Heimerdinger Build Guide

Dinger No. #1

Uploader HaZe BearG
Updated 4 years ago
15,680
78%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 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 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

Hello, my name is HaZe BearG, I play [imgsmall=champ/heimerdinger.png] as my main champion. I'm currently gold rating in solo queue, mostly playing mid. [imgext=http://i1165.photobucket.com/albums/q600/olisylvester1/newhimesats.png] [Edited with more recent stats.] This is my first guide so any constructive criticism on how to improve would be greatly appreciated. The thing that stands out the most about Heimerdinger for me is that he is possibly the most under rated champion in the game right now and often when I pick him all I get is, 'Why heim? :S troll pick'. I'm mainly doing a guide to show other players that Heimerdinger can be viable at any level of play. Pros: [.] One of the strongest laners in the game, has the potential to bully almost anyone out of lane. [.] Can place him anywhere, mid, top, i've even played him bottom with a taric, blitz, or alistar support. [.] Has an insane amount of a burst damage, capable of one shotting majority of AP carries, AD carries. [.] Wards can be placed as turrets which makes Heimerdinger almost ungankable. [.] Excellent objective control, can easily take dragon and even baron very early in the game. [.] Really good zoning ability. Cons: [.] Low base movement speed. [.] One of the lowest base armors. [.] Easily focused in team fights if you are out of position. [.] No utility in other lanes, very much a sit in your lane and push the tower so low ganking potential. [.] Often reliant on turrets, they can be easily killed late game. [.] Very dependent on blue buff.

Like most AP pages, red magic pen runes are the way to go. Personally I prefer to take AP per level yellows and blues, they give you a nice amount of AP whilst leveling up in lane. But you can take mana per 5 blues as Heimerdinger is very blue buff dependent, again it's personal preference really. The flat AP quints are really good for your early game, especially if you decide to take boots x3 health pots instead of a dorans. Also, magic resist glyphs can really help a lot in some match ups that have heavy burst and if you get caught it can be game over. Very recently I have been swapping my flat AP quints for gold per 10 quints, this will help you get your [imgsmall=items/rabadons-deathcap.png] extremely early especially if you are building gp10 items aswell.

