Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 4
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 5
    Greater Seal of Mana Regeneration (+0.41 mana regen / 5 sec.)
  • 4
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 5
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
Q W E R
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

A happy hello to you gorgeous Yordle inventors! I am ArtCrusade, a player from EUW. Heimerdinger was the first champ above 1350IP I bought and since then I play him on a regular basis. With every new change made to League of Legends, Heimerdinger changed as well, and I want to give you a possible way to build Heimerdinger to compete with the more [highlight]frequently[/highlight] chosen AP carries. First of all: Heimerdinger is [highlight]special[/highlight]. He is one of the really unique champions who has joined the League, but also the 5th-least popular one. That does not mean that he is bad, but misunderstood. Don't let this discourage you, though! He can still stomp some faces, and even in ranked games. Some trivia on Heimerdinger: -His name is a combination of the names of J. Robert Oppenheimer, a physicist known for being the "father" of the atomic bomb, and Erwin Schrödinger, one of the fathers of quantum physics. -Heimerdinger has the lowest armor of all champions at level 18 at 61. -Heimerdinger can have up to 4 H-28G Evolution Turret out utilizing a glitch with Syndra's Force of Will by placing 2 turrets and having them picked up by allied and enemy Syndra. During the stasis Heimerdinger can place two more turrets and will have 4 once the effect from Force of Will ends. (copied from the LoL-wiki) Remember that the majority of this guide is focussed on Summoner's Rift. I already added a section about Dominion which you find at the end of the guide and am working on experiencing Heimerdinger in 3v3 to give you information about that as well..

[title]Current patch: 3.5[/title] Patch 3.5 brought a couple of changes, the most important one being the rework of [highlight]Karma[/highlight]. This is something I welcome, because Karma is one of my favourite champions due to her hybrid nature and flair. I do not want to go into detail too much on how she changed, but I will in my guide on Karma which will soon see an update once I get my hands on a PC with a better internet connection than the one I use in my flat. You can find all the changes in the patch notes: http://euw.leagueoflegends.com/news/patch-35-notes The other change I welcome is the update to [imgsmall=champ/akali.png]. Yes, she got [highlight]nerfed[/highlight]! I found her [imgsmall=skills/akali/w.png] to be too strong and they changed just that, so I am a happier Yordle now! :) The nerf to [imgsmall=champ/rumble.png] was deserved. They removed the initial damage upon impact of his ultimate and increased the DoT of the AoE. This means that the smart inventor Heimerdinger is safer against Rumble in lane which is great. This update is [highlight]great[/highlight]! :)

[highlight]Pros[/highlight] [.] Very long ranged poke -> Easily dominates most mid laners [.] Unique playstyle [.] AFK farming / taking buffs -> Level advantage -> Taking buffs easily [.] Early dragon control & can solo dragon [.] Best towerdefender in the game -> Great sustain from passive -> Actually heals towers [.] One of three blinds in the game [.] Overpowered ultimate (20% CDR) [.] Excellent pusher [.] Greatly [highlight]misunderstood[/highlight] -> Pro: People often don't know how to play against Heimer -> Con: If you lose, you will be blamed - and only you. ;) [.] Usually deals the most damage in most games [.] Afro-head [.] Walks like a zombie [highlight]Cons[/highlight] [.] Very slow movement speed [.] Very squishy [.] Some champions counter him so hard that you should dodge the game: -> Vs. Nunu: he eats his turrets for lane sustain -> Vs. Syndra: she crushes his brain with his turrets -> Vs. Gragas: won't kill, will be killed

[title]Heimerdinger:[/title] [img=champ/heimerdinger.png] Damage 49.24 (+3 / per level) Health [highlight]350[/highlight] (+75 / per level) Mana 240 (+65 / per level) Move Speed [highlight]325[/highlight] Armor [highlight]7[/highlight] ([highlight]+3[/highlight] / per level) Spell Block 30 (+0 / per level) Health Regen 4.5 (+0.55 / per level) Mana Regen 7 (+0.65 / per level) [title]Ziggs:[/title] [img=champ/ziggs.png] Damage 51 (+3.1 / per level) Health [highlight]390[/highlight] (+80 / per level) Mana 250 (+50 / per level) Move Speed [highlight]330[/highlight] Armor [highlight]12[/highlight] ([highlight]+3.3[/highlight] / per level) Spell Block 30 (+0 / per level) Health Regen 5.25 (+0.6 / per level) Mana Regen 6.75 (+0.6 / per level) [title]Le Blanc:[/title] [img=champ/leblanc.png] Damage 51 (+3.1 / per level) Health [highlight]390[/highlight] (+75 / per level) Mana 250 (+50 / per level) Move Speed [highlight]335[/highlight] Armor [highlight]12[/highlight] ([highlight]+3.5[/highlight] / per level) Spell Block 30 (+0 / per level) Health Regen 4.5 (+0.55 / per level) Mana Regen 6.9 (+0.6 / per level) --- So what does this show us? It shows us that Heimerdinger is terribly squishy compared to other AP carries who already count as glass-cannons, while he has better health and mana regeneration on the other hand and a bigger mana pool. The biggest problem Heimerdinger can face is an AD mid-laner such as Kha'Zix (who luckily always is banned) or Talon and high-mobility champions such as Akali, Diana or Gragas due to his slow movement-speed (which is the lowest in the league). When you build your champion you should always take his stats into account and ask yourself some questions: - Where are my strengths? - Where are my weaknesses? - What is my job? Following the answers to these 3 questions you can start chosing an item build. In case of Heimerdinger, it means that we need health and resistances if we want to survive that Jax jumping on your brain or Karthus being Karthus. This carries us to the next section:

