Heimerdinger Build Guide

I am not a Loser Version 2.0

Uploader Mike
Updated 5 years ago
  • 9
    Greater Mark of Scaling Ability Power (+0.1 ability power per level (+1.8 at champion level 18))
  • 9
    Greater Seal of Scaling Ability Power (+0.1 ability power per level (+1.8 at champion level 18))
  • 9
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 3
    Greater Quintessence of Scaling Ability Power (+0.43 ability power per level (+7.74 at champion level 18))
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Heimerdinger I must admit is a shell of his former self. He used to have five turrets, then three, and now he only has two. His ability to siege towers with grenade was legendary and is now removed. However this guide is how you can still play Heimer and not just play but win too. Heimer is still a great lane pusher, one of the best farmers in the game and scales well into mid-late game. Update: I haven't updated this guide in almost a full year and am doing so now 03-17-2012. When this guide was current it was approved and I got a lot of positive feedback from people in game. Heimer is my favorite champion and I've been playing him since closed beta. I have far more games played with Heimer than any other champion and maybe more games played than almost all league of legend players. I'm working on adding pictures again and possibly a livestreamed video.

I run a simple rune page of AP over 18 for all 4 spots. I used to run magic pen, mana regen, health, flat ap, and all kinds of mixes inbetween. Heimer is no matter what anyone else tries to make you think a mid-late game pusher. Sure if you run flat AP you can harass a bit better in lane. However without your red turrets to protect you, without a maxed out rocket, and without enough AP and points into grenade you can't even down a full minion wave like other casters can or have the punch for a sustained fight. That is why AP per level is better than flat add the bonus from Rabadons and the % gain from offensive masteries and its well worth it. The reason magic pen is no longer valid is of the update to the masteries. You get 10% magic pen for free now. You add a void staff around 20 minutes for a magic pen of around 50%. You won't realistically need any more than that and occasionally you get champions like mumu who help lower the enemies resistance anyway. The reason you don't need mana regen as I stated above is because of the chalice build. Also there are now a long of junglers who don't need blue at all mundo, lee sin, and etc. Every blue from the 7 minute 30 second mark on and sometimes even the first one should be yours. Many people now realize that mid needs blue when it spawns and if you don't give it to your mid player he will be out laned by the other one who has it.

[imgsmall=skills/heimerdinger/q.png] - Heimerdinger lays down a machine gun turret. Turrets gain abilities as this skill is increased. (Turrets deal half damage to towers). Heimerdinger constructs a Machine Gun Turret with health and 30/38/46/54/62 (+0.2) magic damage (half damage to towers). Max: 1/1/2/2/2 turret(s). Heimerdinger stores enough parts for a new turret every seconds. Each rank of this skill grants a further enhancement: Rank 2: Turret attacks reduce the target's armor and magic resist by 1 (max 50) Rank 3: Maximum turrets increased to 2 Rank 4: Turrets gain an additional 125 Health Rank 5: Turret attacks deal area damage [imgsmall=skills/heimerdinger/w.png] Heimerdinger fires long range rockets that hit the enemies closest to Heimerdinger. Heimerdinger fires 3 enemy seeking Micro-Rocket(s), hitting targets nearest to him. Each rocket deals 85/135/185/235/285 (+0.55) magic damage. [imgsmall=skills/heimerdinger/e.png] Heimerdinger lobs a grenade at a location, dealing damage to enemy units as well as stunning anyone directly hit and blinding surrounding units. Heimerdinger tosses a grenade, dealing 80/135/190/245/300 (+0.6) magic damage to enemy units and blinding them for 1/1.5/2/2.5/3 seconds. Enemies who are directly hit are stunned for 1.5 seconds. [imgsmall=skills/heimerdinger/r.png] Passive / Active: Passively increases Cooldown Reduction. Activate to heal all active Evolution Turrets and cause them to fire movement slowing frost shots for a short time. Passive: 10/15/20% Cooldown Reduction. Active: All active Evolution Turrets are healed for 100% of their maximum health and also fire 20/25/30% movement slowing frost shots. Additionally, your Hextech Micro-Rockets fire 5 rockets instead of 3 and your CH-1 Concussion Grenade travels faster. [imgsmall=skills/heimerdinger/r.png] (Passive) Heimerdinger gives nearby allied Turrets and Champions 6/12/16/22 health regen per 5. Heimer's skill order changes based upon who he has to lane against. If you are playing top lane you need more of a physical pressence with turrets and grenade. If you are mid you max rockets for harass. Depending on the jungler you need grenade at level 4 to help survive ganks and when you are not maxing rockets you max turrets. If you are not threatened by a jungler you can sometimes skip grenade till the very end not even needing 1 point in it.

