The Great Steam Golem - Grappler
2XKOBlitzcrank Guide - Moves, Combos, and Overview
Overview
If you enjoy grapplers from any other fighting game,
Blitzcrank is going to be the perfect fit for you in 2XKO.
Players who enjoy a simpler approach to video games and don't want to have to pour endless hours in training mode should also give
Blitzcrank a try.
The core of his gameplay is forcing the opponent to guess between his command grab, and a regular attack. Guess wrong and its GG. Landing one clean combo or throw can instantly turn the tides of a round into
Blitzcrank's favor and often snowballs into a win.
This guide covers everything you need to master
Blitzcrank in 2XKO, from how to execute his game plan to his best character and Fuse synergies.
If you’re struggling against Blitz, you'll also learn how to beat him by understanding key counterplay strategies that will help you cool off his Steam.
Strengths And Weaknesses
- One combo or throw can easily snowball into another until the opponent is Ko'd.
- Strong supporting Champ. Great Assist and Tag Launcher combos.
- Low execution floor. High damage for low effort.
- Extremely slow movement and and slower than average attack speed.
- Struggles against zoners and runaway playstyles.
- Slowest normal attacks makes it hard for him to interrupt the enemies chain of attacks.
Unique Mechanics
Steam
When
Blitzcrank Steam meter is full, his
S1 Special moves and command throw become empowered
His long-range hit grabs will electrocute and stun the opponent which allows for unique combo routes.
Garbage Collection command throw absorbs one hit with armor at full steam.
How to build Steam
S1 Special
Hold causes
Blitzcrank to spin his arm and builds Steam over time.- His command throw used on its own builds Steam
S1 Special Super automatically gives
Blitzcrank one bar of Steam on activation, plus a second on hit.
Command Throw
Blitzcrank has the best command throw in the game. It can be buffed with steam armor and he has multiple ways of setting up 50/50 strike/throw mixups.
Command throws cannot be Throw tech'd which makes them extremely threatening. They have to be either jumped or interrupted before the grab comes out.
- As an added bonus, he can also command grab in the air.

Kara throw
Kara grab is a fighting game term that refers to a mechanic where you use the forward movement of one move to extend the range of your grab by animation canceling into the grab.
Blitzcrank can kara throw his command grab first inputting:
Forward
S2 Special >
Down
S2 Special.
The purpose of this tech is to catch opponents off guard. They'll think they are outside of your throw range, and therefore won't be ready to defend or jump against it.
With the increased range,
Blitzcrank can land the command throw and start his gameplay loop of strike/throw on their wakeup.
Pull
One of
Blitzcrank's most valuable mechanics is his ability pull the opponent to him.
He can do so on both block and on hit, and as the Point champ or with his
Tag Assists.
The ability to pull pairs perfectly with his command grab and is also very good for extending his point champs combos because it puts opponents into a standing position mid-combo.
Neutral
Normals
Although
Blitzcrank's normal attacks are slower than average, his
M Attack is still a good button to press while in neutral.
At close range you can convert into:
-
M Attack >
H Attack >
Down
H Attack > any combo you prefer.
At max range, you can always go for:
-
M Attack >
H Attack >
S2 Special >
S1 Special > strike/throw mix.
Specials
S1 Special,
Down
S1 Special , and
S2 Special should be used at medium to long range. Because
Blitzcrank grab is so scary, many opponents will try to run away and zone him out.
S2 Special goes through projectiles. Time it to hit just as the opponent shoot their projectile and you'll get a counter hit. Then cancel into
S1 Special to pull them in close.
Down
S1 Special is good for catching opponents who keep jumping back. You'll pull them close to you where you can get the advantage.

Take the skies
Blitzcrank has a surprisingly good air game because he has an air command grab (big range and cannot be teched), and big crossup from
Air
Down
H Attack.
- Never let an opponent get away with air-techs towards you. If they reset in the air, jump up and grab them.
- Likewise if they keep jump blocking, go air-to-air and grab them!
Moreover, every time you jump you should be threatening an empty jump into command grab.
If the opponent keep blocking you're jump in, them jump while holding block, and the moment you hit the ground, command grab!
Combo Examples
S1 Super Finisher
A simple combo to execute in the corner. Doesn't require any special tech and mostly consists of
M Attack and
H Attack.
- The best part of this corner combo is that it sets you up with Steam and the opponent has to defend against your mix.
S2 Super Finisher
A high damage mid-screen combo you can use everywhere.
- Can also be ended in
S1 Special Super - Generally you'll only want to end with
S2 Special Super for double down combos.
Ult Finisher
In almost all scenarios it's optimal to go for either of the above combos and use only one bar of Super for similar damage. However, if you want to meter dump you need to remember than any move that knocks up or knocks down the opponent will cause
Blitzcrank's Ultimate to miss.
- Trash Compactor Ultimate is command grab. Therefore the best use is to use it raw as a grab and not in a combo. It has an invincible start up and can only be avoided by jumping before the start-up flash.
Forward
S2 Special can also be Kara cancelled into Ultimate to extend it's range.
As Assist Champ
When to Forward Assist
Most of the time you'll want to save
Blitzcrank's Assist for block pressure and combos.
On block it will pull the opponent back into your point champ so they can keep trying to open up the opponent.
You can also Handshake
Tag to
Blitzcrank during his Rocket Grab Assist and you'll have the opponent in his standard strike/throw mixup.
When to Back Assist
When you're Point champ is in the middle of a combo, both back and forward
Tag are good for extending combos because it puts the opponent into a standing position which allows.
Back
Tag can also catch opponents who are jumping, and will pull them into you're Point champ. Great for pesky zoner and runaway opponents.
Fuse Strategy
Double Down
Double Down is
Blitzcrank's go-to Fuse. He'll only be paired with the other Fuses if his teammate has a particularly strong synergy with the a different Fuse.
The best way to use
Double Down is when starting combos with his teammate, then using
Double Down Super combo to bring him in with
S1 Special Super. This gives him Steam and the wake up mix pressure.
2x Assist
2X Assist with
Blitzcrank can help him with pressure and approach when he is on Point. The extra coverage makes it easier for him to get close, and stay close to the opponent.
When he is on Assist, most champs have combo routes that can use both of his Assist to double pull the opponent for long and high damage combos.
If block pressure mixups is the specialty of the other champ, then being able to pull the opponent twice gives your Point champ a generous amount of time to catch the opponent with a left/right or high/low mixup.
Freestyle
Blitzcrank doesn't utilize
Freestyle that well because of his slow movement speed and lack of crossup capabilities. Only use
Freestyle by personal preference or if your other champ thrives on Handshake
Tag mixups.
Juggernaut and Sidekick
Unfortunately,
Blitzcrank is one of the worst solo champs because of his large body and slow speed. It's common for him to be put as the Assist champ with
Sidekick teams, but you're gonna have a hard time with him as Point.
One saving grace for
Juggernaut Fuse
Blitzcrank is that he can touch of death off of single hits if you are willing to learn his extended Fury combos.
Champ Synergy
Braum

