Heimerdinger Build Guide

The Erratic Deviser

Uploader Edereon
Updated 5 years ago
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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

While Heimerdinger is little known he is very good at what he does and people underestimate what damage he can dish out. Although he has a different playstyles from most mages if you can master him he is just as good as any other mage in this game (except for Morgana/Cass) While Dan Dinh plays a very good and well known Heimer, his playstyle with him is unique to himself. I play Heimer differently but yield the same results: wins!

Mage's unfortunately have not a lot to choose from when it comes to runes. Nothing beats magic pen reds. For yellows you can use flat mana regen/mana regen per lvl, armor if you are facing AD; I personally use AP per level but feel mana regen is better for beginners. Glyphs are preferably AP per lvl but you can get Flat/per lvl MR if you are uncomfortable against mages. AP quints are best, but as always there are other options: health, MS, magic pen or AP per level all work as well.

[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] Very good laning passive. It is why I sometimes go Regrowth Pendant as it makes you basically immune to harassment. Note this affects turrets so if you clear a wave and have no where to go and don't have to B stand by your turret! This also heals your turrets and minions, so you will push the lane inevitably. [title][img=skills/heimerdinger/q.png] Q: H-28G Evolution Turret[/title] [number]Heimerdinger constructs a Machine Gun Turret with (260 + 15 x Lvl) health and 30 / 38 / 46 / 54 / 62 (+25% of ability power) magic damage. Max: 1 / 1 / 2 / 2 / 2 Turrets. Evolution Turrets upgrade every 7 attacks, gaining additional damage (deals half damage to towers). Every 2 levels of this skill will level the turret into a new type, becoming a green armor and magic resist reducing turret at level 2 and a red area of effect attacker at level 5. Cooldown 32 / 28 / 24 / 20 / 16 seconds Cost 70/80/90/100/110 mana Range 250[/number] [title]Explanation:[/title]Use it for a free ward at levels 1-5. This is probably the hardest thing to learn about Heimer, you just need to play games with him to get yourself familiarized with his turrets. I can't really go into a lot of detail as this is one of the few spells in this game you just need to learn how to use effectively on your own. Although I will say it helps in the clearing of Baron and Dragon very effectively though. They also allow you to push extremely well in the laning phase. Hopefully my videos will let you see how I use my turrets. [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] Your harassment and clearing tool. I maximize it first because it is Heimer's easiest spell to lane and will deal very good damage with Spell pen boots. *VERY IMPORTANT*: The 3 missiles go off on whoever is CLOSEST to you, so if your enemy goes in front of their minions its a guaranteed hit on them. Very long range so if you clear their wave you can easily harass them at their turret and not take any hits. [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] Although I don't level this until 8 it is the most important skill for you, just not in the early game. You will get to 11 easily without any team fights happening so there isn't a need to level until then. This spell is your poking ability during team pushes and your protection in fights (unless you have a good initiator in which you use it for damage.) If you have people going after you then save it, YOU NEED TO LEARN HOW TO STUN PEOPLE BY PREDICTING THEIR MOVEMENT. That is probably the most difficult thing about this skill. [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] Even after all the buffs for this *ultimate* I don't level it till 12. It screams team fight and there will be none of those until you level this at 12. It is just so pitiful in laning, so level up your other skills first so you can be a big threat. In team fights use it at the beginning so you can get 2 missiles/grenades off that are improved and have 3-4 frost turrets available. Your turrets either stay at full health or get mauled down so the healing part isn't very important (to me at least)

[imgsmall=skills/heimerdinger/w.png]>[imgsmall=summoners/clarity.png]>[imgsmall=skills/heimerdinger/q.png]>[imgsmall=skills/heimerdinger/r.png] Skill order is probably one of the hardest concepts for new Heimer players to grasp. No other champ allows for you to completely skip two skills before you feel the need to level them. If you feel comfortable using something else go ahead but this is what works best for me. Turrets and missiles are what give you lane dominance and good pushing early on, so I max these and ignore E and R. It is your preference but I have always stuck to this order and done well. Not a lot of explanation to it, it is what I like and I feel what works best for me. If you are or plan on getting ganked a lot a grenade point at level 4 well help counter it, make sure you can land it though.

90% of the time I go boots/3 hp pot into the gp/5 build (#2). Boots will allow you to safely throw wrenches for last hits and harass, while making it a lot easier to avoid the enemys harass. If the enemy has a weak jungler or mid I will go regrowth pendant and be immune to harass. But this usually never happens. Rod of Ages gives great stats and should be your first big item. While you should be far away from danger in team fights but the extra health means that if you get caught you can last longer and your turrets will do more damage in return. The rest is self explanatory, Rabadons/Void will give you the most damage. Usually after that the match is over but Zhonya's and Banshees are always a good option, I get Abyssal cause I go balls to the wall. ITEMS TO AVOID: [img=items/tear-of-the-goddess.png] I see some Heimers get this, but with Rod of Ages you won't need additional mana, especially if you get blue. [img=items/chalice-of-harmony.png] Very rarely will this be a good option. Hopefully your jungler gives you blue so you won't need this. If you desperately need MR just get a Negatron. [img=items/deathfire-grasp.png] You aren't Veigar, don't get this. [img=items/will-of-the-ancients.png] Heimer has no single target spells so spell vamp would be a waste on him.

AVOID THESE CHAMPIONS: [img=champ/cassiopeia.png][img=champ/malzahar.png][img=champ/morgana.png] Your turrets stand no chance against these champs, avoid playing Heimer if you see this them in draft. Annie also counters Heimer to a degree so I would tell beginners to stay away from her. You need to be in Mid. You need to push. You need to harass. It is actually pretty simple. If you can get ganked then you just decimate each creep wave and back off, it will push slower but you won't die.

Don't feel like I need to explain early/mid/late game, you farm and you harass (it is easy!) But in team fights you need to kite and stay far away from damage. If that no longer becomes an option drop a turret and use your grenade to protect you. That will deal damage and depending on whos beating on you that will make them think twice about continuing the chase. Only use flash to escape with a sliver of health or if you know you are going to die if you don't use it.

Some people commented on how I should add more gameplay details to this guide. Well... Heimer is a champ that is pretty complex and I couldn't explain it very well on how to best learn his mechanics. The best thing you can do is just go in and play him for a number of games until you see where you need to improve and what you could be doing better. Not many champs have this level of intricacy and me explaining it wouldn't help. Just go out there and WEAR THAT AFFRO AND MUSTACHE WITH PRIDE!! Updated 1/8/2012: Updated multiple things like runes masteries and skill order.

Comments coming soon!
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