Start with Boot of Speed and 3 Health pots if you want to play it safe. You can also start with a Doran's Ring if you know that you will not receive a lot of harassment. The ring will give you a good chunk of health for a level so low, mana regeneration alongside a nice passive and 15 AP. It is definetly a start that gives you an early advantage if you do not have to lane versus a strong harasser or someone with dodgable spells like Ahri where boots are a must! [highlight]Start:[/highlight] [img=items/boots-of-speed.png] + [img=items/health-potion3.png] OR [img=items/dorans-ring.png] You should return as soon as you have the money to afford the chalice of harmony (880g) + a ward on top of that. If you manage to kill your enemy, push the wave to his tower and return to base. If you started with Doran's Ring, buy boots first! [highlight]First back:[/highlight] [img=items/chalice-of-harmony.png] + [img=items/sight-ward.png] Before the changes to Liandry's Torment, I would rush a Haunting Guise and a Giant's Belt, because the combination was really overpowered on any AP carry. Basically, you had a lot of sustained damage and were really tanky. Due to the most recent nerfs, this combination is a waste on Heimerdinger. I advice you to rush MPen boots, a large rod and a giant's belt for the following reasons: 1) the magic penetration is great for Heimerdinger, because he has a lot of flat damage with bad scaling. Most AP mids have scaling magic resistance glyphs which really kick in when you start building Sorcerer's Shoes. This actually negates their effect at this state of the game! 2) Giant's Belt is the most cost-effective health-item you can get at this state of the game with the highest amount of possible late-game combinations. You can use it for your Rylai's or your Warmog's for example. Essentially, this is a great item due to Heimerdinger's low base-health. The longer you live, the longer your enemies suffer from your turrets. 3) Needlessly Large Rod can either be built into Rabadon's or if necessary into an early Zhonya's. Only rush an early Zhonya's versus champs like Karthus. It gives you an enormous boost in damage and opens up various item build possibilities. [highlight]Core build:[/highlight] [img=items/sorcerers-shoes.png] + [img=items/chalice-of-harmony.png] + [img=items/giants-belt.png] + [img=items/needlessly-large-rod.png] What now? Finish your Deathcap, then Rylai's and the Grail, and then go for a defensive item. Possible item choices are: [img=items/warmogs-armor.png] It helps you survive heavy bursters like Syndra, LeBlanc, Annie and others of their dirty kind and stand ready to blow their faces when they wasted all their spells. Go for it if you have no problems with getting focussed in teamfights but want to play it safe, because assassins can still easily close in on you. [img=items/zhonyas-hourglass.png] Getting heavy focus due to a 10 kills killing spree? Do they have a Karthus who likes to scream and shout when you thought you won the teamfight? Well, victory is glorious, and sometimes golden as shown by Zhonya's Hourglass. Make them waste their ultimates while you stand with your wrench raised to the endless skies above the Fields of Justice, laughing in their faces while your turrets deplenish their health-bars. You get the idea. Pick Zhonya's if they are heavy on AD. [img=items/guardian-angel.png] This is your second life. While you return from the heavens, your turrets will still focus down your enemies and be vengeful. Your cooldowns also tick off and you basically get another chance in teamfights. It also gives you nice resistances versus fighters and casters, making your Rylai's twice as good as an item. [highlight]Ready build example:[/highlight] Ready build example: [item=sorcerers-shoes][item=rabadons-deathcap][item=rylais-crystal-scepter][item=liandrys-torment][item=guardian-angel][item=archangels-staff] One last advice on items: Always adapt to their team combination and be flexible with when you start building an item and when you finish it. It is of no use for example when the enemy team consists of strong attackers and contains almost 0 magic damage to build a chalice early. You should build Zhonya's first and then go for rod + belt and leave the grail out completly.