If you like grapplers, why not play two?
Blitzcrank's mix up game has a similar flow to
Braum, which makes a lot of tech transferable between the two. Learning how to read opponent wakeup options, their block patterns and using strike/throw mix ups are all important skills to learn for both champs.
Blitzcrank's
Back
Tag is amazing for helping
Braum to deal with aerial opponents. His
Forward
Tag is equally good for its range, anti-projectile properties, and pull mechanic.
You should have no trouble keeping your opponents under pressure with this duo.
2X Assist and
Double Down are the best fuses for this duo.
Ahri

Ahri also has good combo routes into
Tag launcher, and
Blitzcrank can always do his high damage follow up even very late in combos. His grab Assists works great in tandem with
Ahri's tricky movement, crossup and high/low mixes.
When
Blitzcrank is on point,
Ahri's Assists are exactly what he needs for cover as he slowly approaches the enemy with his huge body. Even
Ahri being able to
Down
S1 Special before HS
Tag to
Blitzcrank is very handy for buying him some instant pressure.
Ahri's
S1 Special Super also hits on the ground opponents so she if she's on the screen already, you can command grab with
Blitzcrank, and tag to
Ahri to convert into a combo for more damage.
Double Down,
2X Assist and
Freestyle have been used pretty interchangeably with this team.
Illaoi

Since
Illaoi wants to stay close to her opponents, and opponents often try to zone her out, having an Assist champ you can pull opponents right to
Illaoi is really strong.
Blitzcrank's main use is his
Forward
Tag to either start or extend
Illaoi's block pressure. When he is on Point,
Illaoi's huge Assist moves are good for covering
Blitzcrank while he tries to get in.
The only downside to this team is that they share similar weakness, and will have to work extra hard to overcome keep away opponents.
The pay off is regardless of which is on Point, they'll both have crazy high damage combos when using each other's Assist to extent, and finish off with
Tag launchers.
How to Beat Blitzcrank
Dealing with Blitz's Wakeup Pressure
You should almost never forward quick rise after being hit by his
S1 Special Super or command grab. If the
Blitzcrank player even remotely suspects you will do so, they can wait a second and react to the roll.
- When you get up roll, you cannot jump the command grab, so it's free damage for
Blitzcrank unless you have an invulnerable attack like Ultimate available.
In the corner, literally never quick rise backwards, becuase he can just stand there and grab you over and over again.
- Most of the time you're best option is to hold down, and do a normal get up.
You can also getup attack, but this carries the risk of being blocked.
Once you've conditioned the
Blitzcrank to walk forward to pressure your regular getup, only then should you consider rolling out behind them.
Pushblock and Retreating Guard
Both of these defensive options are particularly strong against
Blitzcrank since his entire gameplan is trying to get into throw range.
Push him away, or retreat away from any every chance you get.
Rocket Grab
The move is slow enough that you can parry it on reaction.
- Good
Blitzcrank players will see you parry one, then they will start trying to bait out your parry by doing the vertical Rocket Grab. - If you start falling for this, it's better to block the move and deal with the block mix.
- Waiting and blocking will also cause the diagonal Rocket Punch to mix, and give you time to counter hit.
You can also jump it on reaction for a nasty punish. The horizontal Rocket Grab does not hit aerial opponents. Even if you are a bit late, as long as you go airborne before his fist reaches you, his fist will go straight through you.
Dealing with the mix ups on block

Jump back is your safest and most consistent counter. Jumping causes his grab to miss, and will block his attack if he waits or uses a slower attack.
- A perfectly timed
L Attack will hit you during the jump animation even if you are holding back.
Technically, you are in a 50/50, which means:
- If you neutral jump:
- Blitz grabs > you get huge punish
- Blitz attacks > you eat a combo
- If you block:
- Blitz grabs > you eat the grab
- Blitz attacks > you don't take damage and have the chance to retreating guard or Pushblock, and reset neutral.
- 3rd option, go for parry
- Blitz attacks > you guess correct high/low > you get a punish
- Blitz attacks > you guess wrong high/low > you eat a combo + lose a bar of Super meter
- Blitz grabs > you eat the grab + lose a bar of Super meter
Some champs, such as
Ahri and
Vi, have an air attack with enough speed and range to punish a whiffed throw from jump back. Experiment with your team to see if you have a move that can do the same.
Rocket Grab Assist
Retreating Guard his
Tag Rocket Grab, and he will not pull you in to his teammate.