Reworking Blitzcranks Numbers

ArnoldSchwarzens··1 votes·789 views

Right now Blitzcrank's kit is definitely good and mostly does what it is supposed to do, yet the numbers it has sometimes seem really out of place. His abilities scale with stats he usually does not build anyway, especially not in the support role. I'd like to go over all of them and their flaws and my take on reworking them.

Passive: Mana Barrier: This one has actually a really good ratio in my opinion, being 50% of his current Mana. With BC building things like Frozen Heart, Frozen Fist, Righteous Glory, Zekes etc., this passive definitely has it's place.

Q: Rocket Grab: Since it's base damage is pretty high, it is actually still good when building tanky as you usually do. The AP ratio on it is way too unreliable and situational though. With it and his Ult having 20-second cooldowns and being hard to hit, both of the ratios aren't enough to make building AP as a side-or mainstat of his build worth it.

W: Overdrive: While the MS portion of the spell has no problem, the attackspeed just seems really out of place. Champions that have attackspeed buffs in their kit either invest heavily in AD ( Yi Ult, Trist Q ) or have an on-hit involved in their kit ( Voli W+Ult, WW W+Passive, Teemo Passive+E, ... ). To invest AD on BC is really difficult because there are no support items supporting that idea. Even when doing some fancy things like AD BC top you only have that attackspeed buff and the ratio on his E to scale with AD, that's only half of his kit. He also doesn't have a natural on-hit to work with.

E: Power Fist: This one does damage equal to 200% of his AD instead of 100% like a normal auto attack. Same problem we have with overdrive - AD is way too unreliable to build with his kit. It does not even have a real base value too work with the tanky nature of his kit and builds unless you count his base AD as it's base value, which is not really much, especially considering it's physical. Plus, if there would be an AP ratio on it and if it would have a magic base damage value, it would fix the problems BC has with building AP, like mentioned above.

R: Static Field: I already mentioned the problem with his AP ratio on this spell but I think there still is a problem with it that is actually of mechanical nature instead of being one with it's numbers. His passive is way to random. In lane you always keep unintentionally pushing minion waves with it or randomly stealing your adc's cs. In an actual fight though it never really does hit the enemy if a minion wave is nearby, making it's damage redundant. Usually you should work with it as some DPS before finishing off the enemy with it's active portion to not let the passive part go to waste. Since it does not really do much ayway though you usually only care about the active.

Here are my ideas of how to adjust his kit:

E: Power Fist: NEW Passive: Blitzcrank's attacks deal 4/5/6/7/8% of his max. mana as bonus magic damage. Active: Blitzctank's next attack deals 100% of his AD as bonus physical damage 8/10/12/14/16% of his max. mana ( + 40% AP ) as bonus magic damage.

R: Static Field: Passive: While static field is not on cooldown, Blitzcrank fires a lightning bolt at a random nearby visible enemy at the nearest visible enemy that has been hit by one of Blitzcrank's ability or basic attack up to 1,5 seconds ago every 2.5 Seconds, dealing 100/200/300 ( +20% AP ) magic damage.

This way Blitzcrank would actually deal reliable damage outside of his ultimate's active and his Q. He would also get more rewards for building tanky support items that give mana, like he does anyway. That, and he'd profit more from AP support items like Zekes or Banner of Command, to name a few. His W's attackspeed buff would actually make sense with the added on-hit on his E. On top of that these changes would maybe enable a few building paths and roles outside of being a tanky utility support. With items like Manamune, Frozen Heart, Frozen Fist and other bruiser-y Mana items an Mana-On-Hit Fighter kind of Blitzcrank in the toplane or in the jungle would maybe see some more play. On the other hand AP-Mana items like Archangels staff, Rod of Ages and Lichbane would maybe make AP Blitzcrank in the midlane more viable. I suppose that Support Blitzcrank would probably still be the way to go. Another thing that has to be mentioned that these changes would be straight out buffs. With Blitzcrank already having positive winrates right now, he would probably have to be nerfed at other ends if this would go live.

I'd love to see your thoughts on that.

4 Comments

Prospector Pete1 votes

So basically I build 5000 mana and insta kill everyone with my E?

Drunken Yasuo1 votes

16% of 5000 is 800 damage. reduced by resistances lets say 500 damage also 125 range

opieop

Penns1 votes

And you get a ~2500 shield kek rip.

ArnoldSchwarzens1 votes

Unless you would build several tear items you wouldn't even reach that point. I figured that you'd reach about 3000 mana with the Muramana build I mentioned, and you'd only come to that point very late into the game. And as a support, you probably even have less mana, about 2000.

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