Heimerdinger Build Guide

The Master Kiter

Uploader Kawaiiness
Updated 6 years ago
63,771
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Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 9
    Greater Glyph of Scaling Mana Regeneration (+0.06 mana regen / 5 sec. per level (+1.2 at champion level 18))
  • 3
    Greater Quintessence of Health (+26 health)
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

Heimerdinger is a very underrated champion. He has a very strong and very safe push early game, a good farm game, extremely long range for the damage he does, one of the only 2 full blind's in the game, an aoe stun, a multi-target slow, probably one of the best farm games in the game, a very good kite game, and of course massive field control only comparable to a support.

[title]Explanation:[/title] Double mana regen runes and chalice are how I get around heim's mana problems. The hp quints are pretty necessary on heim too because of his very low starting hp, and because I don't really build any until giant's belt which can make you easily gankable if your flash is down.

[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] Heim's passive makes him a very good duo lane with a tanky dps. They can protect him and harass very well as well as help you push and regain enough hp that it's almost like having a healer in the lane with them. It also keeps you in lane a long time and makes you the king of poking during the lane. If that wasn't enough, it's the only skill in the game that can heal your towers. [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 / 2 / 2 / 3 / 3 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 / 16seconds Cost 120 / 125 / 130 / 135 / 140mana Range 250[/number] [title]Explanation:[/title] This is one of heim's most important tools. With the ability to store them you can now do interesting tricks that can make you a very defensive push. They give great farm, their debuff will shred the enemy team in a teamfight, they can chop down dragon/baron/blue buff very fast, they can act as wards, and etc. If you know how to skillfully place and use your turrets you will be well on your way to playing heim well. [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] This is heim's bread and butter damage skill. Typically you will be using this skill to poke pre teamfights, kite during teamfights, do aoe damage to their team, harass during the lane, and farm. This ability allows heim to do tons of damage to multiple opponents from extreme safety when combined with your turrets. It also is the main reason your push is so safe, because it's just so hard to avoid. [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] This skill is an aoe blind/stun. It's one of only two blinds in the game, does some pretty decent damage, has hard cc on it and range. It allows you to kite, save teammates, and help focus people down. Last but not least, it can help farm and push lanes like the rest of your skills. [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] This is what brings all of heim's skills together. It makes your rockets into a 5 man aoe slow ranged nuke on almost no cooldown. It makes your turrets a kiting force in addition to it's damage and shred debuffs. It makes your grenade more easily hittable as well.

[imgsmall=skills/heimerdinger/w.png][imgsmall=skills/heimerdinger/q.png][imgsmall=skills/heimerdinger/w.png][imgsmall=skills/heimerdinger/e.png][imgsmall=skills/heimerdinger/q.png][imgsmall=skills/heimerdinger/r.png][imgsmall=skills/heimerdinger/q.png][imgsmall=skills/heimerdinger/q.png][imgsmall=skills/heimerdinger/q.png][imgsmall=skills/heimerdinger/w.png][imgsmall=skills/heimerdinger/r.png][imgsmall=skills/heimerdinger/w.png][imgsmall=skills/heimerdinger/w.png][imgsmall=skills/heimerdinger/e.png][imgsmall=skills/heimerdinger/e.png][imgsmall=skills/heimerdinger/r.png][imgsmall=skills/heimerdinger/e.png][imgsmall=skills/heimerdinger/e.png] [title]Explanation:[/title] You start with rockets for the level 1 teamfight and because turret pushes the lane too far until you get your chalice/boots. Aside from that rocket harass and damage is very good at level 1 and usually does 1/6 or so of the average players hp. From there you take turret just to have something to fall back on and to start taking ranks in it. Then rockets again, this should supply u with enough poke damage to keep most people low. At this point not having a point in grenade becomes dangerous if a scuffle/gank occurs so you grab 1 in that until later. Usually around this level or the next you will recall and grab boots/chalice and so that's when you start maxing turret and pushing. Having at least 3 in turrets is extremely useful because it let's you start storing the turrets and the debuff/damage starts to get good. If they are easily harassed or poke you can take more rockets, and if they are more tanky and rockets won't do that much then run with turrets. If you're midding always max turrets first. This when combined with your level advantage and how small the lane is will actually protect you from most gankers because most mids are squishy so you don't need a ton of rockets and she will be too low to help, and because your turrets will do so much damage that you can actually drive back the jungle at a remnant of his hp with turrets/rockets while flashing away to safety. Essentially R>Q>W>E, but use judgement on whether to prioritize W.