The reason behind the items is basically built into the other chapters. RECAP: You start with [imgsmall=items/dorans-ring.png] at level 1 since you get a decent amount of HP when added with the masteries. The small AP bonus gives you 25 at level 1 and also some early needed mana regen. I don't take boots because while yes the movement speed helps they have indirectly buffed Heimer. Health pots don't heal as much anymore and Heimer's passive gives health regen. Basically if you are vs another mage who takes health pots and they should you can harass through the health pots and then make them go heal. Once you earn enough gold to buy [imgsmall=items/boots-of-speed.png] (350) + [imgsmall=items/chalice-of-harmony.png] (890) + [imgsmall=items/sight-ward.png] (75) + [imgsmall=items/health-potion2.png] you can go back to shop. You need about 1350 gold which doesn't take that long to farm up. A good rule of thumb is when you have run out of mana you should be getting to that point around the time blue buff is set to respawn. Then you set on maxing your damage by getting [imgsmall=items/rabadons-deathcap.png] + [imgsmall=items/void-staff.png]. I can't stress this part enough you can't be wasting to much money on wards, health pots, extra doran items, and stuff like that. You need to have that Rabadons finished around the 20 minute mark with the void staff shortly after. If I'm behind I won't even finish level two boots till I catch up. Buy the [imgsmall=items/blasting-wand.png] or [imgsmall=items/needlessly-large-rod.png] if you have the money. Choices by end game: [imgsmall=items/mercurys-treads.png] or [imgsmall=items/sorcerers-shoes.png] If you are dead you are not doing damage so if their team is magic heavy you get the merc treads. If their entire team is doing magic damage there is a good chance they are weaker champions and you won't need the 20 magic pen from the boots. You will have approx 50% magic pen from void staff and the offensive mastery. I actually usually take merc treads regardless. The cc reduction, the magic resist added to chalice, and the summoner heal makes you hard to kill for other casters. Sometimes I'll take sorcerer's shoes if I've got a good lead to do more early game damage/harass. [imgsmall=items/archangels-staff.png] or [imgsmall=items/rylais-crystal-scepter.png] Even with chalice a Heimer can kill his mana if hes not paying attention. If the game goes on long enough and you build an archangels not only does your mana problem basically no longer become a thought in your head but you get lots of AP. If you are not worried about the mana at all and would like to live longer build the Rylais. In some rare cases I may go [imgsmall=items/morellos-evil-tome.png] since Heimer doesn't quite max out his cooldown (though if your always getting blue and someone on your team built like randuins then it don't matter).