You now know what my item-build focusses on. What over choices are there? Which items are worth consideration and which you should definetly miss out on I want to discuss now. [img=items/athenes-unholy-grail.png] This is an extremly viable item on Heimerdinger! It gives you all the things you want: AP, CDR, mana regeneration for constant poking and magic resistance all combined in one item! If you face a lane that does not allow you to effectively dominate, because you walk out of trading with less health than your enemy does, give this chalice a second thought. Substitute the early Tear of the Goddess for the unholy grail! [img=items/abyssal-scepter.png] It gives you magic resistence, AP and a passive that works well versus teams with high magic resistance. This item works best if you are close to them, which you clearly do not want to be. It's great for champions that dive the other team like Fiddlesticks, Ahri or Galio, but not for you! [img=items/banshees-veil.png] This is a possible defensive choice. It is a nice item to build against mages that rely on a combination of skills to deal maximum damage (-> Annie, Brand, LeBlanc etc.), but I prefer a free revive most of the time. Catalyst got nerfed pretty hard already, and further nerfs are coming up soon, so just leave it out. [img=items/crystalline-flask.png] If you want to buy flask, do it early. The good thing about flask before the changes was that you could but the flask, pot/s and a ward to top it off. You can still do it but are left without further pots. I like it better on champions like Singed who can utilize it to increase their already badass health regeneration (Singed using his ultimate + flask is OP imo), so better go for boots and pots. [img=items/deathfire-grasp.png] 15% increased damage, cooldownreduction and AP? Nice. Short range? Meh. This is a great item for burst assassins like Evelynn, Syndra or Veigar. It works on Heimerdinger but feels out of place. I advice just trying it out whether it fits your style of playing or not. This would be a substitute for Tear of the Goddess. [img=items/ionian-boots-of-lucidity.png] Simply no. +15% CDR sound great, but you have +20% from your ultimate, 4% from your masteries and most likely run around with blue-buff. +15 flat magic penetration are far better! [img=items/lich-bane.png] Do not laugh, but it works! It works great! Only buy it as a last item if you do not need a defensive item and laugh in their faces while you throw your hammer of wraith. [img=items/liandrys-torment.png] The nerfs hit Liandry's Torment really hard. It would be useful if your turrets triggered the burning, but unfortunatly, they do not. The magic penetration is nice, but it is too expensive for too little use. [img=items/mikaels-crucible.png] This is an item suited for supports. Other items support your strengths far better and you have your enemies to worry about, not your allies. [img=items/morellonomicon.png] A useful item against champions that rely on sustaining themselves through teamfights like Mundo, Swain or even Soraka. Build it in mid game! [img=items/rod-of-ages.png] Rod of Ages is a strong item, because it gives you health, mana and AP. For a long time RoA was the #1 item for champions like Singed and Annie, but like I already stated above: Catalyst constantly receives nerfs and gets less viable as a tool of sustain. It costs 1200 now. You want to win games early - before your usefulness decreases with every second passed - and Rod of Ages needs time to get effective. It delays your power too much to be worth buying, so stick to other items! [img=items/runic-bulwark.png] An awesome item with awesome stats for awesome people who stand in the middle of fights. -> your AD bruiser or tank. [img=items/seekers-armguard.png] A nice mid-game item that builds into Zhonya's. It offers you armor and AP which helps our little Yordle survive ganks from their jungler or your team's stupidity (e.g. not banning Kha'Zix -> he's mid.) [img=items/twin-shadows.png] An awesome item. Builds from Kage's Lucky Pick! You can go boots -> TotG -> Kage's and build it into Twin Shadows later to catch that fleeing Evelynn, reveal Akali in teamfights or seperate single targets from their team to focus them down with all you have. Also offers movement speed and magic resistance. [img=items/void-staff.png] Always build this as your last item if they stack magic resistance. [img=items/will-of-the-ancients.png] The damage dealt by your turrets does not heal you and you do not really need it, so leave WotAs out!

[title][img=skills/heimerdinger/p.png] Passive: Techmaturgical Repair Bots[/title] [title]Explanation:[/title] This is what makes Heimerdinger outsustain a lot of mid-laners such as Anivia, Annie or Lux. It affects a wide area around Heimerdinger and heals him and his allies, his turrets, and finally, your team's towers. If you face a hard lane with constant harass (e.g. you get counterpicked by a Ziggs or Syndra), buy a Philosopher's Stone and just don't care a damn bit, because the combined sustain from your passive and your Philo keeps you alive. [highlight]Advanced information:[/highlight] -The health regeneration aura persists even when Heimerdinger dies -While towers are affected by the effect, inhibitors are not [title][img=skills/heimerdinger/q.png] Q: H-28G Evolution Turret[/title] [title]Explanation:[/title] In my opinion, it is this skill that makes or breaks a good Heimerdinger. Most players underestimate Heimerdinger's turrets. What are they good for? -Farming: Heimerdinger's turrets automatically attack creeps and enemy champions. This means that you can leave them in your lane while you port back to base and not lose experience from it. Most of the time, you will be in the lead in experience. -Jungling: You can easily take buffs without losing any health, because jungle monsters will attack them first. Drop 2 turrets on the blue-buff's face, chuck a grenade and return to the lane. Blue-buff makes Heimerdinger scary to lane against, because he will reach 40% CDR easily and harass enemies out of the lane surely. -Drake control: Leave one of your turrets at a tiny bit out of the dragon's range. Basically, it's a free ward. It relieves your jungler or the support from warding it so they can use their wards for other objectives like their jungle camps. Additionally, you should be able to solo the dragon at around lvl 11. Let the support drop a pink ward on the drake and let your towers tank the damage while chucking grenades and shooting rockets. Get help from your jungler if possible, because if their jungler actually appears it will be free and effortless gold for him. -Traps: Catching people unaware in between lanes is a fun thing to do. Especially when you know what your mid laner is doing. Example: Once I was laning vs a Brand who tried to max his CS out by slaying his Wraiths whenever they were up. Looking at the time, I set up a trap in the brush and simply devastated him. After his respawn, I did the same at their blue. He raged and behaved like a 11 years old kid which cost them the game. What counts is awareness and unexpected impertinence. It is helpful if you like being an ass, because this surely will give you the kicks! -Teamfights: Your turrets really shine in teamfights, because they offer huge AoE-damage, slow and tear their armor and magic resistance to pieces. Always stand behind them if you can, because there always is a stupid AD bruiser who closes in on you to break your bones and will be flabbergasted that it is actually a stupid idea to even attempt that. -Escaping ganks: Always have a defensively placed turret in case of a gank. You will be able to easily make your escape by using your ultimate thanks to the slow, and maybe even get a kill when you catch them unaware. [highlight]Advanced information:[/highlight] -For the first 6 seconds (reset with ultimate) turrets have a 50% attackspeed-buff -Do not work with spell-vamp or Rylai's Crystal Scepter -Recharging of the towers is affected by CDR (-> 40% CDR = 1 turret / 15 seconds) [title][img=skills/heimerdinger/w.png] W: Hextech Micro-Rockets[/title] [title]Explanation:[/title] The rockets are making Heimerdinger a great lane bully feared by the squishies. This is the #1 reason why you should max them first at every occasion - except if you face another Heimerdinger. Since the chance for such an encounter is around 0.05% I just wanna say that you should by all means max your grenade first then. They hit the nearest 3 targets and every rocket counts as one single-target spell as for the calculation of spell-vamp and other item effects (such as Rylai's). They have an incredible range which most players simply call overpowered. Thus, they are Heimerdinger's zoning tool. [highlight]Advanced information:[/highlight] -Will not pop spell-shields -Can only hit visable targets -Even when they hit multiple targets, the slow from Rylai's is the one of a single target spell [title][img=skills/heimerdinger/e.png] E: CH-1 Concussion Grenade[/title] [title]Explanation:[/title] This is the most difficult skillshot to land, because it is really really slow and predictable most of times. A good Heimerdinger will know when to use it and where to use it. A bad Heimerdinger will max it first. Always max this skill last! Most games I spend one point on it at level 4 and just leave it. When I dominate I just leave it out until level 10 to get even more damage in my pokes from my rockets. It is still a great skill due to it's AoE-stun and blind and has saved my ass a hundred times at least. You will definetly need it early if you want to set up traps! [highlight]Advanced information:[/highlight] -Pops spell shields -Reveals hidden area like CV -> Your opponent flashed over a wall? E after him and press W. [title][img=skills/heimerdinger/r.png] R: UPGRADE!!![/title] [title]Explanation:[/title] This ultimate is really overpowered! Most people think that it is not, but it truly is! What does it give you? At rank 3 it gives you a passive 20% (!) of CDR. With 4% CDR from your runes and blue-buff you already have reached the cap without buying one CDR-item. It means that you don't need to waste money on utility and can go straight for ability power and survivability. Moreover, it upgrades your normal abilities for maximum power. Your turrets gain an attack-speed buff, heal to 100% health and their attacks will slow enemies down. Your W will shoot 5 rockets instead of 3. Your E will have double speed, making it piss-easy to land. This skill makes Heimerdinger a team-fight monster and makes him so much more useful than AP carries who bullied him in lane (screw that Malzahar who 100-0'd you at level 6 by killing his entire team). Heimerdinger's skill-set gives him the [highlight]sustain[/highlight] necessary to survive a hard lane, the ability to [highlight]farm[/highlight] like a god, [highlight]utility[/highlight] for the team and one of the best [highlight]poking[/highlight] abilities in the game. Never underestimate Heimerdinger when you face or play him.