[title][img=skills/heimerdinger/p.png] Passive: Techmaturgical Repair Bots[/title] [number]Heimerdinger gives nearby allied Turrets and Champions 6/12/16/22 health regen per 5.[/number] [title]Explanation:[/title] This passive is extremely useful, it gives you incredible lane sustain and allows you to trade really well in lane. It is also the only ability in the game that can repair turrets! [title][img=skills/heimerdinger/q.png] Q: H-28G Evolution Turret[/title] [number]Heimerdinger constructs a Machine Gun Turret with 260 + 15 per character level health and 30/38/46/54/62 (+20% of ability power point) magic damage (half damage to turrets). Max: 1/1/2/2/2 turret(s). Heimerdinger stores enough parts for a new turret every 25 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 2Rank 4: Turrets gain an additional 125 HealthRank 5: Turret attacks deal area damage Cooldown 32 / 28 / 24 / 20 / 16 seconds Cost 70/80/90/100/110 mana Range 250[/number] [title]Explanation:[/title] What makes Heimerdinger the champion he is I guess, his bread and butter. Turrets can be extremely useful, here's why: [.] Turrets can act as wards. [.] They give you the ability to kite your opponents combined with [img=skills/heimerdinger/r.png] [.] Their damage is highly underestimated and people tend to ignore them while they chip away. [.] Give you great objective control, you can take dragon and baron really easily and early with two of these. [.] They are great for last hitting and can be left in lane whilst you recall or go help other lanes. [.] If you're laning against a heavy skillshot opponent, hide behind these babies and you'll be alright. Here are some walls you can place your turrets over. [imgext=http://i1165.photobucket.com/albums/q600/olisylvester1/heimwraiths.png] [imgext=http://i1165.photobucket.com/albums/q600/olisylvester1/heimblue.png] [imgext=http://i1165.photobucket.com/albums/q600/olisylvester1/heimbaron.png] [title][img=skills/heimerdinger/w.png] W: Hextech Micro-Rockets[/title] [number]Heimerdinger fires 3 enemy seeking Micro-Rocket(s), hitting targets nearest to him. Each rocket deals 85 / 135 / 185 / 235 / 285 (+55% of ability power) magic damage. Cooldown 20seconds Cost 65 / 85 / 105 / 125 / 145mana Range 20[/number] [title]Explanation:[/title] Definitely Heimerdingers best ability. It offers massive zone and poke potential and does an incredible amount of damage considering it's a lock on and on a short cooldown. The only downside of this ability is you have to watch your positioning. Remember, it only hits the CLOSEST three targets (five with [imgsmall=skills/heimerdinger/r.png]). So you have to position yourself really carefully to be able to harrass with these rockets. [title][img=skills/heimerdinger/e.png] E: CH-1 Concussion Grenade[/title] [number]Heimerdinger tosses a grenade, dealing 80 / 135 / 190 / 245 / 300 (+55% of ability power) magic damage to enemy units (50% to turrets) and blinding them for 1 / 1.5 / 2 / 2.5 / 3 seconds. Enemies who are directly hit are stunned for 1.5 seconds. Cooldown 14 / 13 / 12 / 11 / 10seconds Cost 80 / 90 / 100 / 110 / 120mana Range 925[/number] [title]Explanation:[/title] Heimerdingers only form of CC. Very hard to land as it moves so slowly, but it pays off if you do as it does a high amount of damage. People tend to forget that with, [imgsmall=skills/heimerdinger/r.png], your grenades move faster and it makes it easier to land. At high levels it also clears a creep wave in one bomb. Also remember that this ability can give sight in brushes and FoW. Use this before facechecking any brush. [title][img=skills/heimerdinger/r.png] R: UPGRADE!!![/title] [number]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 for 10 seconds. Fires five Hextech Micro-Rockets instead of 3 and your CH-1 Concusion Grenade travels faster. Cooldown 60 / 45 / 30seconds Cost 90mana Range 280[/number] [title]Explanation:[/title] Heimerdingers ultimate which I believe is a bit lack luster. That's why I only take one level of it. It's good for kiting opponents around your turrets and even saving your life. In teamfights the effect it has on your [imgsmall=skills/heimerdinger/w.png] can be devistating as it can hit all five opponents.

Reasons for maxing [img=skills/heimerdinger/q.png] first: [.] If your opponent capatilises on roaming and helping other lanes such as, [imgsmall=champ/fizz.png][imgsmall=champ/ahri.png][imgsmall=champ/akali.png] to name a few. This will allow you to push your wave to their tower and really bully their lane so they can't be out of lane as much as they need to be. [.] If you're having a lot of trouble farming against an opponent that can zone you or have high range such as, [imgsmall=champ/veigar.png][imgsmall=champ/xerath.png][imgsmall=champ/orianna.png]. Not only will this make farming a lot easier, your turrets will focus the enemy if they try to harrass you. [.] If the enemy is applying a lot of jungle pressure. This will allow you to use a turret as a ward and as a last ditch effort possibly go 2 for one in a gank trade. [.] If you are planning on taking an early objective like dragon, or you have their buffs timed and are planning to invade. [.] If your opponent is using magic resistance runes. There is no point in wasting mana in lane trying to trade with a champion that has high MR. [.] If your opponent is a melee champion. If they try and trade with you, just put a turret down and try and hit them with your grenade to stun them, they will more than likely be on top of you at this point so landing a grenade at point blank range isn't too hard. Reasons for maxing [img=skills/heimerdinger/w.png] first: [.] If your opponent is trying to trade with you. Run back towards your tower and as they walk past their line of melee creeps, use your rockets. This will make you come out top in this trade. [.] If your other lanes are struggling and need help, or the enemy team has your buffs timed and are planning to invade. Your rockets do a lot of damage early game. [.] If you are in a farm lane. You can try to bully your opponent out of lane by using full use of your rockets when possible. [img=skills/heimerdinger/e.png] Always get an early point in this!

