Blitzcrank/Strategy

== Strategy ==
 * attacks cannot be dodged.
 * The 1-2-3 combo of, , and can devastate an individual opponent, but if not built for DPS: Blitzcrank lacks finishing power.
 * Using to pull an enemy into your turret range followed by a  will allow the turret to get several hits on them. Coupling a  with his  to this combo can increase Blitzcrank's chasing and slowdown power.
 * can greatly increase damage output in Blitzcrank's standard combo, as well as increasing the force of his.
 * It is advisable to toggle before firing  as using a reverse order may make you lack range to hit the target.
 * can snatch opponents through terrain and walls. Keep this in mind when defending turrets. Use it to deny an enemy hero a kill/chase of your partner(s), pull enemies through the walls/trees into the jungle or even in the front passageway of your base to drag a passing enemy INTO your base where they will sustaintrouble to leave, especially if your final front line turrets are still alive.
 * It is not unwise to use to farm minions, given the low cooldown and lack of other ways of clearing creep waves quickly.
 * provides exceptional survivability plus lategame damage. Given enough time, a secondary health buffer from over 2000 mana in synergy with your passive ability can and will decide fights in your favour.
 * can be used to scout bushes.