[imgext=http://i49.tinypic.com/6yjgol.png] We will want to max the rockets first as they are our best poking tool. Every rank means an additional 50 damage! That's plain insane, and it has a range of 1000 units. You should always max it first. The reason why I max the grenade last but pick one point in it early at level 4 is because it is really hard to land against seasoned players. It is so easy to sidestep that you should only use it when someone uses a gap-closer on you (Xin Zhao, Kassadin, Katarina and others) or try to scare someone off when you get ganked from their jungler [highlight]or[/highlight] when your enemy has been locked in place already (Maokai, Vi, Hecarim etc). We will want to maximize the effectiveness of our rockets and want to be able to place 2 turrets at a time as early as possible to pick up objectives such as the dragon or blue buff, so I grab one point in UPGRADE!!! at level 10, after acquiring my second turret and the rockets at level 5. This is the moment where you will need it as early teamfights often happen around this mark. Of course you can choose to put one point in it at level 6 if you face someone like Katarina who will most likely try to jump on you and whirl around mindlessly. If that happens just shove a grenade into her mouth, hit R and throw some wrenches at her. Always adapt to their team.

9x [imgext=http://www.solomid.net/guide/runes/mark4.png] [highlight]Greater Mark of Magic Penetration:[/highlight] I always choose magic penetration on marks, because they scale better into late game than AP marks. In combination with my selected items my Heimerdinger reaches 40 flat magic penetration. That's how awesome my Heimerdinger is! ;) 4x [imgext=http://www.solomid.net/guide/runes/seal3.png] 5x [imgext=http://www.solomid.net/guide/runes/seal2.png] 4 Greater Seals of Scaling Mana Regeneration and 5 Greater Seals of Mana Regeneration will help with early mana problems and have some scaling for lategame. You can play around with these to find the setup you find most useful, but I like the compromise between early presence and late game power. 4x [imgext=http://www.solomid.net/guide/runes/glyph4.png] 5x [imgext=http://www.solomid.net/guide/runes/glyph3.png] 5 Greater Glyphs of Magic Resist and 4 Greater Glyphs of Scaling Magic Resist help you fight other AP carries and take away some of the burst they have. Heimerdinger is really squishy, so I do not use 9 scaling glyphs like it is usually seen. You have to dominate your enemy early on or you will be close to useless later. 3x [imgext=http://www.solomid.net/guide/runes/quint3.png] 15 bonus AP at level 1 are great. Other valid options are Movement Speed Quints (especially when you prefer to start with the Sapphire Crystal). The AP will help your harassment greatly!

Last-hit minions with your magic wrench. If you face a melee bruiser or mage, make sure to give their health bar some love as well and back off fast so you do not get any hits from minions because of the relatively slow attack projectile speed of the wrench. This is a good thing for you, because you can safely harass people with your wrenches when they try to farm underneath their tower. A good Heimerdinger will poke enemies while they start an auto-attack on a minion. Poke, poke, poke! If the answer to the question "is your enemy standing inside of his minion wave" is "yes", try to kill one creep that stands in between you and him and use your W. He will most certainly back off now and reposition, which buys you time and interupts his last-hitting. How to use your turret pre-6: Place it defensively somewhere where he cannot easily access it but where it gives you cover from the jungle. Make sure that it can hit the fighter minions but not the casters. That way you don't push too much and do not expose yourself to ganks. The best place is beside one the walls to the jungle. [highlight]Lane tactics:[/highlight] -If you are being pressed against your own tower, drop your turrets in range of incoming minion waves but outside of the enemy's range so he has to come under your tower's presence to kill them. -If you are able to push the wave to his tower proceed to the enemy wraiths to increase your CS. This will add to your early dominance and weaken their jungler. -Once you have your second turret you can get the blue-buff on your own. Do that to pose a bigger threat in lane and farm like a god.