[title]Opening Items[/title] [imgsmall=items/boots-of-speed.png] [imgsmall=items/health-potion3.png] If you're against an oppenent that will really give you a hard time. Take these, it will give you more lane survivability but you won't have as much early poke. Take these aswell if you're against a champion with a lot of skill shots. or [imgsmall=items/dorans-ring.png] I tend to start with this the majority of the time, your passive gives you the capability to trade in lane even with a dorans. Plus the extra AP, health and mana regen it gives is really nice. [title]Core Build[/title] [imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png][imgsmall=items/sorcerers-shoes.png][imgsmall=items/rabadons-deathcap.png][imgsmall=items/void-staff.png] I always take a second dorans before I upgrade my boots, it gives you a bit more survivability in lane and more AP. Deathcap is pretty core on most AP champions. Once you get your Void Staff, you will tear people apart with your rockets. [title]End Game Items[/title] You should aim for these late game: [imgsmall=items/sorcerers-shoes.png][imgsmall=items/rabadons-deathcap.png][imgsmall=items/void-staff.png][imgsmall=items/archangels-staff.png][imgsmall=items/zhonyas-hourglass.png][imgsmall=items/banshees-veil.png] This is my general build at the end of a game. But does change depending on the game. [title]Here are some alternatives[/title] [imgsmall=items/abyssal-scepter.png] I highly recommend this item if you're up agaist a champion that can really burst you down quickly if you get caught. Champions like, [imgsmall=champ/ahri.png][imgsmall=champ/gragas.png][imgsmall=champ/leblanc.png][imgsmall=champ/sion.png][imgsmall=champ/veigar.png]. [imgsmall=items/chalice-of-harmony.png] If you feel like you're having A LOT of mana problems, take this, it'll be really useful for you. You can also upgrade it into [imgsmall=items/athenes-unholy-grail.png] if you're against a heavy AP team. [imgsmall=items/guardian-angel.png] It offers everything you need defensively. Take this if you want but I prefer other items. [imgsmall=items/rod-of-ages.png] Gives health and more sustain in lane. You can take it but I tend to stay away from this item. [title]Alternate starting build: GP10[/title] [imgsmall=items/philosophers-stone.png][imgsmall=items/heart-of-gold.png][imgsmall=items/kages-lucky-pick.png] This is the build I've been running with very recently, stacking gold per 10's as Heimerdinger does actually have high base damage on his abilities. This will allow you if you farm well to get your [imgsmall=items/rabadons-deathcap.png] very early which will help you to start becoming more of an AP carry.

