Originally Posted by
Mongius
*garbage that shouldn't be listened to*
No.
Just no.
AP blitz is a horrible build that's only good for trolling.
Tear of the goddess is a horrible item in general, even on Blitz. Especially on a support. Get a GP5 instead.
You shouldn't be bush monkeying. Your strength doesn't come from giving kills (although it's a nice secondary objective) but from denying creeps and forcing the use of summoner spells. Plus, you achieve better results when out of the bush. People grow complacent in the bush. A ward in the bush still results in complacency. By taking advantage of this, idiots who do bush monkey excessively can be wrecked by properly baiting out bad positioning by chronic repositioning on your own part. By putting your presence in the lane, you create an invisible line of "pressure." The closer to the line you are, the greater amount of pressure you are under. This line is perpendicular through the lane. If they hide in the bush, and you know where they are, by seemingly repositioning to get a better angle at the other laner, you can actually reposition yourself to bring the line of pressure on top of, or past, the person in the bush, and then force an engagement on an out of position support. Of course, this is double edged, as they create a line of pressure themselves, but Blitzcrank has a second line of pressure because of the ability to force a reposition with his grab. This line is roughly spherical and slightly larger than the actual range of his grab, and can expand even larger depending on the terrain. This line is larger than most supports, and has incredibly strong "pressure" as well. The only people who either match or exceed the level of pressure are Alistar and Leona, although they have a reduced range on that line of pressure.
tl;dr: Blitz should stay mobile to keep the enemy on their feet, not hiding in the bush.
You SHOULD be maxing your Q first because of the CD on it. W is the second skill you max because of the fact mobility becomes more crucial as it approaches mid game. E gets maxed last because team fights don't last long enough to use it more than once or twice until late game. Plus, Q is the only spell that scales in terms of damage. W is damage over time, which is better for bruisers. Q is burst, which means it allows both the psychological fear of suddenly losing health, and the extrinsic value of the enemy losing more health. E just reduces CD, but it shouldn't be used in early game more than once or twice during any engage, even at reduced CD.
The only GP5s you need are Philo and HoG. Boots3 are retarded. CDboots are retarded. Boots5 are pretty much going to be the answer. Merc and tabi are possible substitutes. Kages is pointless on most supports, and near useless by the end of the game, even when upgraded.
Mana is horrible. It's a nice side effect from some items, but it shouldn't be your primary concern. The scaling on it from your passive is stupid to rely on. It's only 50% of your current mana pool. Instead, invest in health and armor and mr. Any mana you pick up in the process is a nice bonus.
Start boots, ward, and red pot. Better positioning from boots allows for better grabs, and better zoning. Place the ward in the river or tribush.
Early boots5 to roam if you stomp bot lane and your carry can hold it out now. Early gp5s regardless. You should have boots5 (or substitute) by 15 minutes in ALWAYS.
Your first item you should complete, after gp5s, is a shurelias. It's probably the best item in the game imo. If you don't need it straight away, due to stomping, early sheen. Then finish the shurelias. Follow up with whatever is necessary. Aegis if you jungle isn't getting it. Zekes if you adc is doing really well. Randuins or Locket, depending on needs (randuin probably the better choice 9 out of 10). Frozen Heart is good after the shurelias. Banshee's veil or QSash are good. Trinity force is pretty much like the last item you'll get, assuming all goes well, which it should if your team is half competent and not retarded. Oracles when you're safe or stomping.
Team fights, you should be protecting the ADC, not charging in to assassinate. You have near god-tier level cc at this point. Keep the ADC safe, and kills will follow. And with kills, comes won team fights. Basically, Blitz starts as an initiation in the front at the beginning of the fight, but retreats behind the lines to defend the AD carry from assassins and bruisers. Once those threats are gone, he can go back to the front. NEVER ABANDON THE AD CARRY. Supports have at least 2 main jobs: keeping the map warded, and keeping the adc alive. If you can't do either, you're not supporting right.
Skill order should be Q > E > W. R whenever you can. Max Q first, followed by W, then E.
You use runes and masteries to create a good early game presence, while still having usefulness in the late game. Exhaust and Flash as summoner spells. I run 9/9/12 masteries. Offensive: AD and improves exhaust, CD, and increased spell pen. Defensive: Armor and some MR, health. Utility: Improved flash and mana pool, ms and ward sight, gold over time.
Runes are flat AD marks, MS quints, Flat armor yellows, and some combination of CD and/or flat MR and/or lvl18 MR blues.
Final tl;dr: Mana sucks on blitz more than you think. AP blitz sux. Shurelia's is the bestest item ever and you should get it. Buy wards. Protect the ADC. Don't be a bush monkey. R>Q>W>E. GET THE FUCKING SHURELIAS AND USE THE DAMN ACTIVE ASJDHGSAKJHJKSAL.
Last edited by Oracle; Nov 12, 2012 at 12:21 AM.
Reason: woops, said AD yellows, meant armor yellows.