You should have your core at the ready by now. If not, increase your CS by slaying wolves and wraiths (after getting the okay from your jungler). Slaying the dragon is easy. Let the bottom lane support clear possible wards and ping for your jungler to engage the dragon. Drop your two turrets and fend off possible engagements from their jungler if he got cold feet and tries to interupt you. 950g for your team! [highlight]Information on jungle camps respawn time:[/highlight] Wraiths: First at 1:40; 50 seconds respawn Wolves/Golems: First at 1:40; 1 minute respawn Red/Blue: First at 1:55; 5 minutes respawn Dragon: First at 2:30; 6 minutes respawn Baron: First at 7:00; 7 minutes respawn Your team will greatly benefit from your knowledge of the respwan times. You can time counterjungling well and guide your team through the game. Normally it's your jungler's job, but I rarely see anyone call buffs, although I lurk around 1500 ELO. Concentrate on pushing towers and helping with big objectives such as the dragon or other lane's towers. If your lane is fine go to bottom or top lane, ward it and just push, push and push. Towers win games, not kills! You should end the game very early, because your power falls off late-game due to everyone finishing their builds. Other champions scale much better into lategame. Heimerdinger has high base stats on his skills but poor AP ratios.

Finish your build and stay with your team. You pose a great threat to the enemy team and will be focussed! Late game is where teamfights decide over win or lose, so make sure to be a presence. Even if you were in the lead, one lost teamfight can be the end of it. The tides of battle are unpredictable, which is why you want to end the game in mid game, but sometimes you do not get around it. [highlight]What do you need to be aware of?[/highlight] -Always be aware of the map. Wards are really important and everyone is responsible for them. The important objectives should at all times be warded (baron, dragon, maybe buff camps) and if you can afford it, ward the enemy jungle. -Do they have split-pushers such as Master Yi, Shaco or Twisted Fate? Stop them. -Clear objectives or lure enemies into traps (which is why warding is so important). [highlight]What else is important in late game?[/highlight] -Keep the lanes pushed. This way your enemies will be delayed longer before being able to hit your towers unless they have a strong tank who shrugs hits by towers off like there is no tommorow or enjoys it to an extent (I am talking to you, Mundo! Damn Masochism.) -Defend your turrets. You are the strongest defender in the game, so live up to your reputation! Clear minionwaves like a boss so they cannot try anything fancy. -You won a teamfight but minions push your base? You are the one to teleport back to base. You are a strong pusher, but an even better defender thanks to your passive and your kit. Let the rest of your team destroy their base.

[highlight]What to do in teamfights?:[/highlight] -Stay out of range of CC. That's what gets small Yordles killed. Once you die your turrets will disappear and not pose a threat to them anymore. -Always have one turret placed in a defendable position and one on CD. You must stay flexible to be able to adapt to your team's needs. If the enemies engage your team, just drop the other one in a good position and hit R. Throw a grenade in their ADC's face so he will not be able to deal damage and use your rockets to hit their entire team. -If your team engages their's, your initiator will have one target locked down already. Chuck a grenade there and secure the position with your turrets. If they make an attempt at going for your team they will be focussed down fast. -Keep your items in mind! If you get focussed, use either the active of your AA staff or Zhonya's if you bought it. A lot of players forget them to their disadvantage. -Play it safe and do not go all-in. You are a strong poker and kiter, so why set all on one card? Do not waste your grenade needlessly if someone could jump on your face. Save it for a moment where it makes a difference, but do not be egoistic and let your Ashe die to that Xin Zhao. ;) -Poke from a safe distance before teamfights emerge. The best situation is when your entire team pushed them under their tower and you are relatively safe. You can poke them at will with your rockets until they either got really low or start returning to base. Then your tank can initiate a towerdive and take them unaware. [highlight]We won the teamfight, what now?:[/highlight] -Possibility one: clear objectives. Get baron, their blue, their red, dragon, etc. This will increase your team's dominance by collecting a lot of gold! Baron + dragon make a nice 500 gold for every single person in your team. -Possibility two: push towers. Gib an inhibitor or two. Then use the time to clear their jungle and buy new items. Get ready to engage their base at an all-in that is in your favour. [highlight]We lost and one of my teammates is trying to surrender:[/highlight] -Playfully throw a grenade in his face and tell him to stop being a whiny kid. It's the late game! Who would surrender when there always is a chance to win? -Stall. Defend your base and ward the entrances to it. You are in advantage in your base. If possible, grab the Homeguard upgrade for your boots. This will help with defending. -Wait for your chance to strike back. There will be one. Trust me. There always is a chance to win!