[title]Nightmare lanes[/title] [img=champ/gragas.png][img=items/boots-of-speed.png][img=items/health-potion3.png] This guy will give you a hard time. Not only does his W give him 18% damage reduction at level 5 (which is quite a lot and makes him surprisingly tanky for an AP carry), it acts as a steroid and gives him bonus AD (30/40/50/60/70) which can be scary early game as Heimerdinger has an extremely low base armor of 7. Gragas can also reposition you away from your turrets with his ultimate and it does a lot of damage for such a short cooldown. His E is also a great gap closer which is great against Dinger as he is not very mobile. Tips: Starting boots will make his barrels easier to dodge as well as make you more mobile. They do a lot of damage so you must not position your turrets too close together or he will be able to destroy them with one spell. Against Gragas if he tries to trade you or kill you, you will have to rely on the stun from [imgsmall=skills/heimerdinger/e.png] to get away from him and let your turrets do the damage. If you have taken [imgsmall=summoners/exhaust.png] you can exhaust him, grenade and then rocket and he most likely will back off. [img=skills/heimerdinger/q.png] MAX THIS! ------------------------------------------------------------------------------------------------------- [img=champ/malzahar.png][img=items/boots-of-speed.png][img=items/health-potion3.png] This lane will be a farm off with hardly any trading until level 6. When he is level 6 you have to be extremely careful as he could flash and use his supress and him and a jungler will kill you. You have to be very careful of his E as it jumps from creep to creep and it does a lot of damage if you let it bounce to you. Malzahar can destroy your turrets very easily with all his spells so you will want to spread them out. He also has a lot of push potential very early and will push you to your tower, Dinger can have a lot of trouble farming at the tower unless he uses his abilities which will drain your mana pool. Tips: If Malz tries to harrass you, wait until he is past your melee minion line and rocket him, you will come out on top of this trade as your rockets have a lot of range. If you are struggling, ask your jungler for a gank just to give you more control of the lane and some breathing room. Place your turrets away from each other to avoid Malz destroying them with with AoE. This guy will want to push you to your tower and go off and roam, to stop this you will have to max your turrets first to maximise farm potential at your tower, you must also ward to stop him from roaming. [img=skills/heimerdinger/q.png] MAX THIS! Items that help: [img=items/quicksilver-sash.png][img=items/athenes-unholy-grail.png][img=items/abyssal-scepter.png][img=items/banshees-veil.png] ------------------------------------------------------------------------------------------------------- [title][Will update more when I find time.][/title]

Heimerdingers early game is when he is most likely to have jungle pressure. Putting your turret in a brush next to lane can save your life. You need to make sure you last hit as much as you can without using a lot of mana. Wait for your opponent to trade with you, they will underestimate you and you will make them fear you. Dont push your lane too much with your turrets or you will be very open to ganks. This is why I put my turrets in a brush because if you use them in lane, your creep waves will push. Remember to leash for your jungler and protect their buffs. Putting your turret just behind where the buffs spawn is a great way to leash as your turret will take all the damage until it dies leaving your jungler to smite it. If you're going to miss CS because you're trying to poke early, it's not worth it just focus on last hitting and be careful of the enemy jungler. Make sure you have 2 turrets ready for when your team is ready to take dragon, even try and get a gank on bottom lane. A great way to do this is to run up the lane and into the brush on their side. Set up your turrets in the brush and get someone to bait it.

To get the most efficient use of Dinger's turrets, you'll want to place them away from the creeps but just in range so that they can hit them. If the enemy has AoE abilities and your turrets are next to the creeps, they will be able to destroy them without using more mana than needed. Also, if you'll want to know the range of your enemy so you don't place two turrets close enough for them to be nuked with one spell. Here is an image that will give you a rough idea of the area you can cover with your turrets and rocket range. [imgext=http://i1165.photobucket.com/albums/q600/olisylvester1/turretplacement.png] [Note that this is just to show the area covered by your turrets and not where to place them. As you can see Heimerdinger can control almost the whole lane with correct placement of his turrets and with effective rocket poke.