[title]Starting Item Options:[/title] [img=items/boots-of-speed.png][img=items/health-potion3.png] [img=items/meki-pendant.png][img=items/health-potion2.png] [img=items/boots-of-speed.png][img=items/health-potion.png][img=items/sight-ward.png] Your goal is to get chalice and boots fast. I usually like the mana regen and hp pots because you can run dry very fast rocket spamming, but against some teams I will make an exception and start with boots. Usually because I feel like I'll need to kite harder during the lane and/or they have a roamer+jungle that I am afraid of. [title]First Recall:[/title] [img=items/chalice-of-harmony.png][img=items/boots-of-speed.png] This gives you your pushing power and harass power and some ability to escape ganks. Boots always are more important than chalice. [title]Mid game goals:[/title] [img=items/chalice-of-harmony.png][img=items/mercurys-treads.png][img=items/rylais-crystal-scepter.png] Kiting is essential for heim. As long as you don't die you can keep dishing out tons of aoe damage. Also if you die your team loses your turrets. Aside from that, you need to remain safe if you're putting pressure on a tower at this stage of the game. Rylai's+rockets is about as good as it gets. You have a full team slow on a very low cooldown that can help you chase and kite. The fact that it's attached to an aoe damage nuke is even better. [title]Late game items:[/title] [img=items/banshees-veil.png]or[img=items/zhonyas-hourglass.png]or[img=items/randuins-omen.png] Depending on whether you want armor or magic resist. [img=items/rabadons-deathcap.png]or[img=items/void-staff.png] Are your damage items if you are not really needing the survivability at the time, but I always suggest having at least one or two defensive items endgame or you could crumple very fast.

Your early game will mostly rely on using your rockets for poking and harassing whoever your laning while farming as much as possible. Until you build to 2 turrets, it's advisable to not push the lane. In a duo lane this means that you won't be pushing until around level 7, but in a solo you can sometimes manage to start earlier. Depends how safe you feel. If you need to you can use your early rank turret for a ward if you aren't comfortable. This gives up the safety and free damage you'll get if a scuffle does break out in lane, however. The most common turret placement before you decide to push is slightly behind your caster minions and towards 1 side (if they have bush control away from the bushes and if you do towards them). This will give you a place to run to if they decide to harass you, but will not push the lane. Once you earn the 850 gold you need to grab your chalice and boots you should recall and tele back, even if you're near full hp and mana (though you will probably be nearly out of mana). It's very dangerous to be without boots 1 for very long, so sometimes if my farm is going slow I will instead just recall for the boots and recall later for the chalice. Don't forget to buy wards for your lane. As a very strong farmer who will be easily earning his gold through the game you can more than afford it. It's not uncommon for you to have the highest last hits even while in a duo lane. Don't starve your partner though if you're in a duo. Let him take last hits that he can reach without too much trouble and use your range to take the ones he can't. If the enemy team does try to gank you, here's what you will do. First gain as much distance as you can and kite towards your turret. Your turrets should nearly always be in line with where you would kite if you had to run from common gank spots (in a straight path back). With that in mind, make sure to stay near them at all times and in a place where you will normally be kiting through them. Make sure to rocket as well while they are closing. Rockets give good damage and when combined with the turret damage you can scare away potential gankers sometimes without wasting flash. Also, neither of these sources of damage slow you from kiting. Once the enemy player gets in range throw your grenade and blind him at the very least. If he has red buff you don't want to get hit and get slowed, so pick your grenade timing carefully. Flashing through or around enemies behind you is always advisable. Lastly, use your ult to slow when it's most beneficial. This essentially means when they'll have to run from one side of your turrets to the other. If this means flashing behind the enemy jungle, dropping a turret, and ulting than do it. The sustained slow can create massive amounts of distance. Never go out too far when your ult is on cd, and still be very wary if you don't have flash up. If you have both it takes a lot to kill you, but don't be foolhardy. Heim destroys towers. If you play the early game correctly you should keep the enemy team low while very safely pushing the lane. You can sometimes take a tower by as low as 6 minutes in, but you will almost always drop their tower below half.