By now you should have an idea how Heimerdinger is played, so we will now look into when to pick Heimerdinger and when to beg for mercy. Let's start with the match-ups where Heimerdinger shines: --- [img=champ/kassadin.png] Kassadin is an easy match-up for the biggest inventor to be seen on Valoran. Kassadin is a melee mage assassin with a weak early game and big ganking capabilities, zero pushing power without items and one of the weakest last-hitting underneath the tower. What does this mean for us? Ward the brush and push him underneath the tower. You will beat him at CS and take his ability to threaten other lanes. Always have two turrets up so he gets instantly focussed when he decides to jump on you, and get your ultimate at level 6 so he is not getting away with that. The big plus for picking Heimerdinger vs Kassadin is that you can safely harass him when he wants to last-hit, because he has to stand in front of his minions to do so. [img=champ/diana.png] She is a melee. What does this mean? Free rocket-harass. Diana relies on a low-CD skillshot to follow up, so learn how to dodge her spells and you will get more CS than her and harass her out of lane more than once, increasing the gap between the two of you. Get Banshee's Veil for later teamfights so she cannot jump on your face immediatly! [img=champ/katarina.png] Katarina is piss-easy. Put a point in your grenade at level 5 and then one into your ultimate at level 6. She too is a melee and will only be able to farm with her spells. If she Shunpo's you for a quick Death-Lotus show her who's the boss, chuck a grenade into her beautiful face and hit R. Always be aware of jungle ganks, though, so she cannot get the upper hand in the lane. [img=champ/evelynn.png] Evelynn is a strong ganker, no doubt! But Evelynn is weak against pushers like Heimerdinger who will diminish her tower in seconds if she decides to give bottom-lane a visit. You cannot counter-gank like Nidalee, Kassadin or Gragas, because you are very slow, but you can push the minion wave to her tower, drop one or two turrets and back off. She will fall off in CS and will have to return to mid if she does not want to lose her tower. [img=champ/ahri.png] Ahri works well versus squishy champions such as LeBlanc. Change your item build a little and get RoA + Rylais and maybe even an Abyssal if you need the resistance. She will not be able to 100-0 you and you just out-dps her if it comes to that due to her longer cooldowns. Make sure to dodge her skill-shots as they will hurt! [img=champ/akali.png] Another melee mage assassin! Whenever she tries to last-hit, throw a wrench or two at her. Drop a turret or two, that's what Heimerdingers do! :> Push the lane hard so she has to farm underneath her tower. Keep her busy after level 6 so she cannot gank other lanes or she will get fed from ganking and will dominate you. Your job is to double your CS as compared to hers. Constant harass pre-6 and pushing determine whether or not you will win, but if you are a seasoned Heimerdinger-player you will succeed with ease. With the current update (3.5), Akali got a tick easier due to the changes to [imgsmall=skills/akali/w.png]. Instead of revealing her when she deals damage, she is revealed when she starts an attack or activates a skill and is revealed later. [img=champ/mordekaiser.png] Mordekaiser has to get close to minions to farm and sustain his shield. I always put one ward in one side of the bush (usually towards bottom lane) and stand aside the minion wave to harass Mordekaiser. He has to decide whether to harass me or sustain his shield - which costs him a good chunk of health. He will keep to the other side of the minion wave to evade my rockets and is exposing himself to jungle ganks while I am playing it safe. Mordekaiser also has long cooldowns so you can just autoattack him. Post-6 you should punish him hard when he attempts to use his ultimate on you by dropping 2 towers on his face and casting your own ultimate. You basically farm and farm if you do it right and maybe pick some kills up with help of your jungler. This should be an easy lane for you. [img=champ/karthus.png] I often get told that Karthus is a counterpick to Heimerdinger. This is not the case. Actually, it is a really even match-up, a little bit to your advantage. Most players reduce champions to their ultimates, and while it is definetly true that Karthus has one of the better ultimates, Karthus cannot win trades with Heimerdinger. If he knows what's good and what's bad for him, he will safely last-hit and ignore Heimerdinger. If he overextends by walling you you just have to place both turrets, stun him with your E and walk away while firing rockets backwards. He will not be able to catch up with you to lay waste to your health-bar and will try to get the fuck out of your turret's range. Just do not make the mistake to use your turrets for farming, because he will just write something genious like "/all Thanks for the free money", and right he will be. It is best to start with Doran's Ring versus Karthus so he cannot kill you as easily post-6 by harassment and his ultimate. [img=champ/ashe.png] Noone ever plays Ashe mid anymore. But when they do, it's hopefully versus Heimerdinger. This match-up is so easy that I fail to find the motivation to thoroughly explain how to deal with her. Zone her with your turrets and your rockets. If she tries to autoattack you, chuck a grenade to her face. Rinse and repeat, it's that easy. Once she reaches level 6, care for her crystal arrow. It's a great opening for ganks and you should be aware of that. Don't let her snowball. I dare you! ò.ó [img=champ/darius.png] Darius was designed to kill bruisers, which is why he is so good at his current state in this health-stacking meta. The good thing for you is that you greatly outrange him and need not fear his hook. If you still get hooked (he flashed, or even worse: you flashed) just throw a grenade into his face to make it look more brutal than it already does and walk away like a true Yordle inventor. Always push him under the tower so he has to use his Q for farming, constantly wasting mana. Build Zhonya's early to counter his ultimate. Free farming! [img=champ/ezreal.png] Ezreal has a hard time at pushing the minion wave until level 6 when he gets his ultimate. However, even that will not help him a lot against Heimerdinger, because it is on a fairly high cooldown. Additionally, Ezreal is almost as squishy as you, but your poking is better - except you are an idiot and always standing in the open for him to freely hit you with his Q. Really easy!