You can deal with ganks a number of ways. The first thing you must do is see who their jungler is. If they have a jungler like [imgsmall=champ/maokai.png][imgsmall=champ/alistar.png][imgsmall=champ/amumu.png]. These champions have a great gap closers, some are lock on. The safest option is to place a turret in the river brush or in the brush on either side of the lane, the easiest way to decide is keep your eye on the map, if you see their jungler has just ganked bot lane. Place a turret on that side of your lane and stand away from that side. If their jungler is a very blue dependent jungler, place a turret on the side that their blue is. If you know their jungler is starting at red buff, place a turret on that side. This will allow you to retreat back to your tower before they have the opportunity to gank. If they have a jungler like, [imgsmall=champ/drmundo.png][imgsmall=champ/shyvana.png][imgsmall=champ/skarner.png]. It is perfectly okay to have a turret in lane. The reason being is that these champs, although fast, don't have any gap closers early game so your turret will be chipping at them as they try to gank. Here is a clip of a game where I was too overextended and looked like a sitting duck for a gank. [youtube]http://www.youtube.com/watch?v=s1-gQBVfW0s&feature=youtu.be[/youtube] [Sorry about the quality of the video, had to record at like 10 fps because the file was huge] In this game we put our Pantheon mid against the enemy Kassadin to counter him so I went top lane against Olaf which I ended up killing him and then they swapped back. It was really silly for me to be so overextended without any wards or my flash up. As soon as I see mundo, I place a turret down and head for the nearest brush. I juke down and run back to my turret as I have no flash and I try and make the best out of a bad situation (I can't run from a Mundo). Mundo backs off as he falls too low to my turret and rockets. As Kassadin is a melee champion, I do my best to kite him around my turret whilst waiting for my rockets to come off cooldown. I pick up the kill and level up my grenade. The first rocket on Mundo should of really finished him off, but I used my grenade to give sight of the brush he was in. I finish off Mundo and turn the odds around.

Farm is still the most important thing, you can't fall behind on CS to the enemy AP. Heimerdinger is a pusher, so at this stage you want to have your tower down and maybe start moving to other towers to push them down. Team fights will be occuring at this stage of the game, make sure you have recalled bought your items and even a [imgsmall=items/elixir-of-brilliance.png] for this stage of the game. Key objectives will be emerging such as dragon and baron. You want to have as much control on these points as you can, remember you are an excellent zoner. It teamfights your position is key, try and stay at the maximum rocket range during team fights. Your auto attacks don't do anything and if you run into a teamfight, you will die. Position your turrets around your AD carry to let them kite enemies around. Use your [imgsmall=skills/heimerdinger/r.png] and use your rockets and your grenades to do lots of damage. If you find yourself being focused, use [imgsmall=summoners/ghost.png] and kite, kite, kite.

Heimerdinger has a surprisingly good late game, the fact in the a teamfight with his ultimate he can hit everyone on the enemy team if used right. You should have your Zhonya's by this point so if you do happen to get focused, make full use of this item. Remember to keep a timer on your blue buff and global objectives like dragon and baron. Dinger has brilliant objective control and he is very blue buff dependent. At this point you will most likely be roaming in a team. Dinger can use his turrets to bully towers down and zone his opponents. Don't stray off on your own, if you need to push a wave, place a turret down and then head back to your team. This will stop the lane from pushing.

I have covered the majority of points about teamfights above. But there are a few things you must remember. [.] Positioning is key. You can't run in and use all your abilities, you will die. [.] Place your turrets near your AD carry to allow him to kite enemies. [.] Obviously try to focus their AD carry, but because of your skill set that isn't always possible. Just throw in your grenade, use your rockets and do as much damage as you can. [.] REMEMBER, [imgsmall=skills/heimerdinger/r.png] allows your rockets to hit 5 enemies. [.] If you have your Zhonyas Hourglass, use it. You can't let yourself be focused. Here are the prime positions where I've found Heimerdinger can really shine in team fights. [imgext=http://i1165.photobucket.com/albums/q600/olisylvester1/heimposition-1.png] This allows Heimerdinger to use his abilities over walls and kite extremely well.

[img=champ/heimerdinger.png] Overall, Heimerdinger is extremely fun to play with. There is nothing more satisfying that placing your turrets in a bush and an unsuspecting enemy walks into it. Your grenades and rockets will almost always kill them. Here is a video I recorded to show how to do it. I had a friend help me but I tried to make it as realistic as possible, I'll look through my replays and find where I have done this is a proper game. [youtube]http://www.youtube.com/watch?v=K2NR9v12x6c&feature=youtu.be[/youtube] This is my first guide so try and leave as much constructive criticism as possible. I have tried my best to make it as detailed as possible. I will add more pictures and comments over time. Keep comments constructive :) Have fun! [title]-BearG[/title]

Comments coming soon!
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