Mid game you will be farming and holding lanes or pushing. Always push safely and constantly keep turrets up. I like to have 1 turret stored at all times if possible so that if a scuffle does break out I can drop it and kite/deal damage. Remember that your turrets are a very safe place for your team and give them good control because of their damage and slow. If a fight does break out, place them in places that will allow your squishies to make the best use of them. Your job is to protect the carry and poke anything that comes at her during teamfights. Grenade to blind anything on her, ult to slow their team and keep spamming those rockets every time you can. You should be very hard to catch at this point because of your low cooldown aoe rocket slow, merc treads, turret slow, your high ranges, and your grenade. You should almost never get caught out of position and focused down quickly. Heim has some of the best kiting tools in the game comparable with Janna and Ashe. So ideally you will be able to focus more on protecting your squishies than yourself. Your turrets debuff/rocket damage will allow you to shred any tanky dps that try to come into your team. Heim is better the more melee characters are on the enemy team. You can severely injure them and control them with grenade and turrets and rocket slow. Don't underestimate heim's damage. He puts out a lot, and it's all aoe while still having immense utility during this stage of the game, but remember that turret placement is key. You're no longer just placing your turrets where you will be kiting, but also where your squshies will be. The key to turret placement is placing them where you'd go anyway if they weren't there and where your squishies will go when running. You will be a major source of your teams wards during the mid game. You have an incredible amount of farming and pushing tools. Don't forget that heim can help take dragon or baron very fast with his turret debuffs. Take blue whenever it's up, at this stage of the game it's basically yours. Very few characters make as much use of infinite mana as you. Your turrets can give you mass team gold advantages if you play right during this stage of the game as well as a ton of map control. It's also nearly impossible to push a tower over with heim and one other person at it, so it's your job to defend lanes.

Late game is very similar to midgame with heim. Use your utility to protect your squishies and assist your team is quickly taking objectives. Kite well and spam rockets. The only difference is that you won't be farming as much late game but will be more often following your team around to protect them. Don't forget wards. You can easily have a huge item lead by this point in the game and even if you don't it's not that big of a hit for heim is you have rylai/merc treads/rabadon's to slow down your item gain. Heim is very nearly always the chief of wards for your team, so don't expect other people to buy them for you.

I've mentioned it a lot, but turret placement really is the most important skill when playing heim.Always keep these things in mind when deciding where to place them: 1. Do not put turrets too close together. Aoe spells can murder them without trying and you will have less places to kite through when you ult. 2. When pushing a lane keep one turret to each side of the minion wave and near the front. You don't want your turrets tanking the wave for sustained pushing, but if they are dead and you're trying to take a tower than you should have them tank the wave. 3. When not pushing a lane keep them towards the back of the wave and on either side of the wave, but just out of range of the minions. You can also put them both on the same (bush side) side and stagger them back if you're afraid of a jungle gank. This will allow you to easily kite through them and slow and play defensive against any harassment or gank attempts without pushing. 4. Place your turrets where you or your team will already be going if in danger. It's extremely useful for an ashe or mf to have turrets standing in such a way that she would kite around and through them to get to a place of safety. This will not only damage attackers, but slow them if your ult is up as well. This makes you punish them harder if they overextend and get less from it. 5. Try to always keep 1 turret stored regardless of the circumstances. You don't know that if you go into a lane and hold it that you won't need to leave it soon, go dragon, take baron, drop it to prevent a gank, or something else. One trick I like to do that will safe you during a gank a lot when pushing is to have your pushing turrets out and when the jungle comes in, to flash past him drop a turret and ult. Then when he's slowed you can follow up with an easy grenade stun and rockets. Always keep safety in mind. If you're pushing drop 1 then wait for the second to store and drop that too. 6. In teamfights don't just throw out your turrets. Team fights can be very mobile, and ultimately you don't always know where the optimal placement can be and they can move around and away for them. Use them to secure areas you need secured at the time. It's very useful to already have two turrets down around your team before the fight and have two stored for placement during the fight. Add that into probably getting another turret stored during the fight and you can make use of 5 different turret placements. Use judgement. If you know you're going to be fighting in this area then drop both and start rocketing. 7. Always protect your carry. Your turrets most important function is to protect your carry. Normally you will generally be where they are anyways, but prioritize protecting them over yourself. 8. Lastly try and place your turrets so that you will get the most use out of their range. If they move in and attack someone they should be just on the edge of it's range so that they are getting hit, but you can still kite back through the rest of it's range. You can use this to walk back and forth between two turrets while keeping them in the turret range and slowing them. Some squishy gankers can easily be brought down by kiting in and around your turrets while rocket and grenading them if you place them to give you the best space to kite in their range.

Remember that you're essentially a mix of a support and an ap. Take objectives fast, always ward heavily, and always play safely. Knowing where and when to place your turrets and how to kite will make you an extremely deadly force that can give your team a heavy advantage.

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