These encounters are difficult, but doable. You just have to be able to adapt to these champion's skillset and play accordingly to succeed. Being the more skilled player helps definetly. --- [img=champ/ziggs.png] We already know that Heimerdinger is a great poker. Ziggs is greater. He can zone you easily and reduces your turrets to a puddle of melted metal. Use your turrets to ward the brush and focus on pushing the lane. Your goal will be to bait his poking and focussing on your CS rather than trying to poke him down. He can do it way better than you can, so try to get useful for teamfights! [img=champ/veigar.png] Your job is to end the game quickly. His is to scale into late-game, which is where your power falls off. In early game you can harass him easily, but once he has farmed a bit he will farm your turrets with one Q. He is not a direct counter to Heimerdinger, but a hard match-up due to his late-game power. You can play against Veigar, just make sure you - do not get stunned and then one-hitted. - do not push the wave under his turret, because he can last-hit easily. - end the game before he screws your entire team with one W. Veigar has one of the highest bursts in the entire game, so do not try anything too over-the-top! Your advantage over Veigar is that his early-game damage is laughable, while you shine early to mid-game. [img=champ/leblanc.png] This lane is only difficult if you do not know how to play vs LeBlanc. She relies on insta-gibbing you to roam freely on the map. What to do? Buy an early belt which you build into a Rylai's later and a Negatron. This will diminish her burst power easily and allow you to safely harass her at a distance and farm. Push her under her tower, because she cannot farm easily like that and will have to waste her mana on CS. That way she will not be able to kill you and prevent other lanes from possible ganks. Make sure to dodge her W if she marks you. If you manage to bait her to do that, hurt her badly. I never ever lost my lane to a LeBlanc. [img=champ/lux.png] Lux has gained a new popularity amongst the AP carries in the game, because everyone finally understood that she is a really strong caster with a burst that extends her range by far. Your turrets are useless against her due to her long ranged spells and her autoattacks extending the range of your turrets. Try to put them in positions where she can only use her spells to damage them so that you can hit her with rockets and your grenade if she tries to proc the marks. Push her under her tower so she has to focus on grabbing CS instead of harassing you. [img=champ/brand.png] Brand has a fast wave-clearing time and if the player behind Brand is worth anything, he can lane against anyone and come out with more farm and kills. This match-up is difficult for Heimerdinger, because you are a slow Yordle and Brand's a huge bully against immobile targets such as you are. Stay out of range of his harassment and utilize your rockets for farming. Don't use your turrets, because he will farm them. You can instead use them as free wards in the brush. If he dares to try and destroy them, harass him in return. If he has to waste his mana on killing your "wards", he cannot waste it on you. Be aware post-6 that his ultimate bounces off your turrets when you 1v1 him. That way, he can deal a surprising amount of damage in a short time! [img=champ/blitzcrank.png] AP Blitzcrank is a really overpowered thing if the player really knows how to play Blitzcrank. Most good Blitzcrank players predict when a minion you hide behind dies and pull you "through" your own minions. The damage of one combo (Q+E) is really high, and his innate tankyness through the mana shield is crazyly overpowered imo. It's only good that he got recently nerfed. Your problem is that he is a very mobile champion with great initiation capabilities through his grab and you are but a lame duck. My tips for this match-up: your turrets and his grab have an almost equal cooldown. If he does not use the iBlitzcrank-skin, you should be well capable of placing your turret in the way of his grab. If he sees you do that, he will not try to pull you that much anymore but bait your turrets out in 1v1s. You have better sustain, so try to harass him without taking too much damage and you should be fine. But still, you always have to focus or you are a dead inventor, and dead inventors cannot invent awesome stuff, so I plead you to stay alive! [img=champ/fizz.png] Fizz deals a hell lot of damage while being able to dodge a lot of skills, including your [imgsmall=skills/heimerdinger/e.png]. His ultimate will not be stopped by your turrets, and if you are hit by it, say bye-bye to your lane, because he will snowball extremly hard from that point. Always stay out of range of his burst and farm. You have the upper hand until level 6, because he is melee and your turrets will hurt him a lot if he uses Urchin Strike to close the gap between the two of you or use his E to jump away which costs a lot of mana. This is a match-up that can go both ways. The good thing for you is that there are not many Fizz players and an even lower amount can actually play him decently. [img=champ/fiddlesticks.png] Can be annoying to deal with, but he runs out of mana quickly if he does not receive a blue-buff. Look at their jungler's path and judge when the second blue-buff will be up and set up a trap to instantly nuke him down. After that, it's an easy lane and the only problem you can encounter is when he is able to pull an ultimate off on you which is quite hard. [img=champ/galio.png] He counters a lot of AP champions due to his innate ability to scale off magic resistance. He will shrug your rocket harassment off with ease, but he is prone to be ganked a lot due to his melee range so he has to farm with his skills and automatically pushing the wave.

These encounters are hardcore to deal with. Consider dodging these matches if you get counter-picked in a ranked match, because these will hurt you personally! --- [img=champ/nunu.png] Nunu is a really potent laner at all lanes. He reduces your turret's functions to being food on his plate, literally diminishing your farming potential. He will build tanky AP with RoA + BV and Mercury Treads. You cannot win against Nunu.. Only dodge him if they already have a jungler and a support to make sure you do not dodge Nunu in the role of a support. [img=champ/syndra.png] I recently picked her up and.. damn, Syndra is a bigger bully than you are. Syndra is able to pick your turrets up and throw them somewhere where they pose no harm for her or her minions - or simply on your brain. She can use "Scatter the Weak" to set up ganks from the jungle and I could swear that she uses your health-bar to kill you if I did not know that it ain't possible. Once she hits 6, you are a dead Yordle. The range of her stun is around 1,400 units. That's just mean. [img=champ/masteryi.png] Why is AP Yi a counter you ask? You cannot kill him. Fact. You can indeed harass him. You can bring him down to 50 health. Indeed, you can do that. But then he will just start healing every single point of health that you burned your mana for. A good Yi will be aware of your grenade and will not let you use it to cancel his channeling, so do not think of that as a counter to him. Additionally, his Alpha Strike allows him to diminish your turret's health in seconds, because they count as minions. [img=champ/cassiopeia.png] Why do I place Cassiopeia in the hardcore section? Obviously, because she's not only a great farmer, but can go all-in at level 2 and snowball off your lane. Her great range renders your turrets useless, because she can simply drop her Miasma on your turrets and they be gone in seconds, melting into a puddle of shame. A great Cassiopeia player will always keep the poison up on you whenever you try to last-hit. If that was not enough, her ultimate has great flat damage and allows her to 100-0 you in one go. [img=champ/chogath.png] Cho'Gath is a real pain in the ass if built with AP. I don't know how often I stated it already, but you are slow and as such prone to be tossed around by his Rupture. You cannot really harass him, because he will just slay some minions and be fine again. His killing-combo ([imgsmall=skills/chogath/q.png][imgsmall=skills/chogath/w.png][imgsmall=summoners/flash.png][imgsmall=skills/chogath/r.png]) is deadly for you. Either switch lanes with your top laner or go for movementspeed quints, 21 in utility and [imgsmall=items/boots-of-mobility.png] ... or dodge the game. [img=champ/rumble.png] Rumble is in a great shape right now. He is naturally tanky, has a shield, a lot of AoE damage and a long-range nuke. Due to his melee nature, he has to either last-hit by using his [imgsmall=skills/rumble/e.png] or autoattack which gives you the opportunity to hit him a bit. The thing is that good Rumble players stack health and magic resistance. You have to end the game early or you will not be able to kill him later in the game, and once he hits 6, he will [highlight]melt[/highlight] you.