To start the game you are going to want to make sure you request a solo nicely. I used to think top or mid didn't matter but it does. Heimer is harder to play top especially if he isn't closer to blue. If he always gets the blue still it can be done. However the way top lane has changed in this game it is difficult and you would always shoot for mid. Last hit as best you can it might take some time with Heimer he has a longer wind up and slow attack speed. You are going to want to put down 1 turret kind of aggressively to help kill minions quicker. You can't let the lane sit frozen. You have to kill minions so you can harass with your rockets. I last hit best I can but then set up so that I can kill the back to minions and hit the enemy champion with my rockets. Use your passive health regen and auto attack enemy champions when you are not last hitting. You will take some minion damage but then passively heal it back while forcing the enemy to use health pots. Heimer should be very aggressive early on and throughout the game in general. It is a fine balance of being aggressive and not being too pushy. You will be over extended and ganks will come. You are going to have to be ready for a good placed grenade stun and realize that with flash/heal and the defensive masteries you should live. Try to always have a turret ready you can use it effectively to block skill shots such as morgana stun or lee sin q. If the turret absorbs the damage or takes the hit you will certainly live. Also remember when you place turrets that they give gold to enemy champions Try not to keep placing them if they are expected to die. When you lay it down think of it as an investment the longer it stays there the more it was worth when it does eventually die.

Picking up at mid game you returned to your lane after shopping for the first time (under 10 minutes). You now have the boots, ward, health pots, chalice, and hopefully blue buff to waste mana and push like crazy. The tower should be weak from early laning your minions attacking, you auto attacking, and your turret doing damage. Depending on how the game has gone thus far generally this is what has happened. Heimer makes doing dragon easier since you can get control or zone out other champions. If you are with blue and your team hasn't even though about dragon yet you should be encouraging it. When you have 3 points into your turrets at the very latest you should going to do dragon. Mid game Heimer can finally get to the point where he kills minion waves very quickly. You can actually start to roam a bit and be more helpful to your team. When possible and mana permits try to steal enemy wraiths or gank top/bottom lane. Keep your lane warded and push very hard. You want your minions constantly pushing into the enemy tower so that it takes damage and is harder to farm for the other caster. Pay attention and always rocket to harass the enemy champion. I dont usually get early kills with Heimer but after that first blue you can start to do real work. Many times you can kill mid tower at this point if you want.

Team fights takes the place of "Late Game" You should be using Heimer's advantage to continue to take dragon. In a standard team fight you have to think about the AOE damage coming from the other team. If you are vs say Morgana she can kill both of your turrets if you place them together. You usually want to keep them spread apart so that you can provide a lot of AOE slow/damage over a large area. However if you are running as a team or trying to say bait baron you want to place both turrets together and ult for more of a high damage burst effect. Once you die in a fight your turrets go away. Both the grenade and rocket have a cooldown of 6-8 seconds. Which means once you use those abilities most auto attacking champions can eat you. Heimer has to constantly move and micro with his turrets. A freshly placed turret does increased damage. As a team fight breaks you drop both turrets and ult. You can rocket immediately since your ult lets you hit 5 targets. You don't want to waste your grenade though. You should be using the grenade to either protect the other ranged carry or protect yourself as people come for you. It is very difficult to kill a Heimer with heal, high magic resist, bonus HP, 2 slowing aoe turrets, and a grenade that stuns and blinds enemy champions. If they dive into that and you survive your team should win every fight. Often teams will start out with a good advantage and then chase/dive back into the enemy as they re-group. This is where many Heimer fights go wrong since you don't have your turret advantage and now must rely only on your two spells that have a cooldown.

In Progress.

To recap Heimer needs to survive, do damage, and have mana. You must farm, push, and play smart. Heimer is not for everyone and shouldn't be picked every game. He doesn't scale well vs really tanky teams if they have a singed, mumu, and sion for instance it may not be wise to play him. His AP scale is not as good as many other casters so he relies on his uniqueness rather than pure dps. He excels against other squishies, is a strong laner, and brings stuff to the table that no other champion does. Heimer turrets give you gold and experiance when they last hit. It is great to place two in a lane where they can take out entire waves as you leave to shop, kill jungle, or gank another lane. A solo lane Heimer is often able to hit level 18 before anyone on both teams because of it. Heimer does not do well vs champions like nunu who can eat his turrets. He also has problems with champions that can even out range him like Xerath or other super caster pushers such as Malz and Cass. Many people have a problem with Morgana since she has good aoe, spell shield, and spell vamp.

Comments coming soon!
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