase his q cost is about 1/3 of his mana till he starts to get some mana items and if he misses a grab he can be punished for it because of how long the Cool down is. The attack speed from his w is great for taking down turrets (combined with his e can do more because of the aa timer reset) it also helps with pounding on enemies who were lucky enough to get pulled the move speed mixed with a righteous glory make for some pretty nice plays and the slow it gives you balances it out pretty nicely His e like I said above is an auto attack timer reset so if you are keeping tabs on flashes and dashes in laning you can pull auto knock up for a large chunk of damage, his e is also really reliable for peeling for a carry when say a beefy nasus has his sights set on your beloved adc you have the tools to keep him getting there in a reasonable time Now his ult is one of the best things about his kit, it cancels all channeled abilities and sciences for 0.25 seconds your idea is just bringing back old maokai's url without the damage taken scale Its nice to see people who think of ideas to "rework" champs but some champs are perfect as they are

Stacona1 votes

Blitzcrank definitely is not perfect.

The goal here was move him to less noob stompy and help him out in high skill play to balance out his win rate better. Win rate does not determine if a champion is underpowered or overpowered, it does determine there is a huge power difference between the majourity of players (low skill) and the high skill majourity.

The ultimate change is adding control to the passive half of the ability, the active portion was to reduce damage for more silence to emphasize the support side of Blitzcrank. It has nothing to do with any other champion in the game, it is a controlled form of his passive for the first half with his movement speed being moved to his ultimate instead of W.

Daddy Braum1 votes

{quoted}

Blitzcrank definitely is not perfect.

The goal here was move him to less noob stompy and help him out in high skill play to balance out his win rate better. Win rate does not determine if a champion is underpowered or overpowered, it does determine there is a huge power difference between the majourity of players (low skill) and the high skill majourity.

The ultimate change is adding control to the passive half of the ability, the active portion was to reduce damage for more silence to emphasize the support side of Blitzcrank. It has nothing to do with any other champion in the game, it is a controlled form of his passive for the first half with his movement speed being moved to his ultimate instead of W.

He isnt even a noob stomp champ, he actually saw professional play recently Sure maybe he isnt perfect but he isnt far off he is a champ that punishes enemies for walking around carelessly or being out of position, similar to thresh, Alistair, and even rakan

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