Heimerdinger has everything that you need in Dominion. He pushes like a boss, has great harassment, is easily the best tower-defender in the current meta and does not need to initiate on other heroes, because he is safe and sound in his tower's range. Take that alongside the fact that he is really strong in the early stages of the game and only falls of late-game and you have a versatile pusher. That essentially makes Heimerdinger a [highlight]safe pick[/highlight] for [highlight]bottom lane[/highlight]. So let's discuss how to build Heimerdinger in Dominion: [title]Summoner Spells[/title] [img=summoners/garrison.png] [imgsmall=summoners/garrison.png] is a really great spell for Heimerdinger and any other bottom-laner, because it can turn fights around at either your or the enemy's node. There are a lot of uses for this spell: - If you are able to push your opponent under the range of his turret but you cannot cap it, because he harasses you. Use [imgsmall=summoners/garrison.png] for the reduced tower damage and drop your own turrets there and damage him yourself so he either backs off or goes all-in which will end badly for him. Congratulations, a free tower! -If the enemy is pushing you under your tower with his creeps. No matter how good you are at defending, you are prone to die. And if you die, he takes the opportunity to push his wave to your tower and take it. Use [imgsmall=summoners/garrison.png] to take the wave out and focus on keeping your enemy at bay by placing your turrets in a way that does not force you to fully commence battle. [img=summoners/flash.png] [imgsmall=summoners/flash.png] is a great summoner spell for everyone. I hope I need to explain why this is a great spell. Escape ganks or get in range to finish someone off. Your "get-out-of-jail-free" card. [img=summoners/revive.png] [imgsmall=summoners/revive.png] has seen a great comeback in Dominion and I really like it for a lot of champions. But it is not that great for Heimerdinger, because of his limited skill-set. Don't be that idiot who dies, uses [imgsmall=summoners/revive.png] and dies in an instant after going all-in once again. You will not only be hated by your own team, but your self-respect could take damage. A lot. [img=summoners/exhaust.png] [imgsmall=summoners/exhaust.png] is a great summoner for Heimerdinger, because it helps you land [imgsmall=skills/heimerdinger/e.png] or deal with 1v2 dives under your tower. In a straight 1v1, use [imgsmall=summoners/exhaust.png] and drop [imgsmall=skills/heimerdinger/e.png] after you are sure that you stun him. If you get dived by two champions, use [imgsmall=summoners/exhaust.png] for the one and [imgsmall=skills/heimerdinger/e.png] for the other player. Also use it when someone overextends and gets in range of your tower to make sure that he will remember his punishment. My personal favourite is [imgsmall=summoners/garrison.png] + [imgsmall=summoners/exhaust.png] because it helps me with whatever I am doing. Be it defending or neutralizing enemy nodes, both can be used. [title]Masteries[/title] I run a mastery page similiar to my Summoner's Rift one with the exception of switching utility with defense. [imgext=http://i49.tinypic.com/xmivea.png] It is a matter of taste after all and you could go 0/21/9 as well. It really depends on what you personally like best. [title]Runes[/title] No changes from my usual runes. You can switch the mana regeneration for armour and the magic resistance glyphs for AP/level if you know you are laning versus an AD bottom laner like Zed.

28/03/2013: Updated the guide to patch 3.5. 10/03/2013: Dominion section added. I am short in time and will further extend the section at a later date 09/03/2013: On my way to 50,000 views! More match-ups added! 01/03/2013: 20,000 views! Thanks! I updated the encounters-section and added more match-ups! 28/02/2013: Updated items and masteries. 08/02/2013: Added chapter about other possible items and spaced the guide more to appeal to the eye. 07/02/2013: Added chapter about possible item-changes / buffs and nerfs currently discussed on PBE. 06/02/2013: Completed writing the core of the guide. Guide got approved already!

You have read all the chapters and you are now amongst the glorious inventors! No? I hope you enjoyed reading this guide and learned something that will help you improve your general game or playing with Heimerdinger in particular. I am happy about any comment or likes as it will keep me motivated to keep this guide up-to-date and add more guides about other champions as well. I hope to see Heimerdinger get more popular amongst the summoner's who visit the League of Legends from the world occupied by humans to increase the fame of the glorious inventor! See you on the Fields of Justice ~ArtCrusader

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